WO2024180581A1 - Information processing device and information display method - Google Patents

Information processing device and information display method Download PDF

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Publication number
WO2024180581A1
WO2024180581A1 PCT/JP2023/006966 JP2023006966W WO2024180581A1 WO 2024180581 A1 WO2024180581 A1 WO 2024180581A1 JP 2023006966 W JP2023006966 W JP 2023006966W WO 2024180581 A1 WO2024180581 A1 WO 2024180581A1
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WIPO (PCT)
Prior art keywords
user
information
game
unit
processing device
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Ceased
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PCT/JP2023/006966
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French (fr)
Japanese (ja)
Inventor
達紀 網本
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Sony Interactive Entertainment Inc
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Sony Interactive Entertainment Inc
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Priority to PCT/JP2023/006966 priority Critical patent/WO2024180581A1/en
Publication of WO2024180581A1 publication Critical patent/WO2024180581A1/en
Anticipated expiration legal-status Critical
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/493Resuming a game, e.g. after pausing, malfunction or power failure
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/497Partially or entirely replaying previous game actions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

Definitions

  • This disclosure relates to technology that presents information about gameplay to users.
  • An information processing device includes one or more processors having hardware, and the one or more processors determine whether or not a user is in a predetermined situation with respect to gameplay, and if it is determined that the user is in the predetermined situation, generates summary information that shows an overview of the user's past gameplay, and displays the summary information.
  • Another aspect of the information display method of the present disclosure is a method for displaying information related to gameplay in an information processing device, which determines whether or not a user is in a predetermined situation with respect to gameplay, and if it is determined that the user is in the predetermined situation, generates summary information that shows an overview of the user's past gameplay, and displays the summary information.
  • FIG. 1 is a diagram showing a game system according to an embodiment.
  • FIG. 2 is a diagram illustrating a hardware configuration of an information processing device.
  • FIG. 2 is a diagram illustrating functional blocks of the information processing device.
  • FIG. 13 is a diagram illustrating an example of a notification area.
  • FIG. 13 is a diagram showing an example of a summary screen.
  • FIG. 1 shows a game system 1 according to an embodiment of the present disclosure.
  • the game system 1 of the embodiment includes an information processing device 10 operated by a user, and a server system 12.
  • the game system 1 presents the user with information about past gameplay, thereby realizing an environment in which the user can smoothly resume gameplay.
  • the access point (hereinafter referred to as "AP") 8 has the functions of a wireless access point and a router, and the information processing device 10 connects to the AP 8 wirelessly or via a wired connection to be communicatively connected to a server system 12 on a network 3 such as the Internet.
  • the server system 12 includes a management server 14 and a game server 16. Note that the management server 14 and the game server 16 may be configured as an integrated server device. While FIG. 1 shows one user and one information processing device 10, in the game system 1, multiple information processing devices 10 operated by multiple users are connected to the management server 14 and game server 16 via the network 3.
  • the information processing device 10 is connected wirelessly or via a wire to an input device 6 operated by a user, and the input device 6 outputs information operated by the user to the information processing device 10.
  • the information processing device 10 receives operation information from the input device 6, it reflects the information in the processing of the system software and game software, and causes the output device 4 to output the processing results.
  • the information processing device 10 is a game device (game console) that executes a game
  • the input device 6 is a device such as a game controller that supplies user operation information to the information processing device 10.
  • the input device 6 may also be an input interface such as a keyboard or mouse.
  • the auxiliary storage device 2 is a large-capacity recording device such as an HDD (hard disk drive) or SSD (solid state drive), and may be an internal recording device, or may be an external recording device connected to the information processing device 10 via a USB (Universal Serial Bus) or the like.
  • the output device 4 may be a television having a display for outputting images and a speaker for outputting sound.
  • the output device 4 may be connected to the information processing device 10 via a wired cable, or may be connected wirelessly.
  • the management server 14 provides network services to users of the game system 1.
  • the management server 14 manages user accounts that identify users, and the users sign in to the network services provided by the management server 14 using their user accounts.
  • the users can register game save data and trophies, which are virtual rewards acquired during game play, in the management server 14.
  • game save data and trophies which are virtual rewards acquired during game play, in the management server 14.
  • the save data and trophies can be synchronized even if the user uses an information processing device other than the information processing device 10.
  • the game server 16 manages the game community and provides services that allow users to enjoy the game.
  • the game server 16 has a function of collecting event data (described later) from the information processing devices 10 of multiple users and analyzing playing trends.
  • FIG. 2 shows the hardware configuration of the information processing device 10.
  • the information processing device 10 is configured to include a main power button 20, a power ON LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, a wired communication module 40, a subsystem 50, and a main system 60.
  • the main system 60 comprises a main CPU (Central Processing Unit), a memory and memory controller serving as the main storage device, a GPU (Graphics Processing Unit), etc.
  • the GPU is primarily used for the calculation and processing of game programs.
  • the main CPU has the function of starting up the system software and executing the game program installed in the auxiliary storage device 2 in the environment provided by the system software.
  • the subsystem 50 comprises a sub CPU, a memory and memory controller serving as the main storage device, etc., but does not comprise a GPU.
  • the sub-CPU While the main CPU has the function of executing game programs installed in the auxiliary storage device 2, the sub-CPU does not have such a function. However, the sub-CPU has the function of accessing the auxiliary storage device 2 and the function of sending and receiving data with the server system 12.
  • the sub-CPU is configured with only these limited processing functions, and therefore can operate with less power consumption compared to the main CPU. These functions of the sub-CPU are executed when the main CPU is in standby mode.
  • the main power button 20 is an input unit through which the user inputs operations, is provided on the front of the housing of the information processing device 10, and is operated to turn on or off the power supply to the main system 60 of the information processing device 10.
  • the power ON LED 21 lights up when the main power button 20 is turned on, and the standby LED 22 lights up when the main power button 20 is turned off.
  • the system controller 24 detects when the main power button 20 is pressed by the user.
  • the clock 26 is a real-time clock that generates current date and time information and supplies it to the system controller 24, the subsystem 50, and the main system 60.
  • the device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that transfers information between devices like a south bridge. As shown in the figure, devices such as the system controller 24, media drive 32, USB module 34, flash memory 36, wireless communication module 38, wired communication module 40, subsystem 50, and main system 60 are connected to the device controller 30.
  • the device controller 30 absorbs differences in the electrical characteristics and data transfer speeds of each device and controls the timing of data transfer.
  • the media drive 32 is a drive device that operates by mounting a ROM medium 44 on which application software such as games and license information are recorded, and reads programs, data, and the like from the ROM medium 44.
  • the ROM medium 44 is a read-only recording medium such as an optical disk, magneto-optical disk, or Blu-ray disk.
  • the USB module 34 is a module that connects to an external device via a USB cable.
  • the USB module 34 may also be connected to the auxiliary storage device 2 and the camera 7 via USB cables.
  • the flash memory 36 is an auxiliary storage device that constitutes the internal storage.
  • the wireless communication module 38 wirelessly communicates with the input device 6 using a communication protocol such as the Bluetooth (registered trademark) protocol or the IEEE802.11 protocol.
  • the wired communication module 40 communicates with an external device via a wired connection and connects to the network 3 via the AP 8.
  • FIG. 3 shows functional blocks of the information processing device 10.
  • the information processing device 10 comprises a processing unit 100, a communication unit 102, and a recording device 140, and executes game software installed in the auxiliary storage device 2.
  • the processing unit 100 comprises a reception unit 110, a game execution unit 112, a game image generation unit 114, an output processing unit 116, a recording processing unit 118, an information acquisition unit 120, a situation determination unit 122, a summary information generation unit 124, a transmission processing unit 126, and a notification unit 128.
  • the recording device 140 may be constituted by a part of the storage area of the auxiliary storage device 2, and has a play video recording unit 142 and an event data recording unit 144.
  • the information processing device 10 includes a computer, which executes a program to realize the various functions shown in FIG. 3.
  • the computer includes hardware such as a memory into which the program is loaded, one or more processors that execute the loaded program, an auxiliary storage device, and other LSIs.
  • the processor is composed of multiple electronic circuits including semiconductor integrated circuits and LSIs, and the multiple electronic circuits may be mounted on a single chip or on multiple chips.
  • the functional blocks shown in FIG. 3 are realized by cooperation between hardware and software, and therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various forms using only hardware, only software, or a combination thereof.
  • the communication unit 102 receives information (operation information) of the user operating the input device 6 to play the game, and provides it to the reception unit 110.
  • the reception unit 110 receives game operation information from the user, it provides it to the game execution unit 112.
  • the communication unit 102 also communicates with the management server 14 and/or the game server 16 to send and receive various information or data.
  • the communication unit 102 may have the functions of both the wireless communication module 38 and the wired communication module 40.
  • the game execution unit 112 executes game software based on the user's operation information.
  • the game software includes at least a game program, image data, and sound data. While the user is playing a game, the reception unit 110 receives the user's operation information, and the game execution unit 112 performs calculation processing to move a player character in a virtual space based on the user's operation information.
  • the game image generation unit 114 includes a GPU, and receives the results of the calculation processing in the virtual space, and generates a game image from a viewpoint position (virtual camera) in the virtual space. In addition, the game sound generation unit (not shown) generates game sound at the viewpoint position in the virtual space.
  • the output processing unit 116 outputs the game images and game sounds from the output device 4.
  • FIG. 4 shows an example of a game image displayed on the output device 4.
  • the user is playing a game titled "Battleship 2.”
  • the recording processing unit 118 has a buffer that records the game images and game sounds generated by the output processing unit 116 in real time.
  • the buffer may be a ring buffer that records game images and sounds within a predetermined upper limit time range, and the recording processing unit 118 sequentially records game images and sounds for the most recent upper limit time in the ring buffer.
  • the ring buffer may be configured to be able to record game images and sounds for the most recent hour.
  • trophies such as gold trophies, silver trophies, and bronze trophies, may be provided. Granting trophies serves to increase the user's motivation to play the game, and users can compete with other users to see who can win the most trophies.
  • the game program outputs trophy information, including information identifying the unlocked trophy (trophy ID), when the conditions for unlocking the trophy are met.
  • the information acquisition unit 120 upon receiving the trophy information, generates trophy data by adding to the trophy information a user identifier (user account) identifying the user, a game identifier (game ID) identifying the game and time information (timestamp) indicating the time at which the trophy was acquired, and provides it to the transmission processing unit 130.
  • the game program may output trophy information, including the game ID and/or timestamp, to the information acquisition unit 120.
