Method and device for matching chat group to player character
The method and device automatically match chat groups to user characters in MMORPGs based on location, server, and faction, addressing the challenge of dynamic game environments and reducing manual intervention.
Patent Information
- Application Number
- PCT/KR2024/007518
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-31
- Publication Date
- 2025-12-04
AI Technical Summary
Existing systems fail to efficiently match chat groups in MMORPGs based on real-time game dynamics, leading to confusion and manual intervention when player characters change locations or game rules evolve.
A method and device for matching chat groups to user characters by creating basic and sub-chat groups based on conditions such as location, server affiliation, and faction, ensuring automatic adjustments without manual intervention.
Enables real-time matching of chat groups to user characters, preventing confusion and reducing the need for manual changes, even when game conditions change.
Smart Images

Figure KR2024007518_04122025_PF_FP_ABST
Abstract
Description
Method and device for matching chat groups for user characters
[0001] The present disclosure relates to a method and device for matching a chat group to a user character. More specifically, the present disclosure relates to a method and device for matching a chat group suitable for a user character's game play based on information about the user character.
[0002] With the advancement of computing devices and network environments, the number of users enjoying online games using various wired and wireless communication devices is rapidly increasing. Users can experience the excitement of games by playing characters in a server-provided game environment via wired or wireless communication devices.
[0003] Recently, users have been increasingly utilizing voice chat, as well as text chat, to share gameplay in real time and receive immediate feedback, increasing game accessibility. In particular, chat is actively used for large-scale PVP (Player vs. Player) content in MMORPGs (Massively Multiplayer Online Role-Playing Games).
[0004] In PVP game content, chat should only occur between users on the same team. Therefore, research is needed on how to create and match chat groups that reflect the evolving game rules.
[0005] The background technology described above is technical information that the inventor possessed for the purpose of deriving the present invention or acquired in the process of deriving the present invention, and cannot necessarily be considered as publicly known technology disclosed to the general public prior to the application for the present invention.
[0006] The purpose of the present disclosure is to provide a method and device for matching chat groups to user characters. The problems addressed by the present disclosure are not limited to those mentioned above. Other problems and advantages of the present disclosure, not mentioned above, can be understood through the following description and will be more clearly understood through the embodiments of the present disclosure. Furthermore, it will be appreciated that the problems and advantages addressed by the present disclosure can be realized by the means and combinations thereof set forth in the claims.
[0007] A first aspect of the present disclosure is a method for matching a chat group to a user character (PC; Player Character), the method comprising: creating at least one basic chat group for at least one field providing game content; creating at least one sub-chat group for each of the at least one basic chat group; and matching the first user character to any one of the at least one sub-chat group based on at least one of a first condition to a third condition.
[0008] A second aspect of the present disclosure is a device for matching chat groups to user characters, comprising: at least one memory; and at least one processor; wherein the at least one processor is configured to create at least one basic chat group for at least one field providing game content, create at least one sub-chat group for each of the at least one basic chat group, and match the first user character to any one of the at least one sub-chat group based on at least one of a first condition to a third condition.
[0009] A third aspect of the present disclosure can provide a computer-readable recording medium having recorded thereon a program for executing the method according to the first aspect on a computer.
[0010] In addition, other methods for implementing the present invention, other systems, and computer-readable recording media storing a computer program for executing the method may be further provided.
[0011] Other aspects, features and advantages other than those described above will become apparent from the following drawings, claims and detailed description of the invention.
[0012] According to the problem solving means of the present disclosure described above, the present disclosure can match a user character to an appropriate chat group in real time based on at least one of information on the field where the user character is currently located, information on the server to which the user character belongs, and information on the faction to which the user character belongs.
[0013] In addition, in the present disclosure, even if the location of the user character changes or the rules of the game content change, chat groups can be automatically matched without the inconvenience of having to manually change the chat group.
[0014] In addition, the present disclosure can prevent confusion that may arise when a user enters a chat group by automatically matching chat groups even if the user is not aware of the rules of the changed game content.
[0015] FIG. 1 illustrates an example of interconnected servers and one or more user terminals for a game service.
[0016] Figures 2a, 2b and 2c illustrate exemplary cases of providing a game-related user experience using multiple user terminals.
[0017] Figures 3a, 3b, 3c and 3d illustrate exemplary functions supported by a game launcher executed by a user terminal.
[0018] Figure 4 illustrates an example of a server and user terminal for creating a chat group.
[0019] Figure 5 illustrates a block diagram of a user terminal.
[0020] Figure 6 illustrates a flowchart for explaining a method of matching a chat group to a user character.
[0021] FIG. 7 illustrates at least one chat group created for at least one field providing game content.
[0022] Figure 8 illustrates a method for determining whether a user character can enter a field based on entry conditions set for the field.
[0023] Figure 9 illustrates a method for matching chat groups of user characters when multiple basic chat groups are created in a field providing game content.
[0024] Figure 10 illustrates a method for matching user characters to chat groups based on the user character's faction affiliation information.
[0025] Figure 11 illustrates a method for creating a new chat group when no chat group matching the user character exists.
[0026] A method according to one embodiment of the present disclosure may include a method of matching a chat group to a user character (PC; Player Character), the method comprising: creating at least one basic chat group for at least one field providing game content; creating at least one sub-chat group for each of the at least one basic chat group; and matching the first user character to one of the at least one sub-chat group based on at least one of a first condition to a third condition.
[0027] The advantages and features of the present invention, and the methods for achieving them, will become clearer with reference to the embodiments described in detail together with the accompanying drawings. However, the present invention is not limited to the embodiments presented below, but may be implemented in various different forms, and it should be understood that it includes all transformations, equivalents, and substitutes included in the spirit and technical scope of the present invention. The embodiments presented below are provided to ensure that the disclosure of the present invention is complete and to fully inform those skilled in the art of the scope of the invention. In describing the present invention, if a detailed description of a related known technology is judged to obscure the gist of the present invention, the detailed description thereof will be omitted.
[0028] The terminology used in this application is only used to describe specific embodiments and is not intended to limit the present invention. The singular expression includes the plural expression unless the context clearly indicates otherwise. In this application, it should be understood that the terms "comprise" or "have" indicate the presence of a feature, number, operation, operation, component, part, or combination thereof described in the specification, but do not exclude in advance the possibility of the presence or addition of one or more other features, numbers, operations, operations, components, parts, or combinations thereof.
[0029] Some embodiments of the present disclosure may be represented by functional block configurations and various processing operations. Some or all of these functional blocks may be implemented by various hardware and / or software configurations that perform specific functions. For example, the functional blocks of the present disclosure may be implemented by one or more microprocessors or by circuit configurations for a given function. Furthermore, for example, the functional blocks of the present disclosure may be implemented in various programming or scripting languages. The functional blocks may be implemented by algorithms that execute on one or more processors. Furthermore, the present disclosure may employ conventional techniques for electronic configuration, signal processing, and / or data processing. Terms such as "mechanism," "element," "means," and "configuration" may be used broadly and are not limited to mechanical and physical configurations.
