Program, method, and system of transmitting or receiving message
8 claims: 6 independent, 2 dependent
- 1ゲームアイコンに対応したゲームロジックを記憶し、チャットグループに属する各ユーザ端末に接続された制御部でメッセージを送受信するためのプログラムであって、 前記制御部を、 前記ユーザ端末からチャットメッセージを受信し、 前記受信したチャットメッセージが通常メッセージの場合には、前記ユーザ端末のチャットグループに属する各ユーザ端末のタイムライン画面に前記チャットメッセージを出力し、 前記受信したチャットメッセージがゲームアイコンの選択による場合には、前記ユーザ端末のチャットグループに属 し、まだエントリを行なっていない 各ユーザ端末のタイムライン画面に、前記ゲームアイコンに対応するエントリ待ち表示を出力し、 前記各ユーザ端末からのエントリを受信した場合、前記チャットグループに属する他のユーザ端末のタイムライン画面にエントリを示すチャットメッセージを出力するエントリ対応処理を実行し、 前記チャットグループの全ユーザのエントリ完了又はエントリ期限の到来についての エントリ待ちの待機終了条件を満足するまで、前記エントリ対応処理を行ない、 前記待機終了条件を満足した場合、 前記タイムライン画面に出力されたエントリを示すすべてのチャットメッセージを用いて、 前記ゲームアイコンに対応したゲームロジックに基づいてゲーム結果を決定し、前記ゲーム結果に応じたチャットメッセージを生成し、 前記生成したチャットメッセージを、前記チャットグループに属する各ユーザ端末のタイムライン画面に出力する手段として機能させることを特徴とするメッセージ通信プログラム。
- 2前記ゲームロジックに応じてランダム値を生成し、前記ランダム値に 基づいてゲーム結果を決定し、前記ゲーム結果に 応じたメッセージを特定することを特徴とする請求項1に記載のメッセージ通信プログラム。
- 3前記エントリ対応処理において、前記チャットグループに属するユーザ端末についてエントリ順番を決定し、 前記エントリ順番に応じて、前記ユーザ端末にエントリ待ちを出力することを特徴とする請求項1又は2に記載のメッセージ通信プログラム。
- 4前記ゲームアイコンに対応するゲームロジックにおいて、勝敗が決まるまで前記エントリ対応処理を繰り返すことを特徴とする請求項1~ 3 のいずれか一項に記載のメッセージ通信プログラム。
- 5前記ゲームアイコンに対応するゲームロジックにより、前記エントリを行なったユーザ端末のグループ分けを行ない、 前記グループ分けに応じたメッセージを前記各ユーザ端末に送信することを特徴とする請求項1~ 4 のいずれか一項に記載のメッセージ通信プログラム。
- 6前記グループ分けに応じて、新たなチャットグループを生成することを特徴とする請求項 5 に記載のメッセージ通信プログラム。
- 7ゲームアイコンに対応したゲームロジックを記憶し、チャットグループに属する各ユーザ端末に接続された制御部でメッセージを送受信するための方法であって、 前記制御部が、 前記ユーザ端末からチャットメッセージを受信し、 前記受信したチャットメッセージが通常メッセージの場合には、前記ユーザ端末のチャットグループに属する各ユーザ端末のタイムライン画面に前記チャットメッセージを出力し、 前記受信したチャットメッセージがゲームアイコンの選択による場合には、前記ユーザ端末のチャットグループに属 し、まだエントリを行なっていない 各ユーザ端末のタイムライン画面にエントリ待ち表示を出力し、 前記各ユーザ端末からのエントリを受信した場合、前記チャットグループに属する他のユーザ端末のタイムライン画面にエントリを示すチャットメッセージを出力するエントリ対応処理を実行し、 前記チャットグループの全ユーザのエントリ完了又はエントリ期限の到来についての エントリ待ちの待機終了条件を満足するまで、前記エントリ対応処理を行ない、 前記待機終了条件を満足した場合、 前記タイムライン画面に出力されたエントリを示すすべてのチャットメッセージを用いて、 前記ゲームアイコンに対応したゲームロジックに基づいてゲーム結果を決定し、前記ゲーム結果に応じたチャットメッセージを生成し、 前記生成したチャットメッセージを、前記チャットグループに属する各ユーザ端末のタイムライン画面に出力することを特徴とするメッセージ通信方法。
- 8ゲームアイコンに対応したゲームロジックを記憶し、チャットグループに属する各ユーザ端末に接続された制御部を備えたメッセージ通信システムであって、 前記制御部が、 前記ユーザ端末からチャットメッセージを受信し、 前記受信したチャットメッセージが通常メッセージの場合には、前記ユーザ端末のチャットグループに属する各ユーザ端末のタイムライン画面に前記チャットメッセージを出力し、 前記受信したチャットメッセージがゲームアイコンの選択による場合には、前記ユーザ端末のチャットグループに属 し、まだエントリを行なっていない 各ユーザ端末のタイムライン画面にエントリ待ち表示を出力し、 前記各ユーザ端末からのエントリを受信した場合、前記チャットグループに属する他のユーザ端末のタイムライン画面にエントリを示すチャットメッセージを出力するエントリ対応処理を実行し、 前記チャットグループの全ユーザのエントリ完了又はエントリ期限の到来についての エントリ待ちの待機終了条件を満足するまで、前記エントリ対応処理を行ない、 前記待機終了条件を満足した場合、 前記タイムライン画面に出力されたエントリを示すすべてのチャットメッセージを用いて、 前記ゲームアイコンに対応したゲームロジックに基づいてゲーム結果を決定し、前記ゲーム結果に応じたチャットメッセージを生成し、 前記生成したチャットメッセージを、前記チャットグループに属する各ユーザ端末のタイムライン画面に出力することを特徴とするメッセージ通信システム。
Independent claims8
154 paragraphs, as filed
The present invention relates to a technique for transmitting and receiving a message using an information processing terminal.
Today, a chat service is provided for real-time message communication between users using a computer terminal such as a smartphone (see, for example, Non-Patent Documents 1 and 2). In this chat service, a conversation (chat) is performed by exchanging messages with users registered in a group. In this chat service, conversations are conducted using texts and designed illustrations (stickers).
In addition, various contents (for example, games) are provided via the network. Some such contents can be shared by a plurality of people. For example, some games are social games in which a plurality of users can participate, and the users can play against each other or cooperate with each other (see, for example, Patent Document 1).