  • the transmission processing unit 130 transmits in real time the trophy data provided by the information acquisition unit 120 to the management server 14 via the communication unit 102.
  • the management server 14 manages the acquisition status of the trophies, making it possible to synchronize the acquisition status of the trophies even if the user uses an information processing device other than the information processing device 10.
  • the recording processing unit 118 automatically saves the gameplay video before and after the acquisition of the trophy in the gameplay video recording unit 142. Specifically, the recording processing unit 118 extracts from the ring buffer the gameplay video of the range starting from a first time (for example, 10 seconds) before the acquisition of the trophy and ending at a second time (for example, 5 seconds) after the acquisition of the trophy, and records it in the gameplay video recording unit 142 together with time information indicating the time when the trophy was acquired.
  • the recording processing unit 118 may also record information identifying that activity (activity ID) in the gameplay video recording unit 142. In this way, in the gameplay video recording unit 142, meta information such as time information indicating the time when the trophy was acquired and the activity ID are recorded together with the gameplay video when the trophy was acquired.
  • the game program of the embodiment outputs event information including information identifying the event that has occurred (event ID).
  • the information acquisition unit 120 acquires the event information and provides the acquired event information to the game server 16, which enables the game server 16 to statistically analyze trends in game play by multiple users. For this reason, it is preferable that various events are coded into the game program.
  • a game includes multiple activities, each of which has a start condition and an end condition.
  • the end condition may be a condition for completing the activity.
  • An activity is a unit of play that is made up of stages, quests, subquests, missions, tournaments, sessions, etc. that are incorporated into the game, and each activity has a play condition set for completion based on the user's operation.
  • a series of game progress from when the start condition of an activity is met to when the end condition is met constitutes one activity.
  • the start condition is set to enter the enemy boss' castle, and the end condition is set to defeat the enemy boss.
  • Activities are set appropriately by the game creator, and one quest that appears in the game progress may constitute one activity, and one subquest carried out within one quest may constitute one activity.
  • the game program When an activity is started, the game program outputs event information including information identifying the start event of the activity (event ID) to the information acquisition unit 120. When an activity is ended, the game program outputs event information including information identifying the end event of the activity (event ID) to the information acquisition unit 120.
  • the event information may include information identifying the activity (activity ID), and may also include information indicating the result of the activity (for example, success or failure). The event ID is set to be different for each activity.
  • the information acquisition unit 120 When the information acquisition unit 120 acquires the event information, it generates event data by adding a user identifier (user account) that identifies the user, a game identifier (game ID) that identifies the game, and time information (timestamp) that indicates the time when the event occurred to the event information, and provides the event data to the transmission processing unit 130.
  • the game program may output the event information including the game ID and/or the timestamp to the information acquisition unit 120.
  • the transmission processing unit 130 transmits the event data provided by the information acquisition unit 120 to the game server 16 in real time via the communication unit 102.
  • the information acquisition unit 120 may record the event data in the event data recording unit 144.
  • the recording processing unit 118 automatically saves the gameplay video before and after the end of the activity in the gameplay video recording unit 142. Specifically, the recording processing unit 118 extracts from the ring buffer a range of gameplay video starting from a third time (e.g., 15 seconds) before the end of the activity and ending at a fourth time (e.g., 5 seconds) after the end of the activity, and records this in the gameplay video recording unit 142 together with time information indicating the time when the activity ended and the activity ID. In this way, the gameplay video recording unit 142 records meta information such as time information indicating the time when the activity ended and the activity ID along with the gameplay video when the activity ended.
  • a third time e.g. 15 seconds
  • a fourth time e.g., 5 seconds
  • the information processing device 10 has a function that supports a user in smoothly returning to a game when resuming play of the game that was temporarily interrupted.
  • the following describes a process for supporting a user in returning to the game title "Battleship 2" shown in FIG. 4.
  • FIG. 5 is a flowchart for implementing the play support function in an embodiment.
  • the situation determination unit 122 determines whether or not the user is in a specified situation with respect to gameplay of the game "Battleship 2" (S10).
  • the "specified situation” may be a situation in which it is predicted that the user is highly likely to have forgotten what they played up until the previous time. In order for the user to smoothly resume gameplay, it is necessary for them to remember what they played up until the previous time. Therefore, when the current situation regarding the user's gameplay is such that it is highly likely that the user has forgotten what they played in the past (Y in S10), the situation determination unit 122 may decide to implement the play support function.
  • the situation determination unit 122 may perform this determination process when "Battleship 2" is launched. For example, the situation determination unit 122 may determine that it is highly likely that the user has forgotten what he or she played in the past when a predetermined period of time (e.g., 30 days) or more has passed since the last launch date. The situation determination unit 122 may also determine that it is highly likely that the user has forgotten what he or she played in the past when the user played a completely different game for a predetermined period of time (e.g., 12 hours) or more immediately before launching "Battleship 2". The situation determination unit 122 may also determine that it is highly likely that the user has forgotten what he or she played in the past when the user uninstalls "Battleship 2", reinstalls it, and then launches "Battleship 2".
  • a predetermined period of time e.g. 30 days
  • the situation determination unit 122 may also determine that it is highly likely that the user has forgotten what he or she played in the past when the user played
  • the notification unit 128 may generate a message for play support, and the output processing unit 116 may superimpose the message on the game screen.
  • FIG. 6 shows an example of a notification area 190 superimposed on the game screen.
  • the notification area 190 includes a play support message generated by the notification unit 128.
  • a play support message generated by the notification unit 128.
  • "Welcome back. would you like to review your play so far?" is displayed, and when the user inputs predetermined operation information using the input device 6, summary information showing an overview of past game play is presented to the user, as described below.
  • the message may be displayed on a display device other than the output device 4, for example, a mobile terminal device such as the user's smartphone.
  • the situation determination unit 122 may determine whether or not to implement the play assistance function based on the user's behavior after "Battleship 2" is launched. For example, the situation determination unit 122 may determine that the user is likely to have forgotten what he or she has played in the past if the user does not start an activity for a predetermined time (e.g., five minutes) or more after "Battleship 2" is launched. The situation determination unit 122 may determine that the user is likely to have forgotten what he or she has played in the past if the user fails an activity multiple times in succession after "Battleship 2" is launched, or the play time of an activity is too long. The situation determination unit 122 may also determine that the user is likely to have forgotten what he or she has played in the past if the user immediately ends "Battleship 2" or the time of no operation exceeds a predetermined time (e.g., three minutes).
  • a predetermined time e.g., three minutes
  • the situation determination unit 122 determines whether or not the user is in a predetermined situation with respect to game play when or after the game is started. If the user is not in a predetermined situation with respect to game play (N in S10), play assistance processing is not performed for the user. On the other hand, if the user is in a predetermined situation with respect to game play (Y in S10), play assistance processing is performed for the user. As described above, the output processing unit 116 may display the notification area 190 including a play assistance message, and the play assistance processing may be performed after the user responds to the message.
  • the summary information generating unit 124 generates summary information that indicates an overview of the user's past gameplay (S12).
  • the summary information generating unit 124 refers to the event data recorded in the event data recording unit 144 to identify the activity performed before the gameplay was interrupted (i.e., up to the previous gameplay).
  • the summary information generating unit 124 also refers to the gameplay video recorded in the gameplay video recording unit 142 to identify the gameplay video recorded for the activity performed before the gameplay was interrupted.
  • the summary information generating unit 124 may identify the gameplay video by referring to an activity ID linked to the gameplay video.
  • the summary information generating unit 124 may receive event data from the game server 16. As described above, the transmission processing unit 126 transmits the event data to the game server 16 in real time. Therefore, if the event data is not recorded in the information processing device 10, the game server 16 transmits event data acquired during previous play of "Battleship 2" to the information processing device 10, and the summary information generating unit 124 can refer to the event data to identify the activity the user performed before interrupting gameplay.
  • the summary information generating unit 124 arranges in chronological order the multiple play units (activities) played before the game play was interrupted, and generates summary information that enables viewing of related gameplay videos.
  • the output processing unit 116 displays the summary information on the output device 4 (S14).
  • Figure 7 shows an example of a summary screen including summary information presented to the user.
  • this summary screen multiple activities performed by the user before interrupting play are arranged in chronological order in the form of an arrow GUI, allowing the user to recall the flow of past gameplay.
  • gameplay video 200a when a trophy is obtained gameplay videos 200b and 200c when the end conditions of an activity are achieved, and gameplay video 200d saved by the user are arranged on the timeline, making it easier to evoke the user's memories.
  • This overview screen lists the activities the user performed before they stopped playing in chronological order, allowing the user to see at a glance the progress of the story at that time.
  • gameplay videos are also displayed for viewing, allowing users to recall past gameplay content and quickly resume playing "Battleship 2.”
  • the summary information generating unit 124 may generate the summary information by connecting gameplay videos that were recorded before the gameplay was interrupted.
  • the summary information generating unit 124 refers to the event data recorded in the event data recording unit 144 to identify the activity that was performed before the gameplay was interrupted.
  • the summary information generating unit 124 When gameplay is interrupted in the middle of a main story (main quest), the summary information generating unit 124 connects gameplay videos recorded during play of activities that follow the main story to generate a summary video of, for example, a few seconds to a few tens of seconds.
  • the summary information generating unit 124 connects gameplay videos showing the events leading up to the subquest and gameplay videos of other subquests that have a dependency on the subquest to generate a summary video of a few seconds to a few tens of seconds. In this way, it is preferable for the summary information generating unit 124 to generate a summary video that corresponds to the story at the time of interruption in order to effectively remind the player of the content of the previous play.
  • the play support process is performed by the information processing device 10, but it may also be performed by the game server 16.
  • the game server 16 may have the functions of the information processing device 10, and the game server 16, as an information processing device, presents information showing an overview of past game play to support the user's game play.
  • This disclosure can be used in technology that assists users in playing games.
  • Game system 10: Information processing device, 12: Server system, 14: Management server, 16: Game server, 100: Processing unit, 102: Communication unit, 110: Reception unit, 112: Game execution unit, 114: Game image generation unit, 116: Output processing unit, 118: Recording processing unit, 120: Information acquisition unit, 122: Situation determination unit, 124: Summary information generation unit, 126: Transmission processing unit, 128: Notification unit, 140: Recording device, 142: Play video recording unit, 144: Event data recording unit.

