Information processing program, information processing method, and information processing system

The information processing system addresses inadequate volume control in game communication by adjusting volume based on character distance and game function, improving gameplay immersion and reducing distractions.

JP7853364B2Active Publication Date: 2026-04-28CYGAMES INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CYGAMES INC
Filing Date
2024-06-28
Publication Date
2026-04-28

AI Technical Summary

Technical Problem

Existing game technologies fail to appropriately adjust the volume in communication functions based on the distance between player characters in a virtual space, leading to inadequate volume control.

Method used

An information processing system that controls the volume of communication functions based on the distance between player characters in a virtual space, using multiple control information sets to adjust volume attenuation according to the distance and the current game function, enabling seamless communication and gameplay.

Benefits of technology

The system effectively adjusts volume in communication functions, enhancing the gaming experience by minimizing distractions and maintaining focus on gameplay, while allowing realistic and immersive player interactions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To appropriately adjust sound volume in a call function in a game.SOLUTION: Receiving a selection operation of an own player for activating one of a plurality of provided game functions, arranging an own player game content corresponding to the own player and an other player game content corresponding to the other player in a virtual space in a game, and controlling a call function that enables a call between the own player and the other player, the processing of controlling the call function may include controlling a sound volume in the call function on the basis of control information corresponding to the activated game function among a plurality of pieces of control information in which a change amount of the sound volume with respect to a change in a distance between the own player game medium and the other player game medium in the virtual space may be set.SELECTED DRAWING: Figure 7
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Description

Technical Field

[0001] The present invention relates to an information processing program, an information processing method, and an information processing system.

Background Art

[0002] Patent Document 1 discloses a technique for adjusting the volume in a communication function within a game according to the distance between objects in a virtual space within the game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the technique described in Patent Document 1, depending on the situation of the player within the game, the adjustment of the volume in the communication function may be insufficient.

[0005] An object of the present invention is to appropriately perform the adjustment of the volume in the communication function within the game.

Means for Solving the Problems

[0006] To solve the above problems, the information processing program causes a computer to perform: processing for receiving a selection operation of the self-player for activating any one of a plurality of provided game functions; A process to display a game screen of the type corresponding to the game function selected by the selection operation from among multiple types of game screens, processing for arranging the self-player game medium corresponding to the self-player and the other-player game medium corresponding to the other player in a virtual space within the game; processing for controlling a communication function that enables communication between the self-player and the other player; and causing the computer to execute the processing. The process for controlling the aforementioned call function is: Among the multiple control information sets which represent the amount of change in volume in response to a change in distance between the player's game medium and the other player's game medium in the virtual space, the game function that is currently running , and the game screen currently displayed Based on the control information corresponding to the above, the volume in the call function is controlled.

[0007] Multiple control information, The amount of change in volume is set to the amount of volume attenuation corresponding to the distance between the player's game medium and the other player's game medium. When the distance between the player's game medium and the other player's game medium in the virtual space is a predetermined distance, The aforementioned damping amount First control information, in which a predetermined value is set, When the distance between the player's game medium and the other player's game medium in the virtual space is the predetermined distance, The aforementioned damping amount A second control information set to a specific value different from the predetermined value, It may include.

[0008] The process for controlling the aforementioned call function is: The call function may be controllable across states ranging from when a predetermined game function is not activated to when the predetermined game function is newly activated.

[0009] To solve the above problems, the information processing method is: An information processing method performed by one or more computers, A process that accepts the player's selection command to activate one of several game functions, A process to display a game screen of the type corresponding to the game function selected by the selection operation from among multiple types of game screens, The process of placing the player's game medium corresponding to the player and the other player's game medium corresponding to the other player in the virtual space within the game, A process for controlling a call function that enables communication between the aforementioned player and the aforementioned other player, Includes, The process for controlling the aforementioned call function is: Among a plurality of control information in which the amount of change in volume with respect to the change in the distance between the self-player game medium and the other-player game medium in the virtual space is set, the game function during activation , and the game screen currently displayed controls the volume in the communication function based on the control information corresponding to the game function.

[0010] To solve the above problems, an information processing system is an information processing system including one or more computers, where the computer performs a process of receiving a selection operation of a self-player who activates any one of a plurality of provided game functions, A process to display a game screen of the type corresponding to the game function selected by the selection operation from among multiple types of game screens, a process of arranging a self-player game medium corresponding to the self-player and an other-player game medium corresponding to an other player in a virtual space within the game, a process of controlling a communication function that enables communication between the self-player and the other player, and the process of controlling the communication function controls the volume in the communication function based on the control information corresponding to the game function among a plurality of control information in which the amount of change in volume with respect to the change in the distance between the self-player game medium and the other-player game medium in the virtual space is set. , and the game screen currently displayed

Advantages of the Invention

[0011] According to the present invention, it becomes possible to appropriately adjust the volume in the communication function within the game.

Brief Description of the Drawings

[0012] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] FIG. 2A is a diagram for explaining the hardware configuration of a player terminal. FIG. 2B is a diagram for explaining the hardware configuration of a server. [Figure 3]Figure 3A is an example illustrating the home screen. Figure 3B is the first example illustrating the card settings screen. Figure 3C is an example illustrating the battle selection screen. [Figure 4] Figure 4A is the first diagram illustrating an example of a metaverse screen, and Figure 4B is the second diagram illustrating an example of a metaverse screen. [Figure 5] Figure 5A is a second diagram illustrating an example of the card settings screen. Figure 5B is a diagram illustrating an example of the confirmation dialog. [Figure 6] Figure 6A is a third diagram illustrating an example of a metaverse screen, Figure 6B is a diagram illustrating an example of a battle station settings dialog, and Figure 6C is a fourth diagram illustrating an example of a metaverse screen. [Figure 7] Figure 7A illustrates an example of voice control information, and Figure 7B illustrates an example of voice control methods in a voice chat function. [Figure 8] Figure 8 is a functional block diagram of the player terminal. [Figure 9] Figure 9 is a functional block diagram of the server. [Figure 10] Figure 10 is a flowchart illustrating an example of terminal-side control processing in a player terminal. [Figure 11] Figure 11 is a flowchart illustrating an example of the voice chat function control process on a player terminal. [Figure 12] Figure 12 is a flowchart illustrating an example of server-side control processing in a server. [Modes for carrying out the invention]

[0013] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values ​​shown in this embodiment are merely examples for the sake of ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.

[0014] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 1000, and a communication network N having a communication base station Na.

[0015] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.

