Program, information processing system, and information processing method

The system enhances in-game community recruitment by enabling players to create and share profile images and link information on external services, addressing the challenge of attracting new members to in-game communities within the game system.

WO2025028286A1PCT designated stage expired Publication Date: 2025-02-06CYGAMES INC
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Patent Information

Application Number
PCT/JP2024/025782
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-07-28
Filing Date
2024-07-18
Publication Date
2025-02-06

AI Technical Summary

Technical Problem

Existing game systems face challenges in recruiting new members for in-game communities, as traditional recruitment methods within the game often fail to attract new players, leading to the use of external services like social networking for promotion.

Method used

A program and information processing system that allows players to create and share profile images and link information for their in-game communities on external services, enhancing community recruitment by enabling easy posting and application processes.

Benefits of technology

Improves the convenience of in-game community recruitment by utilizing external services, making it easier for interested players to find and join communities through shared profile images and link information.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention provides a program, an information processing system, and an information processing method that improve the convenience of solicitation activities pertaining to an in-game community. The present invention: makes it possible to edit a circle business card image 301 including circle information; create post data usable for posting to an external service; and create, on the basis of an SNS sharing operation of a player, post data including the circle business card image 301 associated with a circle to which the player belongs and link information 405 for the application for participation in the circle.
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Description

Program, information processing system, and information processing method

[0001] The present invention relates to a program, an information processing system, and an information processing method for a game that has an in-game community in which players can participate.

[0002] Conventionally, there have been known games in which players can establish in-game communities such as guilds, clans, and circles, and by joining any in-game community, players belonging to the same in-game community can interact with each other and can play against each other or cooperate with each other (see Cited Document 1).

[0003] Patent No. 7203002

[0004] However, even if solicitation activities are conducted within the game to increase the number of players who belong to the in-game community, it is often the case that it is not possible to secure new players to join. For this reason, in recent years, solicitation activities have been conducted by posting information about the in-game community's recruitment using external services such as social networking services (SNS) to attract other players who enjoy the same game.

[0005] The present invention has been made in view of the above circumstances, and its purpose is to provide a program, an information processing system, and an information processing method that improve the convenience of solicitation activities related to in-game communities.

[0006] (1) The present invention relates to a program for a game in which there is an in-game community in which a player can participate, which causes a computer to function as a profile image editing unit that enables editing of a profile image including information about the in-game community, and a post data creation unit that creates post data that can be used to post to external services, and the post data creation unit creates the post data based on a specific operation by the player, the post data including the profile image linked to the in-game community to which the player belongs and link information for applying to join the in-game community.

[0007] (2) In the program of the present invention, a member attribute is set for each player belonging to the in-game community, and the profile image editing unit can grant editing authority for the profile image to a player whose member attribute is set to leader.

[0008] (3) The present invention relates to an information processing system for a game in which there is an in-game community in which a player can participate, the information processing system including: a profile image editing unit that enables editing of a profile image including information about the in-game community; and a posting data creation unit that creates posting data that can be used to post to external services, wherein the posting data creation unit creates the posting data based on a specific operation by the player, the posting data including the profile image linked to the in-game community to which the player belongs and link information for applying to join the in-game community.

[0009] (4) The present invention relates to an information processing method for a game in which there is an in-game community in which a player can participate, which causes a computer to execute a profile image editing step that enables editing of a profile image including information about the in-game community, and a posting data creation step that creates posting data that can be used to post to an external service, and in which, based on a specific operation by the player, the posting data creation step creates the posting data that includes the profile image linked to the in-game community to which the player belongs and link information for applying to join the in-game community.

[0010] The program, information processing system, and information processing method of the present invention create, based on a specific operation by a player, post data that can be used for posting to an external service and includes a profile image linked to the in-game community and link information for applying to join the in-game community, thereby improving the convenience of solicitation activities for in-game communities that use external services.Furthermore, in the present invention, the post data includes link information for applying to join the in-game community, improving the convenience for other players who are interested in seeing a post on an external service to apply to join the in-game community.

[0011] 1 is a diagram illustrating a hardware configuration of an information processing system. FIG. 2 is a functional block diagram of a server in the information processing system. FIG. 3 is a functional block diagram of a player terminal in the information processing system. FIG. 4 is a diagram illustrating an example of a circle search screen displayed on a player terminal. FIG. 5 is a flowchart illustrating the flow of processing up to the creation of posting data. FIG. 6 is a diagram illustrating an example of a circle home screen displayed on a player terminal. FIG. 7 is a diagram illustrating an example of a circle menu dialogue displayed on a player terminal. FIG. 8 is a diagram illustrating an example of a circle business card screen displayed on a player terminal. FIG. 9 is a diagram illustrating an example of a business card editing screen displayed on a player terminal. FIG. 10 is a diagram illustrating an example of a posting screen to an external service displayed on a player terminal. FIG. 11 is a diagram illustrating an example of a participation request dialogue displayed on a player terminal. FIG. 12 is a diagram illustrating an example of an alert dialogue displayed on a player terminal.

[0012] The following describes an embodiment of the present invention. Note that the embodiment described below does not unduly limit the content of the invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.

[0013] 1. Configuration of the Information Processing System Fig. 1 is a diagram showing an example of the overall hardware configuration of an information processing system 10 according to this embodiment. In the information processing system 10 according to this embodiment, a server 20 and player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, and a so-called client-server communication system is constructed.

[0014] The server 20 includes a CPU 21 (control unit), a ROM 22 , a RAM 23 , a communication unit 24 , and a storage device 25 .

[0015] The CPU 21 reads out programs and data stored in the ROM 22 and executes various processes. The RAM 23 is used as a temporary storage area such as the CPU 21's main memory and work area. The communication unit 24 is composed of a communication module and a communication interface, and performs communication processing with the player terminal 40 and other external devices via the network 30. The storage device 25 is an auxiliary storage device such as a flash memory, HDD, or SSD, and stores game-related programs, identification information such as the ID of the player using the player terminal 40, and various other player-specific information required for the game.