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  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
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Abstract

In the present invention, a situation assessment unit 122 assesses whether a user is in a prescribed situation in relation to game play. An overview-information generation unit 124 generates overview information representing an overview of the user's past game play in a case where the determination is that the user is in the prescribed situation. An output processing unit 116 displays the overview information on an output device.

Description

情報処理装置および情報表示方法Information processing device and information display method

 本開示は、ゲームプレイに関する情報をユーザに提示する技術に関する。 This disclosure relates to technology that presents information about gameplay to users.

 ユーザがゲームを久しぶりにプレイするとき、どのようにプレイすればよいか思い出せないことがある。またユーザがゲームをプレイするとき、その直前まで別のゲームを長時間プレイしていると、うまく頭を切り替えることができずに、しばらくの間、ゲームを開始できないようなこともある。 When a user plays a game for the first time in a long time, they may not be able to remember how to play. Also, when a user plays a game, if they have been playing another game for a long time immediately before, they may not be able to switch their mind properly and may not be able to start the game for a while.

 以前は楽しめていたはずのゲームをうまくプレイできないことにストレスを感じ、それがきっかけで、そのゲームを一切プレイしなくなるユーザが少なからず存在する。このようなゲームからの離脱を回避するために、ユーザがスムーズにゲームをプレイできる仕組みを構築することが望まれている。 There are quite a few users who become stressed when they are no longer able to play games that they previously enjoyed, and as a result, stop playing those games altogether. In order to prevent users from abandoning games in this way, it is desirable to create a system that allows users to play games smoothly.

 本開示のある態様の情報処理装置は、ハードウェアを有する1つ以上のプロセッサを備え、1つ以上のプロセッサは、ユーザがゲームプレイに関して所定の状況にあるか否かを判定し、ユーザが所定の状況にあることが判定される場合に、ユーザの過去のゲームプレイの概要を示す概要情報を生成し、概要情報を表示する。 An information processing device according to one aspect of the present disclosure includes one or more processors having hardware, and the one or more processors determine whether or not a user is in a predetermined situation with respect to gameplay, and if it is determined that the user is in the predetermined situation, generates summary information that shows an overview of the user's past gameplay, and displays the summary information.

 本開示の別の態様の情報表示方法は、情報処理装置においてゲームプレイに関する情報を表示する方法であって、ユーザがゲームプレイに関して所定の状況にあるか否かを判定し、ユーザが所定の状況にあることが判定される場合に、ユーザの過去のゲームプレイの概要を示す概要情報を生成し、概要情報を表示する。 Another aspect of the information display method of the present disclosure is a method for displaying information related to gameplay in an information processing device, which determines whether or not a user is in a predetermined situation with respect to gameplay, and if it is determined that the user is in the predetermined situation, generates summary information that shows an overview of the user's past gameplay, and displays the summary information.

 なお、以上の構成要素の任意の組合せ、本開示の表現を方法、装置、システム、記録媒体、コンピュータプログラムなどの間で変換したものもまた、本開示の態様として有効である。 In addition, any combination of the above components, and conversions of the expressions of this disclosure between methods, devices, systems, recording media, computer programs, etc., are also valid aspects of this disclosure.

実施形態にかかるゲームシステムを示す図である。FIG. 1 is a diagram showing a game system according to an embodiment. 情報処理装置のハードウェア構成を示す図である。FIG. 2 is a diagram illustrating a hardware configuration of an information processing device. 情報処理装置の機能ブロックを示す図である。FIG. 2 is a diagram illustrating functional blocks of the information processing device. ゲーム画面の例を示す図である。FIG. 13 is a diagram showing an example of a game screen. 実施形態におけるプレイ支援機能を実施するフローチャートである。11 is a flowchart for implementing a play support function in an embodiment. 通知領域の例を示す図である。FIG. 13 is a diagram illustrating an example of a notification area. 概要画面の例を示す図である。FIG. 13 is a diagram showing an example of a summary screen.

 図1は、本開示の実施形態にかかるゲームシステム1を示す。実施形態のゲームシステム1は、ユーザが操作する情報処理装置10と、サーバシステム12とを備える。ゲームシステム1は、たとえばユーザが久しぶりにゲームをプレイする際に、過去のゲームプレイに関する情報をユーザに提示することで、ユーザがスムーズにゲームプレイを再開できる環境を実現する。 FIG. 1 shows a game system 1 according to an embodiment of the present disclosure. The game system 1 of the embodiment includes an information processing device 10 operated by a user, and a server system 12. For example, when a user plays a game for the first time in a long time, the game system 1 presents the user with information about past gameplay, thereby realizing an environment in which the user can smoothly resume gameplay.

 アクセスポイント(以下、「AP」とよぶ)8は、無線アクセスポイントおよびルータの機能を有し、情報処理装置10は、無線または有線経由でAP8に接続して、インターネットなどのネットワーク3上のサーバシステム12と通信可能に接続する。サーバシステム12は、管理サーバ14およびゲームサーバ16を備える。なお管理サーバ14およびゲームサーバ16は、一体のサーバ装置として構成されてもよい。図1には、1人のユーザおよび1台の情報処理装置10が示されているが、ゲームシステム1では、複数のユーザが操作する複数台の情報処理装置10が、管理サーバ14およびゲームサーバ16とネットワーク3を介して接続している。 The access point (hereinafter referred to as "AP") 8 has the functions of a wireless access point and a router, and the information processing device 10 connects to the AP 8 wirelessly or via a wired connection to be communicatively connected to a server system 12 on a network 3 such as the Internet. The server system 12 includes a management server 14 and a game server 16. Note that the management server 14 and the game server 16 may be configured as an integrated server device. While FIG. 1 shows one user and one information processing device 10, in the game system 1, multiple information processing devices 10 operated by multiple users are connected to the management server 14 and game server 16 via the network 3.

 情報処理装置10は、ユーザが操作する入力装置6と無線または有線で接続し、入力装置6はユーザが操作した情報を情報処理装置10に出力する。情報処理装置10は入力装置6から操作情報を受け付けるとシステムソフトウェアやゲームソフトウェアの処理に反映し、出力装置4から処理結果を出力させる。ゲームシステム1において情報処理装置10はゲームを実行するゲーム装置(ゲームコンソール)であり、入力装置6はゲームコントローラなど情報処理装置10に対してユーザの操作情報を供給する機器である。なお入力装置6は、キーボードやマウスなどの入力インタフェースであってもよい。 The information processing device 10 is connected wirelessly or via a wire to an input device 6 operated by a user, and the input device 6 outputs information operated by the user to the information processing device 10. When the information processing device 10 receives operation information from the input device 6, it reflects the information in the processing of the system software and game software, and causes the output device 4 to output the processing results. In the game system 1, the information processing device 10 is a game device (game console) that executes a game, and the input device 6 is a device such as a game controller that supplies user operation information to the information processing device 10. The input device 6 may also be an input interface such as a keyboard or mouse.

