Visibility control device, visibility control system, visibility control method, visibility control program, and computer-readable recording medium storing the visibility control program.

The visibility control system addresses the issue of psychological stress in multiplayer games by comparing user parameters to manage display and provide visibility indicators, enhancing user experience and motivation.

JP7884245B1Active Publication Date: 2026-07-03BANK OF INNOVATION INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
BANK OF INNOVATION INC
Filing Date
2026-02-17
Publication Date
2026-07-03

AI Technical Summary

Technical Problem

Existing game systems fail to provide users with a means to understand their visibility in other users' search lists, leading to psychological stress and hindered enjoyment due to uncertainty about being targeted by higher-ranking players.

Method used

A visibility control system that compares user parameters such as combat power and billing rank to restrict or emphasize display in opponent lists, and provides visibility indicators to users, allowing them to visualize their effect on others.

Benefits of technology

The system alleviates psychological stress and creates a sense of superiority by enabling users to understand their visibility, maintaining motivation through real-time visualization of billing effects.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides a visibility control device, a visibility control system, a visibility control method, a visibility control program, and a computer-readable recording medium on which the visibility control program is recorded, which can simultaneously alleviate psychological stress and create a sense of superiority, and maintain motivation for continuous billing by visualizing the effects of billing. [Solution] The visibility control system of the present disclosure includes a comparison unit that compares a first parameter related to a first user among a plurality of users with a first parameter related to a second user among a plurality of users, and a first display control unit that, as a result of the comparison by the comparison unit, if the first parameter of the first user is higher than the first parameter of the second user, restricts or excludes the display of the second user in the list of opponent candidates displayed on the first user's user terminal based on the second parameter related to the second user.
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Description

Technical Field

[0001] The present disclosure relates to a visible recognition control system, a visible recognition control method, and a visible recognition control program used in a game in which a plurality of users play against each other via their respective user terminals.

Background Art

[0002] Conventionally, in a battle game system in which a plurality of players battle via a network, a technique for extracting an appropriate battle opponent based on the difference in strength and attributes between players and performing matching is known.

[0003] For example, Patent Document 1 discloses a technique of combining a plurality of characters including a computer-controlled character (ghost character) based on a player's game play information by a first matching and advancing a battle game between the ghost characters. In Patent Document 1, when a predetermined condition (for example, the strength is antagonistic) is satisfied in the battle game by the first matching, a plurality of players corresponding to each of the plurality of characters are combined by a second matching and developed into an actual battle game based on the input information of the players.

[0004] The technique disclosed in Patent Document 1 discloses control for performing different notifications according to the attributes and battle results of players. Specifically, when a predetermined condition is satisfied in the first matching, a player who is a relatively lower-ranked user is notified of the acquisition of a challenge right such as "You have obtained the right to challenge to fight in reality", while a higher-ranked player is notified of the appearance of a challenge candidate such as "A player has appeared as a challenge candidate". That is, in the technique disclosed in Patent Document 1, the notification content is changed according to the vertical relationship (level difference, etc.) of the players.

[0005] In general, in competitive games also known as PvP (Player versus Player), users with high combat power and those who spend a lot of money have conflicting psychological desires: a desire to show off their strength to others, and a desire to avoid being unilaterally targeted for attack by other users with higher ranks. However, general matching UIs, including the technology disclosed in Patent Document 1, do not provide a means for users to understand their "visibility"—how they appear in other users' search lists—from their own devices. As a result, it is difficult for users to grasp the extent to which their strength poses a threat to other users, and the psychological stress of not knowing when they might be discovered and attacked by a higher-ranking user could hinder their enjoyment of the game. [Prior art documents] [Patent Documents]

[0006] [Patent Document 1] Japanese Patent Publication No. 2022-149268 [Overview of the Initiative] [Problems that the invention aims to solve]

[0007] However, even in the technology disclosed in Patent Document 1, there is no means provided for users to understand how they are appearing in other users' search lists, that is, to understand their own visibility. Therefore, it was difficult to achieve both the reduction of psychological stress and the creation of a sense of superiority.

[0008] Therefore, this disclosure has been made in view of the above issues, and aims to provide a visibility control device, a visibility control system, a visibility control method, a visibility control program, and a computer-readable recording medium on which the visibility control program is recorded, which can simultaneously alleviate psychological stress and create a sense of superiority, and maintain motivation for continuous billing by visualizing the effect of billing. [Means for solving the problem]

[0009] The visibility control device relating to this disclosure is a visibility control device used in a game in which multiple users compete against each other via their respective user terminals, comprising: a comparison unit that compares a first parameter related to a first user among the multiple users with the first parameter related to a second user among the multiple users; and, as a result of the comparison by the comparison unit, if the first parameter of the first user is higher than the first parameter of the second user, a first table that restricts or excludes the display of the second user in the list of opponent candidates displayed on the first user's user terminal, based on the second parameter related to the second user. The system includes a display control unit, a second display control unit that, as a result of the comparison by the comparison unit, determines that the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, and that, based on the second parameter related to the second user, prioritizes or emphasizes the display rank of the second user in the match candidate list displayed on the first user's user terminal, and a third display control unit that displays a visibility indicator on the second user's user terminal indicating a visibility state in which the display of the user's own user on other users' user terminals is restricted or excluded.

[0010] The visibility control system according to this disclosure comprises a user terminal equipped with multiple user terminals for each of the users competing against each other in a game, a comparison unit that compares a first parameter related to a first user among the multiple users with the first parameter related to a second user among the multiple users, and a first display control unit that, as a result of the comparison by the comparison unit, if the first parameter of the first user is higher than the first parameter of the second user, restricts or excludes the display of the second user in the opponent candidate list displayed on the user terminal of the first user based on the second parameter related to the second user, and The system includes a visibility control device having: a second display control unit which, as a result of the comparison by the comparison unit, determines that the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, and which prioritizes or emphasizes the display rank of the second user in the match candidate list displayed on the first user's user terminal based on the second parameter related to the second user; and a third display control unit which displays a visibility indicator on the second user's user terminal indicating a visibility state in which the display of the user's own user to other users is restricted or excluded.

[0011] The visibility control method relating to this disclosure is a visibility control method executed by a computer in a game in which multiple users compete, comprising: a comparison step of comparing a first parameter related to a first user among the multiple users with the first parameter related to a second user among the multiple users; and, if, as a result of the comparison, the first parameter of the first user is higher than the first parameter of the second user, restricting or excluding the display of the second user in the list of opponent candidates displayed on the first user's user terminal based on the second parameter related to the second user. The system includes a regulation step, a preferential step in which, if the comparison results in the first user's first parameter being lower than the second user's first parameter and the first user being of lower rank than the second user, the second user's display ranking is prioritized or highlighted in the list of opponent candidates displayed on the first user's user terminal based on the second parameter related to the second user, and a display step in which a visibility indicator is displayed on the second user's user terminal indicating a visibility status in which the display of the user's own user on other users' user terminals is restricted or excluded.

[0012] The visibility control program relating to this disclosure is a visibility control program used in a game in which multiple users compete against each other via their respective user terminals, and comprises a comparison unit that compares a first parameter related to a first user among the multiple users with the first parameter related to a second user among the multiple users, and if, as a result of the comparison by the comparison unit, the first parameter of the first user is higher than the first parameter of the second user, the display of the second user is restricted or excluded from the list of opponent candidates displayed on the first user's user terminal based on the second parameter related to the second user. The first display control unit is to be removed, and if, as a result of the comparison by the comparison unit, the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, the second display control unit is to be executed as a first display control unit that, based on the second parameter related to the second user, prioritizes or emphasizes the display rank of the second user in the match candidate list displayed on the first user's user terminal, and the second display control unit is to be executed as a third display control unit that displays a visibility indicator on the second user's user terminal that indicates a visibility state in which the display of the user's own user on other users' user terminals is restricted or excluded.

[0013] The computer-readable recording medium recording a visibility control program according to this disclosure is a computer-readable recording medium recording a visibility control program used in a game in which multiple users compete against each other via their respective user terminals, comprising: a comparison unit that compares a first parameter related to a first user among the multiple users with the first parameter related to a second user among the multiple users; and, as a result of the comparison by the comparison unit, if the first parameter of the first user is higher than the first parameter of the second user, a list of opponent candidates displayed on the first user's user terminal based on the second parameter related to the second user. In this configuration, the system includes a first display control unit that restricts or excludes the display of the second user, a second display control unit that, as a result of the comparison by the comparison unit, determines that the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, and that, based on the second parameter related to the second user, prioritizes or emphasizes the display ranking of the second user in the match candidate list displayed on the first user's user terminal, and a third display control unit that displays a visibility indicator on the second user's user terminal indicating a visibility state in which the display of the user's own user on other users' user terminals is restricted or excluded. [Effects of the Invention]

[0014] According to the present disclosure, which has the configuration described above, it is possible to provide a visibility control device, a visibility control system, a visibility control method, a visibility control program, and a computer-readable recording medium on which the visibility control program is recorded, which can simultaneously alleviate psychological stress and create a sense of superiority, and maintain motivation for continuous billing by visualizing the effect of billing. [Brief explanation of the drawing]

[0015] [Figure 1] This is a block diagram showing an example of the overall configuration of the visibility control system according to this embodiment. [Figure 2]An example of the hardware configuration of a computer according to an embodiment of the present disclosure is schematically shown. [Figure 3] It is a block diagram showing a functional configuration example of the visible recognition control device according to the present embodiment. [Figure 4] It is an example of a data structure showing an example of user information. [Figure 5] It is a flowchart showing the detailed procedure of the visible recognition control process. [Figure 6] It is a specific screen example of the jamming effect. [Figure 7] It is a specific screen example of the prey search mode. [Figure 8] It is a specific screen example of the visible recognition indicator screen.

Mode for Carrying Out the Invention

[0016] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In all the drawings for describing the embodiments, common components are generally denoted by the same reference numerals, and repeated descriptions are omitted.

[0017] In the present embodiment, each term is defined as follows:

[0018] "Avatar" refers to a digital entity that visually or conceptually represents a user within the virtual space of a game. An avatar is digital representation data of a user within the virtual space that is associated with and managed by a user account. An avatar has the function of accepting user operations and substituting actions (such as movement, interaction, communication, etc.) within the game, and functions as an object recognized between other users and the game system. An avatar can take the form of a character model, an icon, or other forms of expression.

[0019] "Character" refers to a digital entity that is operated and controlled by a user or a game system within the virtual space of a game and has specific roles and functions. A character is composed of a graphic model, animation, sound, and attribute data (e.g., name, race, occupation, ability values, equipment, behavior patterns), forms the worldview of the game, and is an existence that affects the user's game experience. "Character" includes both user characters (PCs) directly operated by the user and non-user characters (NPCs) controlled by the game system.

[0020] "Item" refers to a digital object that can be acquired, possessed, used, or traded by a user within the virtual space of a game. Items have a wide range of functions, such as equipment that improves a character's abilities, consumables that restore physical strength and status, keys that enable specific actions, in-game currency, or visual customization elements. These are provided to the user through gameplay or in exchange for a consideration including real currency (legal tender).

[0021] "Quest" refers to a series of tasks presented by the game system as specific goals or challenges that a user should achieve within the virtual space of an online game. Completing a quest results in things like the progression of the story, the acquisition of in-game rewards, the growth of characters, or the unlocking of access to specific areas. A quest is usually composed of elements such as start conditions, goals, achievement conditions, and rewards, and the user takes actions within the game to achieve the presented goals.

[0022] A "battle" refers to a contest or combat within the virtual space of a game, based on established rules, between one or more characters, or between a character and a system-controlled hostile entity (e.g., a monster). The outcome of this action is influenced by the participants' abilities, equipment, skills, or strategic choices, and typically aims to neutralize the opponent, achieve a specific objective, or establish an advantage within a time limit. The outcome of a battle affects the game's progression, reward acquisition, or character stats.

[0023] A "lottery" (or "lottery method"), also known as a "gacha," is a system in which users pay a fee within a game to randomly acquire digital content. The probability of acquiring items is controlled by the system. The probability of digital content appearing in the game is set and controlled.

[0024] "Charging" refers to the act of a user paying for specific services, digital content, features, or other value provided in a game using real currency, or in-game virtual currency, points, or other digital assets acquired through real currency, through the game operator or a payment system designated by the operator, and the entire system in which specific value is granted to the user as a result of such payment. Through this act, the user gains benefits such as an enhanced game experience, accelerated progress, or differentiation from other users.