<p num="0004"><patcit num="1"><text>Japanese Unexamined Patent Publication No. 2013-94304 (Page 1, Fig. 1)</text></patcit></p>
<p num="0005"><nplcit num="1"><text>GREE, Inc., "Tellit" [online], June 28, 2013, Google play, [Search on July 1, 2013], Internet <URL: https://play.google.com/store/ apps / details? id = net.gree.android.app.messenger & hl = ja ></text></nplcit><nplcit num="2"><text>GREE, Inc., "Tellit" [online], June 19, 2013, iTunes, [Search July 1, 2013], Internet <URL: https://itunes.apple.com/app/id581075146 ></text></nplcit></p>
<p num="0006"> In conventional chat, the text entered by the user and the selected sticker are transmitted and displayed on the timeline screen of all chat participants in the order of transmission. In this case, the message intended by the user can be output, but on the other hand, it is not possible to carry out a variety of communication.</p><p num="0007"> Also, when communicating face-to-face, the gap between communication may be filled by incorporating time-killing elements and game elements. In this case as well, it was difficult to facilitate communication in a chat that only sends a fixed text or sticker.</p><p num="0008"> It is possible to use a game application with the other party to communicate, but it was difficult to do it as an extension of the chat because it was necessary to go out of the chat. The present invention has been made in view of the above-mentioned problems, and an object of the present invention is to provide a message communication program, a message communication method, and a message communication system for various communication in chat.</p>
<p num="0009"> (1) In the message communication program, the message communication method, and the message communication system that solve the above problems, the game logic corresponding to the game icon is stored, and a message is transmitted and received by the control unit connected to each user terminal belonging to the chat group. To do. Then, when the control unit receives a chat message from the user terminal and the received chat message is a normal message, the chat message is displayed on the timeline screen of each user terminal belonging to the chat group of the user terminal. If the output chat message is selected by the game icon, it belongs to the chat group of the user terminal.<u style="single">And haven't made an entry yet</u>An entry waiting display corresponding to the game icon is output on the timeline screen of each user terminal, and when an entry from each user terminal is received, the entry is displayed on the timeline screen of another user terminal belonging to the chat group. Execute the entry correspondence process that outputs the chat message shown<u style="single">Regarding the completion of entry or the arrival of the entry deadline for all users of the chat group</u>The entry handling process is performed until the entry waiting end condition is satisfied, and when the waiting end condition is satisfied, the entry handling process is performed.<u style="single">Using all chat messages indicating the entries output on the timeline screen,</u>The game result is determined based on the game logic corresponding to the game icon, a chat message corresponding to the game result is generated, and the generated chat message is output to the timeline screen of each user terminal belonging to the chat group. To do. As a result, it is possible to communicate with a variety of messages by the text input by the user or the specified icon.</p><p num="0010"> (2) In the above message communication program, a random value is set according to the game logic.<u style="single">The game result is determined based on the above game result.</u>It is preferable to identify the corresponding message. As a result, it is possible to communicate by a message having a random change.</p><p num="0012"> (<u style="single">3</u>) In the message communication program, it is preferable that the entry order is determined for the user terminals belonging to the chat group in the entry handling process, and the entry wait is output to the user terminal according to the entry order. As a result, entries can be made in order.</p><p num="0015"> (<u style="single">4</u>) In the message communication program, in the game logic corresponding to the game icon, it is preferable to repeat the entry correspondence process until the victory or defeat is determined. As a result, the game can be played through the chat message.</p><p num="0016"> (<u style="single">5</u>) In the message communication program, it is preferable that the user terminals that have made the entry are grouped by the game logic corresponding to the game icon, and the message corresponding to the grouping is transmitted to each user terminal. As a result, a plurality of users can be efficiently grouped through chat.</p><p num="0017"> (<u style="single">6</u>) In the message communication program, it is preferable to generate a new chat group according to the grouping. As a result, a new chat can be performed for each group.</p>
<p num="0018"> According to the present invention, various communications can be achieved in chat.</p>
<figref num="1">The system schematic diagram of this embodiment.</figref><figref num="2">Explanatory drawing of the processing procedure of 1st Embodiment.</figref><figref num="3">Explanatory drawing of screen example of 1st Embodiment.</figref><figref num="4">Explanatory drawing of the processing procedure of 2nd Embodiment.</figref><figref num="5">Explanatory drawing of the screen example of the 2nd Embodiment.</figref><figref num="6">Explanatory drawing of the screen example of the 2nd Embodiment.</figref><figref num="7">Explanatory drawing of the processing procedure of 3rd Embodiment.</figref><figref num="8">Explanatory drawing of the screen example of the 3rd Embodiment.</figref><figref num="9">Explanatory drawing of the screen example of the 3rd Embodiment.</figref><figref num="10">Explanatory drawing of screen example of another embodiment.</figref><figref num="11">Explanatory drawing of screen example of another embodiment.</figref><figref num="12">Explanatory drawing of screen example of another embodiment.</figref><figref num="13">Explanatory drawing of screen example of another embodiment.</figref><figref num="14">Explanatory drawing of screen example of another embodiment.</figref><figref num="15">The explanatory view of the processing procedure of 4th Embodiment.</figref><figref num="16">Explanatory drawing of screen example of 4th Embodiment.</figref><figref num="17">Explanatory drawing of screen example of 4th Embodiment.</figref><figref num="18">The explanatory view of the processing procedure of 5th Embodiment.</figref><figref num="19">The explanatory view of the screen example of the 5th Embodiment.</figref><figref num="20">The explanatory view of the screen example of the 5th Embodiment.</figref><figref num="21">The explanatory view of the processing procedure of 6th Embodiment.</figref><figref num="22">Explanatory drawing of the screen example of the sixth embodiment.</figref><figref num="23">Explanatory drawing of the screen example of the sixth embodiment.</figref><figref num="24">Explanatory drawing of the screen example of the sixth embodiment.</figref>
(First Embodiment) Hereinafter, an embodiment of the message communication system will be described with reference to FIGS. 1 to 3. In the present embodiment, in a chat service for sending and receiving messages between a plurality of users, a game icon for outputting a message (sticker) whose display form changes according to a situation is provided.
As shown in FIG. 1, in this embodiment, a user terminal 10 and a chat server 20 connected via a network such as the Internet are used. The user terminal 10 is a computer terminal (information processing terminal such as a smartphone) of a user of the chat service. When using the chat service for the first time, the user terminal 10 is used to access the chat server 20 to download and install the chat application program.
The user terminal 10 includes a control unit including a CPU, RAM, ROM, etc., a memory for storing data, and an input / output unit for various information. This control unit functions as the chat unit 11 by executing the chat application program. Further, in the present embodiment, a touch panel display is used as an input / output unit.
The chat unit 11 functions as a message processing unit, and includes a chat screen unit 111, a chat destination management unit 112, and a message storage unit 113. The chat screen unit 111 outputs a message transmitted or received in the chat service to the timeline screen displayed on the touch panel display. The chat screen unit 111 includes a transmission processing unit and a reception processing unit. The transmission processing unit displays the message input on the touch panel display as its own remark, and executes a process of transmitting the message to the chat server 20. The reception processing unit executes a process of outputting a message received from the chat server 20 as a statement of another person on the touch panel display. Each user terminal 10 and the chat server 20 are connected by a chat socket. In this chat socket, a socket that reflects and shares information updates in real time is used.
The chat destination management unit 112 records information about the chat group to which the user of the user terminal 10 belongs and the contact information designated by the user terminal 10. You can send and receive messages with the participating users and contact users of this chat group. The message storage unit 113 records messages sent and received using the chat service.
The chat server 20 is a computer system that provides and manages a chat service for the user terminal 10. The chat server 20 includes a chat management unit 21, a user management unit 22, a message storage unit 23, and a logic storage unit 24, which are composed of a CPU, RAM, ROM, and the like.
The chat management unit 21 functions as a message processing unit, and includes a message management unit 211 and a game management unit 212. The message management unit 211 receives a message from each user terminal 10 and records it in the message storage unit 23. Then, the message management unit 211 executes a process of transmitting each message to another user terminal 10 belonging to the chat group.
