ASSESSMENT INFORMATION GATHERING SYSTEM
20180065036 ยท 2018-03-08
Assignee
Inventors
Cpc classification
H04N21/44008
ELECTRICITY
A63F2300/6027
HUMAN NECESSITIES
A63F2300/57
HUMAN NECESSITIES
H04N21/4335
ELECTRICITY
A63F13/798
HUMAN NECESSITIES
H04N21/8456
ELECTRICITY
A63F2300/535
HUMAN NECESSITIES
H04N21/4263
ELECTRICITY
A63F13/67
HUMAN NECESSITIES
International classification
H04N21/845
ELECTRICITY
A63F13/798
HUMAN NECESSITIES
H04N21/4335
ELECTRICITY
A63F13/67
HUMAN NECESSITIES
H04N21/426
ELECTRICITY
Abstract
An assessment information gathering system provides an assessment on content of a game with an operation in real-time when a player or a tester finds that the content of the game is Good or Bad during the playing of the game. Assessment information and operator guidance information input by the player is transmitted to a server. Game progressing processing, such as a virtual combat between a player character and an enemy character or the occurrence of an event, is executed in the server in accordance with a prescribed program based on the operator guidance information. Results of the game progressing processing are transmitted to the player. A game image obtained by perspective transformation of a virtual 3-dimensional space on a virtual screen is displayed on a display screen based on the results.
Claims
1. An assessment information viewing system, comprising: a game device including an input device; a server connectable to the game device via a communication network; and a client terminal including a display that is configured to display assessment information on an assessment of a content of a network game, the network game being progressed in accordance with an operation of a player to the input device, wherein the game device includes an interface that accepts the assessment information in accordance with the operation of the player to the input device during the progression of the network game, and a communication interface that transmits the assessment information accepted by the interface and content information on the content to the server, and the client terminal includes the display that displays the assessment information and the content information transmitted by the game device.
2. The assessment information viewing system according to claim 1, wherein the server includes a memory that stores the assessment information and the content information transmitted by the game device in correlation.
3. The assessment information viewing system according to claim 1, further comprising: a web server connectable to the server via the communication network, wherein the web server transmits the assessment information and the content information, transmitted from the server, to the client terminal in synchronization with a reception of the assessment information and the content information in the server.
4. A non-transitory computer-readable recording medium including a program which is executed by a game device included in an assessment information viewing system, wherein the assessment information viewing system includes: the game device including an input device; a server connectable to the game device via a communication network; and a client terminal including a display that is configured to display assessment information on an assessment of a content of a network game, the network game being progressed in accordance with an input of a player to the input device, and the program causes the game device to execute operations including: accepting the assessment information in accordance with the input of the player to the input device during the progression of the network game; and transmitting the assessment information and content information on the content to the server.
5. An assessment information viewing method executed in a client terminal that includes a display device, the client device included in an assessment information viewing system, wherein the assessment information viewing system includes: a game device including an input device; a server connectable to the game device via a communication network; and the client terminal that is configured to display assessment information on an assessment of a content of a network game, the network game being progressed in accordance with an input of a player to the input device, the assessment information viewing method comprising: accepting the assessment information in accordance with the input of the player to the input device during the progression of the network game, transmitting the assessment information and content information on the content to the server, and displaying the assessment information and the content information transmitted by the game device on the client terminal.
Description
BRIEF DESCRIPTION OF THE DRAWING
[0030]
[0031]
[0032]
[0033]
[0034]
[0035]
[0036]
[0037]
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[0039]
[0040]
[0041]
[0042]
[0043]
DETAILED DESCRIPTION OF EMBODIMENTS
[0044] Hereinafter, an embodiment of the present invention will be described with reference to the accompanying drawings.
[0045] Assessment information and operator guidance information input by the players using the plurality of game devices 1 are transmitted to the server 2. Based on the transmitted operator guidance information, game progressing processing such as a virtual combat between a player character and an enemy character controlled by a control section or the occurrence of an event is executed in the server 2 in accordance with a prescribed program. The result of the computation in the server 2 is transmitted to the respective game devices 1. Based on the transmitted computation result, a game image obtained by perspective transformation of a virtual 3-dimensional space on a virtual screen within the game device 1 is displayed on a display screen of each of the game devices 1.