[0030] Additionally, the connecting lines or connecting members between components depicted in the drawings are merely exemplary representations of functional connections and / or physical or circuit connections. In an actual device, connections between components may be represented by various functional connections, physical connections, or circuit connections that may be replaced or added.
[0031] The present disclosure will be described in detail with reference to the attached drawings below.
[0032] FIG. 1 illustrates an example of interconnected servers and one or more user terminals for a game service.
[0033] A server (e.g., servers (110, 120)) may include a computer designed to provide server functionality, such as a workstation. Embodiments are not limited thereto, and a server may include a personal computer configured to run a software application, and / or a combination of such personal computers. A server may include a group (or cluster) of the example workstations and / or personal computers.
[0034] In one embodiment, a service provider may provide or operate an automated service using a server. The service may include a game service. The game service may be provided for network-based playing of games such as role-playing games (RPGs), massive multi-user online RPGs (MMORPGs), first-person shooters (FPSs), and / or puzzle games. Through the game service, different users (e.g., users of the game service) may connect with each other over a network, cooperate, or compete. The server may support or execute functions related to the game service (e.g., matching users, providing a virtual space (130) such as a battlefield, trading virtual items such as a market, and / or chatting between users).
[0035] Referring to FIG. 1, servers (110, 120) included in a network are illustrated to provide different services. The server (110) may be configured to relay a user's connection with various game services provided through the network (e.g., a game service provided by the server (120). The services provided through the server (110) may be referred to as game platform services, game launching services, game publishing services, and / or game relay services.
[0036] Referring to FIG. 1, a server (110) may cause a server (120) for providing a game service to provide a user experience related to the game service to users of the game platform service. The server (110) may store, in a user database related to users of the game platform service, information indicating one or more game services to which the users have subscribed. The information may further include information for the server (110) to access another server for the game service, such as the server (120), (e.g., account information for logging into the game service, and / or authentication information).
[0037] Referring to FIG. 1, the server (110) may store information indicating at least one game service subscribed to by users of the game platform service in a user database. The user database may include records representing users subscribed to the game platform service. The records may include at least one game service subscribed to by the corresponding user and / or information for accessing (or logging in to) the at least one game service.
[0038] Referring to FIG. 1, users (U1, U2) of a game platform service provided by a server (110) are illustrated. A user (U1) possessing user terminals (141, 142, 143) and a user (U2) possessing user terminals (151, 152) are illustrated, but the number of users of the server (110) and the number of user terminals possessed by each of the users are not limited thereto. Users of the game platform service may be referred to as users.
[0039] Referring to FIG. 1, various appearances of a user terminal (or user equipment) are illustrated. The user terminal may include a smartphone (e.g., user terminals (141, 152)), a smartpad, and / or a tablet PC. The user terminal may include a personal computer such as a desktop (e.g., user terminals (142, 151)) and a laptop. The user terminal may include a portable gaming device (e.g., user terminal (143)) dedicated to a game service and / or a gaming console. The user terminal may include a smart accessory such as a smartwatch and / or a head-mounted device (HMD). Embodiments of the user terminal are not limited thereto.
[0040] Referring to FIG. 1, a user (U1) can access a game platform service provided by a server (110) using at least one of the user terminals (141, 142, 143). Similarly, a user (U2) can access the game platform service using at least one of the user terminals (151, 152). A software application for communicating with the server (110) can be installed on at least one of the user terminals (141, 142, 143, 151, 152). The software application can be referred to as a game platform application, a game platform program, a game launcher, and / or a client application.
[0041] Hereinafter, the connection relationship between the user terminal (141), which is one of the user terminals (141, 142, 143, 151, 152), and the server (110) and the user terminal (141) and the server (120) will be described, taking the user terminal (141) as an example.
[0042] For example, a user (U1) can access a game platform service provided by a server (110) using a user terminal (141) that has executed a game launcher. The user terminal (141) that has executed the game launcher can establish a communication link (L1) between the user terminal (141) and the server (110). The communication link (L1) can include a logical connection (e.g., a logical connection distinguished by a session) established for data communication between the user terminal (141) and the server (110) within a network. Similarly, in response to an input from a user (U2) to execute a game launcher on the user terminal (151), the user terminal (151) can establish a communication link (L2) between the server (110) and the user terminal (151).
[0043] The server (110), which detects a user terminal (141) that has executed a game launcher using a communication link (L1), can confirm a user account logged into the user terminal (141). By comparing the user database stored in the server (110) and authentication information (e.g., ID, password, PIN (personal identification number), and / or OTP (one-time password)) transmitted from the user terminal (141), the server (110) can authenticate the user (U1) that has executed the game launcher on the user terminal (141). Based on the authentication, the user terminal (141) can display a screen provided by the game launcher. For example, the state of the user terminal (141) that executes the game launcher can include a state before authenticating the user (U1) (e.g., a locked state and / or a state before logging in) and a state after authenticating the user (U1). The screen displayed by the user terminal (141) based on the above authentication and / or the function provided to the user (U1) are described with reference to FIGS. 3a to 3d.
[0044] Referring to FIG. 1, when users (U1, U2) of user terminals (141, 151) connected to a server (110) via communication links (L1, L2) are authenticated, the server (110) can support interaction between the users (U1, U2). For example, the server (110) can support transmission (e.g., streaming) and / or reception of messages (e.g., text messages), images, videos, sounds (e.g., voice chat), and / or posts between the users (U1, U2). The server (110) configured to provide a game platform service can execute or support functions related to online activities of users (U1, U2) related to games.
[0045] When accessing a game platform service using a user terminal (141), the user (U1) can access a game service connected to the game platform service. For example, a user terminal (141) running a game launcher can receive an input for accessing a game service. In response to an input for accessing a game service detected using the game launcher, the user terminal (141) can transmit a signal related to the input to a server (110) via a communication link (L1). The server (110) receiving the signal can communicate with a server (120) providing the game service indicated by the signal. For example, using a communication link (L3) established between the servers (110 and 120), the server (110) can transmit information related to a user (U1) logged in to the game platform service (e.g., authentication information required for the server (120) providing the game service to authenticate the user (U1). Based on the authentication of a user (U1) using the above information, a communication link (L4) between the user terminal (141) of the user (U1) and the server (120) can be established.
[0046] Similarly, the server (110) may receive a signal from a user terminal (151) to which a user (U2) is logged in, indicating receipt of an input for accessing a game service. The server (110) receiving the signal may transmit a signal to the server (120) using a communication link (L2), which causes a communication link (L5) to be established between the user terminal (151) and the server (120). Direct communication between the user terminal (151) and the server (120) may be performed through the communication link (L5) established by the signal. The embodiment is not limited thereto, and indirect communication between the server (120) providing the game service and the user terminal (151) may be performed using the communication links (L2, L3).