[0016] The player terminal 40 is a device for playing the game according to this embodiment, and is, for example, a smartphone, a tablet, a personal computer, a portable game console, a stationary game console installed in a store or at home, etc. The player terminal 40 includes a CPU / GPU 41 (control unit), a ROM 42, a RAM 43, a communication unit 44, an operation / input unit 45, a display unit 46, a storage device 47, and a speaker 48.

[0017] The CPU / GPU 41 loads programs and data stored in the ROM 42 into the RAM 43 and executes various processes. The ROM 42 stores programs necessary for operating the player terminal 40. A flash memory (NVRAM) may be used instead of the ROM 42. The RAM 43 is used as a temporary storage area, such as the CPU / GPU 41's main memory and work area. The communication unit 44 is composed of a communication module and a communication interface and performs communication processing with the server 20 and other external devices (including other player terminals 40) via the network 30. The operation / input unit 45 is a device that accepts various operations and inputs by the player, and includes a touch panel, keyboard, mouse, game controller, microphone, etc. Note that if the display unit 56 is a display panel equipped with a touch panel, the touch panel is included in the operation / input unit 45. The display unit 46 is a liquid crystal display or organic EL display that displays various information, such as game images, provided by the information processing system 10 of this embodiment. The storage device 47 is an auxiliary storage device such as a flash memory, HDD, or SSD, and mainly stores game programs and various game-related data, etc. The speaker 48 is a device that outputs background music and various sounds of the game provided by the information processing system 10 of this embodiment.

[0018] The functions and processing of the player terminal 40 are realized by the CPU / GPU 41 reading a program stored in the ROM 22 or the storage device 47 and executing this program. The CPU / GPU 41 may also read a program stored in a recording medium that is detachable from the player terminal 40 and execute this program. The program may be supplied to the player terminal 40 via a computer-readable recording medium such as a CD-ROM on which the program is recorded, or via a transmission medium such as the Internet for transmitting the program. In this embodiment, the player terminal 40 is described as being a smartphone equipped with a display panel equipped with a touch panel.

[0019] The information processing system 10 of this embodiment has the function of providing, via the player terminal 40, a game in which players train characters based on racehorses and enter the trained characters in races to compete against other characters. In particular, the information processing system 10 of this embodiment has a training function for training characters, a circle function for allowing players belonging to a circle (an example of an in-game community) to interact with each other, a competition function for watching races between trained characters and other characters, a live viewing function for watching live singing performances by characters, and a photo function for taking, saving, and viewing screenshots of the game screen. The following describes a case in which these functions are mainly implemented by the player terminal 40. However, the above-mentioned functions may be mainly implemented by the server 20, or may be implemented by sharing the functions between the server 20 and the player terminal 40.

[0020] FIG. 2 is a functional block diagram showing the main functions of the server 20.

[0021] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various types of identification information, the function of performing calculations necessary for the progress of the game in response to requests from the player terminals 20, and the function of transmitting the calculation results to the player terminals 40, and these functions are realized by the server data storage unit 50 and the game calculation unit 60 working together.

[0022] The server data storage unit 50 includes a player management database 51 and is mainly realized by the storage device 25. In this embodiment, a character list, an item list, a development target list, and the like are stored in the player management database 51, linked to a player ID assigned to each player.

[0023] The character list includes, for example, a character individual ID assigned to each trained character, a character type ID indicating the character's type, the character's status (rarity, evaluation points, course suitability, distance suitability, running style suitability, running style, speed, stamina, power, tenacity, intelligence, possessed skills, acquired titles), lock status (locked, unlocked), and the character's training history (training conditions, results of races entered during training).

[0024] In this embodiment, a "trained character" means a character that has been trained using a training function, which is one of the game functions realized by the information processing system 10 of this embodiment, and whose training has been completed and whose status has been determined.

[0025] In this embodiment, there are a "character individual ID" and a "character type ID", and the difference between them is as follows.

[0026] First, the "character individual ID" is an ID that is assigned when character training is completed using the training function and the trained character is registered in the character list, and is used to identify each trained character linked to the player ID.

[0027] In addition, in this embodiment, the training function is designed so that the player can select the character to be trained from multiple types of characters, and the "character type ID" is an ID assigned to identify the type of character to be trained.

[0028] The "locked state" indicates whether or not a trained character can be transferred (deleted from the character list). If the character is unlocked, it can be transferred, and if the character is locked, it cannot be transferred. Examples of situations in which a character can be locked include when the player selects an individual character from a list of trained characters, or when a trained character is registered to run in a race.

[0029] The training target list stores data in which information on either released or not released is associated with a character type ID. In this embodiment, characters associated with information on released in the training target list are characters that the player can select as a training target in the training function. In this embodiment, it is also possible to release new characters by using release items or by drawing lots to acquire characters, and the number of characters that can be selected as a training target varies depending on the player. Hereinafter, characters that can be selected as a training target in the training function may be referred to as released characters.

[0030] The item list includes data related to the items, enhancement points, trainer points (TP), and in-game currency owned by the player. In this embodiment, for example, the item list stores in the player management database 51 the details and amount of items owned, the amount of enhancement points owned, the amount of trainer points (TP), and the amount of in-game currency owned.

[0031] In this embodiment, items are used, for example, to support character development or to change the starting conditions of a race, and can be obtained based on the results of a race or by consuming in-game currency.

[0032] Further, the strengthening points are used to strengthen support items, which are items that support character development, and the stronger the support items are, the more advantageous the character development environment can be.

[0033] Trainer Points (TP) are points used to train characters using the training function, and when you start training, you can start training a character by consuming the amount of Trainer Points (TP) required for one training session.