[0025] "Bonus items" refer to additional items or content that are granted separately from the regular content through the main game, in-game purchases, or by fulfilling specific conditions. The reward could be, for example, a so-called general-purpose enhancement item that allows for the enhancement of any character or equipment usable in the game by increasing its level cap. The reward could also be an evolution material item used for level cap increases in the game. The reward could also be something like a so-called select ticket that allows the user to specify the type of character or equipment usable in the game and exchange it for. The reward may be a lottery ticket (or similar) that allows only the recipient of the reward to participate in a limited-time draw (such as a gacha). The reward may also be an exclusive skin that includes customizable backgrounds, characters, and other elements that can be applied within the game. The reward may include access to exclusive content offered within the game, such as high-difficulty dungeons or high-efficiency dungeons. The reward may also include the ability to hide advertisements provided within the game. This hiding of advertisements may be permanent. The rewards may be so-called "paid gems" provided for a fee through external payment within the game. Such paid gems obtained through external payment may differ in form from paid gems obtained through in-platform purchases. For example, if paid gems obtained through in-platform purchases are blue, paid gems obtained through external payment may be red. Such paid gems obtained through external payment may be usable for the same purposes as paid gems obtained through in-platform purchases, or they may be usable for exclusive purposes that are not possible with paid gems obtained through in-platform purchases.

[0026] The game can be any type of game (as long as it is a game that the user interacts with), such as RPGs (Role-Playing Games), simulation games, puzzle games, battle games, sandbox games, and matching games.

[0027] The game primarily involves collecting and training characters, battling, accumulating idle rewards, and completing quests. Users acquire characters through "gacha" (loot boxes) and improve their abilities through leveling up, skill enhancement, and equipping gear. Battles are mostly automated, but some manual control is possible, and character abilities and formation significantly influence the outcome. A key feature is the idle reward system, which accumulates experience points and items even when the user is inactive, enabling efficient character development. The main story progresses by completing "quests" that meet specific conditions, and rewards are also obtained. The game also offers cooperative and interactive features through the formation of "guilds" with other players. In the game, users can purchase items for "gacha" and character development acceleration items with real-world currency (in-app purchases). This allows players to progress through the game more easily and collect a variety of characters.

[0028] (Overall structure) Figure 1 is a block diagram showing an example of the overall configuration of the visibility control system 1 according to this embodiment. The visibility control system 1 comprises a visibility control device 100, a plurality of user terminals 200, and an online game server 300, all of which can communicate with each other via a communication network NW. The visibility control device (also referred to as a "hierarchical visibility control device") 100 controls the display of a list of opponent candidates displayed on the user terminals 200 in a competitive game also known as PvP (Player versus Player). The communication network NW is, for example, at least one of the following: the Internet, a wide area network, a wireless communication network, a mobile communication network, etc. The visibility control device 100, the user terminals 200, and the online game server 300 are each connected to each other via the communication network NW so that they can communicate with each other.

[0029] A communication network (NW) is a communication infrastructure for data communication between devices. Examples of communication networks (NW) include the Internet, mobile communication networks (LTE, 5G, 6G, etc.), wireless LANs (Wi-Fi, etc.), wired LANs (Local Area Networks), WANs (Wide Area Networks), or composite networks combining these. Communication networks (NW) transmit and receive data based on communication protocols such as TCP / IP (Transmission Control Protocol / Internet Protocol). Communication networks (NW) also support encrypted communication (SSL / TLS, etc.) to provide a secure communication environment.

[0030] The user terminal 200 is a computer device operated by a user. Examples of user terminals 200 include smartphones, tablet devices, notebook computers, desktop computers, game consoles (home game consoles, portable game consoles, etc.), wearable devices, or smart televisions. The user terminal 200 is equipped with input devices such as a touchscreen, physical keyboard, mouse, and game controller, and output devices such as a display and speakers. The user terminal 200 has the functionality to run applications (game apps, browsers, etc.) for playing online games provided by the online game server 300.

[0031] The user terminal 200 performs graphic processing, audio processing, and input processing necessary for playing online games. The user terminal 200 receives operation information from the user in the game, such as character movement, item use, and communication with other users, and transmits this operation information to the online game server 300. The user terminal 200 receives game status update information from the online game server 300 and performs screen display and audio output based on the game status update information. The user terminal 200 communicates with the visibility control device 100, such as requesting the display of the opponent candidate list and checking the visibility status.

[0032] The online game server 300 is a server device that provides online game services (hereinafter sometimes abbreviated as "game") to multiple users. The online game server 300 provides functions such as game progress management, user matching, execution of in-game events, management of the in-game economy (item buying and selling, currency management, etc.), and user authentication. The online game server 300 provides MMO (Massively Multiplayer Online) games, MOBA (Multiplayer Online Battle Arena) games, social games, or games in a combination of these forms. The online game server 300 communicates with user terminals 200 in real time and provides online games to user terminals 200.

[0033] The Visibility Control Device 100 may be integrated into the online game server 300, or it may operate as an independent external service. When integrated, the Visibility Control Device 100 shares the hardware and software resources of the online game server 300, and the online game server 300 and the Visibility Control Device 100 operate in close cooperation. On the other hand, when operating as an independent external service, the Visibility Control Device 100 communicates with the online game server 300 via an API (Application Programming Interface) and operates as an independent service. In this embodiment, for the sake of explanation, the example in which the Visibility Control Device 100 exists as an independent device will be described, but it goes without saying that it may also be configured to be integrated into the online game server 300.

[0034] (Basic computer configuration) Next, a general configuration example of a computer including the server computer described above will be explained. Figure 2 schematically shows an example of the hardware configuration of a computer 900 according to an embodiment of this disclosure. Computer 900 is an example of a configuration where the user terminal 200, online game server 300, and visible control device 100 described above are computers. Computer 900 has a control unit 901, a storage unit 902, a communication unit 903, an input unit 904, and an output unit 905. The control unit 901, storage unit 902, communication unit 903, input unit 904, and output unit 905 are electrically connected to each other via a communication bus 910.

[0035] The control unit 901 includes a CPU (Central Processing Unit, also called a processor) and controls various parts of the computer 900, as well as reading and executing various programs stored in the storage unit 902.

[0036] The memory unit 902 includes a main memory such as DRAM (Dynamic Random Access Memory) and an auxiliary memory such as a hard disk, and is a device for storing various programs for running the operating system and various applications of the computer 900, as well as data used by these programs. The processes shown in the flowcharts described above are realized by the control units 901 of each computer constituting the visible control system 1, the user terminal 200, and the online game server 300 executing the programs stored in their respective memory units 902.

[0037] The communication unit 903 is a device for communicating with external devices and sends and receives data according to instructions from the control unit 901. Each computer constituting the visibility control device 100, the online game server 300, and the user terminal 200 uses this communication unit 903 to communicate with other devices, including the communication network NW shown in Figure 1.

[0038] The input unit 904 is a device that receives input from an external source and supplies it to the control unit 901, and includes, for example, a keyboard, mouse, touch panel, and camera. The output unit 905 is a device that outputs the processing results of the control unit 901 to the outside, and includes, for example, a display and speaker.

[0039] (System Configuration) Figure 3 is a block diagram showing an example of the functional configuration of the visibility control device 100 according to this embodiment. The visibility control device 100 comprises a processing unit 130 and a storage unit 120. The storage unit 120 stores user information 121 associated with each of a plurality of users. The user information 121 includes a first parameter 121A indicating combat power, etc., and a second parameter 121B indicating billing rank, etc. The processing unit 130 is controlled by a visibility control program and comprises a comparison unit 131, a first display control unit 132, a second display control unit 133, and a third display control unit 134. That is, the visibility control program causes the computer to function as at least the comparison unit 131, the first display control unit 132, the second display control unit 133, and the third display control unit 134. The visibility control program is recorded on a computer-readable recording medium. The processing unit 130 may also include a notification unit 135.

[0040] The comparison unit 131 compares a first parameter 121A related to a first user among multiple users with a first parameter 121A related to a second user among multiple users. The first parameter 121A is, for example, a parameter indicating the user's combat power. The first parameter 121A indicates, for example, that "0" is the lowest combat power and that the higher the number, the higher the combat power (also referred to as "superior"). The first parameter 121A includes, for example, a value indicating the combat power of the character owned by the user (combat power value), as well as at least one of the level and the progress of training. The comparison unit 131 numerically compares the combat power of the user searching for an opponent (first user) with the combat power of the search candidate user (second user) and calculates the difference in their abilities.

[0041] If, as a result of the comparison by the comparison unit 131, the first display control unit 132 determines that the first user's first parameter 121A (e.g., combat power) is higher than the second user's first parameter 121A, it restricts or excludes the display of the second user in the opponent candidate list displayed on the first user's user terminal 200, based on the second parameter 121B related to the second user. Here, "restricting or excluding the display" may include, for example, hiding from the opponent candidate list, masking the display, fixing the display rank downwards, limiting the number of displayed items, and requesting additional search conditions, or any combination thereof. The second parameter 121B is information related to the user's billing status. Preferably, the second parameter 121B includes, for example, the user's billing status, purchase amount, billing rank, VIP level, and other economic indicators, or at least one or a combination thereof. In this embodiment, the VIP level is used as an example of a billing rank. Specifically, if the second user's second parameter 121B is equal to or greater than a predetermined threshold (for example, billing level "VIP3"), the first display control unit 132 places the second user, who is relatively lower in rank from the perspective of the first user, who is relatively higher in rank, into a "stealth state" where they cannot be detected. The billing levels indicate that "VIP1" is the lowest billing amount and "VIP5" is the highest billing amount. In this embodiment, for example, if the second user is a user whose second parameter 121B meets a predetermined threshold (for example, billing level "VIP3" or higher) (a high-spending user), this second user is more likely to be protected from the risk of being unilaterally attacked by the first user, who has a relatively high and more powerful first parameter 121A.

[0042] If, as a result of the comparison by the comparison unit 131, the second display control unit 133 determines that the first user's first parameter 121A (e.g., combat power) is lower than the second user's first parameter 121A, it prioritizes or emphasizes the display rank of the second user in the battle candidate list displayed on the first user's user terminal 200, based on the second parameter 121B related to the second user. Here, "prioritizing or emphasizing the display rank" may include, for example, fixed display at the top of the list, separate frame display, decoration such as color, frame or illumination, assignment of a dedicated icon or title, and animation, or any combination thereof. Specifically, if the second user's second parameter 121B (e.g., billing rank) is equal to or greater than a predetermined threshold (e.g., billing level "VIP3"), the second display control unit 133 displays the second user in a "boss display state" relative to the first user, who is a relatively lower-ranking user, and displays the second user at the top of the battle candidate list to show off the second user's strength. This allows a second user, whose second parameter 121B meets a predetermined threshold (for example, a high-spending user with a billing level of "VIP3" or higher), to effectively demonstrate their strength (for example, being a boss) to users of a relatively lower rank.

[0043] The third display control unit 134 displays a visibility indicator on the second user's user terminal 200, indicating a visibility status where the user's display on other users' user terminals 200 is restricted or excluded. This visibility indicator visualizes in real time which range of other users the second user is currently "stealthed" to and which range of other users it is "exposed" or "shown as a boss." This allows the second user to check their current "level of concealment" and "level of exposure," and to feel the effect of the charges.

[0044] As described above, the first parameter 121A may be information relating to the user's combat power. The second parameter 121B may be information relating to the user's billing status, which may include, for example, economic indicators. In this embodiment, information relating to the user's combat power includes the total combat power value of the character in the game, level, quality of equipment owned, or skill points, etc. Information relating to the billing status includes the VIP level based on the total amount of money the user has spent in the past, the type of paid plan currently subscribed to, or the ownership status of specific paid items, etc.

[0045] The prey-hunting mode may be activated by a predetermined amount of payment or by predetermined actions within the game. For example, the prey-hunting mode becomes available when a user subscribes to a monthly payment plan or when the cumulative amount of payments exceeds a predetermined amount (e.g., 10,000 yen). Predetermined actions within the game include using specific items, completing specific quests, or achieving specific achievements. When the prey-hunting mode is activated, the second display control unit 133 provides a dedicated user interface that allows the user to efficiently search for other users with lower combat power than themselves.

[0046] The first display control unit 132 may cause the first user's user terminal 200 to display a predetermined effect when restricting or excluding the display for the second user. This predetermined effect includes, for example, displaying a noise effect, static, screen cracks, or a warning message such as "Out of Communication Range" on the search results screen. In this embodiment, as will be described later, an example of an effect that displays a warning message such as "Out of Communication Range" can be given (see Figure 6, which will be described later). This can imply to the first user that the second user has a powerful stealth function.

[0047] The second display control unit 133 may, when prioritizing or emphasizing the display of the second user, display the second user on the first user's user terminal 200 in a manner that allows for identification of the second user from others. Specifically, the second user's opponent candidate list item may be highlighted with a special color (e.g., gold or red), given a dedicated icon (e.g., a crown mark or a boss mark), and placed at the top of the opponent candidate list. This allows the first user, who is relatively lower ranked, to visually recognize that the second user is a powerful opponent.

[0048] The visibility control device 100 may further include a notification unit 135 that notifies the second user's user terminal 200 if the first display control unit 132 restricts or excludes the display, or if the second display control unit 133 prioritizes or emphasizes the display order. The notification unit 135 displays a message on the screen of the second user's user terminal 200, for example, "Your character has avoided being scanned by a higher-ranked player" or "Your character has been displayed as a strong opponent in the opponent candidate list of a lower-ranked player." This allows the second user to experience the effects of their billing in real time.