[0047] As described above, in a state where communication links (L4, L5) are established between the user terminals (e.g., user terminals (141, 151)) of the users (U1, U2) and the server (120) so that the game service is provided to each of the user terminals, the server (120) for providing the game service can transmit information about at least a part of the virtual space (130) to each of the user terminals. For example, the server (120) can transmit, to the user terminal (141) of the user (U1), information related to a part of the virtual space (130) including a location (A) associated with the user (U1) (e.g., information for rendering the part of the virtual space (130)). For example, the server (120) can transmit, to the user terminal (151) of the user (U2), information related to another part of the virtual space (130) including a location (B) associated with the user (U2).
[0048] Although an exemplary operation in which a user (e.g., users (U1, U2)) accesses a game service using a server (110) providing a game platform service has been described, the embodiment is not limited thereto. For example, a user may directly access a server (120) for a game service without a server (110) using a game application installed on a user terminal.
[0049] Hereinafter, exemplary operations of a user terminal and / or a server associated with a communication link connected for a game service and / or a game platform service are described with reference to FIGS. 2A and 2B . For example, exemplary operations of a server (110) based on a user (U1) and a user terminal (142) are described, but the embodiment is not limited thereto.
[0050] Figures 2a, 2b and 2c illustrate exemplary cases of providing a game-related user experience using multiple user terminals.
[0051] Referring to FIGS. 2A to 2C, an exemplary state in which communication links (L1, L3, L4) are established between a server (110) for a game platform service, a server (120) for a game service, and a user terminal (142) is illustrated. The server (110) can communicate with the server (120) according to the operation described with reference to FIG. 1, thereby establishing a communication link (L4) between the server (120) and the user terminal (142). For communication between the server (110) and the user terminal (142), a game launcher related to the game platform service can be executed on the user terminal (142).
[0052] Referring to FIGS. 2A to 2C, a user terminal (142) that executes a game launcher can execute the game application in response to an input for executing the game application. The user terminal (142) that executes the game application can display a screen (210) provided by the game application. An exemplary screen (210) including a player character (PC) (215) controllable by an input received through the user terminal (142) is illustrated, but the embodiment is not limited thereto. Using a signal received from the server (120) through a communication link (L4), the user terminal (142) can display a screen (210) including a PC (215) included in a virtual space (130).
[0053] Referring to FIG. 2A, a user terminal (142) executing a game application can output a screen (210) to a user (U1) and receive an input related to the game (e.g., an input for controlling a PC (215)) from the user (U1). The user terminal (142) that has received the input can transmit a first signal representing the input to a server (120) via a communication link (L4). The user terminal (142) can further receive a second signal representing a virtual space (130) and / or a state of the PC (215) changed by the input from the server (120) via the communication link (L4). The user terminal (142) that has received the second signal can at least partially change the screen (210). For example, the user terminal (215) can play an animation related to the PC (215) within the screen (210).
[0054] When an input for executing a game application is received through a game launcher, the user terminal (142) can execute the game application in conjunction with the game launcher. Using the conjunction, the user terminal (142) can execute a function of the game launcher based on the status of the game application. The function may include an operation of transmitting a signal notifying the status to the server (110) (e.g., streaming of a screen (210) for live broadcasting). The function may include a remote play function of the game application executed on the user terminal (142) using another user terminal different from the user terminal (142).
[0055] Referring to FIG. 2B, user terminals (141, 142) connected to each other for remote play functionality are illustrated. The user terminals (141, 142) may be connected via a short-range wireless communication protocol such as Wi-Fi Direct and / or Bluetooth. The embodiment is not limited thereto, and the user terminals (141, 142) may be connected to each other via a cellular protocol such as long-term evolution (LTE), 5G NR (new radio), 6G, and / or above-6G. It is assumed that a game launcher is installed on all user terminals (141, 142), and authentication of a user (U1) on each of the user terminals (141, 142) based on the game launcher is completed.
[0056] When a game application is executed on a user terminal (141) with relatively limited resources, such as a smartphone, the quality of the user experience related to the game may be reduced. The quality may be evaluated by indicators such as frames-per-second (fps), response delay, and / or resolution. The quality of the user experience may be better when the game application is executed on a desktop user terminal (142) than when the game application is executed on a user terminal (141). Referring to FIG. 2B, the user terminal (142) may transmit a screen (220) generated (or rendered) by a processing circuit (e.g., a GPU (graphics processing unit)) of the user terminal (142) to the user terminal (141). The operation of transmitting the screen (220) may include an operation of transmitting a bitstream representing the screen (220) via a communication link (L6) (e.g., streaming).
[0057] In the exemplary state of FIG. 2B where the user terminal (142) displays the screen (220) on the user terminal (141), the user terminal (141) can display the screen (220) on the display based on the execution of the game launcher. For example, without installing and / or executing a game application for communicating with the server (120), the user terminal (141) can display the screen (220) related to the game service provided by the server (120) on the display. The user terminal (141) can display the screen (220) provided by the user terminal (142) based on the execution of the game launcher.
[0058] Referring to FIG. 2B, in one embodiment where the user terminal (142) generates a screen (220) to be displayed by the user terminal (141), the user terminal (142) may display a screen (220) including a UI related to the user terminal (141), which is a smart phone. The UI may include a virtual joystick including a visual object (222) having a shape of a circle that can be dragged (or moved) by a touch input on an area (221) having a shape of a circle. The UI may include a group (223) of touchable visual objects that can control the state of the PC (215). Comparing FIG. 2A and FIG. 2B, the screen (210) of FIG. 2A, which is displayed through the display of the user terminal (142), which is a desktop, may not include the visual object (222) and / or the group (223). In a state where a screen (220) is transmitted to a user terminal (141) which is a smart phone, the user terminal (141) which receives the screen (220) can overlap an area (221) including a visual object (222) and a group (223) on the screen (220). For example, a screen (225) displayed on the display of the user terminal (141) can further include a visual object (222), an area (221), and a group (223) for guiding a touch input.
[0059] Referring to FIG. 2B, while displaying a screen (225) based on a screen (220) provided by a user terminal (142), the user terminal (141) can receive an input from a user (U1) related to the screen (225). In response to the input, the user terminal (141) can transmit a signal representing the input to the user terminal (142). The user terminal (142) receiving the signal can communicate with the server (120) and use the input corresponding to the signal to at least partially change the state of the virtual space (130) and / or the PC (215). The user (U1) can view the screen (220) representing the state of the virtual space (130) and / or the PC (215) at least partially changed through the user terminal (141).
