Program, information processing method, information processing device, and information processing system
A game-based system for dating apps promotes deeper user interaction by managing quests and penalties, addressing superficial matching issues by revealing profiles progressively and penalizing cancelations, thus enhancing compatibility assessment.
Patent Information
- Application Number
- JP2024194158
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-11-06
- Publication Date
- 2025-08-18
- Estimated Expiration
- 2044-11-06
AI Technical Summary
Existing dating apps often judge potential matches based solely on profile information, leading to exclusion of more compatible individuals due to superficial assessments.
A game-based interaction system that includes quest management, profile disclosure, and penalty management to promote deeper user interaction by gradually revealing profiles and imposing penalties for canceling matches.
Facilitates more meaningful interactions by allowing users to gradually reveal their profiles and penalties for canceling matches, enhancing compatibility assessment beyond initial profile judgments.
Smart Images

Figure 0007724487000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, an information processing method, an information processing device, and an information processing system. [Background technology]
[0002] In recent years, communication tools that are used between users by accessing a server via a program installed on a terminal such as a smartphone or PC have become widely used.
[0003] As one such communication tool, a service with a matching function (a so-called matching app) is provided, which allows users to have opportunities to interact with each other via the Internet, and users who have increased their intimacy by exchanging messages can recognize each other, allowing for communication with a greater degree of freedom than is possible with other users (see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2021-125081 Summary of the Invention [Problem to be solved by the invention]
[0005] On these dating apps, profiles are often fully public from the start, requiring users to carefully review their profile information before applying for a match. In this case, people are often judged solely on their profile content, meaning that even if they are a good match, they may be excluded from consideration from the start. Because a profile is merely one aspect of a person's character, judging potential matches early on based solely on their profile can result in missing out on potential matches with more optimal compatibility.
[0006] Therefore, an object of the present invention is to provide a program, an information processing method, an information processing device, and an information processing system that promote and support interaction between specific users through a game with a matching function. [Means for solving the problem]
[0007] The program of the present invention causes an information processing device for providing a user with a game having a matching function to execute a quest provision process that presents a joint quest to the user and the user's matching partner and manages the progress of the joint quest, an exchange support process that sequentially makes multiple profiles of the user and the matching partner mutually public according to the progress of the joint quest, and a penalty management process that imposes a predetermined penalty on the user if the user cancels the registration of the matching partner.
[0008] The information processing method of the present invention is an information processing method for providing a user with a game having a matching function, and causes a computer to execute the following processes: a quest provision process for presenting a joint quest to the user and the user's matching partner and managing the progress of the joint quest; an exchange support process for sequentially disclosing multiple profiles of the user and the matching partner to each other according to the progress of the joint quest; and a penalty management process for imposing a predetermined penalty on the user if the user unregisters the matching partner.
[0009] In addition, the information processing device of the present invention is an information processing device for providing users with a game having a matching function, and is equipped with a quest providing unit that presents joint quests to the user and the user's matching partner and manages the progress of the joint quest, an exchange support unit that sequentially makes multiple profiles of the user and the matching partner mutually public according to the progress of the joint quest, and a penalty management unit that imposes a predetermined penalty on the user if the user cancels the registration of the matching partner.
[0010] The information processing system of the present invention is an information processing system for providing users with a game having a matching function, and includes a quest providing unit that presents joint quests to the user and the user's matching partner and manages the progress of the joint quests, an exchange support unit that sequentially makes multiple profiles of the user and the matching partner mutually public according to the progress of the joint quests, and a penalty management unit that imposes a predetermined penalty on the user if the user cancels the registration of the matching partner. [Effects of the Invention]
[0011] According to the present invention having the above-described configuration, it is possible to provide a program, an information processing method, an information processing device, and an information processing system that can promote and support interaction between specific users through a game with a matching function. [Brief explanation of the drawings]
[0012] [Figure 1] 1 is a schematic diagram illustrating an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a functional block diagram of a game server according to an embodiment of the present invention. [Figure 3] FIG. 10 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 4] FIG. 2 is a diagram showing an example of information stored in a storage unit of a game server according to an embodiment of the present invention. [Figure 5] FIG. 2 is a functional block diagram of a user terminal according to an embodiment of the present invention. [Figure 6] FIG. 10 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 7] FIG. 10 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 8] FIG. 10 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 9] FIG. 10 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 10] FIG. 10 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 11] FIG. 10 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 12] FIG. 10 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 13] FIG. 10 is a diagram showing a specific example of a game screen displayed on a user terminal according to an embodiment of the present invention. [Figure 14] 10 is a flowchart illustrating an interaction support process performed by the information processing system according to the embodiment of the present invention. [Figure 15] 10 is a flowchart showing a penalty assignment process performed by the information processing system according to the embodiment of the present invention. [Figure 16] FIG. 1 is a block diagram showing the basic configuration of a computer. DETAILED DESCRIPTION OF THE INVENTION
[0013] Hereinafter, an information processing system 1 according to an embodiment of the present invention will be described with reference to the drawings. In all drawings describing the embodiment, common components are denoted by the same reference numerals, and repeated description will be omitted.