[0046]
[0047] The control section 11 includes a central processing unit (CPU) and read only memory (ROM). The control section 11 executes programs stored in the HDD 13 or a recording medium 25 and controls the game device 1. Moreover, the control section 11 includes an internal timer for measuring time. The RAM 12 is a work area of the control section 11. The HDD 13 is a storage area for storing programs and data.
[0048] The DVD/CD-ROM drive 16 can mount a recording medium 25 storing a game program, such as a DVD-ROM or a CD-ROM. The recording medium 25 stores programs and data for performing a game. By the DVD/CD-ROM drive 16, the programs and data necessary for the progress of a game are read from the recording medium 25 and loaded to the RAM 12.
[0049] The control section 11 performs the reading of the programs and data necessary for the progress of the game from the RAM 12. The control section 11 processes the programs and data loaded to the RAM 12 to thereby output a sound output instruction to the sound processing section 14 and output a rendering command to the graphic processing section 15.
[0050] The sound processing section 14 is connected to a sound output device 22 which is a speaker. When the control section 11 outputs the sound output instruction to the sound processing section 14, the sound processing section 14 outputs a sound signal to the sound output device 22.
[0051] The graphic processing section 15 is connected to the display device 23. The display device 23 includes a display screen 24. When the control section 11 outputs the rendering command to the graphic processing section 15, the graphic processing section 15 expands an image to a frame memory (frame buffer) 19 and outputs a video signal for displaying an image on the display screen 24. The graphic processing section 15 executes rendering of one image in units of frames. One frame period of an image is 1/30 second, for example.
[0052] The interface section 18 is connected to an input section (controller) 21 and a memory card slot 20. The input information from the input section 21 by the player is stored in the RAM 12, and the control section 11 executes various types of computation based on the input information. Moreover, the interface section 18 performs processing of storing data relating to the game progress status stored in the RAM 12 in a memory card 27 and processing of reading the data stored in the memory card 27 and transmitting the data to the RAM 12 in accordance with the instruction from the control section 11.
[0053] The communication interface 17 is connected to the communication network 3 with or without wires and transmits or receives the operator guidance information and the game progress status information to or from the server 2 as necessary. Moreover, the communication interface 17 can also communicate with other game devices 1 by wireless via a communication unit including an antenna 26.
[0054]
[0055] When a pressing force is applied to these respective buttons, the corresponding switches are turned on. A detection signal corresponding to the ON/OFF of the switch is generated in the input section 21. Moreover, a detection signal corresponding to the tilt direction of the joystick 33 is generated in the input section 21.
[0056] The detection signals of the switches generated in the input section 21 are supplied to the interface section 18 and are used as detection information representing which button is turned on. Moreover, in the case of the joystick 33, the detection signals of the joysticks are used as the detection information representing the state of the joystick 33. In this way, the operator guidance input to the input section 21 by the player is supplied to the game device 1.
[0057] For example, when the player operates the cross-key 31 and the joystick 33, the player can move a player character within a virtual space, select an action to be executed by the player character, and move the position and direction of a virtual camera. Moreover, when the player presses the button group 32, the player can determine and cancel the action selected with the cross-key 31 or display a predetermined window on the display screen. Moreover, when the player presses the R-button 35 or the L-button 34, the player can input Good Assessment or Bad Assessment, respectively. In this way, it is possible to input assessment information on assessment on the game content with a simple operation just by pressing a button such as the R-button 35 and the L-button 34 without performing a complex operation, particularly, an operation of selecting something.
[0058]
[0059] The communication interface 44 is connected to the communication network 3 without or with wires and is capable of transmitting and receiving the operator guidance information, the game progress status information, and the assessment information such as Good Assessment or Bad Assessment to and from the game device 1 as necessary.
[0060] Next, play-log storage processing of storing a play log including the assessment information will be described. Although the present invention can be applied to massively multiplayer online role-playing games (MMORPGs), MORPGs, and other online games, in this example, a case where the present invention is applied to an MMORPG will be mainly described.
[0061] The game device 1 and the server 2 communicate with each other via the communication network 3, whereby the game progresses. As illustrated in
[0062] The player operates the input section 21 of the game device 1 while viewing the display screen 24. When the player presses the cross-key 31 and the operating button 32, the control section 11 can accept input information including the operator guidance information and the assessment information (step S1). The operator guidance information includes information on the movement of the player character, the action to be performed by the player character, or the change of the position and direction of a virtual camera.