[0016] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various information (player information) for each player playing the game. Server 1000 also updates the stored information based on the operations input from the player terminals 1.

[0017] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.

[0018] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 1000.

[0019] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, a storage unit 12, a bus 14, an input / output interface 16, a storage device 18, a communication unit 20, an input unit 22, and an output unit 24.

[0020] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, a storage unit 1012, a bus 1014, an input / output interface 1016, a storage device 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0021] The configurations and functions of the CPU 1010, memory unit 1012, bus 1014, input / output interface 1016, storage device 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory unit 12, bus 14, input / output interface 16, storage device 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.

[0022] The CPU 10 controls the game's progress by running the program stored in the memory unit 12. The memory unit 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. The memory unit 12 is connected to the CPU 10 via the bus 14.

[0023] An input / output interface 16 is connected to the bus 14. A storage device 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.

[0024] The storage device 18 is composed of semiconductor memory and stores various programs and data. In the player terminal 1, the programs and data stored in the storage device 18 are loaded into the storage unit 12 by the CPU 10.

[0025] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and other information received from the server 1000 are stored in the storage unit 12 or the storage device 18.

[0026] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.

[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 is equipped with a touch panel 26 that functions as both an input unit 22 and an output unit 24.

[0028] (Game content) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be explained using an example. In this embodiment, a so-called digital card game is provided as the main content. Specifically, players can acquire and possess several types of digital cards (game media, hereinafter simply referred to as cards) provided by the operator through a lottery or the like. Then, in the card battle game function, players can use the cards they possess to compete against the computer or other players.

[0029] Furthermore, in this embodiment, a metaverse function is provided as sub-content, which allows players to interact with each other in a virtual space where player characters representing the player's avatar and other player characters representing other players' avatars are placed.

[0030] Figure 3A is a diagram illustrating an example of the home screen. Figure 3B is the first diagram showing an example of the card settings screen. Figure 3C is a diagram illustrating an example of the battle selection screen. When the application for this game is launched on the player terminal 1, communication between the player terminal 1 and the server 1000 begins, the user is logged in, and the game starts. Once the game starts, various game screens are displayed on the touch panel 26 of the player terminal 1. In this embodiment, the game screens are broadly divided into battle screens, normal screens, and metaverse screens.

[0031] The battle screen is the screen displayed on the touch panel 26 from the start to the end of the card battle game. The normal screen is the screen displayed on the touch panel 26 when the card battle game is not running.

[0032] The metaverse screen is primarily used for checking various settings and information related to sub-content, running various mini-games within sub-content, and accepting various operations on the player character placed in the virtual space. More details about the metaverse screen will be provided later.

[0033] The normal screen is primarily used by players to configure various settings and check information related to the main content. The normal screen includes multiple screens, such as the home screen shown in Figure 3A, the card settings screen shown in Figure 3B, and the battle selection screen shown in Figure 3C.

[0034] The home screen shown in Figure 3A is the first screen displayed after logging in. As shown in Figure 3A, the home screen displays a metaverse control unit 28 labeled "metaverse". When the metaverse control unit 28 is tapped, the metaverse screen (Figure 4A), which will be described later, is displayed on the touch panel 26.

[0035] Furthermore, on the home screen, a menu bar 30 is displayed at the bottom of the touch panel 26. The menu bar 30 is provided with multiple control sections that the player can operate (tap). The menu bar 30 includes a home screen selection control section 30a labeled "Home". The menu bar 30 also includes a solo play selection control section 30b labeled "Solo Play". The menu bar 30 also includes a multiplayer selection control section 30c labeled "Battle". The menu bar 30 also includes a card settings screen selection control section 30d labeled "Cards". The menu bar 30 also includes a shop screen selection control section 30e labeled "Shop". The menu bar 30 also includes a menu screen selection control section 30f labeled "Other".

[0036] When the home screen selection control 30a is tapped, the home screen shown in Figure 3A is displayed on the touch panel 26. When the solo play selection control 30b is tapped, various settings screens are displayed, and after the settings are configured on the settings screen, a card battle game against the computer begins. When the multiplayer selection control 30c is tapped, the battle selection screen shown in Figure 3C, which will be described later, is displayed. Once the player has set (selected) a format on the battle selection screen, the player terminal 1 starts a card battle game against other players via communication.

[0037] When the card settings screen selection operation unit 30d is tapped, the card settings screen shown in Figure 3B is displayed on the touch panel 26, allowing the player to perform actions such as deck building, viewing a list of cards, and disassembling or creating cards, as described later. When the shop screen selection operation unit 30e is tapped, a shop screen (not shown) is displayed on the touch panel 26, allowing the player to acquire cards by lottery by spending in-game currency and items. When the menu screen selection operation unit 30f is tapped, a menu screen (not shown) is displayed on the touch panel 26, allowing the player to check game settings and various information. In the menu bar 30, the operation unit corresponding to each screen is highlighted so that the screen currently displayed on the touch panel 26 can be identified.

[0038] Furthermore, the upper left corner of the home screen shown in Figure 3A displays the player name, player icon, and game points (GP) associated with the player ID. Game points are earned when winning card battle games against other players via online play, and are deducted when losing card battle games against other players via online play.

[0039] The card settings screen shown in Figure 3B is displayed on the touch panel 26 when the card settings screen selection operation unit 30d is tapped. The card settings screen displays the deck formation tab 31a and the card list generation tab 31b. When the deck formation tab 31a is tapped, a formation screen (not shown) for forming a deck to be used in the card battle game is displayed on the touch panel 26.

[0040] When the card list generation tab 31b is tapped, a card list screen (not shown) is displayed on the touch panel 26. The card list screen displays the player's owned cards and the number of each card. The card list screen also has a generation mode tab for displaying the card generation screen. When the generation mode tab is tapped, the card generation screen (not shown) is displayed. On the card generation screen, the player can generate desired cards by consuming consumables such as in-game currency that they possess.

[0041] When the multiplayer selection operation section 30c on the menu bar 30 is tapped, the battle selection screen shown in Figure 3C is displayed on the touch panel 26. In this embodiment, the card battle game is provided with multiple formats. A format is a classification of cards that can be used in the card battle game, that is, it defines the cards and can be said to be the game condition in the card battle game. Players will play the card battle game by forming a deck using only cards that correspond to the selected format. In this embodiment, there are two formats for which players can form decks: Rotation and Unlimited. As shown in Figure 3C, the format setting tab 38 is displayed on the battle selection screen. In this embodiment, the format setting tab 38 is set to Rotation setting tab 38a and Unlimited setting tab 38b.