[0014] <System configuration> FIG. 1 is a schematic diagram showing an information processing system 1 according to an embodiment of the present invention.
[0015] The information processing system 1 includes a game server 100 and multiple user terminals 300 (300(1), 300(2), ..., 300(N)). The game server 100 and the user terminals 300 are connected to a network NW and can communicate with each other via the network NW. The network NW includes the Internet. The network NW may include a LAN (Local Area Network) and / or a WAN (Wide Area Network).
[0016] The game server 100 and the user terminal 300 are each information processing devices configured with one or more computers 900. The basic configuration of the computer 900 will be described later.
[0017] 2 is a functional block diagram of a game server 100 according to an embodiment of the present invention. The game server 100 includes a communication unit 110, a storage unit 120, and a processing unit 130. The game server 100 is a server that provides a game G to a user terminal 300 that accesses the game G via a network NW. In this embodiment, the following description will be given taking as an example a case where the user terminal 300 is a smartphone and the user installs and uses an app for the game G on the user terminal 300.
[0018] Game G is a simulation game in which users can display and progress the activities of their avatars in a virtual space. In Game G, each user can develop their own assigned virtual space, or visit other users' virtual spaces or virtual spaces shared by multiple users to work collaboratively. Game G also has a matching function between users playing Game G. In this embodiment, Game G will be described as providing a sandbox development game in which users can develop a user-private sandbox in which only the user can work, and a shared sandbox in which users can work collaboratively.
[0019] 3 is a diagram showing a screen D100 as an example of a screen of a game G displayed on a user terminal 300 according to an embodiment of the present invention. An overview of the game G will be described using FIG.
[0020] As shown in screen D100 of Fig. 3, game G according to this embodiment is a sandbox development game in which a user develops a private sandbox D120 in which only the user can work, and a shared sandbox D130 in which matched users can work together. Avatar DA1 displayed on screen D100 corresponds to a user (Haruto) who owns the private sandbox D120, and movement within the private sandbox D120 and the shared sandbox D130 is controlled by the user (Haruto) who owns the private sandbox D120. Avatar DA2 corresponds to another user (Hinata) who is a matched partner, and movement within the shared sandbox D130 is controlled by the other user (Hinata).
[0021] The private sandbox D120 is a sandbox dedicated to each user and is displayed only on the user terminal 300 of that user. The private sandbox D120 includes a field D121 and a house D122 as work areas. The user can use the avatar DA1 to perform tasks in the private sandbox D120, such as cultivating and harvesting crops D123 in the field D121, selling the harvested crops D123 for currency, and repairing the house D122. The harvested crops D123 can then be sold in the game G to obtain currency that can be used in the game. The obtained currency can be exchanged for items used to cultivate the private sandbox D120 or the shared sandbox D130, or for decorations for the user's avatar DA1. Furthermore, the user is granted personal experience points (GP) by performing these cultivation tasks. The private sandbox D120 is connected to the shared sandbox D130 by a bridge D140, and avatar DA1 can freely move between the private sandbox D120 and the shared sandbox D130 via this bridge D140.
[0022] The shared sandbox D130 is displayed on the user terminals 300 of both the user (Haruto) who owns the dedicated sandbox D120 and the other user (Hinata) who is his / her matched partner. The shared sandbox D130 has a field D131 and a house D132 as work areas, and the user (Haruto) and the other user (Hinata) who is his / her matched partner can perform various collaborative tasks in the shared sandbox D130 through their avatars DA1 and DA2, respectively, such as growing and harvesting crops D133 in the field D131, selling the harvested crops D133 for currency, and repairing the house D132 in the shared sandbox D130. The harvested crops D133 can be sold in the game, similar to the harvest D123, to obtain currency valid in the game and can be exchanged for various items and decorations. Furthermore, the user and his / her matched partner are awarded shared experience points (LGP) by performing these tasks.