[0063] In order to allow the player to input the assessment information for expressing the player's feeling, a cross-key correspondence display 54a, an L-button correspondence display 54b, an R-button correspondence display 54c, and a button group correspondence display 54d are displayed on the input section correspondence display window 54. Moreover, the functions when the cross-key 31, the L-button 34, the R-button 35, and the button group 32 are pressed are described in the input section correspondence display window 54. In this case, Bad Assessment is input in the L-button correspondence display 54b when the L-button 34 is pressed. Good Assessment is input in the R-button correspondence display 54c when the R-button 35 is pressed.
[0064] For example, when the player character has to wander about by moving from field to field in the virtual space before reaching a destination because the terrain is complex, or when the player character has difficult in advancing because a strong enemy character frequently appears in a particular area, the player presses the L-button 34 to input Bad Assessment. On the other hand, when the player character finds a place with many treasure boxes by moving from field to field in the virtual space, or when the player character finds an enemy character from which a larger experience point necessary for improving the status or the level of the player character can be obtained, the player presses the R-button 35 to input Good Assessment.
[0065] In addition to the above, when the player character performs a virtual combat with a boss character having a stronger offensive power than general enemy characters, and the player character receives serious damage by the attack of the boss character, the player presses the L-button 34 to input Bad Assessment. On the other hand, when the player character attacks the boss character to cause severe damage to the boss character, or when the player character recovers much of the damage of an ally character using a recovery magic, the player presses the R-button 35 to input the Good Assessment.
[0066] The operator guidance information and the assessment information accepted by the game device 1 are transmitted to the server 2 (step S2), and the server 2 receives the input information input to the game device 1 (step S3). The server 2 receives these information items from a plurality of game devices 1. Subsequently, in the server 2, computation for progressing the game in accordance with a predetermined game program is executed (step S4). For example, the game progresses by allowing the player character to move on the field of a virtual 3-dimensional space and attack an enemy character or use items.
[0067] In step S4, when the game progressing processing is executed, the assessment information, the operator guidance information, and the game progress status information are stored in the HDD 13 of the server 2 (step S5). The assessment information and the operator guidance information are stored in correlation with the time when the information was received by the server 2.
[0068] When a virtual world is composed of a plurality of stages, and the game progresses while the player character moves between the stages, a stage number for specifying a stage where the player character is present and a positional coordinate of the player character in the stage are stored as the game progress status information. In addition to the above, the positional coordinates of other player characters operated by the other players and the enemy character, actions such as attacks of respective characters and the use of items, the amount of damage or recovery of the player character or the enemy character as the result of the actions of the respective characters, a change of the character status such as an experience point, HP (physical power of the player character), or MP (magical power of the player character), and information on the item acquired or used are recorded.
[0069] The game progress status information is also stored in correlation with time. The positional coordinate of the player character can be stored in correlation with the time when the player character was at that positional coordinate. For example, when a certain event occurs, such as when the player character or the enemy character receives damage, recovers, or collapses, when the level of the player character rises, or when the player character acquires a specific item, the time when the event occurred is stored. In this case, the ID of the character having received the damage, the value of the damage, and the time when the damage was received are stored.
[0070] Subsequently, the game progress status information is transmitted from the server 2 to the game device 1 (step S6). When the game device 1 receives the game progress status information (step S7), perspective transformation processing is performed on the virtual 3-dimensional space so that the game screen corresponding to the content of the progressed game is displayed on the display screen of the game device 1 (step S8). The series of processing of steps S1 to S8 is repeated for each frame.
[0071] In
[0072]
[0073] The correspondence between the operating buttons and the functions thereof as illustrated in
[0074] An example of the predetermined condition for transmitting the assessment information to the server 2 in step S13 includes a case where the volume of communication between the game device 1 and the server 2 is a predetermined level or lower. By doing so, only necessary information is transmitted and received, and the occurrence of communication errors when the game device 1 and the server 2 are synchronized can be prevented. In addition to the above, when the field on which the player character can move within the virtual 3-dimensional space is composed of a plurality of areas, the arrival of the player character at the boundary point between two areas may be the predetermined condition. In this case, the assessment information stored in the game device 1 is transmitted to the server 2 when the game data for changing the play area is loaded in the game device 1.