 補助記憶装置2は、HDD(ハードディスクドライブ)やSSD(ソリッドステートドライブ)などの大容量記録装置であり、内蔵型記録装置であってよく、またUSB(Universal Serial Bus)などによって情報処理装置10と接続する外部記録装置であってもよい。出力装置4は画像を出力するディスプレイおよび音を出力するスピーカを有するテレビであってよい。出力装置4は、情報処理装置10に有線ケーブルで接続されてよく、また無線接続されてもよい。 The auxiliary storage device 2 is a large-capacity recording device such as an HDD (hard disk drive) or SSD (solid state drive), and may be an internal recording device, or may be an external recording device connected to the information processing device 10 via a USB (Universal Serial Bus) or the like. The output device 4 may be a television having a display for outputting images and a speaker for outputting sound. The output device 4 may be connected to the information processing device 10 via a wired cable, or may be connected wirelessly.

 撮像装置であるカメラ7は出力装置4の近傍に設けられ、出力装置4周辺の空間を撮像する。図1ではカメラ7が出力装置4の上部に取り付けられている例を示しているが、出力装置4の側部または下部に配置されてもよく、いずれにしても出力装置4の前方に位置するユーザを撮像できる位置に配置される。カメラ7はステレオカメラであってもよい。 Camera 7, which is an imaging device, is provided near output device 4 and captures an image of the space around output device 4. While FIG. 1 shows an example in which camera 7 is attached to the top of output device 4, it may be disposed on the side or bottom of output device 4, and in either case, it is disposed in a position where it can capture an image of a user positioned in front of output device 4. Camera 7 may be a stereo camera.

 管理サーバ14は、ゲームシステム1のユーザに対してネットワークサービスを提供する。管理サーバ14は、ユーザを識別するユーザアカウントを管理しており、ユーザは、ユーザアカウントを用いて、管理サーバ14が提供するネットワークサービスにサインインする。ユーザは情報処理装置10からネットワークサービスにサインインすることで、管理サーバ14に、ゲームのセーブデータや、ゲームプレイ中に獲得した仮想的な褒賞であるトロフィを登録できる。管理サーバ14にセーブデータやトロフィが登録されることで、ユーザが情報処理装置10とは別の情報処理装置を使用しても、セーブデータやトロフィを同期できるようになる。 The management server 14 provides network services to users of the game system 1. The management server 14 manages user accounts that identify users, and the users sign in to the network services provided by the management server 14 using their user accounts. By signing in to the network services from the information processing device 10, the users can register game save data and trophies, which are virtual rewards acquired during game play, in the management server 14. By registering the save data and trophies in the management server 14, the save data and trophies can be synchronized even if the user uses an information processing device other than the information processing device 10.

 ゲームサーバ16は、ゲームのコミュニティなどを管理して、ユーザがゲームを楽しむためのサービスを提供する。ゲームサーバ16は、複数のユーザの情報処理装置10から、後述するイベントデータを収集して、プレイの動向を解析する機能を備える。 The game server 16 manages the game community and provides services that allow users to enjoy the game. The game server 16 has a function of collecting event data (described later) from the information processing devices 10 of multiple users and analyzing playing trends.

 図2は、情報処理装置10のハードウェア構成を示す。情報処理装置10は、メイン電源ボタン20、電源ON用LED21、スタンバイ用LED22、システムコントローラ24、クロック26、デバイスコントローラ30、メディアドライブ32、USBモジュール34、フラッシュメモリ36、無線通信モジュール38、有線通信モジュール40、サブシステム50およびメインシステム60を有して構成される。 FIG. 2 shows the hardware configuration of the information processing device 10. The information processing device 10 is configured to include a main power button 20, a power ON LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, a wired communication module 40, a subsystem 50, and a main system 60.

 メインシステム60は、メインCPU(Central Processing Unit)、主記憶装置であるメモリおよびメモリコントローラ、GPU(Graphics Processing Unit)などを備える。GPUはゲームプログラムの演算処理に主として利用される。メインCPUはシステムソフトウェアを起動し、システムソフトウェアが提供する環境下において、補助記憶装置2にインストールされたゲームプログラムを実行する機能をもつ。サブシステム50は、サブCPU、主記憶装置であるメモリおよびメモリコントローラなどを備え、GPUを備えない。 The main system 60 comprises a main CPU (Central Processing Unit), a memory and memory controller serving as the main storage device, a GPU (Graphics Processing Unit), etc. The GPU is primarily used for the calculation and processing of game programs. The main CPU has the function of starting up the system software and executing the game program installed in the auxiliary storage device 2 in the environment provided by the system software. The subsystem 50 comprises a sub CPU, a memory and memory controller serving as the main storage device, etc., but does not comprise a GPU.

 メインCPUは補助記憶装置2にインストールされているゲームプログラムを実行する機能をもつ一方で、サブCPUはそのような機能をもたない。しかしながらサブCPUは補助記憶装置2にアクセスする機能や、サーバシステム12との間でデータを送受信する機能を有している。サブCPUは、このような制限された処理機能のみを有して構成されており、したがってメインCPUと比較して小さい消費電力で動作できる。これらのサブCPUの機能は、メインCPUがスタンバイ状態にある際に実行される。 While the main CPU has the function of executing game programs installed in the auxiliary storage device 2, the sub-CPU does not have such a function. However, the sub-CPU has the function of accessing the auxiliary storage device 2 and the function of sending and receiving data with the server system 12. The sub-CPU is configured with only these limited processing functions, and therefore can operate with less power consumption compared to the main CPU. These functions of the sub-CPU are executed when the main CPU is in standby mode.

 メイン電源ボタン20は、ユーザからの操作入力が行われる入力部であって、情報処理装置10の筐体の前面に設けられ、情報処理装置10のメインシステム60への電源供給をオンまたはオフするために操作される。電源ON用LED21は、メイン電源ボタン20がオンされたときに点灯し、スタンバイ用LED22は、メイン電源ボタン20がオフされたときに点灯する。システムコントローラ24は、ユーザによるメイン電源ボタン20の押下を検出する。 The main power button 20 is an input unit through which the user inputs operations, is provided on the front of the housing of the information processing device 10, and is operated to turn on or off the power supply to the main system 60 of the information processing device 10. The power ON LED 21 lights up when the main power button 20 is turned on, and the standby LED 22 lights up when the main power button 20 is turned off. The system controller 24 detects when the main power button 20 is pressed by the user.

 クロック26はリアルタイムクロックであって、現在の日時情報を生成し、システムコントローラ24やサブシステム50およびメインシステム60に供給する。 The clock 26 is a real-time clock that generates current date and time information and supplies it to the system controller 24, the subsystem 50, and the main system 60.

 デバイスコントローラ30は、サウスブリッジのようにデバイス間の情報の受け渡しを実行するLSI(Large-Scale Integrated Circuit)として構成される。図示のように、デバイスコントローラ30には、システムコントローラ24、メディアドライブ32、USBモジュール34、フラッシュメモリ36、無線通信モジュール38、有線通信モジュール40、サブシステム50およびメインシステム60などのデバイスが接続される。デバイスコントローラ30は、それぞれのデバイスの電気特性の違いやデータ転送速度の差を吸収し、データ転送のタイミングを制御する。 The device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that transfers information between devices like a south bridge. As shown in the figure, devices such as the system controller 24, media drive 32, USB module 34, flash memory 36, wireless communication module 38, wired communication module 40, subsystem 50, and main system 60 are connected to the device controller 30. The device controller 30 absorbs differences in the electrical characteristics and data transfer speeds of each device and controls the timing of data transfer.

 メディアドライブ32は、ゲームなどのアプリケーションソフトウェア、およびライセンス情報を記録したROM媒体44を装着して駆動し、ROM媒体44からプログラムやデータなどを読み出すドライブ装置である。ROM媒体44は、光ディスクや光磁気ディスク、ブルーレイディスクなどの読出専用の記録メディアである。 The media drive 32 is a drive device that operates by mounting a ROM medium 44 on which application software such as games and license information are recorded, and reads programs, data, and the like from the ROM medium 44. The ROM medium 44 is a read-only recording medium such as an optical disk, magneto-optical disk, or Blu-ray disk.