[0023] Collaborative work performed within the shared sandbox D130 can be completed by performing a single task, or by performing multiple tasks. Each task can be performed by either the user (Haruto) or the other user (Hinata) who is a matched partner. For example, in a collaborative work consisting of five tasks, the first two tasks can be performed by the user (Haruto) and the remaining three tasks can be performed by the other user (Hinata). Furthermore, each task can be performed not only when both the user (Haruto) and the other user (Hinata) are logged in at the same time, but also by the other user (Haruto) when only the other user (Hinata) is logged in and the other user (Hinata) is logged out.
[0024] The collaborative work carried out within the shared sandbox D130 includes multiple collaborative quests presented sequentially by the game G. Collaborative quests are work carried out jointly by the user and the matched partner. By progressing through the collaborative quests sequentially, new areas of the shared sandbox D130 are unlocked and the number of crops and animal species that can be grown increases. Note that collaborative work is not limited to collaborative quests but also includes work carried out independently by the user (Haruto) and / or the matched partner (Hinata).
[0025] In addition to the shared sandbox D130, avatar DA2 can freely move between other private sandboxes that are separately prepared for another user (Hinata) corresponding to avatar DA2 and are not displayed to the user (Haruto) who owns the private sandbox D120. The other private sandboxes are displayed only on the user terminal 300 of the other user (Hinata) corresponding to avatar DA2, and are therefore not displayed on the user's screen D100 shown in FIG. 4.
[0026] Additionally, a user information area D110 showing information about the user (Haruto) is provided at the top of the screen D100. The user information area D110 displays the icon of the user's (Haruto's) avatar DA1, the user's name, level, personal experience points (GP), etc. Furthermore, a menu area DMN showing various menu buttons is provided below the screen D100. By the user (Haruto) selecting (clicking or tapping) a menu button in this menu area DMN, various operation items and menu items within the game G can be displayed.
[0027] In this way, Game G is a game in which users can interact and deepen their intimacy by working together, either simultaneously or sharing the work, in a shared sandbox D130 shared only between the user (Haruto) and the other user (Hinata) with whom they are matched.
[0028] Returning to Figure 2, the functions of the game server 100 will be described. The communication unit 110 is a network interface that communicates with the user terminal 300 via the network NW. The communication unit 110 passes data received from the user terminal 300 to the processing unit 130, and also transmits data generated by the processing unit 130 to the user terminal 300.
[0029] The storage unit 120 is configured using a storage device such as a magnetic hard disk, a semiconductor storage device, etc. The storage unit 120 stores information about the game G, user information, joint quest information, specified profile information, specified question information, application programs, etc., which are necessary for the game server 100 to function.
[0030] FIG. 4 is a diagram showing examples of information included in the user information, joint quest information, prescribed profile information, and prescribed question information stored in the storage unit 120. As shown in FIG.
[0031] The user information includes basic information, matching information, profile response information, and player data.
[0032] The basic information includes a user ID, a user name, avatar information, age, and gender. The basic information is, in principle, information that is made public to all other users. The avatar information is information about the avatar that the user controls in the game G, and includes the character, equipment, and accessories. The user can select the character, equipment, and accessories on a user setting screen (not shown).