[0075] In step S14, when the assessment information is transmitted to the server 2, the server 2 receives the assessment information and the accepted time of the assessment information (step S15), and the assessment information is stored in the HDD 43 (step S16).
[0076] As in the case of
[0077]
[0078] It can be understood from the play log of
[0079] Next, analysis processing of analyzing which one of the assessment information items stored in the server 2 evaluates the content or result of the game, is described below.
[0080] An example of the information stored as the log regarding the game progress status includes a stage number specifying a stage where the player character is present and the positional coordinate of the player character at that stage. Moreover, the log when a certain event occurred such as when the player character or the enemy character receives damage, recovers, or collapses, when the level of the player character rises, or when the player character acquires a specific item may be stored. Moreover, in the case of a movie (animation) mode in which a predetermined animation is automatically displayed in line with the storyline of the game regardless of the player's operation, the movie number and the play time may be stored as the log regarding the game progress status.
[0081] Basically, step S21 specifies the log as of the time immediately before the assessment information was accepted. However, when an event in which there is a high possibility that Good Assessment such as achievement of a quest which is a test provided to the player character or an increase of level is input, immediately after which another event occurs, and immediately after which Good Assessment is input, the log regarding an event of high priority such as achievement of a quest or an increase of level is specified.
[0082] When the log is specified, the assessment information a, the information on the specified log, and the information (player character ID or the like) on the player character who has input the assessment information are stored in an assessment information table in correlation (step S22).
[0083] As the log information 64, the stage number specifying the stage where the player character is present, the positional coordinate of the player character, the enemy character who is performing a virtual combat with the player character, and the like are stored, for example. Moreover, the information on the occurrence of an event that the player character has imposed damage on the enemy character, that the player character has acquired an item, or that the level of the player character has been improved may be stored. Moreover, in the case of a movie (animation) mode in which a predetermined animation is automatically displayed in line with the storyline of the game regardless of the player's operation, the movie number and the play time may be stored as the log information 64.
[0084] When the log is specified in step S21, the logs to be extracted may be restricted to only the logs which occurred within a predetermined distance from the position of the player character who has input the assessment information . The logs occurred at positions separated by a predetermined distance or more from the position of the player character do not naturally express the feeling of the player. Moreover, by restricting to within a predetermined distance, it is possible to reduce the load of the analysis processing.
[0085] Alternatively, when a plurality of player characters are playing by setting parties, the logs to be extracted may be restricted to only logs regarding a party to which the player character belongs. In this way, the load of the analysis processing may be reduced.
[0086] The information stored in the assessment information table may be aggregated for each piece of operator guidance information. That is, it is possible to specify the number of times when Good Assessment or Bad Assessment was made for each operator guidance within a predetermined period. By aggregating the number in this way, it is possible to understand which special attack performed on the enemy character by the player character results in an increase of the number of times of Good Assessment and which magical attack results in an increase of the number of times of Bad Assessment.
[0087] Moreover, similarly, the information stored in the assessment information table may be aggregated for each piece of game progress status information. That is, it is possible to specify the number of times when Good Assessment or Bad Assessment was made for each piece of game progress status information within a predetermined period. By aggregating the number in this way, it is possible to understand which stage results in an increase of the number of times of Good Assessment or Bad Assessment, or which virtual combat with the boss character results in an increase in the number of times of Good Assessment or Bad Assessment. In addition to the above, since the number of times of Good Assessment is different depending on the type of an item acquired when the player character knocks down the enemy character, it is possible to specify which item has a higher or lower popularity to the players. Moreover, the information stored in the assessment information table may be aggregated for each player character or each player.
[0088] Moreover, the player may emphasize the degree of Good Assessment or Bad Assessment by inputting assessment a plurality of times in the same time. For example, when a player acquires a special item after completing a virtual combat with a boss character, immediately after which the player presses the R-button 35 five times to input Good Assessment, it represents that the player gives Rating 5. Thus, when the player presses the R-button 35 five times to give Rating 5, it represents that the player gives a higher rating than when the player presses the R-button 35 three times to give Rating 3. As for items, enemy characters, and movie contents having high ratings or content having low ratings, the rankings thereof may be displayed on an official site or the like of the assessment target game. The rankings are periodically updated, and the player can understand content having high or low popularity to other players. Thus, it is possible to attract more interest in the game.