[0042] When the Rotation Settings tab 38a is tapped, the card battle game format is set to Rotation, and a Rotation Deck Selection screen (not shown) is displayed, showing a list of decks the player has assembled for Rotation. This Rotation Deck Selection screen accepts the player's selection of a deck to be used in the card battle game using the Rotation format. By using the deck selected by the player, it becomes possible to play the card battle game using the Rotation format.

[0043] Furthermore, when the Unlimited settings tab 38b is tapped, the card battle game format is set to Unlimited, and an Unlimited deck selection screen (not shown) is displayed, showing a list of decks the player has assembled for the Unlimited format. This Unlimited deck selection screen accepts the player's selection of a deck to be used in the card battle game in the Unlimited format. By using the deck selected by the player, it becomes possible to play the card battle game in the Unlimited format.

[0044] Figure 4A is the first diagram illustrating an example of a metaverse screen. Figure 4B is the second diagram illustrating an example of a metaverse screen. When the metaverse operation unit 28 (Figure 3A) on the home screen is tapped, the metaverse screen shown in Figure 4A is displayed on the touch panel 26. As shown in Figure 4A, a virtual game space (virtual space V) is displayed on the metaverse screen. In virtual space V, a player character P1 representing the player's avatar is displayed. In the example shown in Figure 4A, other player characters P2 to P6 representing the avatars of other players are also displayed in virtual space V. Various information associated with the player ID, such as the player's name, may be displayed near player character P1 and other player characters P2 to P6. In addition, a predetermined icon may be displayed near player character P1 to distinguish it from other player characters P2 to P6.

[0045] In this embodiment, a so-called voice chat function is provided as an in-game communication function. When the application for this game is launched on the player terminal 1, the voice chat function is initially in an unused state. The voice chat function is broadly divided into a microphone function that picks up the voice emitted by the player and a speaker function that outputs the voice emitted by other players on the player terminal 1. In other words, the voice chat function is in an unused state when both the microphone function and the speaker function are unused. On the other hand, the voice chat function is in an used state when at least one of the microphone function or the speaker function is in use.

[0046] Furthermore, as shown in Figure 4A, a voice chat function display area 40 is displayed in the lower right corner of the metaverse screen. The speaker control unit 40a and the microphone control unit 40b are displayed in the voice chat function display area 40.

[0047] The speaker control unit 40a functions as an operation unit for switching between the enabled and disabled states of the speaker function. Furthermore, the speaker control unit 40a displays in a manner that allows identification of whether the speaker function is enabled or disabled. Figure 4A shows the case where the speaker control unit 40a is displayed in a manner indicating that the speaker function is disabled. When the speaker control unit 40a, displayed in a manner indicating disabled, is tapped, the speaker function changes to the enabled state. At this time, as shown in Figure 4B, the display manner of the speaker control unit 40a changes to a manner indicating that the speaker function is disabled.

[0048] Furthermore, when the speaker control unit 40a (Figure 4B), which is displayed in a manner indicating that the speaker is in use, is tapped again, the speaker function changes to an unused state. The display of the speaker control unit 40a then changes to a manner indicating that the speaker function is unused (Figure 4A). In addition, if the speaker function is in use and another player is outputting audio, the speaker control unit 40a may be displayed in a manner indicating that another player is speaking (for example, by highlighting or flashing). Alternatively, for example, a predetermined gauge may be displayed on the speaker control unit 40a, and the gauge may change based on the volume level of the audio output from the other player.

[0049] Furthermore, the microphone control unit 40b functions as an operation unit for switching between the enabled and disabled states of the microphone function. The microphone control unit 40b is also displayed in a manner that allows identification of whether the microphone function is enabled or disabled. Figure 4A shows the case where the microphone control unit 40b is displayed in a manner that indicates the microphone function is disabled. When the microphone control unit 40b, which is displayed in a manner that indicates the microphone function is disabled, is tapped, the microphone function changes to the enabled state. At this time, as shown in Figure 4B, the display manner of the microphone control unit 40b changes to a manner that indicates the microphone function is disabled.

[0050] Furthermore, when the microphone control unit 40b (Figure 4B), which is displayed in a manner indicating that it is in use, is tapped again, the microphone function changes to an unused state. The display of the microphone control unit 40b then changes to a manner indicating that the microphone function is unused (Figure 4A). In addition, if the microphone function is in use and the player's voice is detected, the speaker control unit 40a may be displayed in a manner indicating that the player is speaking (for example, by highlighting or flashing). Alternatively, for example, a predetermined gauge may be displayed on the microphone control unit 40b, and the gauge may change based on the volume level of the detected player's voice.

[0051] In this embodiment, if both the speaker function and the microphone function are in use, and the speaker control unit 40a is tapped to change the speaker function to an unused state, the microphone function is forcibly changed to an unused state. In other words, in this embodiment, the speaker function cannot be set to an unused state independently. This makes it possible to suppress the risk of a situation occurring where the player terminal 1 of one player does not output the audio of another player, while the player terminal 1 of another player outputs the audio of the player. However, it may be possible to set the speaker function to an unused state independently.

[0052] On the other hand, if both the speaker function and the microphone function are in use, and the microphone control unit 40b is tapped to change the microphone function to an unused state, the speaker function can remain in use. In other words, in this embodiment, the microphone function can be set to an unused state independently. This allows the player to disable the microphone function during periods such as while eating or drinking. This makes it possible to avoid recording the player's voice, thereby improving the player's convenience. In addition to the voice chat function, a so-called text chat function that allows sending and receiving text messages may also be provided.

[0053] Furthermore, as shown in Figure 4A, the action control unit 42 is displayed on the metaverse screen. When the action control unit 42 is tapped, an action function is used that performs a predetermined action, such as the player character P1 jumping.

[0054] Furthermore, as shown in Figure 4A, the metaverse screen displays a movement control unit 44 for moving the player character P1 within the virtual space V. The player can move the player character P1 within the virtual space V by inputting commands via the movement control unit 44.

[0055] As shown in Figure 4A, the metaverse screen also displays an emote function display area 46. The emote function display area 46 displays emote operation units 46a to 46e. Each emote operation unit 46a to 46e functions as an operation unit for the player character P1 to perform emote actions that express emotions, etc. For example, when emote operation unit 46a is tapped, the player character P1 performs a crouching action. When emote operation unit 46b is tapped, the player character P1 performs a waving action. When emote operation unit 46c is tapped, the player character P1 performs a bowing action. When emote operation unit 46d is tapped, the player character P1 performs an affirmative action. When emote operation unit 46e is tapped, the player character P1 performs a negative action. The emote function display area 46 also displays display content switching operation units 46f and 46g. When the display content switching operation units 46f and 46g are tapped, the content of the emote operation unit displayed in the emote function display area 46 is switched.