[0049] The visibility indicator may include a display indicating that the display of the user is restricted or excluded on the user terminal 200 of another user whose first parameter 121A is higher than the user's own first parameter 121A. The visibility indicator may, as such a display, show a text message such as "Stealth State: Hiding from Higher-Ranking Users" to clearly indicate that the user is protected from higher-ranking users.

[0050] The visibility indicator may distinguish between the visibility status from other users with a first parameter 121A higher than the user's own first parameter 121A and the visibility status from other users with a first parameter 121A lower than the user's own first parameter 121A. For example, the visibility indicator may display "Hidden from higher-ranking users" at the top of the screen and "Boss visible to lower-ranking users" at the bottom of the screen, allowing users to quickly understand how they appear to users at different levels.

[0051] The first display control unit 132 may, if the combat power of the first user is higher than that of the second user and the display of the second user is restricted or excluded, cause the first user's user terminal 200 to display a jamming effect that hinders enemy detection. This jamming effect may include superimposing a visual effect indicating noise, static, or a communication error on the area where the second user should be displayed on the search results screen. Furthermore, warning messages such as "Out of communication range" or "Scanning being interfered with" may be displayed to suggest to the first user that the second user is being intentionally concealed.

[0052] While the second display control unit 133 is executing a prey search mode in which it prioritizes searching for other users whose first parameter 121A is less than or equal to a predetermined value and displays them in the opponent candidate list, it may, for example, highlight in red other users whose first parameter 121A is lower than that of the first user. Specifically, on the prey search mode screen, the second display control unit 133 may, for example, surround the opponent candidate list items of users with lower combat power than itself with a red glowing frame and further display an icon such as "Prey" or "Vulnerable User". This allows high-spending users to efficiently find targets that they can attack unilaterally.

[0053] The visibility control device 100 may further include a notification unit 135 that generates report information including the number of times the display of the second user was restricted or excluded, or the number of times the display rank was prioritized or highlighted, and notifies the second user's user terminal 200. The report information may include statistical information such as, for example, "Today, you avoided scans from higher-ranking users 5 times and were displayed as a formidable opponent by lower-ranking users 10 times." This report information is notified to the second user daily, weekly, or monthly, enabling quantitative understanding of the effect of billing.

[0054] The third display control unit 134 may display at least one of the following as a visibility indicator: a barrier-type visual effect indicating that the user's visibility is restricted to other users whose first parameter 121A belongs to a certain percentage of the top users; and a submarine-type visual effect indicating that visibility is restricted or excluded from other users whose first parameter 121A is higher than the user's, while visibility is permitted from the user terminals 200 of other users whose first parameter 121A is lower than the user's. The barrier-type visual effect surrounds the user's character icon with a semi-transparent shield and displays text such as "Blocking attacks from the top 10%." The submarine-type visual effect displays a graphic of a submarine moving underwater, visually representing a state where it is invisible from above the surface (higher-ranking users) but visible from the seabed (lower-ranking users).

[0055] (Data structure) Figure 4 shows an example of a data structure illustrating user information 121 recorded in the memory unit 120. User information 121 is information at a specific moment in time. User information 121 manages a first parameter 121A (e.g., combat power) and a second parameter 121B (e.g., billing rank) for each user ID. For example, a user with user ID (Identifier) ​​"User001" has a combat power of "8500" and a billing rank of "VIP5". A user with user ID "User002" has a combat power of "3200" and a billing rank of "VIP1". A user with user ID "User003" has a combat power of "9800" and a billing rank of "VIP5".

[0056] In this embodiment, consider the case where a user with user ID "User003" (for example, with a combat power of "9800") searches for an opponent. The comparison unit 131 compares the combat power of the user with user ID "User003" (the first user) with that of the user with user ID "User001" (the second user). Since the combat power of the user with user ID "User003" ("9800") is higher than the combat power of the user with user ID "User001" ("8500"), the user with user ID "User003" is determined to be a higher-ranked user than the user with user ID "User001".

[0057] Next, the first display control unit 132 refers to the second parameter 121B (for example, billing rank "VIP5") of the user with user ID "User001". For example, since billing rank "VIP5" satisfies a predetermined threshold (for example, billing rank "VIP3" or higher), the first display control unit 132 restricts or excludes the user with user ID "User001" (the second user) from the list of potential opponents displayed on the user terminal 200 of the user with user ID "User003" (the first user). This protects the user with user ID "User001" from the strongest user with user ID "User003".

[0058] On the other hand, consider the case where a user with user ID "User001" (for example, with a combat power of "8500") searches for an opponent. The comparison unit 131 compares the combat power of the user with user ID "User001" (the first user) with that of the user with user ID "User003" (the second user). Since the combat power of the user with user ID "User001" ("8500") is lower than the combat power of the user with user ID "User003" ("9800"), the user with user ID "User001" is determined to be a relatively lower-ranked user than the user with user ID "User003".

[0059] Next, the second display control unit 133 refers to the second parameter of the user with user ID "User003" in the user information 121 and determines that it satisfies a predetermined threshold (for example, billing rank "VIP3"). Then, in the list of opponent candidates displayed on the user terminal 200 of the user with user ID "User001", the second display control unit 133 prioritizes the display rank of the user with user ID "User003", specifically placing the user with user ID "User003" at the top, or highlighting the user with a gold frame. As a result, the user with user ID "User003" is recognized as a powerful "boss" by the user with user ID "User001", who is a relatively lower-ranked user.

[0060] The user with user ID "User002" (for example, a combat power of "3200" and a payment rank of "VIP1") will appear as usual in the list of potential opponents displayed on all users' terminals (200) due to their low payment rank. As a result, the user with user ID "User002" will not benefit from the display restrictions or exclusions imposed by high-paying users (for example, "VIP5"), making them more vulnerable to attacks from higher-ranking users.

[0061] (Example of operation) The visibility control system 1, including the visibility control device 100 according to this embodiment, has the configuration described above. Next, an example of the visibility control method according to this embodiment will be described. First, an overview of the visibility control method according to this embodiment will be described.

[0062] The visibility control method according to this embodiment is a visibility control method executed by a computer in a game in which multiple users compete, comprising: a comparison step of comparing a first parameter related to a first user among the multiple users with a first parameter related to a second user among the multiple users (e.g., combat power); and, as a result of the comparison, if the first parameter of the first user is higher than the first parameter of the second user, the display of the second user in the opponent candidate list displayed on the first user's user terminal 200 is changed based on a second parameter related to the second user (e.g., billing rank). The method includes a restricting step of limiting or excluding; a preferential step of prioritizing or highlighting the display rank of the second user in the list of opponent candidates displayed on the first user's user terminal 200, based on a second parameter related to the second user, if, as a result of the comparison, the first user's first parameter is lower than the second user's first parameter and the first user is of lower rank than the second user; and a display step of displaying a visibility indicator on the second user's user terminal 200 that indicates a visibility status in which the display of the user's own user on other users' user terminals 200 is limited or excluded. An example of a visibility control process as a specific example of the visibility control method according to this embodiment will be described below.

[0063] Figure 5 is a flowchart detailing the steps of the visibility control process according to this embodiment. This visibility control process is performed for each user who is a search candidate when a user searches for an opponent and displays a list of potential opponents on their user terminal 200. This visibility control process realizes asymmetric visibility control, in which high-spending users are hidden from users who are more powerful than themselves, while being displayed in an intimidating manner to users who are weaker than themselves.

[0064] Here, we will explain a specific example of operation based on the user information 121 shown in Figure 4 above. First, let's assume a situation where a user with user ID "User003" (for example, a combat power of "9800", a paid rank of "VIP5") searches for an opponent. The user with user ID "User003" is one of the strongest users in the game, possessing the highest combat power. When this user with user ID "User003" uses the search function to find an opponent weaker than themselves, multiple users are extracted as a list of potential opponents. Each of the potential opponents in this list includes the user with user ID "User001" (for example, a combat power of "8500", a paid rank of "VIP5") and the user with user ID "User002" (for example, a combat power of 3200, a paid rank of "VIP1"). The user with user ID "User001" has lower combat power than the user with user ID "User003", but is a high-spending user who has obtained a paid rank of "VIP5", for example, through high-spending. On the other hand, the user with user ID "User002" is a regular user with low combat power and a low pay rank.

[0065] In step S101, the comparison unit 131 compares the first parameter (e.g., combat power) of the first user (searcher: user with user ID "User003") and the second user (candidate: user with user ID "User001").

[0066] In this embodiment, as described above, the first parameter 121A may be, for example, information about the user's combat power. This combat power information is a numerical value centered on the total combat power value of the character in the game, and specifically includes the following elements. Firstly, this combat power information is the level of the characters owned by the user. For example, user ID "User003" owns multiple characters with a maximum level of 100, while user ID "User001" owns characters with an average level of 85. Secondly, this combat power information may be the quality and enhancement level of the equipment owned. User ID "User003" owns multiple legendary weapons and armor, and has enhanced them to the maximum, so the combat power value is significantly increased by the equipment alone. Thirdly, this combat power information may be the character's skill points and development progress. User ID "User003" has unlocked the entire skill tree and built the strongest skill set. These factors are comprehensively quantified and displayed as a "Combat Power Value." User ID "User003" has a Combat Power Value of 9800, while User ID "User001" has a Combat Power Value of 8500.

[0067] On the other hand, the second parameter 121B is information about the user's billing status. This billing status information is an indicator of how much the user has spent on the game, and specifically includes the following elements. Firstly, this billing status information may be the VIP level based on the total amount of money the user has spent in the past. For example, user ID "User001" has spent over 100,000 yen in total, so has achieved the highest rank, VIP5. On the other hand, user ID "User002" has spent around 5,000 yen in total, and its billing rank is "VIP1". Secondly, this billing status information is the type of paid plan the user is currently subscribed to. User ID "User001" may be subscribed to a premium plan costing 3,000 yen per month and may receive special bonuses every month. Thirdly, this billing status information may be the user's possession status of paid items. For example, a user with user ID "User001" may possess a limited-edition paid item called "Stealth Shield," which may grant them the effect of preventing detection by higher-ranking users.

[0068] The comparison unit 131 numerically compares the combat power of the user searching for an opponent (the first user) with the combat power of the search candidate user (the second user) and calculates the difference in their strength. In this case, the user with user ID "User003" (for example, a combat power of "9800") has a combat power 1300 points higher than the user with user ID "User001" (for example, a combat power of "8500"), so the comparison unit 131 determines that "the first user is superior." Based on this determination, step S102 is executed. Determining superiority or inferiority between multiple users is done by simply comparing the magnitude of their combat power values, but in this embodiment, the degree of the difference in strength may also be considered. For example, it is possible to make a stepwise determination such as "overwhelmingly superior" if the difference in combat power between multiple users is 1000 points or more, and "slightly superior" if it is between 500 points and less than 1000 points.

[0069] In step S102, the first display control unit 132 restricts or excludes the display on the first user's (user ID "User003") user terminal 200 based on the second parameter (billing rank) of the second user (user ID "User001").

[0070] Specifically, the first display control unit 132 first refers to the billing rank, which is the second parameter of the user with user ID "User001". The billing rank of the user with user ID "User001" is "VIP5", which satisfies the above-mentioned pre-set threshold (for example, billing rank "VIP3"). This threshold may be set so that, for example, users with a cumulative billing amount of 50,000 yen or more reach billing rank "VIP3", while users with a cumulative billing amount of 100,000 yen or more reach billing rank "VIP5". Since the user with user ID "User001" has a billing rank of "VIP5", for example, they can receive the highest level of protection.

[0071] The first display control unit 132 executes a process to completely exclude the user with user ID "User001" from the list of potential opponents for the user with user ID "User003" based on the result of the determination using the threshold described above. This exclusion process ensures that no matter how detailed the search conditions set by the user with user ID "User003" are, the user with user ID "User001" will never be displayed in the search results. For example, even if the user with user ID "User003" sets the condition "Search for users with a power level of 8000-9000", the user with user ID "User001" (for example, with a power level of "8500") who would normally be included will be completely removed from the list of potential opponents. This protects the user with user ID "User001", who is a high-spending user, from the top-tier user with user ID "User003".

[0072] This stealth mechanism (hereinafter also referred to as the "stealth function") protects the second user, who is a high-spending user, from the risk of being unilaterally attacked by the even more powerful first user. For example, user ID "User001" is a powerful user with a combat power of "8500," but if they were to play against user ID "User003," who has a combat power of "9800," they would almost certainly lose. If user ID "User003" discovers and attacks user ID "User001," user ID "User001" could suffer damages such as having their valuable items and earned points stolen. However, because the stealth function prevents user ID "User001" from appearing in user ID "User003"'s list of potential opponents, user ID "User001" can prevent such damage (also referred to as the "protection function"). Such protection functions provide high-spending users with the value of "security guaranteed by paying," and serve as an incentive for continued spending.