When the game management unit 212 detects the selection of the game icon on the user terminal 10, the game management unit 212 extracts the game logic corresponding to the game icon from the logic storage unit 24. Then, the game management unit 212 executes a process of transmitting a message according to the extracted game logic to another user terminal 10 belonging to the chat group. The game management unit 212 holds a game management table for managing the development of the game. Data related to the icon ID, chat group ID, entry deadline, user ID, entry attribute, and entry status are temporarily recorded in this game management table. Then, the game management table is deleted when the entry correspondence process corresponding to the game icon is completed.
In the icon ID data area, data regarding an identifier for identifying the selected game icon is recorded. In the chat group ID data area, data regarding an identifier for identifying the chat group to which the user who selected the game icon belongs is recorded.
In the entry deadline data area, data regarding the deadline that each user belonging to the chat group can enter is recorded. In the user ID data area, data regarding an identifier for identifying each user belonging to the chat group is recorded.
In the entry attribute data area, data regarding the conditions (for example, entry order, etc.) of each user belonging to the chat group is recorded. In the entry status data area, data regarding the entry status of each user belonging to the chat group (for example, presence / absence of entry, number of entries, entry contents, etc.) is recorded.
The user management unit 22 manages information on chat service users and chat groups. The message storage unit 23 records the message received from each user terminal 10 in association with the sender information and the chat group information.
The logic storage unit 24 stores the game logic for generating the output contents corresponding to the game icons. The logic storage unit 24 records game logic for generating output contents in association with an icon ID that identifies a game icon. In this game logic, a game development method, a sticker candidate to be output, an end condition, and the like are recorded. Further, when the entry deadline is set in the game, the entry possible period is recorded in the logic storage unit 24 in association with the icon ID.
Further, when the user terminal 10 belonging to the chat group is offline, the chat server 20 transmits a push notification to the user terminal 10. By this push notification, it is possible to prompt the user terminal 10 to start the chat application.
Next, the outline of the processing flow in the chat server 20 will be described with reference to FIG. Here, it is assumed that users A, B, and C belong to the same chat group and perform a coin toss.
First, the chat management unit 21 of the chat server 20 executes the message reception process (step S1-1). Specifically, the message management unit 211 of the chat management unit 21 receives a message from the user terminal 10. This message includes a chat group ID, user ID, text, and an icon ID that identifies the selected icon (sticker).
Next, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not the game icon is selected (step S1-2). Specifically, the message management unit 211 of the chat management unit 21 determines the type of the message received from the user terminal 10. Then, when the message management unit 211 receives the icon ID recorded in the logic storage unit 24 from the user terminal 10, it determines that the game icon is selected.
Here, when it is determined that the game icon is not selected (when "NO" in step S1-2), the chat management unit 21 of the chat server 20 executes the message registration process (step S1-3). Specifically, the message management unit 211 of the chat management unit 21 records the message received from the user terminal 10 in the message storage unit 23 in association with the chat group ID and the user ID of the sender.
Next, the chat management unit 21 of the chat server 20 executes the message display process (step S1-4). Specifically, the message management unit 211 of the chat management unit 21 displays the chat message on the timeline screen output on the touch panel display of the other user terminal 10 belonging to the chat group of the chat group ID.
Here, as shown in FIG. 3, it is assumed that the user A proposes a coin toss game. In this case, each user sends a message expressing his / her expectation (user A is a message about "front" and user B is a message about "back"). It is assumed that user C does not participate in the game and does not express his / her expectations. In this case, the screens 501, 502, and 503 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively.
Then, when the game icon is used, the icon menu M1 is output on the touch panel display of the user terminal 10. The icon menu M1 contains various icons that can be used in chat. Among them, select the game icon A1 of "coin toss".
When it is determined that the game icon is selected (when "YES" in step S1-2), the chat management unit 21 of the chat server 20 executes the random selection process (step S1-5). Specifically, the message management unit 211 of the chat management unit 21 takes over the processing to the game management unit 212. In this case, the game management unit 212 acquires the game logic associated with the icon ID of the selected game icon from the logic storage unit 24. Then, the game management unit 212 determines the sticker to be displayed based on the acquired game logic. In this case, the sticker (chat message) determined by the game management unit 212 is recorded in the message storage unit 23 in association with the sender's chat group ID and user ID.
Next, the chat management unit 21 of the chat server 20 executes the result display process (step S1-6). Specifically, the game management unit 212 of the chat management unit 21 displays the chat message recorded in the message storage unit 23 on the timeline screen of another user terminal 10 belonging to this chat group.
In the case of "coin toss", the game management unit 212 generates a random value by the game logic recorded in the logic storage unit 24, and two sticker candidates ("front" or "back") according to the random value. Randomly select in. Here, it is assumed that "table" is selected.
In this case, as shown in FIG. 3, screens 505, 506, and 507 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. On each screen 505, 506, 507, a randomly selected sticker B1 (here, a sticker indicating a "table") is output as a chat message.
According to the above embodiment, the following effects can be obtained. (1) In the above embodiment, the chat management unit 21 functions as a message processing unit, and includes a message management unit 211 and a game management unit 212. When the game management unit 212 detects the selection of the game icon on the user terminal 10, the game management unit 212 extracts the game logic corresponding to the game icon from the logic storage unit 24. Then, the game management unit 212 executes a process of transmitting a message according to the extracted game logic to another user terminal 10 belonging to the chat group. As a result, it is possible to facilitate communication by using various messages generated by the game logic. For example, it is possible to diversify communication by outputting a sticker with a game element or an unexpected message.
(2) In the above embodiment, the game management unit 212 randomly selects a sticker according to the game logic recorded in the logic storage unit 24. As a result, an contingency element is taken in, and this element can be used to play a game or provide a topic of communication.
The above embodiment may be changed as follows. -In the above embodiment, three people performed a coin toss with two sticker candidates, but the number of people and the number of sticker candidates are not limited to this.
(Second embodiment) Next, the second embodiment will be described with reference to FIGS. 4 to 6. Since the second embodiment has only the configuration in which the game logic of the first embodiment is changed, detailed description of the same parts will be omitted. Here, an outline of the entry-based processing flow will be described. Specifically, it is assumed that users A, B, and C belong to the same chat group, and users who participate in the game decide the order with dice.
As shown in FIG. 4, first, the chat management unit 21 of the chat server 20 executes the message reception process in the same manner as in step S1-1 (step S2-1). Next, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not the game icon is selected, as in step S1-2 (step S2-2).
Here, when it is determined that the game icon is not selected (when "NO" in step S2-2), the chat management unit 21 of the chat server 20 executes the message registration process in the same manner as in step S1-3 (in the case of "NO" in step S2-2). Step S2-3).
Next, the chat management unit 21 of the chat server 20 executes the message display process in the same manner as in step S1-4 (step S2-4). Then, the chat management unit 21 returns to the message reception process (step S2-1).
Here, as shown in FIG. 5, it is assumed that the user A proposes a dice game. In this case, screens 511, 512, and 513 are output to the touch panel displays of the user terminals 10 of users A to C, respectively.
Then, when using the game icon, the icon menu M1 is output on the touch panel display of the user terminal 10 of the user A, and the game icon A2 of the "dice" is selected.