[0034] Another data item stored in the player management database 51 is a friend list. In this embodiment, a player can register other players as friends and use the training function to rent characters and support items from the registered players. Friend registration is performed by entering the player ID of another player on a friend registration screen displayed on the display unit 44 of the player terminal 40. If a player matching the player ID exists and is available for friend registration, the player taps a registration button on the friend registration screen, which adds the player ID of the player to the friend list. Each player has a maximum number of friends (e.g., 50), and each player also has a maximum number of friends (e.g., 100). Therefore, if neither limit has been reached, a new friend can be registered.

[0035] The server data storage unit 50 includes a circle management database 52 and is mainly realized by the storage device 25. In this embodiment, the circle management database 52 stores related information such as a list of affiliated players, circle setting information, circle chat information, item donation information, circle ranking information, and circle business card images (an example of profile images) in association with a circle ID assigned to each circle.

[0036] The affiliated player list stores, for each circle, the player IDs of the players who belong to that circle linked to the circle ID. The affiliated player list also stores the member attributes of the players who belong to the circle. In this embodiment, players who belong to a circle are assigned the member attribute of either leader or member. The player who establishes a circle becomes the leader at the time of its establishment. One player is set as the leader per circle. The leader's member attribute can be transferred to other players. Players other than the leader are set as members with the member attribute.

[0037] The leader has the authority to change the circle setting information, including the circle name, circle activity policy, and circle participation method. The leader can also approve the participation of players who have applied to join, expel affiliated players, and edit the circle's business card image. On the other hand, members do not have the authority to change the circle name, circle activity policy, circle participation conditions, approve the participation of players who have applied to join, expel affiliated players, or edit the circle's business card image.

[0038] The circle setting information includes the circle name, the circle's activity policy, the circle's participation method, etc., and is information set by the player who established the circle as required items when the circle was established. In this embodiment, only the leader has the authority to change the circle setting information.

[0039] The circle chat information is information on the chat history of players who belong to a circle. In this embodiment, the circle chat information stored in the circle management database 52 is updated every time a player terminal 40 uses the circle function to send posted content such as text or stamps.

[0040] The item donation information is information relating to a function for players belonging to a circle to solicit items and donate the items solicited. The circle management database 52 stores information on item solicitations and donation information for solicitations for each circle.

[0041] The circle ranking information includes the monthly number of fans acquired, calculated by tallying the total number of fans acquired by players belonging to the circle through the training function on a monthly basis, the circle's ranking based on the monthly number of fans acquired, and the current circle rank based on the ranking from the previous month.

[0042] The circle business card image is a profile image that displays information about the circle, and only the player whose member attribute is the leader of the circle has the right to edit the profile image. In this embodiment, when the leader edits the circle business card image and finishes editing, the information related to the circle business card image is uploaded to the server 20 from the leader's player terminal 40, and the circle business card image is stored in the circle management database 52. The information related to the circle business card image includes illustration portion related information and text portion related information. With regard to the illustration portion related information, if the circle business card image uses an image preset prepared by the game, the character type ID, background ID, and theme ID of the displayed character are linked to the circle ID and saved. If a screenshot image taken by the player is used, the screenshot image is linked to the circle ID and saved. With regard to the text portion related information, the text data of the introduction and comments displayed as part of the circle's profile information in the circle business card image are linked to the circle ID and saved. Thereafter, the circle leader and members can download the circle business card image related information and circle setting information stored in the circle management database 52, restore the circle business card image on each player's player terminal 40, and view the restored circle business card image. The circle business card image itself may be stored in the circle management database 52 linked to the circle ID, in which case the circle leader and members can download the circle business card image stored in the circle management database 52 and view it on each player's player terminal 40. Players whose member attribute is a member are not granted the right to edit circle business card images, but players who belong to the circle, regardless of whether they are leaders or members, can view circle business card images and post circle business card images to external services.

[0043] The game calculation unit 60 performs processes such as performing calculations necessary for the progression of the game in response to requests from the player terminals 20 and transmitting the calculation results to the player terminals 40, and transmitting data necessary for the progression of the game to the player terminals 40 in response to requests from the player terminals 20, and is mainly realized by the CPU 21 and the communication unit 24. For example, when a request for training instructions is received from the player terminal 20 in the training function, the game calculation unit 60 calculates whether the training is successful or unsuccessful and transmits the calculation result to the player terminal 40. Also, for example, when a request for participation in a race is received in the training function, the game calculation unit 60 performs a race simulation using multiple characters including a character to be trained and a non-player character (NPC), and transmits the results of the race simulation to the player terminal 40.

[0044] FIG. 3 is a functional block diagram showing the main functions of the player terminal 40. As shown in FIG.

[0045] As shown in FIG. 3, the player terminal 40 in the information processing system 10 of this embodiment has a terminal data storage unit 70 and a game execution unit 80 working together to realize functions such as training, circle, battle, live viewing, and photo functions.

[0046] The terminal data storage unit 70 stores data used by the game execution unit 80 to perform various processes, and is mainly realized by the storage unit 42.

[0047] The terminal data storage unit 70 includes a player data storage unit 71, which stores data related to a character list, a development target list, an item list, a friend list, and a club to which the player belongs, corresponding to the player ID. In this embodiment, when the application is started and ended, and in other necessary situations, synchronization processing is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 and the club management database 52 of the server 20 regarding data linked to the player ID (such as the character list, development target list, item list, and friend list), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, when the character list, development target list, item list, friend list, or club to which the player belongs needs to be changed in connection with the execution of various game processes, the contents stored in the player data storage unit 71 are updated, and the updated contents are backed up in the player management database 51 and the club management database 52 of the server 20, thereby synchronizing the contents of both databases. In addition, data linked to player IDs such as character lists, development target lists, item lists, friend lists, and affiliated circles may be downloaded from the player management database 51 and circle management database 52 to the player data storage unit 71 as needed, such as when the application is launched.