[0056] Thus, in this embodiment, the player can have the player character P1 perform various actions. Furthermore, the player can communicate with other players using the voice chat function, allowing them to enjoy interacting with other players. It is also possible for three or more players to communicate using the voice chat function. This provides players with an incentive to launch the application for this game even when they are not playing the card battle game. Moreover, increased communication among players can stimulate their desire to play the card battle game.

[0057] Furthermore, as shown in Figure 4A, a menu control unit 50 labeled "menu" is displayed in the upper left corner of the metaverse screen. When the menu control unit 50 is tapped, a menu dialog (not shown) is displayed on the touch panel 26. The menu dialog allows the player to make various settings related to the metaverse function based on their actions.

[0058] Furthermore, as shown in Figure 4A, a menu bar 54 is displayed in the upper right corner of the metaverse screen. The menu bar 54 displays a world control unit 54a labeled "World," a hideout control unit 54b labeled "Hideout," a room control unit 54c labeled "Room," and an avatar editing control unit 54d labeled "Avatar Editing." The world control unit 54a, hideout control unit 54b, and room control unit 54c correspond to general locations within the virtual space V. For example, when the world control unit 54a is tapped, the virtual space V for the world shown in Figure 4A is displayed. The virtual space V for the world shown in Figure 4A is a relatively large virtual space, and all players' player characters can be displayed.

[0059] In the game of this embodiment, a guild can be formed by multiple players (guild members). When the hideout operation unit 54b is tapped, a relatively small virtual space for the hideout, which can only be entered by guild members of the guild to which the player belongs, is displayed on the touch panel 26. The player's player character P1 then moves from the virtual space V for the world to the virtual space for the hideout.

[0060] Furthermore, when the room control unit 54c is tapped, a relatively small virtual space for the room, which can be entered by the player and other players authorized by the player, is displayed on the touch panel 26. Then, the player's player character P1 moves from the virtual space V for the world or the virtual space for the hideout to the virtual space for the room.

[0061] Furthermore, when the avatar editing control unit 54d is tapped, an avatar editing dialog (not shown) is displayed on the touch panel 26. In the avatar editing dialog, various settings can be made to change the appearance of the player character P1 based on the player's actions.

[0062] Furthermore, if the voice chat function is enabled on the metaverse screen and then the player transitions to a screen other than the metaverse screen, i.e., the normal screen or battle screen, the voice chat function will remain enabled.

[0063] Figure 5A is a second diagram illustrating an example of a card settings screen. When the voice chat function is enabled and the user transitions from the metaverse screen to the normal screen, the voice chat function display area 40 is displayed at the top of the touch panel 26, as shown in Figure 5A. The example shown in Figure 5A illustrates the case where the voice chat function display area 40 is displayed on the card settings screen. In other words, in this embodiment, in order to use the voice chat function outside of the metaverse screen, it is necessary to first enable the voice chat function on the metaverse screen and then transition to a screen other than the metaverse screen. This makes it possible to suppress the risk of an unnecessary increase in the number of players using the voice chat function and an increase in the processing load on the server 1000. However, it may be possible to switch the voice chat function from unused to enabled on screens other than the metaverse screen. Note that in this embodiment, there is an upper limit on the total number of players using the voice chat function.

[0064] Figure 5B illustrates an example of a confirmation dialog 56. When the total number of players using the voice chat function reaches the upper limit, the confirmation dialog 56 shown in Figure 5B is displayed on the touch panel 26. As shown in Figure 5B, the confirmation dialog 56 informs the players that they cannot use the voice chat function. The confirmation dialog 56 also displays a close button 58 labeled "Close". When the close button 58 is tapped, the confirmation dialog 56 disappears.

[0065] Furthermore, as shown in Figure 4A, the virtual space V of the world displays the first battle station 60 and the second battle station 70. As shown in Figure 4A, the first battle station 60 and the second battle station 70 differ in at least part of their appearance, making it possible to identify the type of battle station. Although Figure 4A shows the case where one first battle station 60 and one second battle station 70 are placed, multiple first battle stations 60 and second battle stations 70 may be placed in the virtual space V. As described above, in order for players to play a card battle game against each other, it is usually possible to play a card battle game in the desired format by tapping the format setting tab 38 on the normal screen, which is the battle selection screen (Figure 3C). The first battle station 60 allows players to play a card battle game against each other without transitioning to the normal screen, which is the battle selection screen (Figure 3C). When a card battle game is played on the first battle station 60, the battle screen will be displayed.

[0066] Furthermore, the second battle station 70 allows players to play predetermined mini-games against each other. The genre and content of the mini-games are not particularly limited and can include mahjong, baseball, sugoroku, etc. In this embodiment, when a mini-game is played on the second battle station 70, the mini-game is played within the metaverse screen. The first battle station 60 and the second battle station 70 may also be placed in virtual spaces other than the virtual space V of the world (for example, a virtual space for a hideout or a virtual space for a room).

[0067] Figure 4A shows the case where other player characters P3 and P4 are playing a card battle game on the first battle station 60. It also shows the case where other player characters P5 and P6 are playing a predetermined mini-game on the second battle station 70.

[0068] Figure 6A is a third diagram illustrating an example of the metaverse screen. Figure 6B is a diagram illustrating an example of the battle station setting dialog 80. As shown in Figure 6A, players can engage in a card battle game with each other by moving player character P1 near the first battle station 60.

[0069] Specifically, for example, if a player moves player character P1 to sit at the first battle station 60, the game enters a waiting state for a match in the card battle game. Then, if another player moves another player character P2 to sit at the first battle station 60, the game enters a waiting state for setup in the card battle game.

[0070] When the card battle game is in a waiting state for setup, the battle station setup dialog 80 is displayed on the touch panel 26, as shown in Figure 6B. As shown in Figure 6B, the battle station setup dialog 80 displays a rule setting operation unit 82 labeled "Rule Settings" and a voice chat setting operation unit 84 labeled "Voice Chat Settings". When the rule setting operation unit 82 is tapped, a rule setting dialog (not shown) is displayed on the touch panel 26. In the rule setting dialog, various settings such as settings related to the card battle game format can be made.