[0033] The matching information is information managed for each user regarding the matching function provided by the game G. The matching information includes an upper limit number, a registration number, and matching partner information. The upper limit number is information indicating the upper limit number of matching slots in which matching partners can be registered, and includes the maximum upper limit number and the current upper limit number. The maximum upper limit number is a number common to all users in Game G, for example, 4 slots. The current upper limit number ranges from 0 to the maximum upper limit number and fluctuates depending on the user's progress in Game G and / or the completion of certain conditions. When starting Game G for the first time, the current upper limit number is set to be smaller than the maximum upper limit number. The number of registrations is information indicating the number of registered matchmaking partners. Matching partner information is information managed for each matching partner of the user. The matched partner information includes the matched partner's user ID, matching status, intimacy level, shared experience points, shared sandbox information, joint quest progress information, chat history between the user and the matched partner, and question and answer information. Status indicates the matching status and includes friends and couples. When you first register, your status is friends, and then changes to couples with mutual approval. The couple status can only be applied to one matching partner. Intimacy is a number that increases or decreases depending on your interactions with your matched partner in the game G. Shared experience points are information that indicates the amount of experience points that the user and their matched partner will share by working in the shared sandbox. In the diagram, this is sometimes written as LGP. The shared sandbox information is information about the shared sandbox shared with the matched partner. The joint quest progress information is information that indicates the progress of the above-mentioned joint quest with the matched partner. Specifically, the joint quest ID of the completed joint quest is stored. The chat history is information about the chat history between the user and the matched person. The answer-to-question information is information (answer) indicating a user's answer to a question item identified by a question ID of the specified question information, which will be described later. The question ID of the answer-to-question information is relationally linked to the question ID of the specified question information.
[0034] The profile answer information is information (profile answer) indicating the user's answer to the profile item identified by the profile ID of the specified profile information described below. The profile ID of the profile information is relationally linked to the profile ID of the specified profile information. The game server 100 acquires and stores the profile answer to each profile item from the user's user terminal 300 at the user's discretion. It is recommended that the user register a certain number of profile items in advance.
[0035] Player data is information managed for each user regarding the user's level in game G (sometimes referred to as Lv. in the diagram), personal sandbox information, personal experience points (sometimes referred to as GP in the diagram), currency, rewards, and items. Personal sandbox information is information that indicates the progress of the user's personal sandbox information.
[0036] The joint quest information includes a joint quest ID, a joint quest item, and an unlock target, and is information managed for each joint quest. The joint quest item is information indicating the content of the joint quest. The release target is information indicating the target that will be released (disclosed) to the user and the matched partner when the joint quest is completed. The release target is communication support information, and the communication support information includes profile answer information, prescribed question information, and question answer information. By linking the release target to the joint quest, information that supports the promotion of communication can be sequentially released to each other according to the progress of the joint quest.
[0037] The default profile information includes a profile ID and profile items, and is information managed for each profile. A profile is information introducing the user. The administrator of the game G stores a plurality of profile items in the default profile information in advance. Specific examples of profile items include, for example, place of residence, blood type, educational background, annual income, hobbies, personality, values, etc. Other specific examples will be explained in the screen examples below.
[0038] The standard question information includes a question ID and a question item, and is information managed for each question (hereinafter referred to as a private question) of the private question function of the game G. The administrator of the game G stores a plurality of question items in advance as the standard question information. The private question function is a function that asks various questions (private questions) to the user and the matched partner from Game G according to the progress of Game G, in order to get to know the matched partner more deeply, and then obtains answers from each party, which are then mutually made public at a predetermined timing. The private questions cover a wide range of topics, such as values, views on love, and outlook on life, and some of them are a little more in-depth. Other specific examples of private questions will be explained in the screen examples below. The order in which the questions are presented in the private questions is set according to the progress of the game and / or the level of intimacy, starting with light-hearted questions in the first half and then moving on to "questions that you would find difficult to ask yourself but would like to ask your matched partner about" in the second half.
[0039] 2, the processing unit 130 includes, as functional units, a game providing unit 131, a matching management unit 132, a quest management unit 133, an exchange support unit 134, a penalty management unit 135, and a reward management unit 136. The processing unit 130 executes application programs stored in the storage unit 120, thereby realizing each of these functional units and executing exchange support processing and penalty imposition processing. The communication support process is a process for releasing at least one of the following communication support information to the user and the matched partner by clearing a joint quest in game G: profile answers, private question items, and answers to private questions. It executes a series of processes including the quest completion determination, reward granting process, and information disclosure process described below. The penalty granting process is a process performed when a user cancels a matched partner in game G, and executes a series of processes including an upper limit number determination and a penalty granting process, which will be described later. These processes will be described in detail later.
[0040] The game providing unit 131 provides a game G to the user terminal 300, which can be played by multiple users logging in via their own user terminals 300.
[0041] The matching management unit 132 manages matching between users who play the game G.
[0042] The matching management unit 132 registers and cancels matching partners in response to user operations and requests.