[0089] Moreover, when the assessment information is aggregated for each piece of operator guidance information or each piece of game progress status information, the assessment information may be classified for each attribute of the player and then aggregated. Examples of the attribute of the player include a sex, an age, a job, a hobby, and the period of experience in the assessment target game. For example, it can be understood that when the sex of the player is male, the percentage of Good Assessment when a magic A is used is higher than when a magic B is used, and that when the sex of the player is female, the percentage of Good Assessment when the magic B is used is higher than when the magic A is used.
[0090] Moreover, when the assessment information is aggregated for each piece of operator guidance information or each piece of game progress status information, the assessment information may be classified for each attribute of the player character and then aggregated. Examples of the attribute of the player character include a tribe, a job, a level, and an equipped item of the player character. For example, it can be understood that when the job of the player character is warrior, the percentage of Good Assessment when a normal attack is performed is higher than when a special attack A is performed, and that when the job of the player character is knight, the percentage of Good Assessment when the special attack A is performed is higher than when the normal attack is performed.
[0091] In the present invention, the player can display the assessment information input when playing the game in the My Page of a social networking service (SNS) or a blog managed by the player. In this case, plug-in software that enables the assessment information to be displayed is set in a setting window or the like of the SNS or the blog (hereinafter referred to as an SNS or the like).
[0092]
[0093] First, a user who wants to view the page of the SNS or the like of the player accesses, from a client terminal, a web server in which content of the SNS or the like of the player and information on plug-in are aggregated. As a result, when a display information transmission request is transmitted (step S31), the display information transmission request for displaying a web site transmitted from the client terminal is received by the web server (step S32). Subsequently, the assessment information transmission request is transmitted from the web server to the server 2 in which the assessment information is stored in accordance with the set plug-in software (step S33).
[0094] The assessment information transmission request includes a player ID (or player character ID), a game ID, and the information on which assessment information is to be transmitted. For example, plug-in software corresponding to the preference of the player may be set in advance so that only Good Assessment is to be transmitted, only the assessment information on items is to be transmitted, or only the assessment information on the competition with the boss character is to be transmitted. By doing so, the assessment information which can be displayed on the client terminal of the user who views the SNS or the like can be determined in accordance with the preference of the user.
[0095] In step S33, when the assessment information transmission request is transmitted to the server 2, the server 2 receives the assessment information transmission request (step S34). In the server 2, the assessment information gathered from the game device 1 is aggregated for each game and each player, and the aggregated result corresponding to the game ID and the player ID included in the assessment information transmission request is specified (step S35). The specified aggregated result is transmitted to the web server (step S36), and the web server receives the aggregated result (step S37). Subsequently, the web server generates display information for displaying a web page of the SNS or the like including the received aggregated result to the client terminal (step S38), and the generated display information is transmitted to the client terminal (step S39). When the client terminal receives the display information (step S40), the web page of the SNS or the like is displayed on the display screen of the client terminal via a browser (step S41). The aggregated result received from the web server is included in the displayed web page.
[0096]
[0097] In step S33, the web server may transmit content information transmission request to the server 2 as well as the assessment information transmission request. Here, the content information is information on the content of the assessment target game corresponding to the assessment information. For example, the content information is information on the game screen obtained by perspective transformation processing of the virtual 3-dimensional space with reference to a virtual camera at a predetermined position in accordance with the game progress status computed based on the operator guidance information or the like input by the respective game devices 1. When receiving the assessment information transmission request and the content information transmission request, the server 2 transmits the assessment information and the content information to the web server. Moreover, the display information for displaying the assessment information and the content information to the client terminal is transmitted to the client terminal. In the client terminal, the assessment information and the content information are displayed on the display screen thereof.
[0098] In this case, the reception of the information on the game progress (for example, the operator guidance information and the like) from the game device 1 and the transmission of the information on the game screen obtained in line with the computed game progress status in the server 2 are executed for each frame and controlled synchronously. As a result, in the client terminal, it is possible to view the game screen corresponding to the game progress status displayed on the display screen of the game device 1 in real-time. In the client terminal, by the streaming technologies, information on the game screen is downloaded from the web server, and the game screen is reproduced. As a result, the viewer of the SNS or the like managed by the player can view the progress status of the game operated by the player in real-time and understand the assessment input by the player in real-time. Thus, since the viewer can understand the time when the assessment was input by the user, the viewer can understand whether the assessment of the user is identical to that of the viewer. Thus, it is possible to further increase the variety of the SNS or the like.