[0060] As described above, although an embodiment has been described in which the server (120) and the user terminal (142) for providing the game service of FIG. 2B directly communicate, and the user terminal (141) indirectly communicates with the server (120) using the user terminal (142), the embodiment is not limited thereto. For example, the user terminal (141) that receives the input of the user (U1) related to the screen (225) can transmit a signal including information related to the input to the server (120) via the communication link (L7). The signal can be transmitted directly to the server (120) independently of the communication links (L4, L6) established by the user terminal (142). For example, the user terminal (141) can transmit a signal via the communication link (L7) in order to reduce the delay in the input of the user (U1) or to improve the responsiveness of the game service provided by the server (120). The server (120) that receives the signal can transmit a signal (or information) indicating the state of the virtual space (130) that has been changed based on the signal to the user terminal (142) through the communication link (L4). The user terminal (142) that receives the signal can perform rendering of the screen (220) to be provided to the user terminal (141) through the communication link (L6). After the signal related to the rendered screen (220) is transmitted to the user terminal (141) through the communication link (L6), the user terminal (141) can display the screen (225) based on the signal (e.g., a screen in which a visual object (222), an area (221), and a group (223) are overlapped on the screen (220).
[0061] For example, when a communication link (L6) between user terminals (141, 142) is blocked, the user terminal (141) can establish at least one of a direct communication link (L7) between the server (120) for providing a game service and the user terminal (141) and / or a direct communication link (L8) between the server (110) for providing a game platform service and the user terminal (141).
[0062] Although the operation of transmitting a signal representing a screen (220) between user terminals (141, 142) commonly logged in by a user (U1) has been described, the embodiment is not limited thereto. For example, the user terminal (142) may transmit a signal representing a screen (220) to user terminals of other users logged in to the server (110) via the server (110). The function of the user terminal (142) transmitting the signal to user terminals of other users logged in to the server (110) may be referred to as a broadcasting function.
[0063] Referring to FIG. 2C, a server (230) for cloud gaming may be connected to a user terminal (142). For example, when a request for providing a cloud-based game service is identified from a user terminal (142), the server (110) may request the server (230) to provide a cloud service based on the server (230). The request may be transmitted to the server (230) via a communication link (L9) between the server (110) and the server (230). In response to the request, the server (230) may establish a communication link (L10) between the server (120) and the server (230) for the game service and a communication link (L11) between the server (120) and the user terminal (142). The request transmitted via the communication link (L9) may include information related to the user terminal (142) that transmitted the request and / or the game service.
[0064] In one embodiment, the server (230) may perform rendering of a screen (210) to be displayed on a user terminal (142). The server (230) may transmit a signal (or bitstream) related to the screen (210) rendered by the server (230) to the user terminal (142) via a communication link (L11) between the user terminal (142) and the server (230). The user terminal (142) that receives the signal may display the screen (210) indicated by the signal on a display.
[0065] In the exemplary state of FIG. 2c, the user terminal (142) displaying the screen (210) can receive a user input related to the screen (210). In response to the user input received from the user (U1), the user terminal (142) can transmit a signal representing the user input to the server (230) via the communication link (L11). The server (230) receiving the signal can execute a function related to the user input. The server (230) executing the function can include, for example, an operation of at least partially changing the state of the virtual space (130) provided by the server (110) by communicating with the server (110) via the communication link (L10). For example, the server (230) executing the function can include an operation of re-rendering the screen (210) to be transmitted to the user terminal (142) based on the partially changed state of the virtual space (130). For example, the server (230) that executed the above function can further transmit a signal related to the re-rendered screen (210) through the communication link (L11).
[0066] As described above, by using the game launcher, the user terminal (141) can display a screen (220) of a game application running on another user terminal (in one embodiment of FIG. 2B, the user terminal (142)) and respond to the user's (U1) interaction related to the screen (220). The user terminal (141) can indirectly perform graphic rendering (e.g., visualization of a three-dimensional graphical object) by using the resources of the user terminal (142). Even if the user terminal (141) does not have the capacity required to install the game application (e.g., available capacity of flash storage) or the user terminal (141) does not have the resources required to run the game application (e.g., specifications of a GPU and / or CPU), the user terminal (141) running the game launcher can provide a user experience related to the game application.
[0067] Below, exemplary functions supported by a user terminal running a game launcher are described with reference to FIGS. 3A to 3D.
[0068] Figures 3a, 3b, 3c and 3d illustrate exemplary functions supported by a game launcher executed by a user terminal.
[0069] Referring to FIGS. 3A to 3D , exemplary states (301, 302, 303, 304) of screens displayed by a user terminal that executes a game launcher are illustrated. After user authentication of the user terminal is completed using the game launcher, the user terminal may display the exemplary screens illustrated in FIGS. 3A to 3D . Referring to FIG. 3A , the user terminal that displays the screen provided by the game launcher may display visual objects (311, 312, 313, 314) corresponding to each of the options for adjusting the mode of the screen. For example, the visual object (311) may correspond to a function for outputting a list of a plurality of game applications executable by the user terminal. For example, the visual object (312) may correspond to a function for outputting a list of one or more game applications installed on the user terminal. For example, the visual object (313) may correspond to a function for executing a messenger service based on a game platform service. For example, the visual object (314) may correspond to a function for executing a community service for users subscribed to the game platform service.
[0070] In a state (301) where a first option corresponding to a visual object (311) is selected, the user terminal may provide a screen for downloading game applications that can be executed using a game launcher. In a state (302) where a second option corresponding to a visual object (312) is selected, the user terminal may provide a screen related to one or more game applications installed on the user terminal. In a state (303) where a third option corresponding to a visual object (313) is selected, the user terminal may provide a screen for exchanging messages (e.g., sending and / or receiving messages) between users logged in to the game platform service. In a state (304) where a fourth option corresponding to a visual object (314) is selected, the user terminal may provide a screen for exchanging information (e.g., postings) between users subscribed to the game platform service.
[0071] Within the area (315) of the screen of FIG. 3A, the user terminal may display a list of game applications. The list may be provided from a server providing a game platform service (e.g., server (110) of FIG. 1, FIG. 2A, and / or FIG. 2B). One or more icons (e.g., icon (319)) displayed in the area (315) may correspond to specific game applications included in the list. For example, in response to an input for selecting an icon (319), the user terminal may display a UI for downloading a game application corresponding to the icon (319) within the screen.
[0072] In a state (301) of displaying a list of game applications through an area (315), the user terminal may display visual objects (316, 317, 318) for filtering game applications included in the list. The visual object (316) may correspond to an option for displaying all game applications included in the list in the area (315). The visual object (317) may correspond to an option for displaying a sub-list of one or more game applications executable on a personal computer among the game applications included in the list in the area (315). The visual object (318) may correspond to an option for displaying a sub-list of one or more game applications executable on a smartphone among the one or more game applications included in the list in the area (315).
[0073] FIG. 3a is a drawing showing a screen in which a first option is executed in a game launcher of a user terminal by selecting a first visual object (311) capable of outputting a list of game applications that can be executed on a user terminal, for example.