[0043] The matching management unit 132 accepts registration of matching partners up to a predetermined upper limit number of matching slots for each user.
[0044] For example, when user A applies for matching to user B and user B approves, the match is established and the two are registered in an available matching slot on each side. Specifically, when the match is established, the matching management unit 132 creates new matching partner information and a shared sandbox identified by the matching partner's user ID in the user information in the storage unit 120. Note that if there are no available matching slots for either user A or user B (the current upper limit has already been reached), neither can be registered.
[0045] For example, user C can cancel a match by selecting "OK" from the cancellation request screen for user D, who is user C's match partner.After the cancellation is performed, user C and user D are mutually removed from each other's matching slots.
[0046] The quest management unit 133 presents joint quests to the user and the matching partner and manages the progress of the joint quests (quest management function). Specifically, the quest management unit 133 sequentially presents the contents of joint quest items identified by joint quest IDs in the joint quest information in the memory unit 120 to the user and the matching partner, depending on the progress and / or intimacy of the shared sandbox between the user and the matching partner. In addition, the quest management unit 133 stores the progress of the joint quest items in joint quest progress information in the matching partner information in the memory unit 120.
[0047] The communication support unit 134 supports communication between users of the game G. Specifically, the communication support unit 134 sequentially discloses information (communication support information) including the user's personality (character) in accordance with the progress of the game G, in order to gradually and continuously promote communication between the user and a matching partner.
[0048] The communication support unit 134 presents each profile item of the specified profile information in the storage unit 120 to the user, acquires profile answers that are answers to each profile item from the user, and stores the profile answer information in the storage unit 120. The communication support unit 134 then sequentially makes the profile answer information of the user and the matched partner mutually public according to the progress of the joint quest (profile public function). Specifically, for example, when user E and user F, who is user E's matched partner, complete a predetermined joint quest, if a profile answer for a predetermined profile item (e.g., "intention to marry") is specified as an open target for the predetermined joint quest, user E's profile answer for the predetermined profile item (e.g., "within a few years") is made available for user F to view, and user F's profile answer for the predetermined profile item (e.g., "I haven't thought about it for a while") is made available for user E to view (open).
[0049] The communication support unit 134 also sequentially discloses the question items of the private questions stored in the specified question information in the storage unit 120 to the user and the matched partner according to the progress of the joint quest. The communication support unit 134 then acquires answers to each item of the private questions from the user and / or the matched partner and stores them in the question answer information in the storage unit 120. The communication support unit 134 sequentially discloses the question answer information of the user and the matched partner to each other according to the progress of the joint quest. Specifically, for example, when user E and user F, who is user E's matched partner, complete a predetermined joint quest, if a predetermined question item of the private question (for example, "This is a little difficult to ask, but is there anything you would like to ask the other person?") is designated as an open target for the predetermined joint quest, the communication support unit 134 discloses the question item to both user E and user F, and prompts them to enter a profile answer. Furthermore, if, after the question item is made public, another joint quest is completed and the question and answer information for the question item is specified as the target for release, user E's question and answer for the question item (for example, "Do you like games?") will be made available to user F, and user F's question and answer for the question item (for example, "Do you have any pet allergies?") will be made available for mutual viewing (released) to user E.
[0050] When a user cancels the registration of one of the matched partners, the penalty management unit 135 imposes a predetermined penalty on the user (penalty imposition function). Note that in this case, the penalty management unit 135 does not impose a penalty on the matched partner whose registration has been canceled.
[0051] The penalty management unit 135 may impose a predetermined penalty on a user when the number of registered match partners of the user reaches a predetermined upper limit, specifically the current upper limit, and the user cancels the registration of one of the match partners.
[0052] The reward management unit 136 manages in-game rewards that the user can acquire and use in the game G. In-game rewards include experience points, currency that can be used in the game G, and reward items that can be owned or used in the game.
[0053] When a user completes a joint quest, the reward management unit 136 grants an in-game reward to the matched partner. Specifically, when a user completes a joint quest by performing the last task of the multiple tasks of the joint quest, the reward management unit 136 grants currency and / or reward items to not only the user but also the matched partner, in addition to granting shared experience points.