[0073] When the first display control unit 132 restricts or excludes the display for the second user, it causes the first user's user terminal 200 to display a predetermined animation.

[0074] This predetermined effect is achieved by displaying a special visual effect in the search results screen of the opponent candidate list, in the position where the second user would normally be displayed. Specifically, on the search results screen for user ID "User003," a noise effect is displayed at a specific position in the opponent candidate list (for example, the fourth item from the top, "Prey," as shown in Figure 6 below). This noise effect is a static-like visual effect that spreads across the entire screen, creating the impression that there is a television reception problem. Furthermore, a cracking effect is added to the search results screen, giving the user operating user terminal 200 the impression that "some important information is being intentionally concealed." In addition, a warning message such as "Out of Communication Range," as well as warning messages such as "Scan Interference Detected" and "Powerful Concealment Shield Deployed" pop up in the center of the noise effect.

[0075] Through this predetermined sequence, the first user, user ID "User003," receives information that "there is a user with powerful stealth capabilities within their detection range, but they cannot detect them with their current abilities." This differs from a simple "no matching users" result; it explicitly communicates the existence of a concealed user. By seeing this sequence, user "User003" may come to realize, for example, "there is a user nearby who spends more than me," or "I might be able to find this user if I use more advanced paid features." This sequence can also imply that the second user possesses powerful stealth capabilities.

[0076] The notification unit 135 of the visibility control device 100 notifies the second user's user terminal 200 that the display has been restricted or excluded by the first display control unit 132.

[0077] The notification unit 135 displays a notification message in real time on the screen of the user terminal 200 of user ID "User001". For example, a message such as "Your character has evaded a scan from a higher-ranked player (e.g., a player with a power level of "9800")" is displayed as a banner at the top of the screen. This banner display is, for example, displayed with a special design that has a golden sheen and appears with a sound effect indicating "success". Furthermore, the notification includes detailed information such as "Power level of the evaded player: "9800", "Power level difference between you and the evaded player: 1300", and "Stealth effect expiration date: 2 hours remaining".

[0078] This notification allows the user with user ID "User001" to experience the effects of their payments in real time. The user with user ID "User001" can confirm that their investments, such as "being subscribed to the premium plan at 3,000 yen per month" and "having spent over 100,000 yen in total to achieve a payment rank such as "VIP5," are actually functioning as concrete value in "protecting themselves from top-tier users." This realization creates a sense of satisfaction, making them feel that "paying was worthwhile," and helps maintain motivation for continued payments. The notification message is saved as history in the memory unit 120 and can be viewed later as "Today's Scan Avoidance History."

[0079] Next, let's explain the case where the first user (searcher: user ID "User001", for example, with a power level of "8500") searches for an opponent, and a user with user ID "User003" (for example, with a power level of "9800", for example, with a paid rank of "VIP5") is extracted as a candidate. In this case, the opposite of the previous case is true: user ID "User001" is the one doing the searching, and user ID "User003" is the one being searched.

[0080] In step S101, the comparison unit 131 compares the combat power of the user with user ID "User001" (the first user) and the user with user ID "User003" (the second user). Since the combat power of the user with user ID "User001" (8500) is 1300 points lower than the combat power of the user with user ID "User003" (9800), the comparison unit 131 determines that "the first user is inferior." Based on this determination, the process proceeds to step S103. In this case, the user with user ID "User001" is searching for a user with user ID "User003" who is stronger than themselves, a search that is performed out of motivation such as "I want to challenge a strong opponent" or "I want to play against a user who is ranked higher."

[0081] In step S103, the second display control unit 133 prioritizes or highlights the display rank of the second user (user with user ID "User003") in the list of opponent candidates displayed on the first user's user terminal 200, based on the second parameter (e.g., billing rank) of the second user.

[0082] Specifically, the second display control unit 133 first refers to the second parameter of the user with user ID "User003," which is the billing rank, and confirms that it is "VIP5." Since this billing rank meets a predetermined threshold (for example, billing rank "VIP3" or higher), the second display control unit 133 executes a process to display the user with user ID "User003" in a special format in the list of opponent candidates displayed on the user terminal 200 of the user with user ID "User001." In normal search results, users are listed according to conditions such as battle power or distance, but for high-spending users, these normal sorting orders are ignored and they are forcibly placed at the top of the list of opponent candidates.

[0083] For example, if a user with user ID "User001" performs a search with the condition "Search for users with a combat power of 9000 or more," normally the matching users would be displayed in descending order of combat power. However, due to the function of the second display control unit 133, the user with user ID "User003" is fixed to the top (1st) of the list of potential opponents. Furthermore, the display items for user "User003" may be given special decorations that clearly distinguish them from other users. Specifically, for example, the display frame for user "User003" may be surrounded by a golden glowing frame, and effects such as flames or lightning may be displayed around the frame. In addition, titles such as "Boss," "Conqueror," or "Strongest" may be prominently displayed above the icon of user "User003" to visually represent their strength.

[0084] As a result, on the screen of a relatively lower-ranking user, User ID "User001," User ID "User003" will be displayed as the "boss" at the top of the list of potential opponents, accompanied by a visually striking effect. By seeing this display, User ID "User001" can intuitively understand that "there is a user who is overwhelmingly more powerful than me" and "this user has achieved a special status through high-spending." Such a visual effect provides high-spending users with the satisfaction of "being able to show off their strength to lower-ranking users," effectively highlighting the sense of superiority gained through spending money.

[0085] The second display control unit 133 may, when prioritizing or emphasizing the display order of the second user, cause the first user's user terminal 200 to display the second user in a manner that allows for identification from others.

[0086] This identifiable display is achieved by combining multiple visual elements. Firstly, this identifiable display may be achieved through color highlighting. The opponent candidate list item for user ID "User003" may be displayed in a special color such as gold or red, whereas regular users are displayed with a white or gray background. Gold, in particular, is used as a color symbolizing "highest rank," and the entire opponent candidate list item is given a golden glow. Secondly, this identifiable display may be achieved through the addition of a special icon. Next to the username of user ID "User003," a special icon such as a crown, boss mark, or skull mark is displayed. Different designs of these icons are available depending on the user's billing rank; for example, users with billing rank "VIP5" are displayed with the most luxurious platinum crown.

[0087] Thirdly, the display in this identifiable manner may be adjusted in order of placement within the list of potential opponents. The user with user ID "User003" is displayed separately from other users and is fixed at the top of the list of potential opponents. Specifically, the first row of the list of potential opponents in the search results is reserved as a "special section," where only high-spending users are displayed. This special section is visually separated from the regular search results and is clearly distinguished, for example, by a golden dividing line or a special background color. Fourthly, animation effects may be used. The display item for the user with user ID "User003" is not a static image, but is always subjected to an animation effect where light flows. For example, golden light flows around the frame in a rotating manner, and the brightness increases periodically, repeating this effect.

[0088] These visual elements allow the first user, User ID "User001," who is relatively lower ranked, to instantly recognize that the second user, User ID "User003," is a formidable opponent. The moment User ID "User001" opens the search results screen, the shining display of User ID "User003" at the top of the screen immediately catches their eye, creating a strong impression that "this opponent is special" and "I shouldn't challenge them lightly." This kind of presentation provides high-spending users with the satisfaction of "having their strength visually displayed," maximizing the sense of superiority gained from paying.

[0089] The notification unit 135 may also notify the second user's user terminal 200 if the second display control unit 133 has prioritized or emphasized the display order.

[0090] The notification unit 135 displays a pop-up message on the screen of the user terminal 200 of user ID "User003" stating, "Your character has been displayed as a formidable opponent in the list of potential opponents for a lower-ranked player (e.g., power level "8500")." This message is displayed prominently in the center of the screen, with a red or gold glossy effect added to the background. Furthermore, the message includes detailed information such as "the displayed player's power level (e.g., "8500"), "power difference between you and them: 1300", and "boss display effect expiration date: 2 hours remaining." In addition, it also displays additional incentive information such as, "If this player challenges you, your defense rewards will be doubled."

[0091] This notification allows the user with user ID "User003" to experience the effects of their spending in real time. Specifically, they can confirm that their investments, such as "having spent a total of over 150,000 yen to achieve a spending rank of "VIP5"" or "being subscribed to the Ultimate Plan for 5,000 yen per month," are actually functioning as concrete value in "being displayed as an intimidating presence to users who are relatively lower ranked." By receiving this notification, the user with user ID "User003" can gain a sense of satisfaction from knowing that "their strength is recognized by other players" and "they are being treated as a special person," which helps maintain their motivation to continue spending.

[0092] In step S104, the third display control unit 134 displays a visibility indicator on the terminal screen of the second user (user with user ID "User001" and user with user ID "User003") who is subject to visibility control, indicating a visibility state in which the display of their own user on other users' user terminals 200 is restricted or excluded.

[0093] This visibility indicator is a visual feedback function that visualizes in real time which range of other users a second user is currently "in stealth mode," and which range of other users they are "exposed" or "in boss mode." The visibility indicator is always displayed on the top or side of the screen of the second user's user terminal 200, allowing the user to always check their visibility status even while playing the game. Specifically, it is displayed as a small icon in the upper right corner of the visibility indicator screen, and tapping or clicking this icon expands and displays detailed information about the visibility status.

[0094] The visibility indicator includes a display indicating that the display of the user's own user on the user terminal 200 of another user whose first parameter is higher than the user's own first parameter.

[0095] For example, on the device of a user with user ID "User001" (e.g., combat power "8500", billing rank "VIP5"), a text message "Stealth Status: Concealing from higher-ranking users" will be displayed with a green background. Below this display, more detailed information will be shown, such as "Currently avoiding scans from 12 users with higher combat power than you," "Stealth effect range: Users with combat power of 8600 or higher," and "Until next update: 1 hour 23 minutes." Furthermore, to visually represent the stealth status, the user's character icon may be displayed semi-transparently, or a transparency effect may be displayed around it.

[0096] This display allows user ID "User001" to clearly understand that they are protected from higher-ranking users. In particular, the specific number displayed, "Avoided scans from 12 users," gives the user a sense of accomplishment, knowing that their payment is actually protecting them from 12 powerful opponents. Furthermore, the specific range indicated, "Users with a power level of 8600 or higher," allows the user to accurately understand the level of opponents they are hiding from. This information allows the user to quantitatively understand the protective effect of their payment and creates an incentive for additional payments, such as "If I pay a little more, I might be able to protect myself from an even wider range of powerful opponents."

[0097] The visibility indicator distinguishes between being visible to other users whose first parameter is higher than the user's own first parameter, and being visible to other users whose first parameter is lower than the user's own first parameter.

[0098] For example, the visibility indicator for user ID "User001" is displayed by dividing the screen into two areas, top and bottom. The top of the screen displays the text "Hidden from higher-ranked users" with a green background, and below it, detailed information is displayed such as "Protected targets: 12 users with a combat power of 8600 or more" and "Highest combat power protected target: 9800 (user ID "User003")". On the other hand, the bottom of the screen displays the text "Boss displayed to lower-ranked users" with a red background, and below it, detailed information is displayed such as "Boss displayed targets: 38 users with a combat power of 8400 or less" and "Lowest combat power displayed target: 3200 (user ID "User002")".

[0099] These two areas are clearly distinguished visually. The upper area, representing protection from superiors, is displayed with shield and defensive wall icons and colored in green or blue to give the impression of being "protected." On the other hand, the lower area, representing intimidation of inferiors, is displayed with sword and flame icons and colored in red or gold to give the impression of being "aggressive" and "dominant." Furthermore, the user's character icon is placed in the center, with arrows or bars above and below it indicating the protection and intimidation ranges. This visual arrangement allows the user to understand their position at a glance—that they are "protected from above and intimidating from below."

[0100] This distinguishing display allows users to see at a glance how they appear to users at different levels. For example, user ID "User001" can visually understand that "they are completely hidden from 12 users stronger than them, but are displayed as a formidable opponent to 38 users weaker than them." This information gives the user a sense of satisfaction that "they are in a superior position among the mid-level users," and at the same time, it creates motivation for additional payments, such as "if you pay more, you can protect yourself from even more higher-ranked users." Furthermore, the information that "they are displayed intimidatingly to 38 lower-ranked users" provides a sense of superiority that "their strength is recognized by others," increasing satisfaction through payments.

[0101] The notification unit 135 may generate report information including the number of times the second user's display was restricted or excluded, or the number of times the display order was prioritized or highlighted, and notify the second user's user terminal 200.

[0102] The report information is a compilation of statistical data regarding the visibility control of a second user, and is automatically generated on a daily, weekly, or monthly basis. For example, the daily report generated for user ID "User001" includes summary information such as, "Today, you avoided scans from higher-ranked users 5 times and were displayed as a formidable opponent to lower-ranked users 10 times." More detailed breakdowns are also displayed, such as, "Breakdown of scan avoidance: For example, 2 times from a user with a power level of "9800", 1 time from a user with a power level of 9200, and 2 times from a user with a power level of 8900," and "Breakdown of boss display: 7 times from users with a power level of 8000-8400, and 3 times from users with a power level of 7000-7900."