[0074] Referring to the exemplary screen of FIG. 3A, the user terminal may display a visual object (320) mapped to a function for streaming the screen of a game application executed using a game launcher. For example, in response to an input for selecting the visual object (320), the user terminal may display a list of other user terminals in which the user of the user terminal (e.g., users U1 and U2 of FIG. 1) is logged in. For example, if the input is received while streaming the screen of the game application, the user terminal may display a pop-up window indicating that the screen of the game application is being streamed. For example, if the input is received while preparing to stream the screen of the game application, the user terminal may display a pop-up window indicating that streaming of the screen of the game application is about to start. The pop-up window of the example may include a button and / or a hyperlink for receiving an input for stopping or restarting streaming of the screen of the game application. A user terminal that receives an input for selecting another user terminal from the above list can execute a function for transmitting a screen-related signal to the other user terminal selected by the input. FIG. 3b is a diagram illustrating a screen in which a second option is executed in the game launcher of the user terminal by selecting a visual object (312) capable of providing a screen related to a game application installed on the user terminal, for example.
[0075] Referring to FIG. 3B, in a state (302) where a second option corresponding to a visual object (312) is selected, the user terminal can display a list of game applications installed in the user terminal. The user terminal can display an area (324) and visual objects (321, 322, 323) for switching the UI displayed in the area (324). In a state (302) where a visual object (321) is selected, the user terminal can display visual objects representing each of the game applications installed in the user terminal in the area (324) (e.g., visual objects corresponding to game application A and game application B, respectively). In a state (302) where a visual object (321) is selected, the user terminal can further display a visual object (329) for switching to a state (301) for downloading the game application, together with visual objects corresponding to each of the game applications installed in the user terminal in the area (324).
[0076] The visual objects (322, 323) different from the visual object (321) may each correspond to game applications installed on the user terminal. For example, the visual object (322) may correspond to game application A installed on the user terminal, and the visual object (323) may correspond to game application B installed on the user terminal. For example, in response to an input for selecting the visual object (322), the user terminal may display a UI related to game application A in the area (324). The UI may include a visual object for executing game application A.
[0077] In response to an input for selecting a visual object (313), the user terminal may display a screen as shown in state (303) of FIG. 3c. The screen may be displayed as an overlay on a screen running for the game launcher (e.g., a pop-up window).
[0078] FIG. 3c is a drawing showing a screen in which a third option is executed in a game launcher of a user terminal by selecting a third visual object (313) that can provide a screen for exchanging messages between users of a game platform service, for example.
[0079] Referring to FIG. 3C, within the screen, the user terminal may display a list (331) of game applications to which a user logged in to the user terminal is subscribed. The list (331) may include chat channels corresponding to each of the game applications and / or chat channels provided through the game service. For example, the chat channels provided through the game service may include a chat channel dedicated to a guild (or party) provided through the game service, and a one-on-one chat channel (e.g., a whisper channel) indicated by a user account of the user terminal. Within an area (332) of the exemplary screen of FIG. 3C, the user terminal may display one or more messages that have been transmitted or received through any one of the chat channels. The user terminal may display visual objects (333, 334, 335) for transmitting text, emoticons, and / or images (or videos) to the chat channel corresponding to the area (332). The user terminal can display a visual object (336) for uploading text entered in a text box (333) to the chat channel. Through the screen of Fig. 3c, the user terminal can display a visual object (337) mapped to a function for adding a new chat channel.
[0080] FIG. 3D is a drawing showing a screen in which the fourth option is executed in the game launcher of a user terminal by selecting a visual object (314) that can create a post between users of a game platform service, for example.
[0081] Referring to FIG. 3D, in a state (304) where the fourth option corresponding to the visual object (314) is selected, the user terminal may provide a list of posts registered in the game platform service. The user terminal may provide the list through an area (342) within the screen. For example, an element (345) within the area (342) may correspond to a specific post included in the list. In response to an input for selecting the element (345), the user terminal may display a post corresponding to the element (345) within the screen. The user terminal may display visual objects for filtering posts displayed in the area (342) in the area (341). The visual objects displayed in the area (341) may each correspond to hashtags (or keywords) assigned to each post. For example, a visual object (344) may be displayed to provide a list of posts containing an exemplary hashtag (e.g., a hashtag containing the string "#UPDATE") via area (342). For example, a visual object (343) may be displayed to deselect the hashtags displayed via area (341) to provide a list of all posts in area (342).
[0082] Figure 4 illustrates an example of a server and user terminal for creating a chat group.
[0083] Referring to FIG. 4, the chat group matching server (410) is a server that creates a chat group for each field providing game content and matches a user (U1) to the created chat group to provide a chat service. The chat group matching server (410) may be configured as a separate server from the servers (110, 120), or may be configured as the same server.
[0084] Specifically, the chat group matching server (410) can create at least one chat group among a text chat group that provides text chatting in which a user (U1) can converse with other users in real time through text, and a voice chat group that provides voice chatting in which a user (U1) can converse with other users in real time through voice.
[0085] Additionally, the chat group matching server (410) can match a user (U1) with a chat group among multiple chat groups based on the user's (U1's) game information. For example, the game information may include at least one of information on the field the PC (215) has entered, information on the server to which the PC (215) belongs, and information on the faction to which the PC (215) belongs.
[0086] The chat group matching server (410) can receive information about at least one field providing game content through the server (120). In addition, the chat group matching server (410) can receive information about at least one field through the server (110) that has received information about at least one field from the server (120).
[0087] Here, information about a field may include, but is not limited to, information about the field's location in the game, its entry conditions, its name, its creation period, the number of people currently connected to the field, and the number of factions in the field. For example, information about a field may include its entry conditions. For example, the field's entry conditions may include a condition that only PCs (215) from at least one specific server may enter.
[0088] Additionally, the chat group matching server (410) may create at least one basic chat group for each of at least one field. Additionally, the chat group matching server (410) may create at least one sub-chat group for each of the created basic chat groups.
[0089] In addition, the chat group matching server (410) can match the PC (215) to at least one of the lower chat groups based on at least one of information on the entry conditions of the field, information on the server to which the PC (215) belongs, and information on the faction to which the PC (215) belongs. Here, the server information refers to information on the server to which the PC (215) belongs among a plurality of servers that provide game services to which the PC (215) can enter, and the faction information refers to information on the faction to which the PC (215) has joined among a plurality of factions to which the PC (215) can join.
[0090] Accordingly, the user (U1) can enter a chat group automatically matched by the chat group matching server (410) and engage in voice chat with other users in the matched chat group without having to manually select and enter a chat group that satisfies the field entry conditions, the user's affiliation server information, and the user's affiliation faction information. This prevents any confusion that may arise during the chat group entry process.