When it is determined that the game icon is selected (when "YES" in step S2-2), the entry correspondence process is performed. Here, first, the chat management unit 21 of the chat server 20 executes the entry waiting process of another user (step S2-5). Specifically, the game management unit 212 of the chat management unit 21 acquires the user ID of the user belonging to the chat group having a chat from the user management unit 22. Next, when the entry possible period is recorded in the logic storage unit 24 in association with the icon ID, the game management unit 212 sets the entry deadline by adding the entry possible period to the selection time of the game icon. calculate. Next, the game management unit 212 generates and holds a game management table associated with the icon ID, chat group ID, and entry deadline. Then, the game management unit 212 waits for an entry from the user terminal 10 belonging to the chat group. If there is no limit on the entry period, the game management unit 212 leaves the entry deadline blank.
Here, as shown in FIG. 5, screens 515, 516, and 517 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. In this case, the message 518 waiting for entry is displayed on the touch panel display of the user terminal 10 of the users B and C who have not yet made an entry.
Next, the chat management unit 21 of the chat server 20 executes the entry reception process (step S2-6). Specifically, when an entry is made in the user terminal 10 of another user belonging to the chat group, the user terminal 10 sends an entry message to the chat server 20. This entry message contains information about the sender's user ID, chat group ID, and icon ID. The game management unit 212 of the chat management unit 21 of the chat server 20 that has received the entry from the user terminal 10 of another user belonging to the chat group is associated with the chat group ID and the user ID of the sender in the game management table. Record the entry status.
Next, the chat management unit 21 of the chat server 20 executes a random selection process based on the entry (step S2-7). Specifically, the game management unit 212 of the chat management unit 21 randomly selects sticker candidates based on the entry status recorded in the game management table according to the game logic recorded in the logic storage unit 24. .. Here, a random value is generated, and a sticker is selected based on this random value. In this case, in the game management table, the selected sticker is recorded in the entry status data area in association with the user ID.
Then, the chat management unit 21 of the chat server 20 executes the message display process (step S2-8). Specifically, the game management unit 212 of the chat management unit 21 registers the selected sticker candidate as a message in the message storage unit 23. Then, the game management unit 212 outputs the selected sticker to the touch panel display of each user terminal 10.
Next, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not the entries of all users have been completed (step S2-9). Specifically, the game management unit 212 of the chat management unit 21 determines in the game management table whether or not entries have been received from all users belonging to the chat group.
When it is determined that the entries of all users have not been completed (when "NO" in step S2-9), the chat management unit 21 of the chat server 20 performs the entry waiting process of another user (step S2-5). Return.
When the entry deadline is recorded in the game management table, the chat management unit 21 of the chat server 20 monitors the end of the entry period in the entry waiting process (step S2-5). Specifically, the game management unit 212 of the chat management unit 21 acquires the current time and compares it with the entry deadline of the game management table. If the current time has passed the entry deadline, it is determined that the entry period has ended. In this case, the chat management unit 21 of the chat server 20 skips the processes of steps S2-6 to S2-9.
When it is determined that the entry deadline has passed (step S2-5), or when it is determined that the entries of all users have been completed (when "YES" in step S2-9), the chat management unit 21 of the chat server 20 determines that the entry has expired. Execute the result display process (step S2-10). Specifically, the game management unit 212 of the chat management unit 21 displays the result of random selection corresponding to the entry. Then, the entry correspondence process is terminated.
Here, as shown in FIG. 6, screens 521, 522, and 523 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. In this case, the ranking is determined by the size of the dice. Then, the user terminals 10 of the users A to C start the game according to this order, as shown on the screens 525,526,527.
According to the above embodiment, in addition to the above-mentioned effects (1) and (2), the following effects can be obtained. (3) In the above embodiment, the chat management unit 21 of the chat server 20 executes an entry waiting process (step S2-5) and an entry receiving process (step S2-6) of another user. Then, the chat management unit 21 of the chat server 20 executes the random selection process based on the entry (step S2-7). As a result, it is possible to output a message including a game-like element according to the entry status of the user belonging to the chat group. For example, in chat communication, an order can be determined, and this order can be used to shift to a full-scale game or other application.
(4) In the above embodiment, when the entry deadline is recorded in the game management table, the chat management unit 21 of the chat server 20 monitors the end of the entry period in the entry waiting process (step S2-5). As a result, it is possible to recruit users who wish to participate by dividing the time.
(5) In the above embodiment, the random selection process is executed based on the entry (step S2-7), and the message display process is executed (step S2-8). As a result, each user can grasp the result according to the entry on the spot.
The above embodiment may be changed as follows. -In the above embodiment, the dice are performed by three people, but the number of people and the sticker form are not limited to this.
-In the above embodiment, the random selection process is executed based on the entry (step S2-7). Here, the sticker candidate may be changed depending on the timing of the entry. For example, when a game icon is selected, consecutive numerical values may be automatically generated, and the numerical values generated at the time of entry may be used.
-In the above embodiment, the entry deadline is set based on the game logic recorded in the logic storage unit 24. Here, the method of setting the entry deadline is not limited to this. For example, the user who proposed the game (here, user A) may be able to set a desired time as the entry deadline. In this case, when the game icon is selected, the chat management unit 21 of the chat server 20 prompts the user terminal 10 to input the entry possible period, and uses the entered entry possible period to set the entry deadline. Set.
(Third embodiment) Next, the third embodiment will be described with reference to FIGS. 7 to 9. Since the third embodiment has only the configuration in which the game logic of the first and second embodiments is changed, detailed description of the same parts will be omitted. Here, an outline of the entry-based processing flow will be described. Specifically, it is assumed that users A, B, and C belong to the same chat group and perform rock-paper-scissors.
As shown in FIG. 7, first, the chat management unit 21 of the chat server 20 executes the message reception process in the same manner as in step S1-1 (step S3-1). Next, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not the game icon is selected, as in step S1-2 (step S3-2).
Here, if it is determined that the game icon is not selected (in the case of "NO" in step S3-2), the chat management unit 21 of the chat server 20 executes the message registration process in the same manner as in step S1-3 (in the case of "NO" in step S3-2). Step S3-3).
Next, the chat management unit 21 of the chat server 20 executes the message display process in the same manner as in step S1-4 (step S3-4). Then, the chat management unit 21 returns to the message reception process (step S3-1).
Here, as shown in FIG. 8, it is assumed that user A proposes a rock-paper-scissors game. In this case, screens 531, 532, 533 are output to the touch panel displays of the user terminals 10 of users A to C, respectively.
Then, when using the game icon, the icon menu M1 is output on the touch panel display of the user terminal 10 of the user A, and the game icon A3 of "Janken" is selected.
When it is determined that the game icon is selected (when "YES" in step S3-2), the entry correspondence process is performed. Here, too, the chat management unit 21 of the chat server 20 executes the entry waiting process of another user in the same manner as in step S2-5 (step S3-5).
Here, as shown in FIG. 8, screens 535, 536, and 537 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. In this case, the message 538 waiting for entry is displayed on the touch panel display of the user terminal 10 of the users B and C who have not yet made an entry. Next, the chat management unit 21 of the chat server 20 executes the entry reception process in the same manner as in step S2-6 (step S3-6).
As shown in FIG. 9, when an entry is made in the touch panel display of the user terminal 10 of the user B, screens 541, 542, and 543 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. Here, the message 544 waiting for entry is displayed only on the touch panel display of the user terminal 10 of user C who has not made an entry yet .
Next, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not the entries of all users have been completed, as in step S2-9 (step S3-7).