[0054] The reward management unit 136 may change the reward award rate / evaluation rate for a joint quest depending on the degree of intimacy between the user and a matched partner. The reward management unit 136 may also change the reward allocation rate / evaluation rate for a joint quest to a matched partner depending on the user's level in the game G. For example, if the matched partner is a user with a higher level, the user may have a greater opportunity to obtain higher rewards or rare items than if the matched partner is a user with a relatively lower level.
[0055] The reward management unit 136 may calculate the ranking of the pair of the user and the matching partner in the game G based on the progress of the game G, specifically, the progress of the development work in the shared sandbox D130, and may vary the amount of the in-game reward given according to the ranking. More specifically, the amount of the in-game reward given may be varied based on the ranking of the shared experience points (LGP). Furthermore, the reward management unit 136 may provide items that can only be acquired by the user and the matched partner, depending on the degree of intimacy between the user and the matched partner.
[0056] 5 is a functional block diagram of a user terminal 300 according to an embodiment of the present invention. The user terminal 300 includes a communication unit 310, a storage unit 320, a control unit 330, a display unit 340, and an operation unit 350. The communication unit 310, the storage unit 320, the control unit 330, the display unit 340, and the operation unit 350 are electrically connected to one another via a communication bus 360. The user terminal 300 is a device such as a smartphone, tablet device, or PC that can access the game server 100 via an installed program and thereby play the game G alone or together with other users using other user terminals 300.
[0057] <Screen example> Next, a specific example of the game G provided to the user terminal 300 by the game server 100 having the above-described configuration and functions will be described using example screens.
[0058] 6 to 13 are diagrams showing screens D200 to D900 as example screens of a game G displayed on the user terminal 300 of a user (Haruto) according to an embodiment of the present invention.
[0059] 6 is a matching management screen for game G. Screen D200 is arranged with a user information area D210 showing information about the user (Haruto), a matching frame area D220 showing the user's matching frame, and a menu area DMN showing the menu for game G. The matching management screen D200 can be displayed by selecting the transition to the matching management screen from the menu button in the menu area DMN displayed on various screens.
[0060] The user information area D210 contains the user's (Haruto's) avatar DA1 icon, basic user information such as user name (Haruto), age (34), and gender (male), player data (level 20), and a profile button. By selecting (tapping or clicking) the profile button, the user (Haruto) can transition to a screen that displays the user's (Haruto's) profile information. The matching frame area D220 has four matching frames D221, D222, D223, and D224. The matching frame D221 shows information about a first matching partner (Hinata) registered by the user (Haruto). The matching frame D222 shows information about a second matching partner (Aoi) registered by the user (Haruto). The matching frame D223 shows a state in which a new matching partner can be registered, but no matching partner has yet been registered. By selecting the matching frame D223, the user (Haruto) can transition to a screen (not shown) in which a matching request can be made to a new matching partner. The matching frame D224 indicates that the matching frame is currently unavailable (matching frame not yet opened). The user (Haruto) can open the matching frame D224 by satisfying certain conditions, specifically, by progressing through game G, or by paying points or the like in game G. The matching frame D221 displays the icon of the first matching partner's (Hinata's) avatar DA2, status (friends), shared points (LGP: 265), intimacy level (B+), and progress of the joint quest. The progress of the joint quest includes information on the ongoing joint quest (Let's continue! Turnip harvesting), information on completed joint quests (Done! Planting flowers), and a rating button for sending a rating to the matching partner regarding the progress. To continue the ongoing joint quest, the user (Haruto) can select the "Turnip harvesting" button to transition to the screen of the shared sandbox D130 with the first matching partner (Hinata). Similarly, the matching frame D222 displays the icon of the second matching partner's (Aoi) avatar DA3, their status (friends), their shared points (LGP: 965), their intimacy level (D-), and the progress of the joint quest. The progress of the joint quest includes information on the ongoing joint quest (Let's continue! Watering the fields), information on completed joint quests (Done! Chestnut harvest), and a rating button. Similarly, the user (Haruto) can select the "Chestnut harvest" button to transition to the screen of the shared sandbox D130 with the second matching partner (Aoi).