 USBモジュール34は、外部機器とUSBケーブルで接続するモジュールである。USBモジュール34は補助記憶装置2およびカメラ7とUSBケーブルで接続してもよい。フラッシュメモリ36は、内部ストレージを構成する補助記憶装置である。無線通信モジュール38は、Bluetooth(登録商標)プロトコルやIEEE802.11プロトコルなどの通信プロトコルで、入力装置6と無線通信する。有線通信モジュール40は、外部機器と有線通信し、AP8を介してネットワーク3に接続する。 The USB module 34 is a module that connects to an external device via a USB cable. The USB module 34 may also be connected to the auxiliary storage device 2 and the camera 7 via USB cables. The flash memory 36 is an auxiliary storage device that constitutes the internal storage. The wireless communication module 38 wirelessly communicates with the input device 6 using a communication protocol such as the Bluetooth (registered trademark) protocol or the IEEE802.11 protocol. The wired communication module 40 communicates with an external device via a wired connection and connects to the network 3 via the AP 8.

 図3は、情報処理装置10の機能ブロックを示す。情報処理装置10は、処理部100、通信部102および記録装置140を備え、補助記憶装置2にインストールされたゲームソフトウェアを実行する。処理部100は、受付部110、ゲーム実行部112、ゲーム画像生成部114、出力処理部116、記録処理部118、情報取得部120、状況判定部122、概要情報生成部124、送信処理部126および通知部128を備える。記録装置140は、補助記憶装置2の記憶領域の一部により構成されてよく、プレイ動画記録部142およびイベントデータ記録部144を有する。 FIG. 3 shows functional blocks of the information processing device 10. The information processing device 10 comprises a processing unit 100, a communication unit 102, and a recording device 140, and executes game software installed in the auxiliary storage device 2. The processing unit 100 comprises a reception unit 110, a game execution unit 112, a game image generation unit 114, an output processing unit 116, a recording processing unit 118, an information acquisition unit 120, a situation determination unit 122, a summary information generation unit 124, a transmission processing unit 126, and a notification unit 128. The recording device 140 may be constituted by a part of the storage area of the auxiliary storage device 2, and has a play video recording unit 142 and an event data recording unit 144.

 情報処理装置10はコンピュータを備え、コンピュータがプログラムを実行することによって、図3に示す様々な機能が実現される。コンピュータは、プログラムをロードするメモリ、ロードされたプログラムを実行する1つ以上のプロセッサ、補助記憶装置、その他のLSIなどをハードウェアとして備える。プロセッサは、半導体集積回路やLSIを含む複数の電子回路により構成され、複数の電子回路は、1つのチップ上に搭載されてよく、または複数のチップ上に搭載されてもよい。図3に示す機能ブロックは、ハードウェアとソフトウェアとの連携によって実現され、したがって、これらの機能ブロックがハードウェアのみ、ソフトウェアのみ、またはそれらの組合せによっていろいろな形で実現できることは、当業者には理解されるところである。 The information processing device 10 includes a computer, which executes a program to realize the various functions shown in FIG. 3. The computer includes hardware such as a memory into which the program is loaded, one or more processors that execute the loaded program, an auxiliary storage device, and other LSIs. The processor is composed of multiple electronic circuits including semiconductor integrated circuits and LSIs, and the multiple electronic circuits may be mounted on a single chip or on multiple chips. The functional blocks shown in FIG. 3 are realized by cooperation between hardware and software, and therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various forms using only hardware, only software, or a combination thereof.

 通信部102は、ユーザがゲームプレイのために入力装置6を操作した情報(操作情報)を受信し、受付部110に提供する。受付部110は、ユーザからゲームの操作情報を受け付けると、ゲーム実行部112に提供する。また通信部102は、管理サーバ14および/またはゲームサーバ16と通信して、様々な情報ないしはデータを送受信する。通信部102は無線通信モジュール38および有線通信モジュール40の機能を併せ持ってよい。 The communication unit 102 receives information (operation information) of the user operating the input device 6 to play the game, and provides it to the reception unit 110. When the reception unit 110 receives game operation information from the user, it provides it to the game execution unit 112. The communication unit 102 also communicates with the management server 14 and/or the game server 16 to send and receive various information or data. The communication unit 102 may have the functions of both the wireless communication module 38 and the wired communication module 40.

 ゲーム実行部112は、ユーザの操作情報にもとづいてゲームソフトウェアを実行する。ゲームソフトウェアは、少なくともゲームプログラム、画像データおよび音データを含む。ユーザによるゲームプレイ中、受付部110はユーザの操作情報を受け付け、ゲーム実行部112は、ユーザの操作情報をもとに、仮想空間内でプレイヤキャラクタを動かす演算処理を行う。ゲーム画像生成部114はGPUを含み、仮想空間における演算処理結果を受けて、仮想空間内の視点位置(仮想カメラ)からのゲーム画像を生成する。またゲーム音生成部(図示せず)は、仮想空間内の視点位置におけるゲーム音を生成する。出力処理部116は、ゲーム画像およびゲーム音を出力装置4から出力する。 The game execution unit 112 executes game software based on the user's operation information. The game software includes at least a game program, image data, and sound data. While the user is playing a game, the reception unit 110 receives the user's operation information, and the game execution unit 112 performs calculation processing to move a player character in a virtual space based on the user's operation information. The game image generation unit 114 includes a GPU, and receives the results of the calculation processing in the virtual space, and generates a game image from a viewpoint position (virtual camera) in the virtual space. In addition, the game sound generation unit (not shown) generates game sound at the viewpoint position in the virtual space. The output processing unit 116 outputs the game images and game sounds from the output device 4.

 図4は、出力装置4に表示されるゲーム画像の例を示す。この例でユーザは、「バトルシップ2」というタイトルのゲームをプレイしている。 FIG. 4 shows an example of a game image displayed on the output device 4. In this example, the user is playing a game titled "Battleship 2."

 記録処理部118は、出力処理部116で生成されたゲーム画像およびゲーム音をリアルタイムで記録するバッファを有する。バッファは所定の上限時間の範囲内でゲーム画音を記録するリングバッファであってよく、記録処理部118は、直近の上限時間分のゲーム画音をリングバッファに逐次記録する。たとえばリングバッファは、直近の1時間分のゲーム画音を記録できるように構成されてよい。 The recording processing unit 118 has a buffer that records the game images and game sounds generated by the output processing unit 116 in real time. The buffer may be a ring buffer that records game images and sounds within a predetermined upper limit time range, and the recording processing unit 118 sequentially records game images and sounds for the most recent upper limit time in the ring buffer. For example, the ring buffer may be configured to be able to record game images and sounds for the most recent hour.

 実施形態のゲームプログラムは、ユーザのプレイが、仮想的な褒賞であるトロフィのアンロック条件を達成すると、当該アンロック条件に紐付けられているトロフィをユーザに付与する。トロフィは難易度に応じて、ゴールドトロフィ、シルバートロフィ、ブロンズトロフィなどの種類が用意されてよい。トロフィの付与は、ユーザのゲームプレイへのモチベーションを高める役割をもち、ユーザは、他のユーザとの間で、獲得したトロフィの数を競うことができる。 In the game program of the embodiment, when a user's play achieves a condition for unlocking a trophy, which is a virtual reward, the user is granted a trophy linked to that unlock condition. Depending on the difficulty level, various types of trophies, such as gold trophies, silver trophies, and bronze trophies, may be provided. Granting trophies serves to increase the user's motivation to play the game, and users can compete with other users to see who can win the most trophies.

 ゲームプログラムは、トロフィのアンロック条件が達成されると、アンロックされたトロフィを識別する情報(トロフィID)を含むトロフィ情報を出力する。情報取得部120は、トロフィ情報を取得すると、そのトロフィ情報に、ユーザを識別するユーザ識別子(ユーザアカウント)、ゲームを識別するゲーム識別子(ゲームID)およびトロフィを獲得した時間を示す時間情報(タイムスタンプ)を付加したトロフィデータを生成して、送信処理部130に提供する。ゲームプログラムは、ゲームIDおよび/またはタイムスタンプを含むトロフィ情報を情報取得部120に出力してもよい。送信処理部130は、情報取得部120から提供されるトロフィデータを、通信部102を介して管理サーバ14にリアルタイムで送信する。管理サーバ14がトロフィの獲得状況を管理することで、ユーザが情報処理装置10とは別の情報処理装置を使用しても、トロフィの獲得状況を同期できるようになる。 The game program outputs trophy information, including information identifying the unlocked trophy (trophy ID), when the conditions for unlocking the trophy are met. The information acquisition unit 120, upon receiving the trophy information, generates trophy data by adding to the trophy information a user identifier (user account) identifying the user, a game identifier (game ID) identifying the game and time information (timestamp) indicating the time at which the trophy was acquired, and provides it to the transmission processing unit 130. The game program may output trophy information, including the game ID and/or timestamp, to the information acquisition unit 120. The transmission processing unit 130 transmits in real time the trophy data provided by the information acquisition unit 120 to the management server 14 via the communication unit 102. The management server 14 manages the acquisition status of the trophies, making it possible to synchronize the acquisition status of the trophies even if the user uses an information processing device other than the information processing device 10.