[0103] In addition, the report includes time-series graphs that visualize trends over the past 7 or 30 days. These graphs allow users to understand temporal changes, such as "I'm protecting myself from more high-ranking users this week than last week" or "The effect of my subscription at the beginning of the month is lasting until the end of the month." Furthermore, the report includes comparative information such as "The number of times your subscription has protected you is 20% higher than the average for the same subscription rank" and "Your boss appearance count is in the top 10%." This information allows users to feel satisfied that their subscriptions are being used more efficiently than other users.

[0104] This report information allows a second user to quantitatively understand the effect of their purchases. Instead of simply providing a temporary notification that a scan was avoided, the cumulative data, such as "a total of 150 scans avoided in the past month," is presented, giving users a sense that their purchases are generating long-term value. This quantitative feedback plays a crucial role in maintaining motivation for continued purchases. Furthermore, since the report information is delivered via in-game email and push notifications, users receive the message "your purchases are continuously working" even when they are not logged into the game, constantly reminding them of the value of their purchases.

[0105] On the other hand, a user with user ID "User002" (with a power level of 3200, for example, a paid rank of "VIP1") may be displayed as usual in the opponent candidate list for all users because of their low paid rank.

[0106] The user with user ID "User002" receives no protection whatsoever from the first display control unit 132. Therefore, when a higher-ranked user (for example, the user with user ID "User003" or the user with user ID "User001") searches for an opponent, the user with user ID "User002" will appear in the opponent candidate list as usual. In particular, because the user with user ID "User002" has a low combat power of 3200, many higher-ranked users will perceive them as a "weak opponent that can be easily defeated." For example, if the user with user ID "User003" (for example, with a combat power of "9800") finds the user with user ID "User002," the combat power difference is 6600 points, and the user with user ID "User003" will almost certainly win. In a match with such an overwhelming difference in skill, the user with user ID "User002" is very likely to be attacked unilaterally and have their items and points stolen.

[0107] The user with user ID "User002" does not benefit from the display restrictions imposed by high-spending users, making them more vulnerable to attacks from higher-ranking users. In fact, the user with user ID "User002" is attacked by higher-ranking users an average of 15 times a day, resulting in the loss of approximately 30% of their earned points. On the other hand, the high-spending user with user ID "User001" is able to limit attacks from higher-ranking users to an average of about 2 times a day thanks to the stealth function, resulting in a point loss rate of only about 5%. This significant difference leads users like the user with user ID "User002" to realize that "if they don't pay, they will always be the ones being hunted," creating an incentive to spend money.

[0108] Through such asymmetrical visibility control, high-spending users may be able to access a prey-hunting mode that is triggered by a predetermined amount of spending or by predetermined actions within the game.

[0109] There are several patterns for activating the prey-hunting mode. Firstly, it is activated by charging a predetermined amount. For example, if a user subscribes to a monthly subscription plan (3,000 yen or more per month), or if the cumulative amount charged exceeds a predetermined amount (e.g., tiered thresholds such as 10,000 yen, 50,000 yen, or 100,000 yen), the prey-hunting mode becomes available. Specifically, the "Basic Prey-Hunting Mode" is unlocked at a cumulative charge of 10,000 yen, the "Advanced Prey-Hunting Mode" at 50,000 yen, and the "Ultimate Prey-Hunting Mode" at 100,000 yen. Each mode differs in the range of users that can be searched and the level of detail of the information displayed.

[0110] Secondly, these features are triggered by predetermined actions within the game. These actions include using specific items, completing specific quests, or achieving specific achievements. For example, using a special item called a "Hunter's License" makes the Hunting Mode available for a limited time of 24 hours. This Hunter's License can be purchased for 500 yen in the in-game shop, or obtained as a reward for completing certain high-difficulty quests. Additionally, achieving the "10 Consecutive Wins" achievement unlocks the Hunting Mode for a limited time of 3 days as a reward.

[0111] When the prey-hunting mode is activated, the second display control unit 133 provides a dedicated user interface (hereinafter also abbreviated as "UI") that allows the user to efficiently search for other users with lower combat power than themselves. This dedicated UI has a design that is significantly different from the normal search screen. The entire screen is unified in a dark color scheme with a hunting theme, and illustrations of hunting fields such as forests and grasslands are displayed in the background. The title "Prey-hunting mode" is displayed in large letters at the top of the screen in a blood-like font. Furthermore, graphics resembling aiming devices and sniper scopes are displayed in the center of the screen, visually enhancing the user's experience of "hunting prey."

[0112] In prey hunting mode, the search targets are filtered using different criteria than in normal searches. In normal searches, users of all power levels are displayed as candidates, but in prey hunting mode, only users with lower power levels than the searcher are displayed preferentially. Furthermore, the greater the power difference, the higher the candidate is displayed in the list of opponents. For example, if a user with user ID "User003" (for example, with a power level of "9800") activates prey hunting mode, users with a power level of 3000 or less will be displayed preferentially, and among them, the user with the lowest power level will be placed at the top of the list of opponents. This allows user "User003" to quickly find the "easiest opponent to defeat."

[0113] (Screen example: Jamming effect) Figure 6 shows a specific example of a jamming effect generated by the first display control unit 132. This effect actively interferes with the search results screen of a user who is more powerful than the user when the user attempts to search for the user. The screen 800 shown in Figure 6 is the search results screen displayed on the higher-level user terminal 200 (specifically, the terminal of the user with user ID "User003").

[0114] The first display control unit 132 may, if the combat power of the first user is higher than that of the second user, and the display of the second user is restricted or excluded (for example, put into stealth mode), cause the first user's user terminal 200 to display a jamming effect that hinders enemy detection.

[0115] As shown in Figure 6, the screen 800 of the upper user terminal 200 displays a normal list of match candidates from the search results, but an abnormal visual effect is displayed in a specific area (around the 3rd to 5th items in the match candidate list). This visual effect 810 is intense noise that spreads across the entire screen, creating the illusion of a television reception failure or communication error. The noise is not a static image, but flashes randomly, and is occasionally accompanied by an animation effect that distorts the entire screen. This noise effect is not merely decorative, but serves to convey a clear message to the user that "some important information is being intentionally concealed."

[0116] Furthermore, a visual effect resembling cracks is superimposed on the noise. These cracks represent shattered glass on the screen, and an animation shows the cracks gradually expanding. The center of the crack sinks into darkness like a black hole, surrounded by eerie red and purple lights. This effect gives the user the impression that "information is being destroyed by a powerful force" and "there is an impenetrable defense that cannot be breached by normal means."

[0117] In addition, a large visual effect 810 displaying "Out of Service" is shown in the center of the noise effect. This message is displayed in a red warning color, surrounded by flashing warning marks and exclamation points. Below the message, more detailed explanations are displayed, such as "A powerful concealment shield is deployed," "Scan jamming detected: Level 5," and "More advanced paid features are required to locate the target user." These messages not only convey the information that "the user in question cannot be found," but also explicitly convey that "a concealed user actually exists" and "they may be found with more advanced paid features."

[0118] This jamming effect allows the first user (user ID "User003") to receive several important pieces of information. Firstly, it reveals that "a user with powerful stealth capabilities exists within their search range." This is fundamentally different from simply displaying "no matching users." In the latter case, the user interprets this as "there are no users weaker than me in this vicinity," but when the jamming effect is displayed, the user interprets this as "there are actually users weaker than me, but I cannot detect them due to their paid features."

[0119] Secondly, there is the perception that "there are users who are paying more than me." User ID "User003" is surprised that there are users they cannot find, even though they have top-tier skills, for example, a combat power of "9800." For example, they might think, "The other person must be paying more than me," or "If I use more advanced paid features, I might be able to find this user." This perception creates a desire in User ID "User003" to "pay more to unlock more advanced enemy detection features," providing an incentive for additional payments.

[0120] Thirdly, the display restrictions are consistent with the game's worldview. Instead of simply displaying a message like "This user cannot be displayed," providing explanations based on in-game settings such as "out of range" or "scan interference" makes the display restrictions naturally accepted as part of the game system. This avoids giving users a negative impression of "system glitches" or "unfair specifications," and instead creates a positive impression such as "the opponent is using advanced tactics" or "I want to use the same function."

[0121] On the other hand, the user with user ID "User001" (for example, a combat power of "8500" and a paid rank of "VIP5") receives a notification on their user terminal 200 stating, "Scan from a higher-ranked player (for example, a combat power of "9800") has been avoided." This notification is displayed as a banner at the top of the screen and has a special design with a golden sheen. Simultaneously with the notification, a sound effect saying "Shield deployment successful" is played, and an animation of a shield deploying is displayed on the screen. The user with user ID "User001" can gain a sense of accomplishment and reassurance from this notification and animation, knowing that "the concealment function provided by their paid subscriptions actually worked" and "they prevented an attack from a top-tier user."

[0122] Thus, the jamming effect has a two-way effect: it provides the value of "absolute secrecy through payment" to those being searched, and stimulates a "desire for more advanced paid features" in those searching. Through this effect, paying users can feel that their investment is functioning as a concrete protective effect, and non-paying users and low-paying users can recognize that "if I also pay, I can use such powerful features." As a result, the jamming effect plays an important role in visually demonstrating the value of payment and increasing motivation to pay.

[0123] (Example screen: Prey Search Mode) Figure 7 shows a specific example of the prey search mode screen generated by the second display control unit 133. This prey search mode is a dedicated UI for paying users to efficiently find weaker enemies. The screen 800 shown in Figure 7 is the prey search mode screen displayed on the user terminal 200 of a high-paying user (specifically, a user with user ID "User003", for example, a combat power of "9800", for example, a paying rank of "VIP5").

[0124] While the second display control unit 133 is executing a prey search mode in which it prioritizes searching for other users whose first parameter 121A (e.g., combat power) is less than or equal to a predetermined value and displays them in the opponent candidate list, it may, for example, highlight in red other users whose first parameter 121A is lower than that of the first user.

[0125] In the prey-hunting mode, explanatory text such as "We prioritize displaying users with lower combat power than you" or "The greater the difference in combat power, the more rewards you can earn" may be displayed.

[0126] In the center of the screen, a list of potential opponents from the search results is displayed vertically. This list includes several users with lower combat power than, for example, user ID "User003". Among these, users with a particularly large difference in combat power (users with significantly lower combat power than user ID "User003") are highlighted with a red glowing frame (820). For example, the fourth user on the list of potential opponents, user ID "User002" (combat power 3200), is surrounded by a red glowing frame that clearly distinguishes it from other users.

[0127] This red glowing frame 820 is not just a static border; it has an animation effect that makes the light appear to pulsate. Specifically, red light flows around the frame in a clockwise rotation, and the glow intensifies periodically. This pulsating light effect strongly conveys to the user the impression that "this opponent is a particularly easy target to hunt." In addition, small flame effects are displayed at the four corners of the frame, adding a visual effect that makes it seem as if the target is on fire.

[0128] The list of potential opponents also displays detailed information about the target user. Specifically, information such as username, power level, level, current location (distance), online status, estimated points held, and win rate prediction may be displayed in a list. Particularly important information is the large number "Win Rate Prediction: 98%". This number is the probability of victory calculated based on the power level difference (6600 points) between user ID "User003" and user ID "User002", indicating that if user ID "User003" attacks, they will almost certainly win. This high win rate prediction allows user ID "User003" to confidently select user ID "User002" as an attack target.

[0129] Furthermore, the opponent candidate list item also displays information such as "Estimated Reward: 1,500 points." This information is an estimate of the points that can be earned by defeating the user with user ID "User002," and is calculated based on the number of points that user "User002" currently possesses. By looking at this information, the user with user ID "User003" can understand in advance "how much reward can be obtained by attacking this user," enabling efficient target selection. In particular, users with high estimated rewards are displayed with even higher priority in the opponent candidate list, so the user with user ID "User003" can quickly find "the most efficient target to earn points from."

[0130] In prey hunting mode, additional features not available in normal search mode are also available. For example, the "one-click attack" function. Normally, attacking an opponent requires multiple steps: selecting the opponent from the opponent candidate list, tapping the "attack" button on the confirmation screen, and then arranging characters on the formation screen. However, in prey hunting mode, simply tapping the "attack instantly" button displayed on the far right of the opponent candidate list item automatically selects the optimal formation and executes the attack immediately. This simplified operation allows user ID "User003" to attack multiple targets consecutively in a short time, efficiently earning points.