[0099] In the above embodiment, as illustrated in the flowcharts of the play-log storage processing of
[0100] This case will be described below.
[0101] Subsequently, the content ID corresponding to the accepted assessment information is specified based on the game progress status when the input of the assessment information is accepted (step S52). In the case of a play mode where the game is progressed by the operation of the player, the game progress status ID is specified as the content ID with reference to a game progress status identification table in advance in accordance with the position of the player character within the virtual space, an event such as a virtual combat or a chat with a non-player character, or a game scenario or a quest occurring by the selection of the player.
[0102] As illustrated in
[0103] For example, in
[0104] Moreover, in the case of a movie mode in which a predetermined animation is automatically displayed in line with the storyline of the game regardless of the player's operation, when the assessment information is input, a movie ID is specified as the content ID in step S52. The movie ID is set in advance for each movie, and the movie ID is specified in accordance with a movie reproduced when the assessment information was accepted. Moreover, one movie may be divided into a plurality of parts in accordance with the reproduction time, and different movie IDs may be provided to respective parts. In this case, the movie ID is specified depending on the time when the assessment information was input during the reproduction of the movie. Thus, it is possible to understand which part of the movie has high rating or low rating.
[0105] The content ID specified in step S52 is correlated with the assessment information, and the content ID and the assessment information are transmitted from the game device 1 to the server 2 (step S53). When the assessment information is transmitted to the server 2 in step S53, the server 2 receives the assessment information and the content ID (step S54), and the assessment information and the content ID are stored in the HDD 43 in correlation (step S55). The assessment information and the content ID stored in the server 2 are aggregated for each content ID or each player and are utilized as necessary.
[0106] In the above embodiment, although a case where the present invention is applied to the MMORPG has been described mainly, the present invention can be applied to other online games such as an action game, a shooting game, or a simulation game as well as the RPG. Moreover, the present invention can be applied to a multiplayer online game (MO).
[0107] In the case of MMO, when the assessment information is transmitted from the game device to the server together with the ID of the player who has input the assessment information or the player character ID (if necessary, the time when the assessment information was input), the assessment information, the IDs, and the time are stored in the server in correlation. Thus, it is possible to correlate the assessment information with the information on the operator guidance of the player and the game progress status information (that is, it is possible to specify the target of the assessment). In the case of MO, the information on the operator guidance of the player, the player character, and the progress information of the game such as the positional coordinate of the competing character, an action, or the result thereof are stored in the game device in addition to the time when the assessment information was input, and these information items are transmitted separately to the server. Moreover, these information items are stored in correlation with the player ID or the player character ID. In this way, it is possible to aggregate the assessment information.
[0108] In the above embodiment, although a case where the assessment information input to the game device by the player is gathered has been described mainly, assessment such as Good Assessment or Bad Assessment may be input when the user watches content such as a film or music using a content reproducing device (for example, a CD player or a DVD player). In this case, the assessment information may be input using remote controllers associated with these content reproducing devices. When the assessment on the film or the music is input, the content ID for specifying the content such as the film or the music that is reproduced and the assessment information is stored in the content reproducing device in correlation. Moreover, the reproduction time of the content when the assessment information was input may be stored in correlation with the assessment information as necessary. Moreover, these information items stored in the content reproducing device are transmitted to the server via the communication network, whereby the assessment information is gathered.
[0109] The assessment information gathered in the server can be viewed on the client terminal via the web server in which the page of the SNS or the like managed by the user are uploaded by the same method as described above. Moreover, the content information (audio data and video data of the music, the film, or the like) as well as the assessment information may be transmitted from the server to the web server, and the assessment information and the content information may be viewed on the client terminal. In this case, the reception of the assessment information and the content information from the content reproducing device in the server and the transmission of these information items in the web server are controlled synchronously. In this way, the client terminal can view the assessment information and the content information in real-time. That is, when the user is listening or watching music or a film using the content reproducing device, the viewer can view the music and the film in pace with the progress of the user's watching using the client terminal. Moreover, since the viewer can understand the time when the assessment was input by the user, the viewer can understand whether the assessment of the user is identical to that of the viewer. Thus, it is possible to further increase the variety of the SNS or the like.