[0071] Furthermore, when the voice chat setting operation unit 84 is tapped, a voice chat setting dialog (not shown) is displayed on the touch panel 26. The voice chat setting dialog allows various settings related to the voice chat function during the execution of the card battle game. In this embodiment, a listening function is provided that allows players other than the opponents in the card battle game to listen to the card battle game in progress. For example, in a card battle game using the first battle station 60, the voice chat setting dialog allows detailed settings for the voice chat function between the opponents and the listeners.

[0072] For example, as a detailed setting, a first setting may be selected where conversation is possible between all opponents and all spectators. Alternatively, a second setting may be selected where conversation is possible between one opponent and guild members belonging to the same guild as that opponent, and between the other opponent and guild members belonging to the same guild as that opponent. Furthermore, a third setting may be selected where conversation is possible between one opponent and the other opponent, and between spectators.

[0073] Similarly, players can play a predetermined mini-game against each other by moving player character P1 to the vicinity of the second battle station 70. While the card battle game is played by two players, the mini-game may be played by two or more players.

[0074] Figure 7A is a diagram illustrating an example of voice control information. Figure 7B is a diagram illustrating an example of voice control in the voice chat function. In this embodiment, when the voice chat function is in use, volume control is performed when outputting the voice of other players on the player terminal 1, according to the type of screen displayed on the touch panel 26 and the type of game function that is running.

[0075] In this embodiment, as shown in Figure 7A, the voice control information is associated with a volume control data ID corresponding to the type of screen displayed on the touch panel 26 and the type of game function currently running. When the voice chat function is in use, volume control is performed based on the volume control data corresponding to the type of screen displayed on the touch panel 26 and the type of game function currently running. This makes it possible to appropriately adjust the volume in the voice chat function.

[0076] In this embodiment, volume control allows for the control of left-right localization and near-far localization. Left-right localization allows for the identification of whether the sound source is located to the left or right of the player character P1. Near-far localization allows for the identification of whether the sound source is located at a close or far distance from the player character P1.

[0077] Specifically, for example, by controlling the balance between the volume output from the left speaker and the volume output from the right speaker based on the position of other player characters that serve as sound sources relative to player character P1, it becomes possible to express a sense of left-right localization.

[0078] Furthermore, for example, by controlling the increase or decrease in volume based on the position of other player characters that serve as sound sources relative to player character P1, it becomes possible to express a sense of distance localization.

[0079] Specifically, based on the volume control data with volume control data ID "0001", volume control is performed as shown in L1 of Figure 7B. Specifically, if the distance between player character P1 and the other player character that serves as the sound source is less than or equal to distance D1, the sound is output at the volume picked up by the microphone of the other player's player terminal 1. Furthermore, if the distance between player character P1 and the other player character that serves as the sound source is greater than distance D1, the sound picked up by the microphone of the other player's player terminal 1 is attenuated and output as a straight line L1, the greater the distance between player character P1 and the other player character that serves as the sound source. This creates a three-dimensional sound effect that correlates with the positional relationship between player character P1 and the other player's player character displayed on the metaverse screen.

[0080] Furthermore, volume control is performed based on volume control data with volume control data IDs "0002" and "0003," as shown in L2 of Figure 7B. Specifically, if the distance between player character P1 and the other player character that serves as the sound source is less than or equal to distance D1, the sound is output at the volume picked up by the microphone of the other player's player terminal 1. If the distance between player character P1 and the other player character that serves as the sound source is greater than distance D1, the sound picked up by the microphone of the other player's player terminal 1 is attenuated as shown by the L2 curve as the distance between player character P1 and the other player character that serves as the sound source increases. As shown in Figure 7B, the volume control data is set so that the attenuation intensity is stronger in the L2 curve than in the straight line L1. This makes it possible to minimize the risk of interruptions to various settings on the normal screen or to the player's concentration on the ongoing card battle game. Furthermore, for example, it is possible to maintain voice chat with other players who are particularly close to player character P1 in the virtual space (e.g., friends). On the other hand, other players who are far away from player character P1 in the virtual space (e.g., non-friends) can be effectively excluded from voice chat by attenuating their volume to near-noise levels or muting them.

[0081] This makes it possible to create a situation where only the voices of the players and spectators are heard during battles. Therefore, it is possible to mitigate the risk of diminishing the sense of realism in card battle games.

[0082] In other words, in this embodiment, the volume of the voice chat function is controlled according to the distance between the player character P1 and the other player character acting as the sound source within the virtual space V. Furthermore, the control data referenced when a predetermined game function is activated, compared to the control data referenced when other game functions are activated, shows a larger decrease in volume when the distance between the player character P1 and the other player character acting as the sound source within the virtual space V exceeds a certain distance.

[0083] In this embodiment, the attenuation intensity related to the sense of distance localization is the same whether volume control is performed based on volume control data with volume control data ID "0002" or based on volume control data with volume control data ID "0003". On the other hand, as shown in Figure 7A, the only difference between the case where volume control is performed based on volume control data with volume control data ID "0002" and the case where volume control is performed based on volume control data with volume control data ID "0003" is whether or not control related to the sense of left-right localization is performed.

[0084] Furthermore, while this embodiment shows a case where control regarding left-right localization is not performed only when a card battle game is running as a game function, it is not limited to this. For example, when some mini-games are running, audio control data may be set to control the attenuation intensity of distance localization to be relatively weaker without performing control regarding left-right localization.

[0085] Furthermore, while the example shown in Figure 7B illustrates the case where, when the distance between player character P1 and the other player character acting as a sound source is less than or equal to distance D1, the output of sound is at the volume picked up by the microphone of the other player's player terminal 1, the case is not limited to this. For example, even when the distance between player character P1 and the other player character acting as a sound source is less than or equal to distance D1, sound control data may be set to control the volume so that it decreases as the distance increases. Alternatively, sound control data may be set to control the volume so that it drops to 0%, i.e., muted, at a distance of D1 between player character P1 and the other player character acting as a sound source.

[0086] Furthermore, while the example shown in Figure 7B illustrates the case where L1 is composed solely of straight lines and L2 is composed of a combination of straight lines and curves, the method is not limited to this. In other words, each volume control data should be set such that the graph showing the relationship between the distance from player character P1 to the other player character that acts as the sound source and the controlled volume includes at least one or both of straight lines and curves.

[0087] Furthermore, the specific attenuation value is not limited to the example shown in Figure 7B, and can be set as appropriate. Also, while the example in Figure 7B shows the case where the amount of volume attenuation is controlled by a percentage ("%" in Figure 7B), it is not limited to this.