[0048] The terminal data storage unit 70 also includes a training progress data storage unit 72, which stores data (training progress data) necessary for the progression of the training function of characters that can be selected as training targets in the training function (characters with character type IDs associated with released information in the training target list). In this embodiment, training goals, game events, etc. are prepared for each character in relation to the training function, and training progress data including at least the setting contents of the training goals and the setting contents of the game events is stored in the training progress data storage unit 72 in association with the character type ID.

[0049] The terminal data storage unit 70 also includes a race control data storage unit 73, which stores data for controlling the character's movements and skill activation when watching a race in which a character participates in the training function or race competition function, as well as text data and audio data for the race commentary.

[0050] The terminal data storage unit 70 also includes a live control data storage unit 74, which stores music data relating to the live viewing function, character singing data, character movement data, and the like.

[0051] The terminal data storage unit 70 also includes an image data storage unit 75, which stores screenshot images taken by the photo function. In this embodiment, not only can the photo function be used to view the screenshot images stored in the image data storage unit 75, but the circle function can also be used to edit circle business card images.

[0052] The game execution unit 80 performs processes such as starting a game when a game start condition is satisfied, executing a selected game mode from a plurality of game modes, progressing the game, generating an event when an event occurrence condition is satisfied, calculating a game result, ending the game when a game end condition is satisfied, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data of the player terminal 40 to the server 20, and is realized mainly by the CPU / GPU 41 and the communication unit 44. In this embodiment, the game execution unit 80 includes a training function providing unit 81, a circle function providing unit 82, a battle function providing unit 85, a live viewing function providing unit 86, and a photo function providing unit 87.

[0053] The development function providing unit 81 performs processing to provide a development function for developing a character. In this embodiment, the development function providing unit 81 receives input related to character development and displays the results of calculations performed in response to the input.

[0054] In this embodiment, when training a character using the training function, the player is required to select an action that will consume a turn each turn. Actions that will consume a turn include training, entering a race, going out, and visiting the nurse's office. The training function providing unit 81 accepts the selection of an action that will consume a turn via a training home screen displayed on the display unit 46, and requests the server 20 to calculate the result of the selected action. Upon receiving the request, the server 20 calculates the result of the selected action and transmits the calculation result to the player terminal 40, and the training function providing unit 81 causes the display unit 46 to display a display screen corresponding to the calculation result received from the server 20.

[0055] The circle function providing unit 82 performs processing to provide a circle function that allows players belonging to the same circle to interact with each other. In this embodiment, the circle function allows players belonging to the same circle to chat, donate items, compete against each other, and so on. The circle function providing unit 82 accepts input such as text for chatting, donating items, and competing in a circle chat provided on the circle top screen, and performs processing to send the content posted to the circle chat to the server 20. When the server 20 receives the posted content, it updates the circle chat information stored in the circle management database 52, and the posted content is reflected in the circle chat when the circle top screen is displayed on the player terminals 40 of players belonging to the same circle.

[0056] The circle function providing unit 82 also includes a profile image editing unit 83 and a posting data creating unit 84 .

[0057] The profile image editing unit 83 performs processing to enable editing of a circle business card image including circle information. In this embodiment, the profile image editing unit 83 grants editing authority for the circle business card image to a player whose member attribute is set to leader, and controls so that the circle business card image can be edited on the leader's player terminal 40 but cannot be edited on the member's player terminal 40.

[0058] The posting data creation unit 84 creates posting data that can be used to post to external services. Based on a predetermined input made on a circle business card screen that allows viewing of circle business card images, the posting data creation unit 84 creates posting data including a circle member recruitment text, a search hashtag, a circle business card image linked to the circle to which the player belongs, and link information (e.g., a URL address) for applying to join the circle, and outputs the created posting data to a shared memory area (e.g., a clipboard) in the storage device 47 of the player terminal 40. The shared memory area to which the posting data is output is accessible from multiple different applications and is a memory area that can be used for transferring data between applications. In this embodiment, the link information for applying to join a circle is a so-called deep link, and when the link information is used on the player terminal 40, the game application is automatically launched and a joining application dialog for the circle corresponding to the link information is invoked.

[0059] In this embodiment, when posting a circle business card image to an external service while using the circle function, the circle function providing unit 82 calls an external service sharing function of the operating system of the player terminal 40 to enable the player to select the external service to post to. When the player selects the external service to post to, a posting input form for the external service is called, and the posting data stored in the shared memory area of ​​the storage device 47 is automatically entered into the posting input form, and the system waits for the player to confirm the posting. In other words, the circle function providing unit 82 performs processing to assist in posting the circle business card image to the external service.

[0060] The battle function providing unit 85 performs processing to provide a race battle function that allows a player's trained character to compete in a race against other players' trained characters or non-player characters (NPCs).

[0061] In this embodiment, when a player becomes the organizer of a race, the player can set the number of characters registered to run to between 9 and 18, and can register up to three trained characters to run, filling the remaining slots with trained characters of other players or non-player characters (NPCs), allowing the registered characters to compete in races. Also, if there are vacant slots for registered characters in a race organized by another player, the player can register up to three trained characters to run, and the registered characters can compete in races, just as if the player were the organizer.

[0062] When the race organizer permits a player terminal 40 to participate in a race, a race simulation is executed on the server 20, and the competition function providing unit 85 enables the player terminal 40 to request the results of the race simulation from the server 20. Upon receiving the results of the race simulation from the server 20, the competition function providing unit 85 on the player terminal 40 generates race video based on the results of the race simulation using various data stored in the race control data storage unit 73, and displays the generated race video on the display unit 46, allowing the player to watch the race.

[0063] The live performance viewing function providing unit 86 performs processing to provide a live performance viewing function that allows the player to view a live singing performance by characters that can be selected as training targets in the training function or non-player characters (NPCs).

[0064] In this embodiment, the live viewing function allows the player to select characters to participate in the live performance and to view the singing live performance with the member composition selected by the player. The songs for the singing live performance can be selected from a variety of songs, and the live viewing function providing unit 86 generates live video based on data corresponding to the selected songs stored in the live control data storage unit 74, and displays the generated live video on the display unit 46, allowing the player to view the singing live performance.