 情報取得部120がトロフィ情報を取得すると、記録処理部118が、トロフィ獲得時の前後のプレイ動画を自動的にプレイ動画記録部142に保存する。具体的に記録処理部118は、トロフィ獲得時より第1の時間(たとえば10秒)前を起点とし、トロフィ獲得時から第2の時間(たとえば5秒)後を終点とする範囲のプレイ動画をリングバッファから抽出して、トロフィを獲得した時間を示す時間情報とともに、プレイ動画記録部142に記録する。なお、ゲームのプレイ単位であるアクティビティの実施中にトロフィが獲得された場合には、記録処理部118は、そのアクティビティを識別する情報(アクティビティID)も一緒に、プレイ動画記録部142に記録してよい。以上のようにして、プレイ動画記録部142には、トロフィを獲得したときのプレイ動画とともに、トロフィを獲得した時間を示す時間情報や、アクティビティIDなどのメタ情報が記録される。 When the information acquisition unit 120 acquires the trophy information, the recording processing unit 118 automatically saves the gameplay video before and after the acquisition of the trophy in the gameplay video recording unit 142. Specifically, the recording processing unit 118 extracts from the ring buffer the gameplay video of the range starting from a first time (for example, 10 seconds) before the acquisition of the trophy and ending at a second time (for example, 5 seconds) after the acquisition of the trophy, and records it in the gameplay video recording unit 142 together with time information indicating the time when the trophy was acquired. In addition, if the trophy is acquired during the execution of an activity, which is a play unit of the game, the recording processing unit 118 may also record information identifying that activity (activity ID) in the gameplay video recording unit 142. In this way, in the gameplay video recording unit 142, meta information such as time information indicating the time when the trophy was acquired and the activity ID are recorded together with the gameplay video when the trophy was acquired.

 また実施形態のゲームプログラムは、ゲーム内でイベントが発生すると、発生したイベントを識別する情報(イベントID)を含むイベント情報を出力する。情報取得部120はイベント情報を取得し、取得したイベント情報をゲームサーバ16に提供することで、ゲームサーバ16は、複数のユーザによるゲームプレイの動向を統計的に解析できるようになる。そのためゲームプログラムには、様々なイベントがコーディングされていることが好ましい。 In addition, when an event occurs within the game, the game program of the embodiment outputs event information including information identifying the event that has occurred (event ID). The information acquisition unit 120 acquires the event information and provides the acquired event information to the game server 16, which enables the game server 16 to statistically analyze trends in game play by multiple users. For this reason, it is preferable that various events are coded into the game program.

 ゲームには、開始条件および終了条件が設定されている複数のアクティビティが含まれる。終了条件は、アクティビティの達成条件であってよい。アクティビティは、ゲームに組み込まれているステージや、クエスト、サブクエスト、ミッション、トーナメント、セッション等から構成されるプレイ単位であり、各アクティビティには、ユーザの操作にもとづいて達成するためのプレイ条件が設定されている。実施形態では、アクティビティの開始条件が成立してから終了条件が成立するまでの一連のゲーム進行が、1つのアクティビティを構成する。たとえば開始条件は、敵ボスの城に入る、終了条件は、敵ボスを倒す、のように設定される。アクティビティはゲーム製作者により適宜設定され、ゲーム進行上に登場する1つのクエストが、1つのアクティビティを構成してよく、1つのクエスト内で実施される1つのサブクエストが、1つのアクティビティを構成してよい。 A game includes multiple activities, each of which has a start condition and an end condition. The end condition may be a condition for completing the activity. An activity is a unit of play that is made up of stages, quests, subquests, missions, tournaments, sessions, etc. that are incorporated into the game, and each activity has a play condition set for completion based on the user's operation. In an embodiment, a series of game progress from when the start condition of an activity is met to when the end condition is met constitutes one activity. For example, the start condition is set to enter the enemy boss' castle, and the end condition is set to defeat the enemy boss. Activities are set appropriately by the game creator, and one quest that appears in the game progress may constitute one activity, and one subquest carried out within one quest may constitute one activity.

 ゲームプログラムは、あるアクティビティを開始すると、そのアクティビティの開始イベントを識別する情報(イベントID)を含むイベント情報を情報取得部120に出力する。またゲームプログラムは、あるアクティビティを終了すると、そのアクティビティの終了イベントを識別する情報(イベントID)を含むイベント情報を情報取得部120に出力する。イベント情報は、イベントIDに加えて、アクティビティを識別する情報(アクティビティID)を含んでもよく、またアクティビティの実施結果を示す情報(たとえば成功または失敗)を含んでもよい。イベントIDは、アクティビティごとに異なるように設定される。 When an activity is started, the game program outputs event information including information identifying the start event of the activity (event ID) to the information acquisition unit 120. When an activity is ended, the game program outputs event information including information identifying the end event of the activity (event ID) to the information acquisition unit 120. In addition to the event ID, the event information may include information identifying the activity (activity ID), and may also include information indicating the result of the activity (for example, success or failure). The event ID is set to be different for each activity.

 情報取得部120は、イベント情報を取得すると、そのイベント情報に、ユーザを識別するユーザ識別子(ユーザアカウント)、ゲームを識別するゲーム識別子(ゲームID)およびイベントが発生した時間を示す時間情報(タイムスタンプ)を付加したイベントデータを生成して、送信処理部130に提供する。ゲームプログラムは、ゲームIDおよび/またはタイムスタンプを含むイベント情報を情報取得部120に出力してもよい。送信処理部130は、情報取得部120から提供されるイベントデータを、通信部102を介してゲームサーバ16にリアルタイムで送信する。実施形態において情報取得部120は、イベントデータをイベントデータ記録部144に記録してよい。 When the information acquisition unit 120 acquires the event information, it generates event data by adding a user identifier (user account) that identifies the user, a game identifier (game ID) that identifies the game, and time information (timestamp) that indicates the time when the event occurred to the event information, and provides the event data to the transmission processing unit 130. The game program may output the event information including the game ID and/or the timestamp to the information acquisition unit 120. The transmission processing unit 130 transmits the event data provided by the information acquisition unit 120 to the game server 16 in real time via the communication unit 102. In an embodiment, the information acquisition unit 120 may record the event data in the event data recording unit 144.

 情報取得部120が、アクティビティ終了を示すイベント情報を取得すると、記録処理部118が、アクティビティ終了時の前後のプレイ動画を自動的にプレイ動画記録部142に保存する。具体的に記録処理部118は、アクティビティ終了時より第3の時間(たとえば15秒)前を起点とし、アクティビティ終了時から第4の時間(たとえば5秒)後を終点とする範囲のプレイ動画をリングバッファから抽出して、アクティビティが終了した時間を示す時間情報と、アクティビティIDとともに、プレイ動画記録部142に記録する。以上のようにして、プレイ動画記録部142には、アクティビティを終了したときのプレイ動画とともに、アクティビティが終了した時間を示す時間情報や、アクティビティIDなどのメタ情報が記録される。 When the information acquisition unit 120 acquires event information indicating the end of an activity, the recording processing unit 118 automatically saves the gameplay video before and after the end of the activity in the gameplay video recording unit 142. Specifically, the recording processing unit 118 extracts from the ring buffer a range of gameplay video starting from a third time (e.g., 15 seconds) before the end of the activity and ending at a fourth time (e.g., 5 seconds) after the end of the activity, and records this in the gameplay video recording unit 142 together with time information indicating the time when the activity ended and the activity ID. In this way, the gameplay video recording unit 142 records meta information such as time information indicating the time when the activity ended and the activity ID along with the gameplay video when the activity ended.

 実施形態の情報処理装置10は、ユーザが一時的に中断していたゲームのプレイを再開するときに、スムーズにゲームに復帰できるように支援する機能を備える。以下においては、図4に示すタイトル「バトルシップ2」へのゲーム復帰を支援する処理について説明する。 The information processing device 10 according to the embodiment has a function that supports a user in smoothly returning to a game when resuming play of the game that was temporarily interrupted. The following describes a process for supporting a user in returning to the game title "Battleship 2" shown in FIG. 4.

 図5は、実施形態におけるプレイ支援機能を実施するフローチャートである。まず状況判定部122が、タイトル「バトルシップ2」のゲームプレイに関して、ユーザが所定の状況にあるか否かを判定する(S10)。ここで「所定の状況」とは、ユーザが前回までプレイしていた内容を忘れている可能性が高いと予測される状況であってよい。ユーザがスムーズにゲームプレイを再開できるためには、前回までプレイしていた内容を覚えている必要がある。そのため、現在のユーザのゲームプレイに関する状況が、ユーザが過去にプレイしていた内容を忘れている可能性が高い状況である場合には(S10のY)、状況判定部122は、プレイ支援機能を実施することを決定してよい。 FIG. 5 is a flowchart for implementing the play support function in an embodiment. First, the situation determination unit 122 determines whether or not the user is in a specified situation with respect to gameplay of the game "Battleship 2" (S10). Here, the "specified situation" may be a situation in which it is predicted that the user is highly likely to have forgotten what they played up until the previous time. In order for the user to smoothly resume gameplay, it is necessary for them to remember what they played up until the previous time. Therefore, when the current situation regarding the user's gameplay is such that it is highly likely that the user has forgotten what they played in the past (Y in S10), the situation determination unit 122 may decide to implement the play support function.