[0091] In addition, the chat group matching server (410) can provide a service that allows a user (U1) to directly participate in a chat group through the chat group matching server (410) without entering the server (110) via a user terminal (142), in addition to the chat group automatic matching service. Through this, the chat group matching server (410) can provide a chat service to a user (U1) who only wants to enjoy chatting without playing a game.
[0092] Additionally, the chat group matching server (410) can receive a chat input into a user terminal (142) through the server (110). Additionally, the chat group matching server (410) can transmit the received chat of the user (U1) to another user terminal (not shown) through the server (110).
[0093] Below, the connection relationship between the server (120) and the chat group matching server (410), the server (110) and the chat group matching server (410), and the user terminal (142) and the chat group matching server (410) is described.
[0094] For example, a user (U1) can access a chat group provided by a chat group matching server (410) using a user terminal (142) that has executed a game launcher. The user terminal (142) that has executed the game launcher can establish a communication link (L14) between the user terminal (142) and the chat group matching server (410). The communication link (L14) can include a logical connection (e.g., a logical connection distinguished by a session) established for data communication between the user terminal (142) and the chat group matching server (410) within a network.
[0095] When accessing a game platform service using a user terminal (142), a user (U1) can access a game service connected to the game platform service. For example, a user terminal (142) running a game launcher can receive an input for accessing a game service. In response to an input for accessing a game service detected using the game launcher, the user terminal (142) can transmit a signal related to the input to a server (110) via a communication link (L1). The server (110) receiving the signal can communicate with a chat group matching server (410) that provides a chat group capable of chatting indicated by the signal. For example, using the communication links (L3, L12, L13) established between servers (110, 120, 140), the server (110) can transmit information related to a user (U1) logged in to the game platform service (e.g., authentication information required for the server (120) providing the game service to authenticate the user (U1)).
[0096] The embodiment is not limited thereto, and indirect communication may be performed between a chat group matching server (410) that provides a chat group capable of text chat and voice chat and a user terminal (151) using communication links (L3, L12, L13).
[0097] Figure 5 illustrates a block diagram of a user terminal.
[0098] Referring to FIG. 5, the user terminal (500) may be the same device as the user terminal (141, 142, 143, 151, 152) of FIG. 1.
[0099] Referring to FIG. 5, the user terminal (500) includes a processor (510), a memory (520), an input / output interface (530), and a communication module (540). For convenience of explanation, only components related to the present invention are illustrated in FIG. 5. Therefore, in addition to the components illustrated in FIG. 5, other general-purpose components may be further included in the user terminal (500). In addition, it will be apparent to those skilled in the art that the processor (510), memory (520), input / output interface (530), and communication module (540) illustrated in FIG. 5 may be implemented as independent devices.
[0100] The processor (510) can process computer program commands by performing basic arithmetic, logic, and input / output operations. Here, the commands can be provided from memory (520) or an external device. In addition, the processor (510) can generally control the operations of other components included in the user terminal (500).
[0101] The processor (510) may be implemented as an array of a plurality of logic gates, or may be implemented as a combination of a general-purpose microprocessor and a memory storing a program executable on the microprocessor. For example, the processor (510) may include a general-purpose processor, a central processing unit (CPU), a microprocessor, a digital signal processor (DSP), a controller, a microcontroller, a state machine, etc. In some environments, the processor (510) may include an application-specific integrated circuit (ASIC), a programmable logic device (PLD), a field programmable gate array (FPGA), etc. For example, the processor (510) may refer to a combination of processing devices, such as a combination of a digital signal processor (DSP) and a microprocessor, a combination of a plurality of microprocessors, a combination of one or more microprocessors coupled with a digital signal processor (DSP) core, or any other such combination of configurations.
[0102] The memory (520) may include any non-transitory computer-readable recording medium. As an example, the memory (520) may include a non-permanent mass storage device such as a random access memory (RAM), a read only memory (ROM), a disk drive, a solid state drive (SSD), or a flash memory. As another example, the non-permanent mass storage device such as a ROM, an SSD, a flash memory, or a disk drive may be a separate permanent storage device distinct from the memory. In addition, the memory (520) may store an operating system (OS) and at least one program code.
[0103] These software components may be loaded from a computer-readable recording medium separate from the memory (520). This separate computer-readable recording medium may be a recording medium that can be directly connected to the user terminal (500), and may include, for example, an input / output computer-readable recording medium such as a floppy drive, a disk, a tape, a DVD / CD-ROM drive, a memory card, etc. Alternatively, the software components may be loaded into the memory (520) through a communication module (530) other than a computer-readable recording medium. For example, at least one program may be loaded into the memory (520) based on a computer program that is installed by files provided by developers or a file distribution system that distributes installation files of applications through the communication module (530).
[0104] The input / output interface (530) may be a means for interfacing with a device (e.g., a keyboard, a mouse, etc.) for input and / or output that may be connected to or included in the user terminal (500). In FIG. 5, the input / output interface (530) is illustrated as an element configured separately from the processor (510), but is not limited thereto, and the input / output interface (530) may be configured to be included in the processor (510).
[0105] The communication module (540) may provide a configuration or function for the user terminal (500) to communicate with an external device (not shown) via the network. Furthermore, the communication module (540) may provide a configuration or function for the user terminal (500) to communicate with other external devices. For example, control signals, commands, data, etc. provided under the control of the processor (510) may be transmitted to an external device via the communication module (540) and the network.
[0106] Figure 6 illustrates a flowchart for explaining a method of matching a chat group to a user character.
[0107] In operation 610, the chat group matching server (410) can create at least one basic chat group for at least one field providing game content.
[0108] The chat group matching server (410) may obtain information about at least one field providing game content. For example, the chat group matching server (410) may receive information about at least one field providing game content from the server (110) or the server (120).
[0109] For example, information about a field may include, but is not limited to, information about the conditions under which a user character can enter that field.
[0110] Additionally, the chat group matching server (410) may create at least one default chat group for each field. For example, the chat group matching server (410) may create multiple default chat groups for each field, each with conditions set to allow only user characters from a specific server to enter.
[0111] In operation 620, the chat group matching server (410) can create at least one sub-chat group for each of the at least one basic chat group created.
[0112] For example, each field's primary chat group may include at least one sub-chat group. The chat group matching server (410) may provide a voice channel for each of the at least one sub-chat group. User characters entering the sub-chat group may use the provided voice channel to conduct voice chats.
[0113] In operation 630, the chat group matching server (410) can match the user character to at least one of the sub-chat groups included in the basic chat group of the field into which the user character has entered, based on at least one of the first to third conditions.
[0114] Here, the first condition may include information about the entry conditions of the field, the second condition may include information about the server to which the user character belongs, and the third condition may include information about the faction to which the user character belongs, but is not limited thereto.