When it is determined that the entries of all users have not been completed (when "NO" in step S3-7), the chat management unit 21 of the chat server 20 performs the entry waiting process of another user (step S3-5). Return.
When the entry deadline is recorded in the game management table, the chat management unit 21 of the chat server 20 monitors the end of the entry period in the entry waiting process (step S3-5) as in step S2-5. To do.
When it is determined that the entry deadline has passed (step S3-5), or when it is determined that the entries of all users have been completed (when "YES" in step S3-7), the chat management unit 21 of the chat server 20 determines that the entry deadline has passed. Perform a random selection process based on the entry (step S3-8). Specifically, the game management unit 212 of the chat management unit 21 randomly selects sticker candidates according to the entry status recorded in the game management table based on the game logic recorded in the logic storage unit 24. .. Here, a random value is generated, and a sticker is selected based on this random value.
Next, the chat management unit 21 of the chat server 20 executes the result display process in the same manner as in steps S2-10 (step S3-9). Here, as shown in FIG. 9, screens 545, 546, and 547 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. In this case, the winner is decided by rock-paper-scissors.
According to the above embodiment, in addition to the above-mentioned effects (1) to (4), the following effects can be obtained. (6) In the above embodiment, when it is determined that the entry deadline has passed (step S3-5), or when it is determined that the entries of all users have been completed (when "YES" in step S3-7), the chat server. The chat management unit 21 of 20 executes a random selection process based on the entry (step S3-8). As a result, the entry result of each user can be grasped at the same time.
The above embodiment may be changed as follows. -The entry-based processing flow of the present embodiment can be applied to other games (for example, slot machine games).
In this case, as shown in FIG. 10, in this case, screens 551, 552, 553 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. Then, on the touch panel display of the user terminal 10 of the user A, the icon menu M1 is output and the game icon A4 of the "slot" is selected.
If it is determined that the entry deadline has passed (step S3-5), or if it is determined that the entries for all users have been completed (if "YES" in step S3-7), random selection processing based on the entries (step S3). -8), execute the result display process (step S3-9). Here, based on the game logic recorded in the logic storage unit 24, a combination of a plurality of numbers is randomly generated according to the entry status recorded in the game management table. Then, screens 555, 556, and 557 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively.
In this case as well, each user can grasp the entry result at the same time. Furthermore, unlike rock-paper-scissors, various stickers can be output, so winning or losing can be decided efficiently.
-The entry-based processing flow of the present embodiment can be applied to a game (for example, a roulette game) in which one's own prediction is specified in advance. In this case, as shown in FIG. 11, screens 561, 562 and 563 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively.
Then, on the touch panel display of the user terminal 10 of the user A, the icon menu M1 is output and the game icon A5 of "roulette" is selected. In this case, in the entry waiting process (step S3-5), screens 565, 566, and 567 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. Use these screens to specify your expectations (black or red) in advance.
Further, as shown in FIG. 12, screens 571, 572, and 573 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. Use these screens to specify your own expectations (numbers) in advance. In this case, the game management unit 212 records the entry contents (here, the expected colors and numbers) input in the user terminal 10 in the entry status data area of the game management table.
Then, when it is determined that the entry deadline has passed (step S3-5), or when it is determined that the entries of all users have been completed (when "YES" in step S3-7), the chat management unit 21 of the chat server 20 Executes a random selection process (step S3-8) and a result display process (step S3-9) based on the entry. Here, the game management unit 212 of the chat management unit 21 randomly generates colors and a plurality of combinations based on the game logic recorded in the logic storage unit 24. Then, screens 575, 576, and 577 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively.
In this case as well, each user can grasp the entry result at the same time. Furthermore, you can use your own expectations to decide the outcome.
-The entry-based processing flow of the present embodiment can also be applied to a game (for example, a lottery) in which each user's wishes are collected and selected. In this case, as shown in FIG. 13, screens 581, 582, and 583 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. Then, on the touch panel display of the user terminal 10 of the user A, the icon menu M1 is output and the game icon A6 of the "arbitrary lottery" is selected.
In this case, in the entry waiting process (step S3-5), screens 585, 586, and 587 are output to the touch panel displays of the user terminals 10 of users A to C, respectively. In this case, a message 588 waiting for entry is displayed on the touch panel display of the user terminal 10 of the users A, B, and C who have not yet made an entry regarding the user's request. Here, user A who has selected the game icon A6 also enters his / her wishes.
Then, as shown in FIG. 14, each user inputs his / her wishes using the user terminal 10. Here, input is performed as a chat message. In this case, the game management unit 212 records the entry contents (Chinese a, French b, Italian c) input by the chat message in the entry status data area of the game management table. As a result, screens 591,592,593 are output to the touch panel displays of the user terminals 10 of users A to C.
Then, when it is determined that the entry deadline has passed (step S3-5), or when it is determined that the entries of all users have been completed (when "YES" in step S3-7), the chat management unit 21 of the chat server 20 Executes a random selection process (step S3-8) and a result display process (step S3-9) based on the entry. Here, the game management unit 212 of the chat management unit 21 has the entry contents (Chinese a, French b, Italian) recorded in the entry status data area of the game management table based on the game logic recorded in the logic storage unit 24. Randomly draw from c). Here, it is assumed that "Chinese food a" is won. Then, screens 595, 596, and 597 are output to the touch panel displays of the user terminals 10 of users A to C, respectively. The lottery result 598 is output on each screen. As a result, it is possible to narrow down to any candidate by using a plurality of candidates proposed by the user. For example, even when a plurality of candidates are proposed and it is difficult to narrow down, the narrowing down can be performed as if it were a game.
-The number of participants and the sticker form of the above embodiment are not limited to these.
(Fourth Embodiment) Next, the fourth embodiment will be described with reference to FIGS. 15 to 17. Since the fourth embodiment has only a configuration in which the game logic of the first and second embodiments is changed, detailed description of the same parts will be omitted. Here, an outline of the turn-based processing flow will be described. Here, it is assumed that users A and B belong to the same chat group and play a game in which entries are made in turn.
As shown in FIG. 15, first, the chat management unit 21 of the chat server 20 executes the message reception process in the same manner as in step S1-1 (step S4-1). Next, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not the game icon is selected, as in step S1-2 (step S4-2).
If it is determined that the game icon is not selected (in the case of "NO" in step S4-2), the chat management unit 21 of the chat server 20 executes the message registration process in the same manner as in step S1-3 (step S4-. 3).
Next, the chat management unit 21 of the chat server 20 executes the message display process in the same manner as in step S1-4 (step S4-4). Then, the chat management unit 21 returns to the message reception process (step S4-1).
Here, as shown in FIG. 16, it is assumed that the user A proposes a turn-based game. In this case, the screens 601, 602, and 603 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively.
Then, when using the game icon, the icon menu M1 is output on the touch panel display of the user terminal 10 of the user A, and the game icon A7 of the turn-based game "Dynamite" is selected.