[0131] The hunting mode also includes an "auto-hunting" function. When this function is enabled, the system automatically selects the optimal target and carries out attacks periodically. For example, if user ID "User003" activates "auto-hunting mode" and sets conditions such as "target users with a combat power of 5000 or less," "attack only opponents with a win rate of 95% or higher," and "execute automatically every hour," the system will automatically search for users who meet these conditions and carry out attacks. User ID "User003" can continue to earn points automatically even when they are not logged into the game. This function gives high-spending users a significant advantage, not only by allowing them to "unilaterally attack weaker opponents" but also by enabling them to "continue earning points efficiently and automatically."

[0132] In this way, the prey-hunting mode provides high-spending users with an ideal environment through its UI, where they can "unilaterally attack weaker opponents," effectively creating a sense of superiority through their spending. The user with user ID "User003" can use this exclusive UI to gain the satisfaction of feeling that "I am in an overwhelmingly advantageous position compared to other users because of my spending" and "I am the hunter, not the hunted." This satisfaction strengthens the motivation for continued spending and encourages further purchases.

[0133] (Screen example: Visible indicator) Figure 8 shows a specific example of the screen 800 generated by the third display control unit 134. This visibility indicator visualizes in real time which range of other users a user is currently "in stealth mode" and which range of other users (in the illustrated example, the top 10%) a user is "in boss mode" (or "in exposed mode"). The screen 800 shown in Figure 8 is displayed on the user terminal 200 of a high-spending user (for example, a user with user ID "User001", for example, a combat power of "8500", for example, a billing rank of "VIP5").

[0134] Screen 800 may display a descriptive message stating, "This displays your current visibility status in real time," clearly indicating the purpose of this visibility indicator. A large graphic visually representing the user's current visibility status is displayed in the center of the screen.

[0135] The third display control unit 134 displays at least one of the following as a visibility indicator: a barrier-type visual effect 840 indicating that the display of the user is restricted to other users whose first parameter 121A belongs to a certain percentage of the top users (10% in the illustrated example); and a submarine-type visual effect 830 indicating that visibility is restricted or excluded from other users whose first parameter 121A is higher than the user's first parameter 121A, while visibility is permitted from the user terminals 200 of other users whose first parameter 121A is lower than the user's first parameter 121A.

[0136] In screen 800 shown in Figure 8, these two visual effects are displayed simultaneously. In the center of the screen, a barrier-type visual effect 840 is displayed. This barrier-type visual effect 840 is a graphic that surrounds the user's character icon with a translucent, dome-shaped shield. The shield is represented by a translucent material in blue or green, and a hexagonal honeycomb structure is visible on its surface. This honeycomb structure is a visual effect reminiscent of a defensive shield that appears in science fiction movies, giving the impression of "strong defense" and "advanced technology."

[0137] The shield's surface features an animation effect where light ripples periodically spread. These ripples may spread outward from the center of the shield and disappear upon reaching the edges. This dynamic effect gives the user the impression that the shield is "always active" and that its protective function is working in real time.

[0138] Below the barrier-type visual effect 840, the text "Invisible to the top 10%" is prominently displayed. This specific number, "top 10%", allows the user with user ID "User001" to accurately understand that they are completely immune to detection by powerful users (specifically, users with a combat power of 8600 or more) who belong to the top 10% of all users. Further detailed information is displayed, such as "Protected targets: 12 users" and "Protected target with the highest combat power: 9800 (rank 1)". This additional information allows the user with user ID "User001" to realize that they are completely hidden even from the strongest users in the game, and to appreciate the power of the protection effect obtained through payment.

[0139] Meanwhile, at the bottom of the screen, a submarine-shaped visual effect 830 is displayed. This submarine-shaped visual effect is centered around a graphic of a submarine moving through the ocean. The entire bottom of the screen represents the deep sea, with a dark blue gradient applied to the background. Silhouettes of rocks and seaweed are displayed on the seabed, visually emphasizing that it is underwater. In the center of the screen, a black submarine is depicted sideways, and an animation effect of bubbles rising from the rear of the submarine is displayed.

[0140] The submarine's position represents the user's current "depth." The submarine is positioned at an intermediate depth between the surface (top of the screen) and the seabed (bottom of the screen), visually representing the state of being "invisible to higher-ranked users, but visible to relatively lower-ranked users." Specifically, the area above the submarine (closer to the surface) is labeled "Higher-ranked users (invisible)," and the area below the submarine (closer to the seabed) is labeled "Lower-ranked users (visible)." This upper and lower division allows users to intuitively understand their own position.

[0141] As mentioned above, the text "Invisible to the top 10%" is displayed at the bottom of the screen. This text is a summary of information that integrates both barrier-type and submarine-type visual effects, succinctly expressing the state of "I am completely hidden from the top 10% of strong opponents, but I appear intimidating to other users." This text allows users to understand the meaning of the complex visual effects linguistically and accurately grasp their own visibility status.

[0142] These visual effects allow the user with user ID "User001" to instantly see who they are hiding from and who fears them. In particular, the information that "they are completely hidden from the top 10%" provides the user with user ID "User001" with a sense of security that "they are safe even from the strongest users." On the other hand, the information that "they are displayed as a formidable opponent to 38 lower-ranked users" provides the user with user ID "User001" with a sense of superiority that "they are feared by many users." This combination of security and superiority allows the user with user ID "User001" to fully experience the benefits of their subscription and strengthens their motivation to continue paying.

[0143] In addition, screen 800 also features a real-time update function. For example, if a higher-ranking user appears in the nearby area, a barrier-type visual effect shield may temporarily glow brighter, and a notification may appear stating, "A new threat has been detected, but concealment is being maintained by the protection function." On the other hand, if a relatively lower-ranking user searches for the user, a submarine-type visual effect may display an animation of a fish representing the user approaching the submarine, and a notification may appear stating, "A lower-ranking user has found you." This real-time update allows users to constantly be aware of changes in their visibility status and to feel that the protection provided by the subscription is "always active."

[0144] The visibility control device 100 according to this embodiment is a visibility control device used in a game in which multiple users compete via their respective user terminals 200, and includes a comparison unit 131 that compares a first parameter related to a first user among the multiple users with a first parameter related to a second user among the multiple users, and, as a result of the comparison by the comparison unit 131, if the first parameter of the first user is higher than the first parameter of the second user, a first parameter that restricts or excludes the display of the second user in the opponent candidate list displayed on the first user's user terminal 200 based on the second parameter related to the second user. The system includes a display control unit 132, a second display control unit 133 which, if the comparison by the comparison unit 131 determines that the first user's first parameter is lower than the second user's first parameter and the first user is of lower rank than the second user, prioritizes or emphasizes the display rank of the second user in the list of opponent candidates displayed on the first user's user terminal 200 based on the second parameter related to the second user (for example, displays it as a boss), and a third display control unit 134 which displays a visibility indicator on the second user's user terminal 200 indicating a visibility state in which the display of the user's own user on other users' user terminals 200 is restricted or excluded. The visibility control program causes the computer to function as at least the comparison unit 131, the first display control unit 132, the second display control unit 133, and the third display control unit 134. The visibility control program is recorded on a computer-readable recording medium.

[0145] The visibility control method according to this embodiment is a visibility control method executed by a computer in a game in which multiple users compete, comprising: a comparison step of comparing a first parameter related to a first user among the multiple users with a first parameter related to a second user among the multiple users; and, as a result of the comparison, if the first parameter of the first user is higher than the first parameter of the second user, a rule of restricting or excluding the display of the second user in the list of opponent candidates displayed on the first user's user terminal 200 based on the second parameter related to the second user. The process includes a comparison step, a preferential treatment step in which, if the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, the second user is given priority or emphasis in the display ranking of the second user in the list of opponent candidates displayed on the first user's user terminal 200, based on the second parameter related to the second user, and a display step in which a visibility indicator is displayed on the second user's user terminal 200 indicating a visibility status in which the display of the user's own user on other users' user terminals 200 is restricted or excluded.

[0146] This approach provides high-spending users with the reassurance that they can avoid unilateral attacks by limiting or excluding their visibility from higher-ranking users, while simultaneously providing lower-ranking users with a sense of superiority by prioritizing or highlighting their display ranking, allowing them to showcase their strength. Furthermore, the visibility indicator allows users to visually understand in real time how they are appearing on other users' potential opponent lists, eliminating the psychological stress of "not knowing when they might be discovered and attacked by a higher-ranking user." In addition, they can quantitatively confirm the range of users their strength poses a threat to, making it easier to feel the effects of their spending. As a result, it balances the reduction of psychological stress with the creation of a sense of superiority, and the visualization of the effects of spending helps maintain motivation for continued spending.

[0147] In this embodiment, the first parameter is information about the user's combat power, and the second parameter is information about the user's billing status. This allows for visibility control by combining two different indicators: the user's strength (combat power) and billing status. Specifically, even if a user has high combat power, they will not be protected if their billing status is low, while conversely, even if a user has moderate combat power, they can avoid attacks from higher-ranking users if they are high-spending users. This provides a clear preferential effect for paying users, strengthening the incentive to pay. As a result, it is possible to provide paying users with the value that "safety is guaranteed if you pay," and maintain their motivation to continue paying.

[0148] In this embodiment, when the first display control unit 132 restricts or excludes the display for the second user (for example, putting it into stealth mode), it causes the first user's user terminal 200 to display a predetermined effect. In this way, instead of simply passively preventing it from appearing in search results, the searcher can be made aware that it is being "intentionally blocked by a powerful concealment function" through active effects such as noise or being out of communication range. As a result, the person being searched can more strongly feel the concealment effect of their own charges, and the searcher is motivated to make additional charges, thinking that "it might be discovered if I pay a higher level of charges." As a result, the visualization of the effect of charges and the incentive for additional charges can be achieved simultaneously.

[0149] In this embodiment, when the second display control unit 133 prioritizes or emphasizes the display of the second user (for example, by setting it to boss display state), it causes the first user's user terminal 200 to display the second user in a manner that makes them distinguishable from others. In this way, high-spending users are clearly distinguished and displayed in the list of opponent candidates for users who are relatively lower ranked, with special decorations such as a golden frame or a dedicated icon. As a result, users who are relatively lower ranked can recognize at a glance that "this opponent is especially powerful," and high-spending users can gain satisfaction from "having their strength visually displayed." Consequently, the sense of superiority gained from spending is maximized, and motivation for continued spending can be maintained.

[0150] The visibility control device 100 according to this embodiment further includes a notification unit 135 that notifies the user terminal 200 of a second user when the first display control unit 132 restricts or excludes the display (for example, puts it into stealth mode), or when the second display control unit 133 prioritizes or emphasizes the display order (for example, puts it into boss display mode). In this way, a notification is sent to the target user in real time at the moment the visibility control is executed. As a result, the user can immediately feel the effect of the charge, such as "avoiding a scan from a higher-ranking player" or "being displayed as a formidable opponent from a lower-ranking player," and concretely recognize the value of the charge. As a result, the visualization of the effect of the charge is enhanced, and motivation for continued charging can be maintained.

[0151] In this embodiment, the visibility indicator includes a display ("Stealth State") indicating that the display of the user's own user on the user terminal 200 of other users having a first parameter higher than the user's own first parameter is restricted or excluded (e.g., put into stealth state). In this way, the user can clearly recognize that they are protected from higher-ranking users. Specifically, a message such as "Concealing from higher-ranking users" allows the user to understand the range of powerful adversaries they are protected from. This eliminates the psychological stress of "not knowing when they might be attacked by a higher-ranking user," and allows them to feel secure through the payment. As a result, the visualization of the effect of payment helps maintain motivation for continued payment.

[0152] In this embodiment, the visibility indicator distinguishes between being visible to other users with a first parameter higher than the user's own first parameter and being visible to other users with a first parameter lower than the user's own first parameter. This allows the user to simultaneously visually grasp a sense of security from being "protected by those of higher rank" and a sense of superiority from "intimidating those of lower rank." For example, by displaying "Hidden from those of higher rank" at the top of the screen and "Boss displayed to those of lower rank" at the bottom, the user can understand their hierarchical position at a glance. As a result, it is possible to achieve both the reduction of psychological stress and the creation of a sense of superiority, and to maintain motivation for continued spending by visualizing the effect of spending.

[0153] In this embodiment, if the combat power of the first user is higher than that of the second user, and the display of the second user is restricted or excluded (for example, put into stealth mode), the first display control unit 132 causes the first user's user terminal 200 to display a jamming effect that hinders enemy detection. In this way, visual effects such as "out of range" or static are displayed on the searcher's screen, dramatically indicating the existence of a powerful concealment function. As a result, the searched can enjoy the "absolute stealth" achieved through payment as a game effect, and the searcher is motivated to make additional payments, thinking that "they might be found if they make a higher-level payment." As a result, the visualization of the effect of payment and the incentive for additional payments can be achieved simultaneously.

[0154] In this embodiment, the second display control unit 133, while executing a prey search mode that prioritizes searching for other users whose first parameter is below a predetermined value and displays them in the opponent candidate list, highlights in red other users whose first parameter is lower than that of the first user. In this way, high-spending users can identify weaker users at a glance and efficiently select attack targets. The red glowing frame and "prey" icon visually emphasize the information that "this user can definitely be defeated." This provides paying users with a sense of superiority by allowing them to "unilaterally attack weaker opponents" and allows them to feel the dominant position they have achieved through spending. As a result, the visualization of the effects of spending helps maintain motivation for continued spending.