[0088] For example, volume control as shown in L1 and L2 in Figure 7B may be implemented by specifying the amount of decibel reduction for the output sound. Specifically, for example, if the distance from player character P1 to the other player character that acts as a sound source is less than or equal to distance D1, the attenuation amount may be specified as "0 decibels". If the distance from player character P1 to the other player character that acts as a sound source is a distance X greater than distance D1, the attenuation amount may be specified as "-10 decibels". If the distance from player character P1 to the other player character that acts as a sound source is a distance Y greater than distance X, the attenuation amount may be specified as "-20 decibels".

[0089] Furthermore, voice control data may be set that specifies that voice control regarding both left-right localization and near-far localization will not be performed regardless of the distance between player character P1 and other player characters that serve as sound sources. Alternatively, voice control data may be set that specifies that voice control will always be performed to maintain a constant volume (for example, a volume value of a specific decibel) regardless of the distance between player character P1 and other player characters that serve as sound sources.

[0090] Furthermore, if the volume picked up by the microphone of another player's player terminal 1 is extremely low or extremely high compared to the specified value, audio data with corrected volume may be used. Also, if the audio picked up by the microphone of another player's player terminal 1 contains noise, etc., audio data with the noise, etc. removed may be used.

[0091] The following describes the processing performed by the player terminal 1 and server 1000 to implement the voice chat function described above, as well as the functional units that carry out each of these processes. Note that the following description will mainly focus on the processing related to the voice chat function, and other processes will be omitted.

[0092] (Functional part of player terminal 1) Figure 8 is a functional block diagram of the player terminal 1. The memory unit 12 of the player terminal 1 is provided with a program memory area 12a and a data memory area 12b. When the game starts, the CPU 10 stores the terminal-side game control program (module) in the program memory area 12a.

[0093] The terminal-side game control program includes a game execution control program 200, a display control program 201, and a sound control program 202. Note that the programs listed in Figure 8 are just examples; the terminal-side game control program includes many other programs.

[0094] The CPU 10 runs each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by running each program stored in the program storage area 12a, the CPU 10 makes the player terminal 1 (computer) function as the terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 200a, a display control unit 201a, and an audio control unit 202a.

[0095] Specifically, the CPU 10 runs the game execution control program 200, causing the computer to function as a game execution control unit 200a. Similarly, the CPU 10 runs the display control program 201 and the sound control program 202, causing them to function as a display control unit 201a and a sound control unit 202a, respectively.

[0096] The data storage area 12b is equipped with a game information storage unit 210 and a player information storage unit 211 as storage units for storing data. Note that the above-mentioned storage units are just examples, and the data storage area 12b is equipped with many other storage units.

[0097] The game execution control unit 200a controls the overall progress of the game. For example, the game execution control unit 200a logs the player into the game in response to player actions and determines whether or not the game information for the entire game has been updated.

[0098] The display control unit 201a controls the display of images shown on the touch panel 26 in accordance with the player's actions and the progress of the game.

[0099] The audio control unit 202a controls the audio output from the player terminal 1's speaker in accordance with the player's actions and the progress of the game.

[0100] (Functional unit of Server 1000) Figure 9 is a functional block diagram of server 1000. The storage unit 1012 of server 1000 is provided with a program storage area 1012a and a data storage area 1012b. The program storage area 1012a stores the game execution control program 1200 and the voice control program 1202 as server-side game control programs. Note that the programs listed in Figure 9 are just examples, and many other programs are provided for server-side game control.

[0101] The CPU 1010 runs each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by running each program stored in the program storage area 1012a, the CPU 1010 makes the server 1000 (computer) function as the server control unit 1000A. The server control unit 1000A includes the game execution control unit 1200a and the audio control unit 1202a.

[0102] Specifically, the CPU 1010 runs the game execution control program 1200, causing the computer to function as a game execution control unit 1200a. Similarly, the CPU 1010 runs the voice control program 1202, causing the computer to function as a voice control unit 1202a.

[0103] The data storage area 1012b is equipped with a game information storage unit 1210 and a player information storage unit 1211 as storage units for storing data. Note that the above-mentioned storage units are just examples, and the data storage area 1012b is equipped with many other storage units.

[0104] The game execution control unit 1200a controls the overall progress of the game. For example, when the game execution control unit 1200a receives login information from the player terminal 1, it sets the player information (deck information, GP, etc.) stored in the player information storage unit 1211 so that the player terminal 1 can acquire it. Also, when the game information for the entire game is updated, the game execution control unit 1200a reads the updated game information from the game information storage unit 1210 and sets it so that the player terminal 1 can acquire it.

[0105] The voice control unit 1202a is responsible for controlling the voice chat function.

[0106] (Communication processing between player terminal 1 and server 1000) The following describes the basic processing of player terminal 1 and server 1000. In the following description, processing performed on player terminal 1 is denoted as Pn (where n is any integer), and processing performed on server 1000 is denoted as Sn (where n is any integer).

[0107] Figure 10 is a flowchart illustrating an example of terminal-side control processing in player terminal 1. The game execution control unit 200a determines whether or not to switch game functions based on the player's operation (P1-1). If the result is to switch game functions (YES in P1-1), the game execution control unit 200a activates the game function selected based on the player's operation (P1-2).

[0108] The game execution control unit 200a determines whether the voice chat function is in use (P1-3). If the result is that the voice chat function is not in use (NO in P1-3), the game execution control unit 200a proceeds to step S1-4. If the voice chat function is in use (YES in P1-3), the game execution control unit 200a executes the voice chat function control process (P2) described later.

[0109] The game execution control unit 200a determines whether or not the metaverse screen is currently being displayed (P1-4). If the result is not that the metaverse screen is currently being displayed (NO in P1-4), the game execution control unit 200a proceeds to step P1-12. If the metaverse screen is currently being displayed (YES in P1-4), the game execution control unit 200a obtains display information from the server 1000 regarding the player character P1 and other players' characters placed in the virtual space V (P1-5). The display information includes position information indicating the location of the player character P1 and other players' characters placed in the virtual space V. The display information also includes emote information indicating the actions of other players' characters using the emote function. The display information also includes action information indicating the actions of other players' characters using the action function.