[0065] The photo function providing unit 87 performs processing to provide a photo function for taking, saving, and viewing screenshot images of the game screen.

[0066] In this embodiment, a screenshot image can be taken using the photo function while watching race footage in the competition function and while watching live footage in the live viewing function. The photo function can be switched on / off in the input interface settings. When the photo function is on, a photo button is displayed on the display screen of the race footage or live footage. When the player taps the photo button at any time, the race footage or live footage is paused and a screenshot image is taken. When the player confirms that they want to save the screenshot image, the screenshot image is saved in the image data storage unit 75. The photo function also allows a list of screenshot images to be displayed and any screenshot image can be viewed. The screenshot images stored in the image data storage unit 75 can also be used to create a circle business card image using the circle function.

[0067] 2. Control Method of the Present Embodiment The control method of the present embodiment will be described below by taking as an example a case where the game program of the present embodiment is applied to a game application of a player terminal 40 provided as a smartphone.

[0068] The game program of this embodiment is configured to provide multiple types of game functions. In the main game function, the character training function, a player selects a character to be trained from multiple types of characters, and the character's status changes as the game progresses. When a predetermined end condition is met, the character's status is finalized and training ends. This trained character can then race against characters trained by other players in a battle function, another game function. In this embodiment, the player has a predetermined number of characters that can be registered in the character list. Once the player reaches the upper limit of the number of characters (e.g., 240), the player is no longer able to train new characters using the training function. Therefore, it is necessary to remove trained characters from the character list to free up space.

[0069] The information processing system 10 to which the game program of this embodiment is applied is provided with a circle function to promote interaction between players. If a player does not belong to a circle, the player can establish a new circle or join an existing circle created by another player.

[0070] FIG. 4 illustrates an example of a circle search screen that is displayed when a player starts the circle function without belonging to a circle. When establishing a circle, a player can tap the circle establishment button 101 to set various items required for establishing a circle. When establishing a new circle, the player determines at least the circle name, activity policy, and participation method (automatic approval or manual approval). The player who establishes the circle is initially set as the leader. When joining an existing circle, the player can use the circle search screen to search for a circle to which they wish to apply to join. The circle search screen includes a circle tab 102 and an invitation list tab 103. When the circle tab 102 is selected, circles that match the search criteria displayed in the search criteria display area 104 are displayed in a circle list display area 106. When the search criteria are changed and the search button 105 is tapped, the circle list display area 106 is updated to display a list of circles that match the changed search criteria. In this embodiment, the leader of an existing circle can invite other players to join his or her circle, and when an invitation is made by specifying a player ID, the invited player is registered in the invitation list of the invited player. When the invitation list tab 103 is selected on the circle search screen, if an invitation has been made to a player by the leader of an existing circle, the circle of the leader who invited the player is displayed in the circle list display area 106.

[0071] Players can apply to join a circle, and if their application is approved, they can become a member of that circle. The leader of each circle can set either automatic approval or manual approval as a participation method. With automatic approval, a player's application is automatically approved when they apply to join, and with manual approval, a player is added to the waiting list for approval of the circle to which they applied, and only players who are approved by the leader can join the circle.

[0072] In the circle function of the information processing system 10 of this embodiment, the number of fans acquired by each player belonging to a circle by raising characters using the raising function is tallied on a monthly basis, and each circle is ranked based on the tallied results to determine a circle ranking. In this embodiment, the number of fans acquired by the players belonging to each circle each month and the circle ranking are stored as circle ranking information in the circle management database 52. In addition, in the circle function, at the beginning of each month, rewards (items or in-game currency) according to the circle ranking as of the end of the previous month are distributed to players belonging to the circle.

[0073] To aim for a high ranking in a circle's ranking, it is preferable to have as many active players as possible. If the number of players in a circle decreases due to players leaving, the circle's ranking is likely to drop. For this reason, leaders may be forced to replenish players when the number of players in the circle decreases. However, when searching for circles in the game, players may not necessarily gather at circles that are recruiting players. Circles that have been established recently or have a small number of members may be reluctant to join by other players.

[0074] Therefore, in this embodiment, the circle function allows editing of a circle business card image for introducing the circle to other players, and a method is adopted to create posting data including the circle business card image and link information for applying to join the circle, and to assist in posting the created posting data to external services such as social networking services (SNS).

[0075] FIG. 5 is a flowchart showing the flow of processing up to the creation of post data.

[0076] First, when an operation to call up the circle menu is performed on the player terminal 40 (Y in step S101), the circle menu dialogue is displayed (step S102).

[0077] In this embodiment, when a player belongs to a circle and starts the circle function, a circle home screen is displayed on the display unit 46 of the player terminal 40, as shown in FIG. 6 . The circle home screen includes a circle name display area 201 that displays the circle name and circle ranking, a circle rank icon 202 that displays the circle rank determined based on the circle ranking, and a circle menu button 203 for calling up the circle menu dialogue, all located at the top. The circle home screen also includes a room match button 204. Tapping the room match button 204 calls up the battle function and allows the setting up of a battle room. The circle home screen also includes a circle chat display area 205, which displays messages posted by players belonging to the circle, requests for item donations, and the like, allowing players to interact with each other. In the circle chat display area 205, posters are identified by member icons 206. Furthermore, when posting a message in the circle chat display area 205, tapping the message entry area 209 allows text to be entered, and tapping the send button 210 posts the content entered in the message entry area 209 to the circle chat display area 205 and also transmits it to the server 20, updating the circle chat information stored in the circle management database 52. Tapping the stamp button 211 allows a stamp to be selected, and selecting one of the stamps allows the stamp to be posted to the circle chat. When other player terminals 40 belonging to the same circle communicate with the server 20 while displaying the circle home screen, for example, the circle chat information stored in the circle management database 52 is acquired, and the posted content is reflected in the circle chat display area 205. In this embodiment, an item request 208, which solicits donations for items, is also displayed in the circle chat display area 205.To make an item request, a player taps the request button 212, selects the item for which donations are sought, and posts the item request in the circle chat. If a player wants to share their own trained character with other players as a practice partner for a race, a player taps the practice partner sharing button 213 to display a list of trained characters owned by the player, and the player can select a trained character and post a practice partner sharing request in the circle chat. In this embodiment, a tap on the circle menu button 203 described above is an operation to call up the circle menu, and a circle menu dialog is displayed as shown in FIG. 7(A) or 7(B) based on the operation to call up the circle menu.