[0115] As an example, the chat group matching server (410) may determine a field that a user character can enter based on information about the entry conditions of the field. Thereafter, the chat group matching server (410) may match the user character to one of the lower chat groups included in the basic chat group of the field that the user character can enter based on at least one of the user character's affiliation server information and affiliation faction information. For example, the chat group matching server (410) may match the first user character to a lower chat group to which a second user character belongs, having the same affiliation server information and / or the same affiliation faction information as the first user character belongs.
[0116] In another embodiment, the chat group matching server (410) may determine a basic chat group that a user character can enter based on the server information of the user character. Thereafter, the chat group matching server (410) may match the user character to any one of the sub-chat groups included in the basic chat group that the user can enter. For example, the chat group matching server (410) may match the first user character to a sub-chat group that includes a second user character who has the same faction information as the first user character, among the sub-chat groups included in the basic chat group that only user characters of a specific server can enter.
[0117] As another embodiment, the chat group matching server (410) may determine a basic chat group that a user character can enter based on the faction affiliation information of the user character. Thereafter, the chat group matching server (410) may match the user character to any one of the sub-chat groups included in the basic chat group that the user can enter. For example, the chat group matching server (410) may match the first user character to a sub-chat group that includes a second user character that has the same faction affiliation information as the first user character, among the sub-chat groups included in the basic chat group that only user characters of a specific faction can enter.
[0118] Additionally, if the field in which a user character is located changes, the chat group matching server (410) can re-match the user character to at least one sub-chat group included in the default chat group of the changed field. This reduces the inconvenience of having to manually exit a chat group and then re-enter a new chat group, even when moving from one field to another.
[0119] A method for matching user characters to sub-chat groups is specifically described with reference to FIGS. 7 to 11 below.
[0120] FIG. 7 illustrates at least one chat group created for at least one field providing game content.
[0121] Referring to FIG. 7, each field (711, 712, 713) providing various game contents includes at least one basic chat group. For example, the chat group matching server (410) may create a basic chat group (721) for the field (711).
[0122] A basic chat group (721) may include at least one sub-chat group (731). For example, the chat group matching server (410) may create N sub-chat groups included in the basic chat group (721).
[0123] For example, the chat group matching server (410) may match each created sub-chat group based on the game information of the user character. For example, the chat group matching server (410) may match each created sub-chat group based on at least one of the user character's affiliation server information and affiliation faction information.
[0124] The user terminal (142) can create an interface that displays at least one field (711, 712, 713), a basic chat group (721) created for at least one field (711, 712, 713), and at least one sub-chat group (731).
[0125] For example, the user terminal (142) can receive information about the basic chat group (721) and sub-chat group (731) created for each field (711, 712, 713) from the chat group matching server (410) and create an interface. Through this, the user (U1) can easily recognize the chat group created for each field.
[0126] Additionally, the chat group matching server (410) can remove the chat group created in the fields (711, 712, 713) after the game content provided in the fields (711, 712, 713) has ended. For example, when the game content provided in the field (711) has ended, the chat group matching server (410) can remove the basic chat group (721) and all sub-chat groups (731) created in the basic chat group (721).
[0127] In addition, the chat group matching server (410) can regenerate the chat group by reflecting the rules of the fields (711, 712, 713) that change at regular intervals. For example, if the entry conditions of the fields (711, 712, 713) change at regular intervals, the chat group matching server (410) can regenerate a new basic chat group (721) and sub-chat groups (731) by reflecting the changed game rules. The chat group matching server (410) can rematch the user character to the regenerated sub-chat group (731) according to the change in the game rules.
[0128] Figure 8 illustrates a method for determining whether a user character can enter a field based on entry conditions set for the field.
[0129] Referring to FIG. 8, the chat group matching server (410) can determine whether a user character (841, 842, 843, 844) can enter the default chat group (721) of the field (711) based on the entry conditions set for the field (711).
[0130] For example, the entry conditions set for the field (711) may include, but are not limited to, conditions based on at least one of the user character's server information, faction information, training information, occupation information, and creation date and time information.
[0131] For example, the entry condition set for the field (711) may be that only user characters belonging to at least one server can enter the field (711). For example, the chat group matching server (410) may set the condition that only user characters belonging to servers A and C can enter the field (711) as the entry condition for the field (711). Accordingly, the chat group matching server (410) may match only the first user character (841) belonging to server A and the third user character belonging to server C among the user characters (841, 842, 843, 844) to one of the lower chat groups included in the basic chat group (721).
[0132] The entry conditions of a field (711) may be changed at predetermined intervals. For example, the chat group matching server (410) may receive the entry conditions of a field (711) that are changed at predetermined intervals from the server (120). Based on the entry conditions of the changed field (711), the chat group matching server (410) may determine whether to allow the user character (841, 842, 843, 844) to enter the chat group created in the corresponding field (711).
[0133] Figure 9 illustrates a method for matching chat groups of user characters when multiple basic chat groups are created in a field providing game content.
[0134] Referring to FIG. 9, the chat group matching server (410) can create multiple basic chat groups (721, 722) in the field (711). The chat group matching server (410) can set a condition that only user characters belonging to a specific server can enter each basic chat group (721, 722).
[0135] For example, the chat group matching server (410) can set a condition that only user characters (941, 942) belonging to server A can enter the basic chat group (721). In addition, the chat group matching server (410) can set a condition that only user characters (943, 944) belonging to server B can enter the basic chat group (722).
[0136] Additionally, the chat group matching server (410) can match a user character to one of multiple sub-chat groups included in the basic chat group (721) based on the user character's faction affiliation information. This allows only user characters with the same server affiliation information and faction affiliation information to enter a specific sub-chat group.
[0137] Figure 10 illustrates a method for matching user characters to chat groups based on the user character's faction affiliation information.
[0138] Referring to FIG. 10, the chat group matching server (410) can match the user character (1043) to a sub-chat group (741) that includes a user character (1041) having the same faction information as the user character (1043) among at least one sub-chat group included in the basic chat group of the field (711) that the user character (1043) entered.
[0139] In addition, if there is no other user character other than the user character (1041) in the basic chat group (721) of the field (711) that the user character (1041) has entered, the chat group matching server (410) can match the user character (1041) to any sub-chat group (741) among at least one sub-chat group included in the basic chat group (721).
[0140] In addition, if there is no lower chat group that includes a user character having the same faction information as the user character (1042) in the basic chat group (721) of the field (711) that the user character (1042) has entered, the chat group matching server (410) can match the user character (1042) to any lower chat group (742) among the lower chat groups except the lower chat group (741) to which the user character (1041, 1043) is matched.
[0141] Figure 11 illustrates a method for creating a new chat group when no chat group matching the user character exists.
[0142] As an example, if an entry condition is set that only user characters of a specific server can enter the field (711), the chat group matching server (410) may create a number of sub-chat groups corresponding to the number of factions to which the user characters included in the specific server belong.