When it is determined that the game icon is selected (when "YES" in step S4-2), the entry correspondence process is performed. Here, first, the chat management unit 21 of the chat server 20 executes the process of determining the entry order of the participating users (step S4-5). Specifically, the game management unit 212 of the chat management unit 21 acquires the user ID of the user belonging to the chat group having a chat from the user management unit 22. Next, the game management unit 212 generates and holds a game management table associated with the icon ID, chat group ID, and entry deadline. Then, the game management unit 212 randomly determines the entry order for the users belonging to the chat group. Then, the game management unit 212 records the determined entry order in the entry attribute data area of the game management table. In this embodiment, the order is users A, B, and C. In addition, the number of entries (initial value is "0") is recorded in the entry status data area of the game management table.
Next, the chat management unit 21 of the chat server 20 executes the entry waiting process for the next user (step S4-6). Specifically, the game management unit 212 of the chat management unit 21 identifies a user who has a small number of entries recorded in the entry contents of the game management table and has the earliest entry order. Then, the game management unit 212 outputs an entry waiting screen to the user terminal 10 of this user.
As shown in FIG. 16, when an entry is made in the user terminal 10 of the user A, screens 605, 606, and 607 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. Here, the message 608 waiting for entry is displayed on the touch panel display of the user terminal 10 of the user B of the next rank.
Next, the chat management unit 21 of the chat server 20 executes the entry reception process (step S4-7). Specifically, when the game management unit 212 of the chat management unit 21 receives an entry from the user terminal 10 waiting for an entry, the game management unit 212 adds the number of entries in the entry status data area of the game management table.
Next, the chat management unit 21 of the chat server 20 executes a random selection process based on the entry (step S4-8). Specifically, the game management unit 212 of the chat management unit 21 randomly selects sticker candidates recorded in the logic storage unit 24. Here, a random value is generated, and a sticker is selected based on this random value. Then, the game management unit 212 records the selected sticker in the game management table in association with the number of entries.
Next, the chat management unit 21 of the chat server 20 executes a randomly selected message display process (step S4-9). Specifically, the game management unit 212 of the chat management unit 21 registers the selected sticker as a message in the message storage unit 23. Then, the game management unit 212 outputs the selected sticker to the touch panel display of each user terminal 10.
Next, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not the end conditions are met (step S4-10). Specifically, the game management unit 212 of the chat management unit 21 acquires the end condition from the logic storage unit 24. Then, the game management unit 212 determines whether or not the entry contents recorded in the game management table match the end condition. Here, if the end condition is "until the victory or defeat arrives", it means that the game has not yet been reached.
If it is determined that the end conditions are not met (in the case of "NO" in step S4-10), the chat management unit 21 of the chat server 20 returns to the entry waiting process (step S4-6) of the next user.
As shown in FIG. 17, when an entry is detected in the user terminal 10 of the user B, the screens 611, 612 and 613 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. Here, the message 614 waiting for entry is displayed on the touch panel display of the user terminal 10 of the user C of the next rank.
When an entry is received from the user terminal 10 of user C (step S4-7), the game management unit 212 of the chat management unit 21 performs a random selection process based on the entry by the game logic recorded in the logic storage unit 24. Execute (step S4-8). Now assume that you have hit an "explosion" sticker as a result of generating a random value. Then, in this case, the end condition is matched.
When it is determined that the end condition is met (when "YES" in step S4-10), the result display process is executed in the same manner as in step S2-10 (step S4-11). In this case, screens 615, 616, and 617 are output to the touch panel displays of the user terminals 10 of users A to C, respectively. Then, the entry correspondence process is terminated.
According to the above embodiment, in addition to the above-mentioned effects (1) to (5), the following effects can be obtained. (7) In the above embodiment, the chat management unit 21 of the chat server 20 executes the process of determining the entry order of the participating users (step S4-5). Then, the chat management unit 21 of the chat server 20 executes the entry waiting process of the next user (step S4-6). This makes it possible to make entries in a fixed order.
The above embodiment may be changed as follows. -In the above embodiment, the chat management unit 21 of the chat server 20 executes the entry waiting process of the user in the next order (step S4-6). Here, a time limit may be set. In this case, the chat management unit 21 of the chat server 20 may perform the entry waiting process of the next user for the time limit in step S4-6. In addition, if there is no entry within the time limit, a "pass (skip entry)" or "dropout" from the game may be determined for this user. In this case, the game management unit 212 of the chat management unit 21 records the number of passes and omissions in the entry status data area of the game management table in association with the user ID.
-In the above embodiment, the random selection process is executed based on the entry (step S4-8). Here, the sticker candidate may be changed depending on the timing of entry. For example, when a game icon is selected, the sticker candidates may be changed in sequence, and the sticker candidates may be selected at the timing of entry. -The number of participants and the sticker form of the above embodiment are not limited to these.
(Fifth Embodiment) Next, the fifth embodiment will be described with reference to FIGS. 18 to 20. Since the fifth embodiment is configured only by changing the game logic of the first and second embodiments, detailed description of the same parts will be omitted. Here, the outline of the processing flow of the timed turn system will be described. Specifically, it is assumed that users A and B belong to the same chat group and play a game in which they compete depending on whether or not they can enter within a predetermined time (timer time limit).
As shown in FIG. 18, first, the chat management unit 21 of the chat server 20 executes the message reception process in the same manner as in step S1-1 (step S5-1). Next, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not the game icon is selected, as in step S1-2 (step S5-2).
Here, if it is determined that the game icon is not selected (in the case of "NO" in step S5-2), the chat management unit 21 of the chat server 20 executes the message registration process in the same manner as in step S1-3 (in the case of "NO" in step S5-2). Step S5-3).
Next, the chat management unit 21 of the chat server 20 executes the message display process in the same manner as in step S1-4 (step S5-4). Then, the chat management unit 21 returns to the message reception process (step S5-1).
Here, as shown in FIG. 19, it is assumed that the user A proposes a timer game. In this case, screens 621 and 622 are output to the touch panel displays of the user terminals 10 of the users A and B, respectively. Here, when the user terminal 10 of the user B is not logged in to the chat, the initial menu screen (screen 622) is output to the touch panel display.
Then, when using the game icon, the icon menu M1 is output on the touch panel display of the user terminal 10 of the user A, and the game icon A8 of the "timer" is selected. In this case, the game management unit 212 of the chat management unit 21 sets a timer time period shorter than the entry deadline.
When it is determined that the game icon is selected (when "YES" in step S5-2), the entry correspondence process is performed. Here, first, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not there is a user who is not logged in in the chat group (step S5-5). Specifically, the game management unit 212 of the chat management unit 21 specifies the login status of the user belonging to the chat group.
Here, when it is determined that there is an unlogged-in user in the chat group (when "YES" in step S5-5), the chat management unit 21 of the chat server 20 executes the push process (step S5-6). ). Specifically, the game management unit 212 of the chat management unit 21 sends a push notification to the user terminal 10 of the user who is not logged in.
In this case, as shown in FIG. 19, screens 625 and 626 are output to the touch panel displays of the user terminals 10 of the users A and B, respectively. Here, the push notification display 627 is output to the touch panel display of the user terminal 10 of the user B who is not logged in to the chat. The push notification display 627 includes "open" and "close" buttons. Here, when the "close" button is selected, the push notification display 627 is stopped. On the other hand, when the "Open" button is selected, you will be logged in to the chat.
If it is determined that all the users in the chat group are logged in and there are no users who have not logged in (when "NO" in step S5-5), the chat management unit 21 of the chat server 20 pushes ( Skip step S5-6).
Next, the chat management unit 21 of the chat server 20 executes the entry waiting process of another user (step S5-7). Here, the entry deadline is used separately from the timer time limit to wait.