[0110] The game execution control unit 200a determines whether or not a movement operation (operation by the movement operation unit 44) for the player character P1 has been input (P1-6). If no movement operation for the player character P1 has been input (NO in P1-6), the game execution control unit 200a proceeds to step S1-8. If a movement operation for the player character P1 has been input (YES in P1-6), the game execution control unit 200a sends movement information, including the position of the player character P1 after movement and the player's player ID, to the server 1000 (P1-7).

[0111] The game execution control unit 200a determines whether or not an emote operation (operation by emote operation units 46a to 46e) has been input for player character P1 (P1-8). If no emote operation has been input for player character P1 (NO in P1-8), the game execution control unit 200a proceeds to step S1-10. If an emote operation has been input for player character P1 (YES in P1-8), the game execution control unit 200a sends emote information, including the content of the emote action performed by player character P1 and the player's player ID, to the server 1000 (P1-9).

[0112] The game execution control unit 200a determines whether or not an action operation (operation by the action operation unit 42) has been input for player character P1 (P1-10). If no action operation has been input (NO in P1-10), the game execution control unit 200a proceeds to step S1-12. If an action operation has been input (YES in P1-10), the game execution control unit 200a sends action information, including the content of the action performed by player character P1 and the player's player ID, to the server 1000 (P1-11).

[0113] The display control unit 201a displays various screens on the touch panel 26 based on the running game functions and the display information acquired in step P1-4 above (P1-12). Specifically, for example, the display control unit 201a displays and performs various actions on the player character P1 in the virtual space V. The display control unit 201a also displays and performs various actions on other player characters in the virtual space V.

[0114] Figure 11 is a flowchart illustrating an example of the voice chat function control process on player terminal 1. The voice chat function control process is executed when the voice chat function is enabled. That is, even if a screen transition occurs from the metaverse screen to a screen other than the metaverse screen after the voice chat function has been set to enabled, the voice chat function control process will continue to be executed. The audio control unit 202a sets the audio control data (P2-1) based on the running game function and the audio control information (Figure 7A).

[0115] The audio control unit 202a acquires audio information from the server 1000 (P2-2). The audio information includes audio data corresponding to all other player characters placed on the same metaverse screen as the player.

[0116] The audio control unit 202a processes the audio information acquired in step P2-2 based on the audio control data set in step P2-1 (P2-3). Specifically, the audio control unit 202a processes the audio information based on the volume of the acquired audio data, the distance between the player character and other player characters, and the attenuation amount specified in the audio control data (for example, the percentage of volume to be attenuated or the number of decibels to be attenuated).

[0117] The audio control unit 202a outputs the processed audio data from step P2-3 through the speaker of the player terminal 1 of the player (P2-4).

[0118] The audio control unit 202a determines whether the player's microphone function is unused (P2-5). If the result is that the microphone function is unused (YES in P2-5), the voice chat function control process is terminated. If the microphone function is in use (NO in P2-5), the audio is picked up from the microphone of the player terminal 1 of the player, and the picked-up audio data and audio information including the player's player ID are sent to the server 1000 (P2-6).

[0119] The display control unit 201a displays the voice chat function display area 40 (Figures 4A, 4B, and 5A) on the screen while the touch panel 26 is displaying (P2-7).

[0120] Figure 12 is a flowchart illustrating the server-side control processing in server 1000. The game execution control unit 1200a of server 1000 determines whether or not it has received movement information from each player terminal 1 (S1-1). If movement information is received (YES in S1-1), the game execution control unit 1200a updates the display information stored in the game information storage unit 1210 based on the received movement information and sets it so that each player terminal 1 can acquire it (S1-2).

[0121] The game execution control unit 1200a determines whether or not it has received emote information from each player terminal 1 (S1-3). If emote information is received (YES in S1-3), the game execution control unit 1200a updates the display information stored in the game information storage unit 1210 based on the received emote information and sets it so that each player terminal 1 can acquire it (S1-4).

[0122] The game execution control unit 1200a determines whether or not it has received action information from each player terminal 1 (S1-5). If action information is received (YES in S1-5), the game execution unit 1300a updates the display information stored in the game information storage unit 1210 based on the received action information and sets it so that each player terminal 1 can acquire it (S1-6).

[0123] The audio control unit 1202a determines whether or not it has received audio information from each player terminal 1 (S1-7). If audio information is received (YES in S1-7), the audio control unit 1202a updates the audio information stored in the game information storage unit 1210 based on the received audio information and sets it so that each player terminal 1 can acquire it (S1-8).

[0124] As described above, the player terminal 1 is equipped with a game execution control program 200, a display control program 201, and a sound control program 202. The player terminal 1 also includes a game execution control unit 200a, a display control unit 201a, and a sound control unit 202a. However, some or all of these programs and functional units may be provided on the server 1000. In other words, these programs and functional units may be provided on either the player terminal 1 or the server 1000, or on both.

[0125] Furthermore, the server 1000 is equipped with a game execution control program 1200 and a voice control program 1202. The server 1000 also includes a game execution control unit 1200a and a voice control unit 1202a. However, some or all of these programs and functional units may be provided on the player terminal 1. In other words, these programs and functional units may be provided on either the player terminal 1 or the server 1000, or both.

[0126] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.

[0127] In the above embodiment, we have used the example of a case where a digital card game is provided as the main content, but the genre and content of the game are not particularly limited, for example, simulation games. Also, if the main content is a competitive game, the opponent is not limited to a human but may be a computer. Therefore, the game medium is not limited to digital cards, but may be a game medium provided in the game, such as characters, units, pieces, etc.

[0128] In the above embodiment, the information processing system S, which is a client-server system, performs each of the above information processing tasks. However, the functions of the server 1000 in the above embodiment may be provided by the player terminal 1. Also, the functions of the player terminal 1 in the above embodiment may be provided by the server 1000. Furthermore, communication functionality is not essential; for example, the game device G may be capable of computer vs. computer matches or matches between multiple players. In any case, the information processing program should have the computer perform the following tasks.

[0129] (Processes to be performed by a computer) A process that accepts the player's selection operation to activate one of the multiple game functions provided (in the above embodiment, for example, the game functions shown in Figure 7A). (In the above embodiment, for example, the process in step P1-1). The process of placing the player's game medium corresponding to the player (in the above embodiment, for example, player character P1) and the other player's game medium corresponding to the other player (in the above embodiment, for example, other player characters P2 to P6) into a virtual space within the game (in the above embodiment, for example, virtual space V) (in the above embodiment, for example, the process of steps P1 to P12). A process to control a communication function that enables communication between one player and other players (in the above embodiment, a voice chat function as an example) (in the above embodiment, the process of step P2 as an example). The process for controlling the call function controls the volume in the call function based on the control information corresponding to the running game function, from among a plurality of control information (in the above embodiment, as an example, voice control data with volume control data IDs "0001" to "0003") which sets the amount of volume change in response to changes in distance between the player's game medium and other players' game mediums in the virtual space (in the above embodiment, as an example, the process in steps P2-1 to P2-4).