[0155] In this embodiment, the prey-hunting mode is activated by a predetermined charge or by a predetermined action within the game. This allows high-spending users to access the prey-hunting mode through direct payment, while allowing low-spending users to temporarily experience the same functionality through in-game effort. This makes the value of the prey-hunting mode recognizable to a wide range of users while providing a structure where "payment is required for continued use." As a result, a sense of superiority can be provided to paying users, and non-paying users can be motivated to pay, thereby improving the overall profitability of the game.

[0156] The visibility control device 100 according to this embodiment further includes a notification unit 135 that generates report information including the number of times the display of a second user was restricted or excluded, or the number of times it was displayed with priority or emphasis, and notifies the second user's user terminal 200. In this way, the user can periodically receive statistical information such as "Today, I avoided scans from higher-ranked players 5 times and was displayed as a formidable opponent from lower-ranked players 10 times." This quantitative feedback allows the user to grasp the cumulative and objective effects of their charges and to feel that "my charges are creating value in the long term." As a result, the visualization of the effects of charges is enhanced, and motivation for continued charging can be maintained.

[0157] In this embodiment, the third display control unit 134 displays at least one of the following as a visibility indicator: a barrier-type visual effect 840 indicating that the user's visibility is restricted to other users whose first parameter belongs to a certain percentage of the top users; and a submarine-type visual effect 830 indicating that visibility is restricted or excluded from other users whose first parameter is higher than the user's first parameter, while visibility is permitted from the user terminals 200 of other users whose first parameter is lower than the user's first parameter. In this way, the barrier-type visual effect provides a sense of security that the user is "protected from the top 10%", and the submarine-type visual effect allows the user to intuitively grasp their hierarchical position that "they are not visible to those above them, but are visible to those below them". As a result, it is possible to achieve both the reduction of psychological stress and the creation of a sense of superiority, and to maintain motivation for continued billing by visualizing the effect of billing.

[0158] <Other Embodiments> Each of the above operation flows can be performed not only independently, but also in combination of two or more operation flows. For example, some steps of one operation flow may be added to another operation flow, or some steps of one operation flow may be replaced with some steps of another operation flow. It is not necessary to execute all steps in each flow; only some steps may be executed. The order of steps in each flow may be changed as appropriate.

[0159] A program may be provided that causes a computer to execute each of the processes described in the above embodiment. The program may be recorded on a computer-readable medium. Using a computer-readable medium, it is possible to install the program on a computer. Here, the computer-readable medium on which the program is recorded may be a non-transient storage medium. The non-transient storage medium is not particularly limited, but may be a storage medium such as a CD-ROM or DVD-ROM. The circuits that execute each of the processes performed by the device according to the above embodiment may be integrated, and at least a part of the device may be configured as a semiconductor integrated circuit (chipset, SoC).

[0160] The functions realized by the apparatus according to the above embodiments may be implemented in a circuit or processing circuitry, including a general-purpose processor, an application-specific processor, an integrated circuit, an ASIC (Application Specific Integrated Circuit), a CPU (a Central Processing Unit), conventional circuits, and / or a combination thereof, programmed to realize the described functions. A processor, including transistors and other circuits, is considered a circuit or processing circuitry. A processor may be a programmed processor that executes a program stored in memory. In this disclosure, circuitry, unit, and means are hardware programmed to realize or perform the described functions. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to realize or perform the described functions. If such hardware is a processor that is considered to be a type of circuitry, then such circuitry, means, or unit is a combination of hardware and software used to constitute such hardware and / or processor.

[0161] The terms "based on" and "depending on / in response to" used in this disclosure do not mean "based solely on" or "depending solely on" unless otherwise specified. The term "based on" means both "based solely on" and "at least partially on." Similarly, the term "depending on" means both "at least partially on" and "at least partially on." The terms "include," "comprise," and their variations do not mean to include only the listed items, but may include only the listed items or may include additional items in addition to the listed items. The term "or" used in this disclosure is not intended to mean exclusive OR. Furthermore, any reference to elements using designations such as "first," "second," etc., used in this disclosure does not generally limit the quantity or order of those elements. These designations may be used herein as a convenient way to distinguish between two or more elements. Therefore, references to the first and second elements do not imply that only two elements may be adopted therein, or that the first element must precede the second element in any way. In this disclosure, where articles are added by translation, such as a, an, and the in English, these articles shall be plural unless it is clearly indicated by t that they are not.

[0162] In the embodiment described above, the stealth function based on the billing rank at a given date and time, as shown in Figure 4, was explained. However, in a modified version of this embodiment, instead, for example, the stealth effect may be dynamically adjusted by analyzing billing history and activity history over multiple dates and times. Specifically, the memory unit 120 records the date, billing amount, cumulative billing amount, power level, login time, and number of battles as daily data for each user for the past 30 days. The first display control unit 132 analyzes this time-series data and expands the protection range by 20% as a "new billing bonus" in addition to the basic stealth effect for "users who have made a bill in the last 7 days," and expands the protection range by 50% as a "loyalty bonus" for "users who have continued to bill for 30 days." Conversely, for users who have not made a bill for 14 days or more since their last billing date, the stealth effect will gradually decrease even if they maintain their billing rank, and will be completely disabled after 30 days. The visible indicator displays information such as "Stealth Effect: 120% (Loyalty Bonus Applied)" and "Until Next Decay: 12 Days," allowing users to recognize the importance of recurring payments. This time-series analysis enables stable revenue generation by prioritizing users who make recurring payments over those who make a one-time large payment. In this way, by favoring recurring payments over one-time large payments, users can develop regular payment habits. In particular, the stealth effect decay function provides a sense of urgency, making it clear that "protection will be lost if payments are stopped," which helps prevent users from interrupting their payments. As a result, it becomes possible to secure long-term and stable revenue rather than just temporary revenue, improving the sustainability of game operations.

[0163] In the embodiment described above, a configuration was explained in which a second user is completely excluded when the second parameter (billing rank) meets a predetermined threshold. However, in a modified version of this embodiment, a configuration may be provided that offers a gradual stealth effect according to the billing rank. Specifically, a user with billing rank "VIP3" is concealed only from users whose combat power is 1000 points or more higher than their own, a user with billing rank "VIP4" is concealed from users with a combat power difference of 500 points or more, and a user with billing rank "VIP5" is concealed from all higher-ranked users. This gradual protection allows users to feel that their protection range expands as they increase their billing amount, creating an incentive for additional billing. Furthermore, the visibility indicator displays information such as "Current protection range: combat power difference of 1000 or more" and "Protection range at the next rank: combat power difference of 500 or more," clearly indicating the specific benefits of additional billing.

[0164] In the embodiment described above, a permanent stealth function based on the billing rank was explained. However, in a modified version of this embodiment, a time-limited stealth function that is activated only for a certain period of time by using a specific item may be provided. Specifically, using a consumable item called "Stealth Cloak" completely blocks detection by higher-ranked users for a limited time of 24 hours. This item can be purchased for 300 yen in the in-game shop, and while in use, a countdown such as "Stealth remaining time: 23 hours 45 minutes" is displayed on the visibility indicator. Furthermore, one hour before the stealth effect expires, a notification "Stealth effect will end soon. Do you want to continue?" is displayed, prompting the user to make an additional purchase. This time-limited mechanism allows for flexible billing, where users "receive protection only when needed," and provides billing opportunities even for low-spending users.

[0165] In the embodiment described above, the stealth function was explained for the entire game, but in a modified version of this embodiment, the stealth function may be configured to be effective only within specific geographical areas. Specifically, multiple areas such as "safe zone," "neutral zone," and "danger zone" are set on the game map, and the stealth effect is activated only within the safe zone for users with the payment rank "VIP3," while the stealth effect is activated in all areas for users with the payment rank "VIP5." The visibility indicator displays the current location and protection status on the map, visually indicating information such as "Current location: Safe zone (stealth enabled)" and "Adjacent area: Danger zone (stealth disabled)." This geographical restriction allows high-paying users to gain freedom of movement over a wide area, while low-paying users can secure limited safety, thus achieving differentiation.

[0166] In the embodiment described above, a one-sided stealth function was explained, but in a modified version of this embodiment, a configuration may be provided that offers a mutual authentication type stealth deactivation function based on the billing ranks of both parties. Specifically, when a first user, the searcher, uses a "scan enhancement item," they can temporarily discover high-spending users who are normally hidden. However, if the billing rank of the second user, the searched user, is two or more ranks higher than the searcher, the scan enhancement is disabled, and a notification is sent to the second user stating, "A strong scan was detected, but it was blocked by your defenses." This interaction clarifies the hierarchical structure of advantages through billing, creating a strong incentive that "by paying a higher amount, you can even disable other people's scan attempts." The visibility indicator displays statistical information such as "Number of scans blocked: 3 today."

[0167] In the embodiment described above, a constant visibility control based on the billing rank was explained. However, in a modified version of this embodiment, a stealth durability system may be provided in which the effect dynamically decreases according to the frequency of access. Specifically, each time a high-paying user is searched for by a higher-ranking user, their "durability" decreases, and when the durability reaches zero, the stealth effect is temporarily deactivated. For example, a user with billing rank "VIP5" has an initial durability of 100, and their durability decreases by 10 each time they are searched for by a higher-ranking user. Durability automatically recovers over time, but the recovery speed increases with frequent billing. The visibility indicator displays information such as "Stealth Durability: 70 / 100" and "Until Next Recovery: 2 Hours," allowing the user to visually understand that, like a "defensive vest," durability decreases to block searches from opponents, and when it reaches zero, the concealment is deactivated. This durability system creates an incentive for continuous billing, where those who are targeted more often need to bill frequently to recover their durability, rather than simply providing absolute protection through billing.

[0168] In the embodiments described above, visibility control based on individual user parameters was explained. However, in a modified version of this embodiment, a configuration may be provided that offers collective protection based on organization-dependent parameters to users belonging to organizations such as guilds. Specifically, as a second parameter, not only the amount of money spent by the individual user but also the "total amount spent by the guild" and the "guild rank" are referenced, and the organization's power is used to conceal all members. For example, a user belonging to a high-spending guild with a total monthly spending exceeding 100,000 yen will be protected from higher-ranking users due to the guild's overall spending power, even if their individual spending is small. The visibility indicator will display information such as "Individual stealth effect: None" and "Guild protection effect: Effective (concealing from the top 20%)", making the relationship between contribution to the organization and protection visible. This organization-dependent parameter allows users who find it difficult to spend large amounts of money individually to enjoy the protection function through joining and contributing to a guild, simultaneously increasing their sense of belonging to the guild and their motivation for continued spending.

[0169] In the embodiment described above, a stealth function that unilaterally blocks searches from higher-ranking users was explained. However, in a modified version of this embodiment, a reverse-detection and immediate counterattack function may be provided that, when concealment is activated, reverse-detects the current location and combat power information of the person who made the search and unilaterally discloses it to the person being searched. Specifically, when a higher-ranking user attempts to search for a high-spending user, the search is blocked by the stealth function, and at the same time, a notification is displayed on the terminal of the high-spending user who is being searched, stating, "A scan from a higher-ranking player (combat power 9800, current location: coordinates X250, Y180) has been detected and blocked." Furthermore, an "immediate counterattack" button is displayed in the notification, and when this is tapped, the searcher is granted "immediate teleport and counterattack rights," and preferential treatment such as the addition of a combat power bonus only when attacking that person is provided. With this reverse-detection function, high-spending users are not only "protected," but also gain an offensive advantage by "discovering the person who tried to attack them and counterattacking under favorable conditions," allowing them to feel a stronger sense of dominance through their spending.

[0170] Although the embodiments have been described in detail above with reference to the drawings, the specific configuration is not limited to those described above, and various design changes can be made without departing from the gist of the invention.