 状況判定部122は、「バトルシップ2」が起動されたタイミングで、この判定処理を行ってよい。たとえば状況判定部122は、前回の起動日から所定期間(たとえば30日)以上が経過していた場合に、ユーザが過去のプレイ内容を忘れている可能性が高いことを判定してよい。また状況判定部122は、ユーザが「バトルシップ2」を起動する直前まで、全く別のゲームを所定時間(たとえば12時間)以上プレイしていた場合に、ユーザが過去の「バトルシップ2」のプレイ内容を忘れている可能性が高いことを判定してよい。また状況判定部122は、ユーザが「バトルシップ2」を一旦アンインストールし、再度インストールした後、「バトルシップ2」を起動した場合に、ユーザが過去のプレイ内容を忘れている可能性が高いことを判定してよい。 The situation determination unit 122 may perform this determination process when "Battleship 2" is launched. For example, the situation determination unit 122 may determine that it is highly likely that the user has forgotten what he or she played in the past when a predetermined period of time (e.g., 30 days) or more has passed since the last launch date. The situation determination unit 122 may also determine that it is highly likely that the user has forgotten what he or she played in the past when the user played a completely different game for a predetermined period of time (e.g., 12 hours) or more immediately before launching "Battleship 2". The situation determination unit 122 may also determine that it is highly likely that the user has forgotten what he or she played in the past when the user uninstalls "Battleship 2", reinstalls it, and then launches "Battleship 2".

 状況判定部122が、ユーザが過去のプレイ内容を忘れている可能性が高いことを判定すると、通知部128は、プレイ支援用のメッセージを生成して、出力処理部116が、ゲーム画面にメッセージを重畳表示してよい。 When the situation determination unit 122 determines that the user is likely to have forgotten past play content, the notification unit 128 may generate a message for play support, and the output processing unit 116 may superimpose the message on the game screen.

 図6は、ゲーム画面に重畳表示される通知領域190の例を示す。通知領域190には、通知部128が生成したプレイ支援用メッセージが含まれる。この例では「おかえりなさい。これまでのプレイをふりかえりますか?」と表示されており、ユーザが、入力装置6を用いて所定の操作情報を入力すると、後述するように、過去のゲームプレイの概要を示す概要情報がユーザに提示される。メッセージは、出力装置4とは別の表示装置、たとえばユーザのスマートフォンなどの携帯端末装置に表示されてもよい。 FIG. 6 shows an example of a notification area 190 superimposed on the game screen. The notification area 190 includes a play support message generated by the notification unit 128. In this example, "Welcome back. Would you like to review your play so far?" is displayed, and when the user inputs predetermined operation information using the input device 6, summary information showing an overview of past game play is presented to the user, as described below. The message may be displayed on a display device other than the output device 4, for example, a mobile terminal device such as the user's smartphone.

 なお状況判定部122は、「バトルシップ2」が起動された後のユーザの挙動にもとづいて、プレイ支援機能を実施するか否かの判定を行ってもよい。たとえば状況判定部122は、「バトルシップ2」の起動後、ユーザが所定時間(たとえば5分間)以上、アクティビティを開始しない場合に、ユーザが過去のプレイ内容を忘れている可能性が高いことを判定してよい。また状況判定部122は、「バトルシップ2」の起動後、ユーザがアクティビティを複数回連続して失敗したり、アクティビティのプレイ時間が長すぎる場合に、ユーザが過去のプレイ内容を忘れている可能性が高いことを判定してよい。またユーザがすぐに「バトルシップ2」を終了したり、無操作時間が所定時間(たとえば3分間)を超えた場合にも、状況判定部122は、ユーザが過去のプレイ内容を忘れている可能性が高いことを判定してよい。 The situation determination unit 122 may determine whether or not to implement the play assistance function based on the user's behavior after "Battleship 2" is launched. For example, the situation determination unit 122 may determine that the user is likely to have forgotten what he or she has played in the past if the user does not start an activity for a predetermined time (e.g., five minutes) or more after "Battleship 2" is launched. The situation determination unit 122 may determine that the user is likely to have forgotten what he or she has played in the past if the user fails an activity multiple times in succession after "Battleship 2" is launched, or the play time of an activity is too long. The situation determination unit 122 may also determine that the user is likely to have forgotten what he or she has played in the past if the user immediately ends "Battleship 2" or the time of no operation exceeds a predetermined time (e.g., three minutes).

 以上のように状況判定部122は、ゲーム起動時またはゲーム起動後に、ユーザがゲームプレイに関して所定の状況にあるか否かを判定する。ここでユーザがゲームプレイに関して所定の状況になければ(S10のN)、ユーザへのプレイ支援処理は実施されない。一方、ユーザがゲームプレイに関して所定の状況にあれば(S10のY)、ユーザへのプレイ支援処理が実施される。上記したように、出力処理部116が、プレイ支援用メッセージを含む通知領域190を表示し、ユーザが当該メッセージに応答した後に、プレイ支援処理が実施されてもよい。 As described above, the situation determination unit 122 determines whether or not the user is in a predetermined situation with respect to game play when or after the game is started. If the user is not in a predetermined situation with respect to game play (N in S10), play assistance processing is not performed for the user. On the other hand, if the user is in a predetermined situation with respect to game play (Y in S10), play assistance processing is performed for the user. As described above, the output processing unit 116 may display the notification area 190 including a play assistance message, and the play assistance processing may be performed after the user responds to the message.

 プレイ支援処理において、概要情報生成部124は、ユーザの過去のゲームプレイの概要を示す概要情報を生成する(S12)。概要情報生成部124は、イベントデータ記録部144に記録されたイベントデータを参照して、ゲームプレイを中断する前(つまり前回のゲームプレイまで)に実施したアクティビティを特定する。また概要情報生成部124は、プレイ動画記録部142に記録されたプレイ動画を参照して、ゲームプレイを中断する前に実施したアクティビティに関して記録されているプレイ動画を特定する。概要情報生成部124は、プレイ動画に紐付けられているアクティビティIDを参照して、プレイ動画を特定してよい。 In the gameplay support process, the summary information generating unit 124 generates summary information that indicates an overview of the user's past gameplay (S12). The summary information generating unit 124 refers to the event data recorded in the event data recording unit 144 to identify the activity performed before the gameplay was interrupted (i.e., up to the previous gameplay). The summary information generating unit 124 also refers to the gameplay video recorded in the gameplay video recording unit 142 to identify the gameplay video recorded for the activity performed before the gameplay was interrupted. The summary information generating unit 124 may identify the gameplay video by referring to an activity ID linked to the gameplay video.

 なお概要情報生成部124は、イベントデータを、ゲームサーバ16から提供されてもよい。上記したように送信処理部126はイベントデータをリアルタイムでゲームサーバ16に送信している。したがって情報処理装置10においてイベントデータを記録していない場合には、ゲームサーバ16が、「バトルシップ2」の過去のプレイ時に取得したイベントデータを情報処理装置10に送信することで、概要情報生成部124は、イベントデータを参照して、ゲームプレイを中断する前にユーザが実施したアクティビティを特定できる。 The summary information generating unit 124 may receive event data from the game server 16. As described above, the transmission processing unit 126 transmits the event data to the game server 16 in real time. Therefore, if the event data is not recorded in the information processing device 10, the game server 16 transmits event data acquired during previous play of "Battleship 2" to the information processing device 10, and the summary information generating unit 124 can refer to the event data to identify the activity the user performed before interrupting gameplay.

 概要情報生成部124は、ゲームプレイを中断する前にプレイした複数のプレイ単位(アクティビティ)を時系列に並べ、関連するプレイ動画を閲覧可能とする概要情報を生成する。出力処理部116は、概要情報を出力装置4に表示する(S14)。 The summary information generating unit 124 arranges in chronological order the multiple play units (activities) played before the game play was interrupted, and generates summary information that enables viewing of related gameplay videos. The output processing unit 116 displays the summary information on the output device 4 (S14).

 図7は、ユーザに提示される概要情報を含む概要画面の例を示す。この概要画面において、ユーザがプレイ中断前に実施した複数のアクティビティが、矢印GUIの表現形式で時系列に並べられ、ユーザが過去のゲームプレイの流れを思い出せるようにしている。またトロフィを獲得したときのプレイ動画200aや、アクティビティの終了条件を達成したときのプレイ動画200b、200c、ユーザが自分で保存したプレイ動画200dがタイムライン上に配置されることで、ユーザの記憶を呼び起こしやすくしている。 Figure 7 shows an example of a summary screen including summary information presented to the user. On this summary screen, multiple activities performed by the user before interrupting play are arranged in chronological order in the form of an arrow GUI, allowing the user to recall the flow of past gameplay. In addition, gameplay video 200a when a trophy is obtained, gameplay videos 200b and 200c when the end conditions of an activity are achieved, and gameplay video 200d saved by the user are arranged on the timeline, making it easier to evoke the user's memories.