[0130] Furthermore, the multiple control information may include a first control information (in the above embodiment, for example, audio control data with a volume control data ID of "0001") in which a predetermined value is set as the amount of change in volume when the distance between the player's game medium and the other player's game medium in the virtual space is a predetermined distance. Furthermore, the multiple control information may include a second control information (in the above embodiment, for example, audio control data with volume control data IDs "0002" to "0003") in which a specific value different from a predetermined value is set as the amount of change in volume when the distance between the player's game medium and the other player's game medium in the virtual space is a predetermined distance.

[0131] In the above embodiment, when the metaverse screen is displayed, the case where audio control data with volume control data ID "0001" is commonly set, as shown in Figure 7A, was described. However, the present invention is not limited to this. For example, there may be multiple mini-games, and different audio control data may be set depending on the type of mini-game.

[0132] The process for controlling the call function may be able to control the call function from a state where a predetermined game function is not activated to a state where a predetermined game function is newly activated (in the above embodiment, the process in step P2 is an example).

[0133] Furthermore, in the above embodiment, the player terminal 1 acquires audio data corresponding to all other player characters placed on the same metaverse screen as the player, but the present invention is not limited thereto. For example, the player terminal 1 may acquire only audio data from the server 1000 corresponding to other player icons placed within a predetermined distance (for example, distance D2 in Figure 7B) from the player's player character P1. By doing so, it is possible to suppress the risk of an increase in the amount of data communication between the player terminal 1 and the server 1000.

[0134] Furthermore, while the above embodiment describes a case where the virtual space V for the world is capable of displaying the player characters of all players, the present invention is not limited to this. That is, multiple virtual spaces V for worlds may be provided, each with a defined maximum capacity. In this case, when the metaverse screen is first displayed on the touch panel 26 after the application for this game is launched on the player terminal 1, the player's player character P1 may be placed in one of the virtual spaces V for worlds. By doing so, it is possible to suppress the risk of congestion within the virtual space V for worlds and the resulting load on the voice chat function.

[0135] Furthermore, although the above embodiment shows a case where both main content and sub-content are provided, sub-content and metaverse functions do not necessarily have to be provided. In this case, for example, the main content may include a card battle game and a predetermined mini-game other than the card battle game (for example, a mahjong game). Then, the voice control data can be changed according to the type of game function being run and the type of game screen being displayed. Specifically, for example, the voice control data may be set so that voice control regarding both left-right localization and near-far localization is not performed for the card battle game. On the other hand, the voice control data may be set so that voice control regarding both left-right localization and near-far localization is performed for the predetermined mini-game (for example, a mahjong game). This makes it possible to provide the player with an appropriate sense of realism according to the type of game being played, thereby improving the enjoyment of the game.

[0136] Furthermore, the control processing shown in the above embodiment is merely an example. In the above embodiment, the case in which the control processing for running the game is performed on the player terminal 1 and the server 1000 has been described. That is, an information processing system S, which is a client-server system comprising the player terminal 1 and the server 1000, may function as the game device G. However, the control processing for running the game may also be performed only on the player terminal 1. In this case, only the player terminal 1 may function as the game device G.

[0137] Furthermore, in the above embodiment, the information processing program for realizing the game may be stored in a computer-readable non-temporary storage medium. Moreover, the above embodiment may also be an information processing method for realizing each function and the steps shown in the flowchart. [Explanation of Symbols]

[0138] 1 Player terminal 1000 Servers S Information Processing System

Claims

1. A process that accepts the player's selection command to activate one of several game functions, A process to display a game screen of the type corresponding to the game function selected by the selection operation from among multiple types of game screens, The process of placing the player's game medium corresponding to the player and the other player's game medium corresponding to the other player in the virtual space within the game, A process for controlling a call function that enables communication between the aforementioned player and the aforementioned other player, Have the computer perform this task. The process for controlling the aforementioned call function is: Among a plurality of control information sets in which the amount of change in volume in response to a change in distance between the player's game medium and the other player's game medium in the virtual space is defined, the volume in the call function is controlled based on the control information corresponding to the running game function and the displayed game screen. Information processing program.

2. Multiple control information, The amount of change in volume is set to the amount of volume attenuation corresponding to the distance between the player's game medium and the other player's game medium. When the distance between the player's game medium and the other player's game medium in the virtual space is a predetermined distance, a first control information is provided in which a predetermined value is set as the attenuation amount, When the distance between the player's game medium and the other player's game medium in the virtual space is the predetermined distance, a second control information is provided in which a specific value different from the predetermined value is set as the attenuation amount, including, The information processing program according to claim 1.

3. The process for controlling the aforementioned call function is: The call function can be controlled across states ranging from when a predetermined game function is not activated to when the predetermined game function is newly activated. The information processing program according to claim 1 or 2.

4. An information processing method performed by one or more computers, A process that accepts the player's selection command to activate one of several game functions, A process to display a game screen of the type corresponding to the game function selected by the selection operation from among multiple types of game screens, The process of placing the player's game medium corresponding to the player and the other player's game medium corresponding to the other player in the virtual space within the game, A process for controlling a call function that enables communication between the aforementioned player and the aforementioned other player, Includes, The process for controlling the aforementioned call function is: Among a plurality of control information sets in which the amount of change in volume in response to a change in distance between the player's game medium and the other player's game medium in the virtual space is defined, the volume in the call function is controlled based on the control information corresponding to the running game function and the displayed game screen. Information processing methods.

5. An information processing system comprising one or more computers, The aforementioned computer, A process that accepts the player's selection command to activate one of several game functions, A process to display a game screen of the type corresponding to the game function selected by the selection operation from among multiple types of game screens, The process of placing the player's game medium corresponding to the player and the other player's game medium corresponding to the other player in the virtual space within the game, A process for controlling a call function that enables communication between the aforementioned player and the aforementioned other player, To carry out, The process for controlling the aforementioned call function is: Among a plurality of control information sets in which the amount of change in volume in response to a change in distance between the player's game medium and the other player's game medium in the virtual space is defined, the volume in the call function is controlled based on the control information corresponding to the running game function and the displayed game screen. Information processing system.

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