Next, the chat management unit 21 of the chat server 20 executes the entry reception process in the same manner as in steps S2-6 (step S5-8). Here, as shown in FIG. 20, screens 631 and 632 are output to the touch panel displays of the user terminals 10 of the users A and B, respectively. Then, on the touch panel display of the user terminal 10 of the user B, the game icon A8 of the "timer" of the icon menu M1 is selected.
Next, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not the entries of all users are completed, as in step S2-9 (step S5-9). When it is determined that the entries of all users have not been completed (when "NO" in step S5-9), the chat management unit 21 of the chat server 20 performs the entry waiting process of another user (step S5-7). Return.
When it is determined that the entry deadline has passed (step S5-7), or when it is determined that the entries of all users have been completed (when "YES" in step S5-9), the chat management unit 21 of the chat server 20 determines that the entry deadline has passed. Judgment processing is executed as to whether or not there is an entry within the timer time period (step S5-10). Specifically, the game management unit 212 of the chat management unit 21 compares the entry time with the timer time limit.
When it is determined that there is an entry within the timer time limit (when "YES" in step S5-10), the chat management unit 21 of the chat server 20 executes the result display process (step S5-11). Specifically, the game management unit 212 of the chat management unit 21 outputs a message indicating that there was an entry within the timer time limit.
On the other hand, when it is determined that there is no entry within the timer time limit (when "NO" in step S5-10), the chat management unit 21 of the chat server 20 executes the timeout display process (step S5-12). Specifically, the game management unit 212 of the chat management unit 21 outputs a message indicating that the entry was not in time within the timer time limit. Then, the entry correspondence process is terminated.
Here, as shown in FIG. 20, when it is determined that there is an entry within the timer time period (when YES in step S5-10), the touch panel displays of the user terminals 10 of users A and B have screens, respectively. 635,636 is output. On each screen, a sticker 638 is displayed to indicate that the timer time has been met. On the other hand, when it is determined that there is no entry within the timer time period (when "NO" in step S5-10), the screen 637 is output to the touch panel display of the user terminal 10 of the user B. On this screen, a sticker 639 is displayed to indicate that the timer time limit was not met. In this case, the sticker 639 is also displayed on the touch panel display of the user terminal 10 of the user A instead of the sticker 638.
According to the above embodiment, in addition to the above-mentioned effects (1), (3), (4), and (6), the following effects can be obtained. (8) In the above embodiment, when it is determined that there is an unlogged-in user in the chat group (when "YES" in step S5-5), the chat management unit 21 of the chat server 20 executes the push process. (Step S5-6). This makes it possible to prompt users who are not logged in to enter.
(9) In the above embodiment, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not there is an entry within the timer time period (step S5-10). Then, the display is changed depending on whether there is an entry within the timer time limit or when there is no entry within the timer time limit (steps S5-11 and S5-12). As a result, quick communication can be achieved.
The above embodiment may be changed as follows. -In the above embodiment, the game icon A8 of the "timer" is selected. In this case, the game management unit 212 of the chat management unit 21 sets a timer time period shorter than the entry deadline. Here, the method of setting the timer time limit is not limited to this. For example, the user who proposed the game (here, user A) may be able to set a desired time as a timer time limit. In this case, when the game icon is selected, the chat management unit 21 of the chat server 20 prompts the user terminal 10 to input the timer time period and sets the input timer time period.
Further, in step S5-10, the chat management unit 21 of the chat server 20 may determine whether or not there is an entry within the timer time period based on the elapsed time after logging in. In this case, the elapsed time since the user who is not logged in logs in is counted.
(Sixth Embodiment) Next, the sixth embodiment will be described with reference to FIGS. 21 to 24. Since the sixth embodiment has only the configuration in which the game logic of the first and second embodiments is changed, detailed description of the same parts will be omitted. Here, an outline of the processing flow for grouping the users of the chat group will be described. Specifically, it is assumed that four or more users A, B, C ... belong to the same chat group and perform grouping (here, two groups).
As shown in FIG. 21, first, the chat management unit 21 of the chat server 20 executes the message reception process in the same manner as in step S1-1 (step S6-1). Next, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not the game icon is selected, as in step S1-2 (step S6-2).
Here, when it is determined that the game icon is not selected (when "NO" in step S6-2), the chat management unit 21 of the chat server 20 executes the message registration process in the same manner as in step S1-3 (in the case of "NO" in step S6-2). Step S6-3).
Next, the chat management unit 21 of the chat server 20 executes the message display process in the same manner as in step S1-4 (step S6-4). Then, the chat management unit 21 returns to the message reception process (step S6-1).
Here, as shown in FIG. 22, it is assumed that the user A proposes a grouping game. In this case, screens 641, 642, 643 are output to the touch panel displays of the user terminals 10 of some users A, B, and C of the chat group, respectively.
Then, when using the game icon, the icon menu M1 is output on the touch panel display of the user terminal 10 of the user A, and the game icon A9 of "grouping" is selected.
When it is determined that the game icon is selected (when "YES" in step S6-2), the entry correspondence process is performed. Here, first, the chat management unit 21 of the chat server 20 executes the entry waiting process of another user in the same manner as in step S2-5 (step S6-5).
As shown in FIG. 22, screens 645, 646 and 647 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. Here, the standby message 648 is output to the touch panel display of the user terminal 10 of another user who has not entered. This wait message 648 includes the time remaining until the entry deadline and buttons for selecting "participate" or "non-participate" in the grouping.
Next, the chat management unit 21 of the chat server 20 executes the entry reception process in the same manner as in step S2-6 (step S6-6). Specifically, the game management unit 212 of the chat management unit 21 records "participation" and "non-participation" in the game management table in association with the user ID.
Next, the chat management unit 21 of the chat server 20 executes a determination process as to whether or not the entries of all users are completed, as in step S2-9 (step S6-7). When it is determined that the entries of all users have not been completed (when "NO" in step S6-7), the chat management unit 21 of the chat server 20 performs the entry waiting process of another user (step S6-5). Return.
Here, as shown in FIG. 23, when "participation" is selected in the user terminal 10 of the user B, the screens 651, 652, 653 are output to the touch panel displays of the users A to C, respectively. Also in this case, the standby message 654 is output to the touch panel display of the user terminal 10 of the other user (here, user C) who has not entered.
When it is determined that the entry deadline has passed (step S6-5), or when it is determined that the entries of all users have been completed (when "YES" in step S6-7), the chat management unit 21 of the chat server 20 determines that the entry deadline has passed. Execute the judgment process as to whether or not the group can be generated (step S6-8). Specifically, the game management unit 212 of the chat management unit 21 acquires the number of game logic groups recorded in the logic storage unit 24. Then, the game management unit 212 compares the number of users (number of entries) in which "participation" is recorded in the game management table with the number of groups. Here, in the game logic, when the number of entries is twice or more the number of groups, it is determined that the group can be generated.
When it is determined that the group cannot be generated due to insufficient number of entries (when "NO" in step S6-8), the chat management unit 21 of the chat server 20 executes error message processing (step S6-9). Specifically, the game management unit 212 of the chat management unit 21 outputs a message indicating that the group could not be generated to each user terminal 10 belonging to the chat group. Then, the process returns to the process of step S6-1.