[0078] In this embodiment, the displayed contents of the search menu dialogue differ depending on the member attributes of the player.

[0079] 7A shows an example of the circle menu dialog when the member attribute is a leader. The leader's circle menu dialog includes a circle information button 251, a ranking button 252, a circle business card button 253, a member approval button 254, a disband button 255, and a close button 256.

[0080] The circle information button 251 is a button for transitioning to a circle information screen where the circle ranking, number of affiliated players, participation method, activity policy, and a list of affiliated players of the circle can be viewed. If the member attribute is a leader, on the circle information screen, changes can be made to the circle setting information, including the circle name, circle activity policy, and circle participation method.

[0081] The ranking button 252 is a button for transitioning to a circle ranking screen where the user can view the circle ranking of the circle to which the user belongs as well as the top 100 circles (1st to 100th place) in the circle ranking.

[0082] The circle business card button 253 is a button for transitioning to a circle business card screen where a circle business card image of the circle to which the user belongs can be viewed, etc. In other words, a tap input on the circle business card button 253 is an operation for calling up the circle business card screen.

[0083] The member approval button 254 is a button for transitioning to a participation application list screen that displays a list of players who have applied to participate and allows approval of the players.

[0084] The disband button 255 is a button used to disband a circle, and when the disband button 255 is tapped, a dialog box is displayed requesting confirmation of disbanding the circle. When an input is made in the dialog box to confirm disbanding, a circle disbanding request is sent to the server 20, and the circle for which the circle disbanding request was made is deleted from the circle management database 52 in the server 20, thereby disbanding the circle.

[0085] The close button 256 is a button for closing the circle menu dialogue, and when a tap input is made on the close button 256, the circle menu dialogue is closed and the display returns to the circle home screen.

[0086] 7B is an example of the display of the circle menu dialog when the member attribute is "member." The circle menu dialog for members includes a circle information button 251, a ranking button 252, a circle business card button 253, a withdraw button 257, and a close button 256. The difference from the circle menu dialog for leaders is that a withdraw button 257 is provided instead of the member approval button 254 and disband button 255.

[0087] The withdraw button 257 is a button for withdrawing from a circle to which the player belongs, and when the withdraw button 257 is tapped, a dialog box is displayed requesting confirmation of withdrawal from the circle. When an input confirming withdrawal is made in the dialog box, a circle withdrawal request is sent to the server 20, and the server 20 deletes the player who sent the circle withdrawal request from the list of players belonging to the corresponding circle in the circle management database 52, thereby completing the withdrawal from the circle.

[0088] Then, when the circle menu dialogue is displayed and an operation to call up the circle business card screen (tap input on the circle business card button 253) is performed (Y in step S103), the circle business card screen is displayed (step S104).

[0089] FIG. 8 is a diagram showing an example of the circle business card screen. On the circle business card screen, a circle business card image 301 can be viewed. The circle business card image 301 includes an illustration area 302 and a profile area 303. The illustration area 302 displays an image of a released character possessed by the leader, an image of a support item possessed by the leader, or an image based on a screenshot taken using the photo function. By default, an image of a predetermined character (e.g., an initial character possessed by all players from the start of the game) is set in the illustration area 302. The profile area 303 displays the circle's profile information, including the circle name, circle rank, circle ranking, number of affiliated players, participation method, activity policy, introduction, and comments. By default, the comments are preset standard comments, and other circle setting information registered in the circle management database 52 is set in the profile area 303.

[0090] The circle business card screen also has a business card edit button 304. In this embodiment, the authority to edit circle business card images is set according to the member attributes of the players belonging to the circle, so on the circle business card screen where the member attribute is the leader, the business card edit button 304 is enabled and displayed normally, and on the circle business card screen where the member attribute is the member, the business card edit button 304 is disabled and displayed grayed out. When a tap input is made on the business card edit button 304 while the circle business card screen is displayed on the leader player terminal 40, the display screen transitions to the business card edit screen.

[0091] 9 is a diagram showing an example of the display of the business card editing screen. In this embodiment, if the member attribute is "leader," the member has the authority to edit the circle business card image, and if the member attribute is "member," the member does not have the authority to edit the circle business card image. Therefore, the leader's player terminal 40 can display the business card editing screen, but the member's player terminal 40 cannot display the business card editing screen. In this embodiment, since only the leader is granted the authority to edit the circle business card image, it is possible to prevent the circle setting information from being altered without the knowledge of the leader who operates the circle.

[0092] On the business card editing screen, editing can be switched between the base design, illustration, and club information using the base design tab 311, illustration tab 312, and club information tab 313. The base design is an editing item related to the overall design of the club business card image 301, the illustration is an editing item related to the illustration area 302 of the club business card image 301, and the club information is an editing item related to the profile area 303 of the club business card image 301.

[0093] The base design can be edited by tapping on the base design tab 311, and the illustration placement, theme color, and business card background can be edited.

[0094] Regarding the illustration layout, it is possible to set whether the illustration area 302 is left-justified or right-justified. In the example shown in Fig. 9, the illustration area 302 is left-justified, but if it is set to right-justified, the positions of the illustration area 302 and the profile area 303 are swapped.

[0095] The theme color can be set to the color of the border of the circle business card image. In this embodiment, color icons for 10 different theme colors are provided, and the theme color can be changed by tapping the color icon.