 ユーザがアクティビティを表現する矢印GUIのいずれかにフォーカスを当てて選択すると、画面右側に、フォーカスが当たっているアクティビティに関する詳細情報が表示される。この例ではクエスト2の矢印GUIがフォーカスされて選択されているため、画面右側にクエスト2の詳細情報が表示されている。ユーザは、各アクティビティの詳細情報を見ることで、当時のプレイ内容を思い出すことができる。 When the user focuses on and selects one of the arrow GUIs representing an activity, detailed information about the focused activity is displayed on the right side of the screen. In this example, the arrow GUI for Quest 2 is focused and selected, so detailed information about Quest 2 is displayed on the right side of the screen. By looking at the detailed information about each activity, the user can recall what they played at the time.

 この概要画面では、ユーザがプレイ中断前に実施したアクティビティが時系列に並べられるため、ユーザは、当時のストーリーの進行を一目で確認することができる。またプレイ動画も閲覧可能に配置されることで、ユーザは、過去のプレイ内容を思い出し、「バトルシップ2」のプレイを速やかに再開することができる。 This overview screen lists the activities the user performed before they stopped playing in chronological order, allowing the user to see at a glance the progress of the story at that time. In addition, gameplay videos are also displayed for viewing, allowing users to recall past gameplay content and quickly resume playing "Battleship 2."

 なお別の概要情報として、概要情報生成部124は、ゲームプレイを中断する前に録画していたプレイ動画を繋ぎ合わせて、概要情報を生成してもよい。概要情報生成部124は、イベントデータ記録部144に記録されたイベントデータを参照して、ゲームプレイを中断する前に実施したアクティビティを特定する。 As another type of summary information, the summary information generating unit 124 may generate the summary information by connecting gameplay videos that were recorded before the gameplay was interrupted. The summary information generating unit 124 refers to the event data recorded in the event data recording unit 144 to identify the activity that was performed before the gameplay was interrupted.

 ゲームプレイがメインストーリー(メインクエスト)の途中で中断されている場合、概要情報生成部124は、メインストーリーに沿ったアクティビティのプレイ中に録画されたプレイ動画を繋ぎ合わせて、たとえば数秒から数十秒の概要動画を生成する。一方、ゲームプレイがサブクエストの途中で中断されている場合、概要情報生成部124は、当該サブクエストに至るまでの経緯を示すプレイ動画や、当該サブクエストと依存関係のある別のサブクエストのプレイ動画を繋ぎ合わせて、数秒から数十秒の概要動画を生成する。このように概要情報生成部124は、直前のプレイ内容を効果的に思い出させるために、中断時のストーリーに応じた概要動画を生成することが好ましい。 When gameplay is interrupted in the middle of a main story (main quest), the summary information generating unit 124 connects gameplay videos recorded during play of activities that follow the main story to generate a summary video of, for example, a few seconds to a few tens of seconds. On the other hand, when gameplay is interrupted in the middle of a subquest, the summary information generating unit 124 connects gameplay videos showing the events leading up to the subquest and gameplay videos of other subquests that have a dependency on the subquest to generate a summary video of a few seconds to a few tens of seconds. In this way, it is preferable for the summary information generating unit 124 to generate a summary video that corresponds to the story at the time of interruption in order to effectively remind the player of the content of the previous play.

 以上、本開示を実施形態をもとに説明した。この実施形態は例示であり、それらの各構成要素や各処理プロセスの組合せにいろいろな変形例が可能なこと、またそうした変形例も本開示の範囲にあることは当業者に理解されるところである。実施形態では、プレイ支援処理を情報処理装置10が実施したが、ゲームサーバ16が実施してもよい。この場合、ゲームサーバ16は、情報処理装置10の機能を備えてよく、ゲームサーバ16が情報処理装置として、過去のゲームプレイの概要を示す情報を提示して、ユーザのゲームプレイを支援する。 The present disclosure has been described above based on an embodiment. This embodiment is an example, and those skilled in the art will understand that various modifications are possible in the combination of each of the components and each processing process, and that such modifications are also within the scope of the present disclosure. In the embodiment, the play support process is performed by the information processing device 10, but it may also be performed by the game server 16. In this case, the game server 16 may have the functions of the information processing device 10, and the game server 16, as an information processing device, presents information showing an overview of past game play to support the user's game play.

 本開示は、ユーザのゲームプレイを支援する技術に利用できる。 This disclosure can be used in technology that assists users in playing games.

1・・・ゲームシステム、10・・・情報処理装置、12・・・サーバシステム、14・・・管理サーバ、16・・・ゲームサーバ、100・・・処理部、102・・・通信部、110・・・受付部、112・・・ゲーム実行部、114・・・ゲーム画像生成部、116・・・出力処理部、118・・・記録処理部、120・・・情報取得部、122・・・状況判定部、124・・・概要情報生成部、126・・・送信処理部、128・・・通知部、140・・・記録装置、142・・・プレイ動画記録部、144・・・イベントデータ記録部。 1: Game system, 10: Information processing device, 12: Server system, 14: Management server, 16: Game server, 100: Processing unit, 102: Communication unit, 110: Reception unit, 112: Game execution unit, 114: Game image generation unit, 116: Output processing unit, 118: Recording processing unit, 120: Information acquisition unit, 122: Situation determination unit, 124: Summary information generation unit, 126: Transmission processing unit, 128: Notification unit, 140: Recording device, 142: Play video recording unit, 144: Event data recording unit.

Claims (7)

 情報処理装置であって、ハードウェアを有する1つ以上のプロセッサを備え、
 前記1つ以上のプロセッサは、
 ユーザがゲームプレイに関して所定の状況にあるか否かを判定し、
 ユーザが所定の状況にあることが判定される場合に、ユーザの過去のゲームプレイの概要を示す概要情報を生成し、
 概要情報を表示する、
 情報処理装置。
An information processing device, comprising one or more processors having hardware,
The one or more processors:
determining whether the user is in a predetermined situation with respect to game play;
generating summary information indicating a summary of the user's past game play when it is determined that the user is in a predetermined situation;
View summary information,
Information processing device.
 前記1つ以上のプロセッサは、
 ユーザがプレイしていた内容を忘れている可能性が高いか否かを判定する、
 請求項1に記載の情報処理装置。
The one or more processors:
Determine whether or not the user is likely to have forgotten what they were playing;
The information processing device according to claim 1 .
 前記1つ以上のプロセッサは、
 ゲームプレイを中断する前に録画していたプレイ動画を用いて概要情報を生成する、
 請求項1に記載の情報処理装置。
The one or more processors:
Generate summary information using gameplay video recorded before the gameplay was interrupted;
The information processing device according to claim 1 .
 前記1つ以上のプロセッサは、
 ゲームプレイを中断する前にプレイした複数のプレイ単位を時系列に並べた概要情報を生成する、
 請求項1に記載の情報処理装置。
The one or more processors:
Generate a summary of the chronological order of the play units that were played before the gameplay was interrupted;
The information processing device according to claim 1 .
 前記1つ以上のプロセッサは、
 1つのプレイ単位が選択されると、選択されたプレイ単位に関する情報を表示する、
 請求項4に記載の情報処理装置。
The one or more processors:
When a unit of play is selected, display information about the selected unit of play;
The information processing device according to claim 4.
 情報処理装置においてゲームプレイに関する情報を表示する方法であって、
 ユーザがゲームプレイに関して所定の状況にあるか否かを判定し、
 ユーザが所定の状況にあることが判定される場合に、ユーザの過去のゲームプレイの概要を示す概要情報を生成し、
 概要情報を表示する、
 情報表示方法。
1. A method for displaying information related to game play on an information processing device, comprising:
determining whether the user is in a predetermined situation with respect to game play;
generating summary information indicating a summary of the user's past game play when it is determined that the user is in a predetermined situation;
View summary information,
How information is displayed.
 コンピュータに、
 ユーザがゲームプレイに関して所定の状況にあるか否かを判定する機能と、
 ユーザが所定の状況にあることが判定される場合に、ユーザの過去のゲームプレイの概要を示す概要情報を生成する機能と、
 概要情報を表示する機能と、
 を実現させるためのプログラム。
On the computer,
A function for determining whether or not a user is in a predetermined situation regarding game play;
generating summary information indicating a summary of the user's past gameplay when it is determined that the user is in a predetermined situation;
The ability to view summary information and
A program to achieve this.
PCT/JP2023/006966 2023-02-27 2023-02-27 Information processing device and information display method Ceased WO2024180581A1 (en)

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JPH1142368A (en) * 1997-07-26 1999-02-16 Namco Ltd Game device and storage medium storing program related to the game device
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JP2022125598A (en) * 2021-02-17 2022-08-29 株式会社バンダイナムコエンターテインメント game system and program
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JP2023004503A (en) * 2021-06-26 2023-01-17 株式会社セガ Program and information processing device

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Publication number Priority date Publication date Assignee Title
JPH10201951A (en) * 1996-11-21 1998-08-04 Konami Co Ltd Command setting device in video game system, command setting method and medium with command setting program stored
JPH1142368A (en) * 1997-07-26 1999-02-16 Namco Ltd Game device and storage medium storing program related to the game device
WO2005111815A1 (en) * 2004-05-17 2005-11-24 Sega Corporation Information transmission method and information transmission system in which content is changed in the process of information transmission
JP2022125598A (en) * 2021-02-17 2022-08-29 株式会社バンダイナムコエンターテインメント game system and program
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