On the other hand, when it is determined that the group can be generated due to the satisfaction of the number of entries (when "YES" in step S6-8), the chat management unit 21 of the chat server 20 executes the grouping process (step S6-10). .. Specifically, the game management unit 212 of the chat management unit 21 identifies the user ID in which "participation" is recorded by using the game management table. Then, the game management unit 212 divides each user ID into groups according to the number of groups. For example, a random value can be assigned to each user ID, and grouping can be performed in the order of the magnitude of the random value.
Next, the chat management unit 21 of the chat server 20 executes the message display process (step S6-11). Specifically, the game management unit 212 of the chat management unit 21 outputs a message indicating the result of grouping to each user terminal 10. Then, the entry correspondence process is terminated.
Here, as shown in FIG. 23, screens 655,656,657 are output to the touch panel displays of the user terminals 10 of the users A to C, respectively. A message 658 indicating the result of grouping is displayed on each screen.
Next, the chat management unit 21 of the chat server 20 executes a new group chat process (step S6-12). Specifically, the game management unit 212 of the chat management unit 21 creates a new chat group (subgroup) using the user ID belonging to each group and registers it in the user management unit 22.
In this case, as shown in FIG. 24, screens 661 and 662 are output to the touch panel displays of the user terminals 10 of the users A and B, respectively. It should be noted that the messages of the subgroup users A and B cannot be read from the user terminals 10 of the users C and E.
Next, the chat management unit 21 of the chat server 20 executes the message display process (step S6-13). Specifically, the game management unit 212 of the chat management unit 21 outputs a chat screen (timeline screen) in the subgroup for each group.
In this case, as shown in FIG. 24, screens 665 and 666 are output to the touch panel displays of the user terminals 10 of the users A and B, respectively. Here, messages are exchanged between users A and B.
According to the above embodiment, in addition to the above-mentioned effects (1) to (4) and (6), the following effects can be obtained. (10) In the above embodiment, when it is determined that the entry deadline has passed (step S6-5), or when it is determined that the entries of all users have been completed (when "YES" in step S6-7), the chat server. The chat management unit 21 of 20 executes a determination process as to whether or not a group can be generated (step S6-8). When it is determined that the group cannot be generated due to insufficient number of entries (when "NO" in step S6-8), the chat management unit 21 of the chat server 20 executes error message processing (step S6-9). This allows the original chat to continue if grouping is not possible.
(11) In the above embodiment, when it is determined that the group can be generated by satisfying the number of entries (when "YES" in step S6-8), the chat management unit 21 of the chat server 20 executes the grouping process. (Step S6-10). As a result, it is possible to efficiently group groups using chat.
(12) In the above embodiment, the chat management unit 21 of the chat server 20 executes a new group chat process (step S6-12). As a result, each group can communicate with each other separately from other groups.
The above embodiment may be changed as follows. -In the above embodiment, the chat management unit 21 of the chat server 20 executes a new group chat process (step S6-12). The results of grouping are not limited to the creation of new chat groups. This group may be handed over to another game application so that group battles can be performed. -In the above embodiment, two groups are divided, but the number of groups is not limited to this.
10 ... user terminal, 11 ... chat section, 111 ... chat screen section, 112 ... chat destination management section, 113 ... message storage section, 20 ... chat server, 21 ... Chat management department, 211 ... Message management department, 212 ... Game management department, 22 ... User management department, 23 ... Message storage department, 24 ... Logic storage department.
24 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11 Sheet 12 Sheet 13 Sheet 14 Sheet 15 Sheet 16 Sheet 17 Sheet 18 Sheet 19 Sheet 20 Sheet 21 Sheet 22 Sheet 23 Sheet 24
Every citation, both waysCites: the store holds 5 of 6
| Document | Relation | Office |
|---|---|---|
| JP2014004134A | Cites | Japan |
| JP2014217486A | Cites | Japan |
| JP2005211605A | Cites | Japan |
| JP2011015715A | Cites | Japan |
| JP2012093836A | Cites | Japan |
| Ring it! -- 無料通話・チャット: 動くスタンプが使える多機能メッセンジャー。さらにビデオ通話も。無料。,AppBank,2012年 7月27日,URL,http://www.appbank.net/2012/07/27/iphone-application/447779.php | Non-patent | – |
| コミュニケーションアプリ「comm」、トーク画面でゲームが楽しめる「トークゲーム」を本日より提供開始~大富豪、麻雀、ポーカーでコミュニケーションがさらに楽しく~,プレスリリース,株式会社ディー・エヌ・エー,2013年 5月29日,URL,http://dena.com/jp/press/2013/05/29/1/ | Non-patent | – |
| いつでもどこでも便利な無料通話・チャットアプリ『Ring it!』,PR TIMES,2012年 7月20日,URL,http://prtimes.jp/main/html/rd/p/000000087.000002943.html | Non-patent | – |
| レビューが荒れ気味の『大富豪/麻雀/ポーカーがトーク画面で楽しめるcomm(コム)』で遊んでみた,APPREVIEW,2013年 6月 3日,URL,http://app-review.jp/android/133270 | Non-patent | – |
16 members in 2 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2013157971 | Japan | A | |
| JP20130157971 | – | – | – |
Members16
| Document | Office | Kind | |
|---|---|---|---|
| US2015038235A1 | United States of America | A1 | |
| JP2015027369A | Japan | A | |
| JP5809207B2This record | Japan | B2 | |
| US10391388B2 | United States of America | B2 | |
| US2019329131A1 | United States of America | A1 | |
| US2019329132A1 | United States of America | A1 | |
| US10610771B2 | United States of America | B2 | |
| US10625149B2 | United States of America | B2 | |
| US2020188785A1 | United States of America | A1 | |
| US10881950B2 | United States of America | B2 | |
| US2021077902A1 | United States of America | A1 | |
| US11103781B2 | United States of America | B2 | |
| US2021308572A1 | United States of America | A1 | |
| US11691078B2 | United States of America | B2 | |
| US2023293993A1 | United States of America | A1 | |
| US12128303B2 | United States of America | B2 |
16 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Cancellation because of no payment of annual feesLAPS | LAPS | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
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| Certificate of patent or registration of utility modelJAPANESE INTERMEDIATE CODE: R150R150 | R150 | |
| First payment of annual fees (during grant procedure)JAPANESE INTERMEDIATE CODE: A61A61 | A61 | |
| Written decision to grant a patent or to grant a registration (utility model)JAPANESE INTERMEDIATE CODE: A01A01 | A01 | |
| Decision of grant or rejection writtenTRDD | TRDD | |
| Request for written amendment filedJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 | |
| Request for written amendment filedJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 | |
| Written request for application examinationJAPANESE INTERMEDIATE CODE: A621A621 | A621 |
Numbers
- Publication
- 5809207
- Publication, DOCDB
- 5809207
- Publication, EPODOC
- JP5809207B
- Application
- 157971
- Application, DOCDB
- 2013157971
- Application, EPODOC
- JP20130157971
Titles2
- Japanese
- メッセージ通信プログラム、メッセージ通信方法及びメッセージ通信システム
- English
- Message communication program, message communication method and message communication system
Classification
- CPC, 6
- H04L51/046
- A63F13/50
- A63F13/87
- A63F13/795
- A63F13/88
- A63F2300/572
- IPC, 2
- A63F13 87
- A63F13 30