[0096] For the business card background, a background pattern for the circle business card image can be set. In this embodiment, the business card background can be set from five different background patterns, including no background.

[0097] Illustrations can be edited by tapping the illustration tab 312, allowing editing of the image displayed in the illustration area 302. The image displayed in the illustration area 302 can be set from an image of a released character possessed by the leader, an image of a support item possessed by the leader, or a screenshot taken with the photo function. Each time a screenshot image taken with the photo function is selected as the illustration to be used for the circle business card image, the screenshot image used is sent to the server 20 and backed up as an image linked to the circle business card image. Furthermore, when an image preset prepared by the game is used as the illustration to be used for the circle business card image, the IDs (display character ID, background ID, theme ID) of the image used in the image preset are sent to the server 20 and saved as information on the image preset linked to the circle business card image.

[0098] The circle information can be edited by tapping the circle information tab 313, allowing for editing of the circle name, activity policy, participation method, introduction, and comments. In this embodiment, when circle setting information such as the circle name, activity policy, and participation method is changed on the business card editing screen, the circle setting information linked to the circle ID managed in the circle management database 52 is also updated. In other words, just as when the circle information screen is called up in the circle menu dialog and the circle setting information is changed, changes related to the circle setting information made by editing the circle business card image 301 are also reflected in the management information in the circle management database 52. In this way, in this embodiment, by enabling the circle setting information to be changed by editing the circle business card image 301, the convenience of the circle leader's circle management and the ease of work involved in changing the circle setting information can be improved.

[0099] If the user wishes to discard the edited content for each item on the business card editing screen, the edited content can be discarded by tapping the discard changes button 314. Also, if the user is editing each item on the business card editing screen, tapping the save button 315 generates a new circle business card image 301 reflecting the edited content, and the business card editing screen is updated. Communication with the server 20 accompanying the change in the circle setting information described above is performed when the save button 315 is tapped, and the circle business card image is also backed up and saved on the server 20. To end editing the circle business card image on the business card editing screen, the user can tap the return button 316 to return to the circle business card screen ( FIG. 8 ).

[0100] As shown in FIG. 8, the circle business card screen has a save to terminal button 305, and when a tap is made on the save to terminal button 305, the circle business card image is saved in a well-known data format (e.g., JPEG format) in an image storage area (e.g., a photo folder) in the storage device 47 of the player terminal 40.

[0101] The circle business card screen also has an SNS share button 306. When the SNS share button 306 is tapped (an SNS share operation: an example of a specific operation) (Y in step S105), post data usable for posting to an external service is created and the post data is output to a shared memory area in the storage device 47 of the player terminal 40 (step S106). When the SNS share button 306 is tapped, the game program of this embodiment invokes an external service sharing function of the operating system of the player terminal 40 and prompts the player to select an external service to which the post data will be posted. When the player selects the external service to which the post data will be posted, the post data is automatically entered into a post input form for the selected external service. FIG. 10 is a diagram showing the state in which the post data has been automatically entered into a post input form for a social networking service (SNS) selected as the external service to which the post data will be posted. The example post input form shown in Figure 10 has a post operation area 401, a cancel operation area 402, and a post content confirmation area 403, and is automatically filled with standard text 404 related to the game title and circle member recruitment, a circle membership application link 405, a search hashtag 406, and a circle business card image 301. In this post input form, by operating the post operation area 401, a post to the social networking service (SNS) can be completed, and by operating the cancel operation area 402, a post to the social networking service (SNS) can be canceled. The player can also freely edit the post content in the post input form.

[0102] When another player who has seen a post on an external service about recruiting members for a circle taps on the participation application link 405 on the player terminal 40, a participation application dialog for the circle corresponding to the participation application link 405 is displayed, as shown in Fig. 11. Specifically, the game application is launched, and the server 20 searches the circle management database 52 for the circle ID corresponding to the participation application link 405, and notifies the player terminal 40 of the circle information related to the circle corresponding to the participation application link 405. Upon receiving the notification from the server 20, the player terminal 40 opens the participation application dialog and displays the circle information acquired from the server 20.

[0103] The participation application dialog is provided with an application button 501 and a cancel button 502, and when the application button 501 is tapped, a participation application request including the circle ID of the circle that is the target of the participation application is sent to the server 20. The server 20 that receives the participation application request adds the player who sent the participation application request to a participation application list linked to the circle ID included in the participation application request in the circle management database 52. When the leader of the circle that is the target of the participation application starts the game application on the player terminal 40 and starts the circle function, the leader can check the players who have submitted the participation application by tapping the member approval button 254 in the circle menu dialog, and when the leader performs the approval operation, a participation approval request including the player ID of the player whose participation in the circle has been approved and the circle ID of the circle that the leader leads is sent from the player terminal 40 to the server 20, and the server 20 that receives the participation approval request adds the player ID included in the participation approval request to the affiliated player list linked to the circle ID included in the participation approval request in the circle management database 52, thereby completing the membership of the new member. If the participation method of the circle to which the participation request is being made is automatic approval, tapping the application button 501 causes the server 20 that received the participation application request to perform an approval process, and the new member's membership is completed by adding the player ID of the player who sent the participation application request to the list of affiliated players linked to the circle ID included in the participation application request in the circle management database 52. If the cancel button 502 is tapped in the participation application dialog, the participation application dialog is closed, and the main home screen of the game is displayed on the display unit 46.

[0104] In order for a player to apply to join a circle, the player must be able to join the circle, and the accepting circle must also be able to accept new members. Therefore, if the application dialog box is not available for either the player attempting to apply or the circle receiving the application, the following process will be performed.

[0105] If 24 hours have not yet passed since a player who used the participation application link 405 disbanded or left a circle, the player is restricted from joining a new circle. In this case, the participation application dialog is displayed, but the application button 501 is disabled, processing is performed to prevent the player from sending a participation application request, and the application button 501 is displayed in gray.