[0143] As another embodiment, the chat group matching server (410) may create any number of sub-chat groups included in the basic chat group (721) along with the creation of the basic chat group (721) without considering the entry conditions.
[0144] Thereafter, when the user character (1144) enters the field (711), if there is no lower chat group matching the user character (1144) in the lower chat groups (741, 742, 743) included in the basic chat group (721), the chat group matching server (410) can create a new lower chat group (744) in the basic chat group (721). Accordingly, the chat group matching server (410) can match the user character (1144) to the newly created lower chat group (744).
[0145] Embodiments of the present invention may be implemented in the form of a computer program that can be executed through various components on a computer, and such a computer program may be recorded on a computer-readable medium. In this case, the medium may include magnetic media such as hard disks, floppy disks, and magnetic tapes, optical recording media such as CD-ROMs and DVDs, magneto-optical media such as floptical disks, and hardware devices specifically configured to store and execute program instructions, such as ROMs, RAMs, and flash memories.
[0146] Meanwhile, the computer program may be specifically designed and constructed for the present invention, or may be one known and available to those skilled in the computer software field. Examples of computer programs include not only machine language code, such as that generated by a compiler, but also high-level language code that can be executed by a computer using an interpreter or the like.
[0147] According to one embodiment, the method according to various embodiments of the present disclosure may be provided as included in a computer program product. The computer program product may be traded as a product between a seller and a buyer. The computer program product may be distributed in the form of a machine-readable storage medium (e.g., compact disc read-only memory (CD-ROM)), or may be distributed online (e.g., downloaded or uploaded) through an application store (e.g., Play Store™) or directly between two user devices. In the case of online distribution, at least a portion of the computer program product may be temporarily stored or temporarily generated in a machine-readable storage medium, such as the memory of a manufacturer's server, an application store's server, or a relay server.
[0148] Unless the operations constituting the method according to the present invention are explicitly described in a specific order or are described in a different order, the operations can be performed in any appropriate order. The present invention is not necessarily limited by the order in which the operations are described. The use of all examples or exemplary terms (e.g., "for example," etc.) in the present invention is merely for the purpose of describing the present invention in detail, and the scope of the present invention is not limited by the examples or exemplary terms unless limited by the claims. Furthermore, those skilled in the art will appreciate that various modifications, combinations, and variations can be configured according to design conditions and factors within the scope of the appended claims or their equivalents.
[0149] Therefore, the idea of the present invention should not be limited to the embodiments described above, and all scopes equivalent to or equivalently modified from the following claims as well as the claims are considered to fall within the scope of the idea of the present invention.
Claims
1. A method for matching chat groups for user characters (PC; Player Characters). An action that creates at least one default chat group for at least one field that provides game content; An operation of creating at least one sub-chat group for each of the at least one basic chat group; and An action of matching the first user character to any one of the at least one sub-chat group based on at least one of the first to third conditions; A method comprising:
2. In paragraph 1, The action of matching the above first user character is: An operation of determining a field that the first user character can enter based on the first condition; and An action of matching the first user character to any one of the sub-chat groups included in the field into which the first user character can enter based on at least one of the second condition and the third condition; A method comprising:
3. In paragraph 1, The action of matching the above first user character is: An operation of determining a basic chat group that the first user character can enter based on the second condition; and An action of matching the first user character to any one of the sub-chat groups included in the basic chat group to which the first user character can enter based on the third condition of the first user character; A method comprising:
4. In paragraph 1, The action of matching the above first user character is: An operation of determining a basic chat group that the first user character can enter based on the third condition; and An action of matching the first user character to one of the sub-chat groups included in the basic chat group into which the first user character has entered based on the second condition of the first user character; A method comprising:
5. In paragraph 1, The action of matching the above first user character is: If there is no sub-chat group matching the first user character in the at least one sub-chat group included in the basic chat group of the field into which the first user character has entered, A method of creating a new sub-chat group in the above basic chat group and matching the first user character to the new sub-chat group.
6. In paragraph 1, The action of matching the above first user character is: If there are no other user characters other than the first user character in the basic chat group of the field entered by the first user character, A method for matching the first user character to any sub-chat group among the at least one sub-chat group included in the basic chat group.
7. In paragraph 1, The action of matching the above first user character is: A method for matching the first user character to a sub-chat group to which a second user character belongs, wherein at least one of the second condition and the third condition is the same as the first user character, among the at least one sub-chat group for the field entered by the first user character.
8. In paragraph 1, The above method, An operation of generating an interface displaying at least one field, a default chat group generated for the at least one field, and at least one sub-chat group; A method further comprising:
9. In paragraph 1, The above method, If the field where the first user character is located has changed, An action of re-matching said first user character to any one of said at least one sub-chat group included in said basic chat group of said changed field; A method further comprising:
10. At least one memory; and comprising at least one processor; At least one processor, A computing device that creates at least one basic chat group for at least one field providing game content, creates at least one sub-chat group for each of the at least one basic chat group, and matches the first user character to one of the at least one sub-chat group based on at least one of the first to third conditions.
11. In paragraph 10, Matching the above first user character is, A computing device that determines a field that the first user character can enter based on the first condition, and matches the first user character to one of the sub-chat groups included in the field that the first user character can enter based on at least one of the second condition and the third condition.
12. In paragraph 10, Matching the above first user character is, A computing device that determines a basic chat group that the first user character can enter based on the second condition, and matches the first user character to one of the sub-chat groups included in the basic chat group that the first user character can enter based on the third condition of the first user character.
13. In paragraph 10, Matching the above first user character is, A computing device that determines a basic chat group that the first user character can enter based on the third condition, and matches the basic chat group that the first user character has entered to one of the sub-chat groups included in the basic chat group based on the second condition of the first user character.
14. In paragraph 10, Matching the above first user character is, If there is no sub-chat group matching the first user character in the at least one sub-chat group included in the basic chat group of the field into which the first user character has entered, A computing device that creates a new sub-chat group in the above basic chat group and matches the first user character to the new sub-chat group.
15. In paragraph 10, Matching the above first user character is, If there are no other user characters other than the first user character in the basic chat group of the field entered by the first user character, A computing device that matches the first user character to any sub-chat group among the at least one sub-chat group included in the basic chat group.
16. In paragraph 10, Matching the above first user character is, A computing device that matches the first user character to a sub-chat group to which a second user character belongs, wherein at least one of the second condition and the third condition is the same as the first user character, among the at least one sub-chat group for the field into which the first user character has entered.
17. In paragraph 10, The above processor, A computing device that generates an interface that displays at least one field, a default chat group created for the at least one field, and at least one sub-chat group.
18. In paragraph 10, The above processor, If the field where the first user character is located has changed, A computing device that re-matches the first user character to any one of the at least one sub-chat group included in the basic chat group of the changed field.
19. A computer-readable recording medium recording a program for executing the method according to paragraph 1 on a computer.
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