[0171] (Note) The features of the above-described embodiment are noted below. (Note 1) A visibility control device used in a game in which multiple users compete via their respective user terminals, comprising: a comparison unit that compares a first parameter related to a first user among the multiple users with the first parameter related to a second user among the multiple users; a first display control unit that, as a result of the comparison by the comparison unit, if the first parameter of the first user is higher than the first parameter of the second user, restricts or excludes the display of the second user in the list of opponent candidates displayed on the first user's user terminal based on the second parameter related to the second user; and the comparison A visibility control device comprising: a second display control unit that, as a result of a comparison by the unit, determines that the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, and that, based on the second parameter related to the second user, prioritizes or emphasizes the display rank of the second user in the list of opponent candidates displayed on the first user's user terminal; and a third display control unit that displays a visibility indicator on the second user's user terminal indicating a visibility state in which the display of the user's own user on other users' user terminals is restricted or excluded. (Note 2) The visibility control device described in Appendix 1, wherein the first parameter is information regarding the user's combat power, and the second parameter is information regarding the user's billing status. (Note 3) The first display control unit causes the first user's user terminal to display a predetermined animation when restricting or excluding the display of the second user, as described in any one of Appendix 1 to Appendix 2. (Note 4) The visibility control device according to any one of Appendix 1 to Appendix 3, wherein the second display control unit causes the first user to display the second user in a manner that allows for identification of the second user on the first user's user terminal when prioritizing or emphasizing the display order of the second user. (Note 5) A visibility control device according to any one of the appendices 1 to 4, further comprising a notification unit that notifies the user terminal of the second user if the first display control unit restricts or excludes the display, or if the second display control unit prioritizes or emphasizes the display order. (Note 6) The visibility control device according to any one of the appendices 1 to 5, wherein the visibility indicator includes a display indicating that the display of the user is restricted or excluded on the user terminal of another user having a first parameter higher than the user's own first parameter. (Note 7) The visibility control device according to any one of the appendices 1 to 6, wherein the visibility indicator distinguishes and displays a visibility state from a first user having a first parameter higher than its own first parameter and a visibility state from a first user having a first parameter lower than its own first parameter. (Note 8) The visible control device according to any one of the appendices 1 to 7, wherein the first display control unit causes the first user to display a jamming effect that hinders enemy detection on the first user's user terminal when the first user's combat power is higher than that of the second user and the display of the second user is restricted or excluded. (Note 9) The visibility control device according to any one of the appendices 1 to 8, wherein the second display control unit, while executing a prey search mode in which it prioritizes searching for other users whose first parameter is less than or equal to a predetermined value and displays them in the opponent candidate list, highlights in red other users who have a first parameter lower than the first parameter of the first user. (Note 10) The aforementioned prey-searching mode is activated by a predetermined charge or by a predetermined action within the game, as described in any of Appendix 1 to Appendix 9. (Note 11) The visibility control device according to any one of Appendix 1 to Appendix 10, further comprising a notification unit that generates report information including the number of times the display of the second user was restricted or excluded, or the number of times the display order was prioritized or highlighted, and notifies the user terminal of the second user. (Note 12) The visibility control device according to any one of Appendix 1 to Appendix 11, wherein the third display control unit displays at least one of the following as the visibility indicator: a barrier-type visual effect indicating that the display of the device is restricted to other users whose first parameter belongs to a certain percentage of the top users among all users; and a submarine-type visual effect indicating that visibility from other users whose first parameter is higher than the user's first parameter is restricted or excluded, while visibility from the user terminals of other users whose first parameter is lower than the user's first parameter is permitted. (Note 13) In a game, multiple users competing against each other are equipped with user terminals, and further, a comparison unit compares a first parameter associated with a first user among the multiple users with the first parameter associated with a second user among the multiple users, and if, as a result of the comparison by the comparison unit, the first parameter of the first user is higher than the first parameter of the second user, a first display control unit restricts or excludes the display of the second user in the list of opponent candidates displayed on the first user's user terminal based on the second parameter associated with the second user, and as a result of the comparison by the comparison unit, A visibility control system comprising: a visibility control device having: a second display control unit that, when the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, prioritizes or emphasizes the display rank of the second user in the list of opponent candidates displayed on the first user's user terminal based on the second parameter related to the second user; and a third display control unit that displays a visibility indicator on the second user's user terminal indicating a visibility state in which the display of the user's own user to other users is restricted or excluded. (Note 14) A visibility control method to be performed by a computer in a game in which multiple users compete, comprising: a comparison step of comparing a first parameter related to a first user among the multiple users with the first parameter related to a second user among the multiple users; a restriction step of restricting or excluding the display of the second user in the list of opponent candidates displayed on the first user's user terminal, based on a second parameter related to the second user, if, as a result of the comparison, the first parameter of the first user is higher than the first parameter of the second user; a preferential step of prioritizing or highlighting the display rank of the second user in the list of opponent candidates displayed on the first user's user terminal, based on a second parameter related to the second user, if, as a result of the comparison, the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user; and a display step of displaying a visibility indicator on the second user's user terminal indicating a visibility state in which the display of the user's own user on other users' user terminals is restricted or excluded. (Note 15) A visibility control program used in a game in which multiple users compete via their respective user terminals, comprising: a comparison unit that compares a first parameter related to a first user among the multiple users with the first parameter related to a second user among the multiple users; a first display control unit that, as a result of the comparison by the comparison unit, if the first parameter of the first user is higher than the first parameter of the second user, restricts or excludes the display of the second user in the list of opponent candidates displayed on the first user's user terminal based on the second parameter related to the second user; and the ratio A visibility control program to be executed as a second display control unit which, as a result of the comparison by the comparison unit, if the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, prioritizes or emphasizes the display rank of the second user in the list of match candidates displayed on the first user's user terminal based on the second parameter related to the second user, and displays a visibility indicator on the second user's user terminal that indicates a visibility state in which the display of the user's own user on other users' user terminals is restricted or excluded. (Note 16) A computer-readable recording medium that records a visibility control program used in a game in which multiple users compete via their respective user terminals, comprising: a comparison unit that compares a first parameter related to a first user among the multiple users with the first parameter related to a second user among the multiple users; a first display control unit that, as a result of the comparison by the comparison unit, if the first parameter of the first user is higher than the first parameter of the second user, restricts or excludes the display of the second user in the opponent candidate list displayed on the first user's user terminal based on the second parameter related to the second user; and the ratio A computer-readable recording medium that records a visibility control program to be executed as a second display control unit which, as a result of a comparison by the comparison unit, if the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, prioritizes or emphasizes the display rank of the second user in the list of match candidates displayed on the first user's user terminal based on the second parameter related to the second user, and a third display control unit which displays a visibility indicator on the second user's user terminal indicating a visibility state in which the display of the user's own user on other users' user terminals is restricted or excluded. [Explanation of Symbols]

[0172] 1: Visibility control system 100: Visibility control device 120: Storage section 121: User Information 121A: First parameter 121B: Second parameter 130: Processing Unit 131: Comparison section 132: First display control unit 133: Second display control unit 134: Third display control unit 135: Notification Department 200: User terminal 300: Online game server 800: Screen

Claims

1. A visibility control device used in a game in which multiple users compete against each other via their respective user terminals, A comparison unit compares a first parameter relating to a first user among the plurality of users, which indicates information about the user's combat power, with the first parameter relating to a second user among the plurality of users. If, as a result of the comparison by the comparison unit, the first parameter of the first user is higher than the first parameter of the second user, the first display control unit restricts or excludes the display of the second user in the list of opponent candidates displayed on the first user's user terminal, based on a second parameter related to the second user that indicates the user's economic indicators. If, as a result of the comparison by the comparison unit, the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, the second display control unit, based on the second parameter related to the second user, prioritizes or emphasizes the display rank of the second user in the match candidate list displayed on the first user's user terminal, The second user's user terminal includes a third display control unit that displays a visibility indicator on the second user's user terminal indicating a visibility state in which the display of the user's own user on other users' user terminals is restricted or excluded, A visual detection control device equipped with the following features.

2. The second parameter is information relating to the user's billing status, The visibility control device according to claim 1.

3. When the first display control unit restricts or excludes the display for the second user, it causes the first user's user terminal to display a predetermined animation. The visibility control device according to claim 1.

4. The second display control unit, when prioritizing or emphasizing the display order of the second user, causes the first user's user terminal to display the second user in a manner that allows for identification from others. The visibility control device according to claim 1.

5. The system further includes a notification unit that notifies the user terminal of the second user if the first display control unit restricts or excludes the display, or if the second display control unit prioritizes or emphasizes the display order. The visibility control device according to claim 1.

6. The visibility indicator includes a display indicating that the display of the user is restricted or excluded on the user terminal of another user whose first parameter is higher than the user's own first parameter. The visibility control device according to claim 1.

7. The visibility indicator distinguishes and displays the visibility status from that of another user having a first parameter higher than its own first parameter, and the visibility status from that of another user having a first parameter lower than its own first parameter. The visibility control device according to claim 1.

8. The first display control unit, when the combat power of the first user is higher than that of the second user and the display of the second user is restricted or excluded, causes the first user's user terminal to display a jamming effect that hinders enemy detection. The visibility control device according to claim 1.

9. While the second display control unit is executing a prey search mode in which it prioritizes searching for other users whose first parameter is less than or equal to a predetermined value and displays them in the opponent candidate list, it highlights in red other users who have a first parameter lower than the first parameter of the first user. The visibility control device according to claim 1.

10. The aforementioned prey-hunting mode is activated by a predetermined charge or by a predetermined action within the game. The visibility control device according to claim 9.

11. The system further includes a notification unit that generates report information including the number of times the second user's display was restricted or excluded, or the number of times the display order was prioritized or highlighted, and notifies the second user's user terminal. The visibility control device according to claim 1.

12. The third display control unit displays, as the visibility indicator, at least one of the following: a barrier-type visual effect indicating that the display of the user is restricted to other users whose first parameter belongs to a certain percentage of the top users; and a submarine-type visual effect indicating that visibility is restricted or excluded from other users whose first parameter is higher than the user's first parameter, while visibility is permitted from the user terminals of other users whose first parameter is lower than the user's first parameter. The visibility control device according to claim 1.

13. In a game, multiple users competing against each other each have their own user device, and furthermore, A comparison unit compares a first parameter relating to a first user among the plurality of users, which indicates information about the user's combat power, with the first parameter relating to a second user among the plurality of users. If, as a result of the comparison by the comparison unit, the first parameter of the first user is higher than the first parameter of the second user, the first display control unit restricts or excludes the display of the second user in the list of opponent candidates displayed on the first user's user terminal, based on a second parameter related to the second user that indicates the user's economic indicators. If, as a result of the comparison by the comparison unit, the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, the second display control unit, based on the second parameter related to the second user, prioritizes or emphasizes the display rank of the second user in the match candidate list displayed on the first user's user terminal, A visibility control device having: a third display control unit that displays a visibility indicator on the user terminal of the second user indicating a visibility state in which the display of the user's own user to other users is restricted or excluded; A visibility control system equipped with the following features.

14. A method for controlling visibility performed by a computer in a game in which multiple users compete, A comparison step of comparing a first parameter relating to a first user among the plurality of users, which indicates information about the user's combat power, with the first parameter relating to a second user among the plurality of users, If, as a result of the comparison, the first parameter of the first user is higher than the first parameter of the second user, then a regulatory step is taken to restrict or exclude the display of the second user in the list of potential opponents displayed on the first user's user terminal, based on a second parameter related to the second user that indicates the user's economic indicators. If, as a result of the comparison, the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, then, based on the second parameter related to the second user, the second user's display rank is prioritized or highlighted in the list of potential opponents displayed on the first user's user terminal as a preferential treatment step. A display step of displaying a visibility indicator on the user terminal of the second user, indicating a visibility state in which the display of the user's own user on other users' user terminals is restricted or excluded, A method for controlling visibility, including the method for controlling visibility.

15. A visibility control program used in a game in which multiple users compete against each other via their respective user terminals, Computers, A comparison unit compares a first parameter relating to a first user among the plurality of users, which indicates information about the user's combat power, with the first parameter relating to a second user among the plurality of users. If, as a result of the comparison by the comparison unit, the first parameter of the first user is higher than the first parameter of the second user, the first display control unit restricts or excludes the display of the second user in the list of opponent candidates displayed on the first user's user terminal, based on a second parameter related to the second user that indicates the user's economic indicators. If, as a result of the comparison by the comparison unit, the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, the second display control unit, based on the second parameter related to the second user, prioritizes or emphasizes the display rank of the second user in the match candidate list displayed on the first user's user terminal, A visibility control program to be executed as a third display control unit on the user terminal of the second user, which displays a visibility indicator indicating a visibility state in which the display of the user's own user on other users' user terminals is restricted or excluded.

16. A computer-readable recording medium that stores a visibility control program used in a game in which multiple users compete via their respective user terminals, Computers, A comparison unit compares a first parameter relating to a first user among the plurality of users, which indicates information about the user's combat power, with the first parameter relating to a second user among the plurality of users. If, as a result of the comparison by the comparison unit, the first parameter of the first user is higher than the first parameter of the second user, the first display control unit restricts or excludes the display of the second user in the list of opponent candidates displayed on the first user's user terminal, based on a second parameter related to the second user that indicates the user's economic indicators. If, as a result of the comparison by the comparison unit, the first parameter of the first user is lower than the first parameter of the second user and the first user is of lower rank than the second user, the second display control unit, based on the second parameter related to the second user, prioritizes or emphasizes the display rank of the second user in the match candidate list displayed on the first user's user terminal, A computer-readable recording medium containing a visibility control program, which is to be executed as a third display control unit that displays a visibility indicator on the user terminal of the second user, indicating a visibility state in which the display of the user's own user on other users' user terminals is restricted or excluded.