[0106] If the player who uses the participation application link 405 is already a member of a circle, the participation application dialog is not displayed, and instead an alert dialog is displayed to notify the player that they are already a member of a circle, as shown in Figure 12 (A).

[0107] If it is determined that the circle corresponding to the participation application link 405 has already been disbanded or does not exist in the circle management database 52, a process is performed to display an alert dialog notifying the user that the circle information could not be obtained, as shown in Figure 12 (B).

[0108] If the circle corresponding to the participation application link 405 has reached its capacity (30 people) and new members cannot join, a process is performed to display an alert dialog notifying the user that the number of players (number of members) belonging to the circle has reached its upper limit, as shown in Figure 12 (C).

[0109] If the player who used the participation application link 405 has already applied to join another circle, a process is performed to display an alert dialog notifying the player that an application to join another circle is in progress, as shown in Figure 12 (D).

[0110] If the player who used the participation application link has not yet unlocked the circle function, a process is performed to display an alert dialog notifying the player that the circle function has not been unlocked, as shown in Figure 12 (E).

[0111] In the information processing system 10 of the present embodiment described above, posting data that can be used for posting to external services and includes a circle business card image associated with the circle and link information for applying to join the circle is created based on the player's SNS sharing operation, thereby improving the convenience of circle recruitment activities using external services. Furthermore, in the information processing system 10 of the present embodiment, the posting data includes link information for applying to join the circle, improving the convenience of other players who are interested in seeing a post on an external service and applying to join the circle.

[0112] In this embodiment, a URL address is written as the participation application link 405 in the posted data, but link information related to the circle's participation application may be embedded in the circle business card image 301. In this case, other players who view the circle business card image 301 posted on an external service can tap on the circle business card image 301 to open a circle participation application dialog box.

[0113] In this embodiment, the posting data for the external service is output to a shared memory area in the storage device 47 of the player terminal 40, and the external service sharing function of the operating system of the player terminal 40 is used to automatically input the data into the posting input form of the external service. However, the posting data may be output to a clipboard, and the player may manually input the data into the posting input form of the external service by pasting the data into the posting input form.

[0114] In this embodiment, the configuration is such that the external service sharing function of the operating system of the player terminal 40 is used to assist in posting of posting data including a circle business card image and link information for applying to join the circle to an external service, but the configuration may also be such that the posting data can be instantly posted to an external service based on receiving an SNS sharing operation on the circle business card screen.

[0115] In this embodiment, the right to edit the circle business card image is limited to only the leader, but the leader may be configured to individually grant the right to edit the circle business card image to each member belonging to the circle.

[0116] The external service may be a social networking service (SNS), a bulletin board on a website, or email.

[0117] When saving the edited content of the circle business card image 301 on the business card editing screen, the related information of the circle business card image 301 (illustration portion related information, text portion related information) and the circle setting information (circle name, activity policy, participation method, etc.) are uploaded to the server 20 and managed in the circle management database 52 in association with the circle ID. Therefore, each time the circle business card image 301 is displayed on the player terminal 40, the related information of the circle business card image 301 and the circle setting information managed in the circle management database 52 are downloaded from the server 20 to the player terminal 40, and the circle business card image 301 can be generated on the player terminal 40 based on the downloaded information. Note that the related information of the circle business card image 301 and the circle setting information may be downloaded to the player terminal 40 when the game application is launched or when the circle function is started.

[0118] The functions of the information processing system 10 may also be provided in other games. For example, the information processing system 10 may be applied to various games, such as sports games such as baseball games and soccer games, idol training games, love simulation games, card battle games, fighting games, action games, battle royale games, role-playing games, and shooting games, in which an in-game community such as a circle, guild, or clan can be established and players can participate in the in-game community to interact with each other.

[0119] 10 Information processing system, 20 Server, 21 CPU, 22 ROM, 23 RAM, 24 Communication unit, 25 Storage device, 40 Player terminal, 41 CPU / GPU, 42 ROM, 43 RAM, 44 Communication unit, 45 Operation / input unit, 46 Display unit, 47 Storage device, 48 Speaker, 50 Server data storage unit, 51 Player management database, 52 Circle management database, 60 Game calculation unit, 70 Terminal data storage unit, 71 Player data storage unit, 72 Training progress data storage unit, 73 Race control data storage unit, 74 Live control data storage unit, 75 Image data storage unit, 80 Game execution unit, 81 Training function provision unit, 82 Circle function provision unit, 83 Profile image editing unit, 84 Posted data creation unit, 85 Battle function provision unit, 86 Live viewing function provision department, 87 Photo function provision department

Claims

1. A program for a game in which there is an in-game community in which a player can participate, comprising: a profile image editing unit that enables editing of a profile image including information about the in-game community; and a post data creation unit that creates post data that can be used to post to external services, wherein the post data creation unit creates the post data including the profile image linked to the in-game community to which the player belongs and link information for applying to join the in-game community, based on a specific operation by the player.

2. A program as described in claim 1, wherein a member attribute is set for each player belonging to the in-game community, and the profile picture editing unit grants editing authority for the profile picture to a player whose member attribute is set to leader.

3. An information processing system for a game in which there is an in-game community in which players can participate, comprising: a profile image editing unit that enables editing of a profile image including information about the in-game community; and a post data creation unit that creates post data that can be used to post to external services, wherein the post data creation unit creates the post data including the profile image linked to the in-game community to which the player belongs and link information for applying to join the in-game community, based on a specific operation by the player.

4. An information processing method for a game in which there is an in-game community in which a player can participate, comprising: a profile image editing step for enabling editing of a profile image including information about the in-game community; and a post data creation step for creating post data that can be used for posting to external services, wherein in the post data creation step, based on a specific operation by a player, the post data is created including the profile image linked to the in-game community to which the player belongs and link information for applying to join the in-game community.

Citation Information

Patent Citations

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    JP2015024118A