[0061] Screen D300 shown in Figure 7 is a quest management screen for managing quests in game G. Screen D300 is arranged with a user information area DUI that shows information about the user (Haruto), a quest list area D310 that displays a list of quests, and a menu area DMN. The quest management screen D300 can be displayed by selecting the transition to the quest management screen from the menu button in the menu area DMN that is displayed on various screens. The user information area DUI contains the user's (Haruto) avatar DA1 icon, username (Haruto), and player data (level 20 GP965). The quest list area D310 has tabs for switching between the "private sandbox" and the "shared sandbox." Figure 7 shows the state in which the shared sandbox with the first matched partner (Hinata) is selected. Below the tabs are quest content areas D311, D312, and D313 that show the details of each joint quest. The quest content area D311 contains the contents of the collaborative quest: instructions such as "Two people harvest 50 spinach plants in the shared sandbox," rewards, a gauge showing the progress of the work process, and a "Plant" button to transition to the shared sandbox to advance the collaborative quest. The quest content area D312 contains the contents of the joint quest, including the instruction "Send a message from Haruto," a reward, a gauge, and a "Send" button to transition to a chat screen where the user (Haruto) can send a message to their matched partner (Hinata). In the quest content area D313, the instruction "Send a message from Hinata", a reward, and a gauge are arranged as the content of the joint quest.
[0062] Screen D400 shown in Fig. 8 is a screen including a pop-up area D410 that notifies the user that the profile has been made public. Pop-up area D410 displays that the matched partner's (Hinata's) answer to the profile item "Willingness to Marry" has been made public by completing the joint quest. The user (Haruto) may transition to screen D500, which displays the matched partner's (Hinata's) profile information, by selecting (e.g., tapping) the "Confirm" button in pop-up area D410.
[0063] 9 is a screen D500 that includes a pop-up area D510 that displays the profile information of the matched partner (Hinata). The pop-up area D510 displays a list of profile items and the matched partner's (Hinata's) answers that are publicly available to the user (Haruto).
[0064] Screen D600 shown in FIG. 10 is a screen including a pop-up area D610 for canceling registration on the matching management screen. The pop-up area D610 displays content for confirming that the user will cancel the friend relationship (cancel the match) with the matching partner (Aoi). When the user (Haruto) selects the OK button in the pop-up area D610, the registration of the user (Haruto) and the matching partner (Aoi) is mutually canceled. When the user (Haruto) selects the OK button, the game server 100 executes a penalty imposition process, which will be described later, and if it is determined that a penalty should be imposed on the user (Haruto), the screen transitions to screen D700 shown in FIG. 11.
[0065] Screen D700 shown in Figure 11 is a screen including a pop-up area D710 that notifies the user of a penalty for a matching slot. The pop-up area D710 displays that the matching slot for which registration has been cancelled will be restricted for use until a specified date and time. The user (Haruto) can also make the restricted matching slot available for use in exchange for specified points, items, etc.
[0066] Screen D800 shown in Fig. 12 is a screen including a pop-up area D810 that notifies the user that a private question has been made public. Pop-up area D810 displays that the answer to the private question "This is a little difficult to ask, but is there anything you would like to ask the other person?" has been made public by completing the joint quest. By selecting the "Confirm" button in pop-up area D810, the user (Haruto) may transition to screen D900, which displays the answer to the private question of the matched person (Hinata).
[0067] 13 is a screen including a pop-up area D910 that displays answers to private questions. The pop-up area D910 displays the question items of the private questions and the answers of the user (Haruto) and the matched partner (Hinata).
[0068] <System Operation> Next, the operation of the game server 100 of the information processing system 1 having the above-described configuration and functions will be described using a flowchart. In the following, it is assumed that user A (for example, "Haruto" shown in FIG. 7) is using the user terminal 300 and that user A is currently matched (status: friend) with user B (for example, "Hinata" shown in FIG. 7) in game G.
[0069] FIG. 14 is a flowchart showing the interaction support process by the information processing system 1 according to the embodiment of the present invention.
[0070] In step S101, the game server 100 provides the game G to the user terminal 300.
[0071] In step S102, the quest management unit 133 of the game server 100 presents the next joint quest to be completed to the user and the matching partner based on the matching partner information about user B of user A and the joint quest information. The user then carries out the presented joint quest together with the user and the matching partner. The quest management unit 133 updates the joint quest progress information in response to operations by user A and / or user B.
[0072] In step S103, if the progress information of the joint quest presented in step S102 has been updated, the quest management unit 133 of the game server 100 determines whether the joint quest presented in step S102 has been completed (quest completion determination). If the determination result is true (YES), that is, if the joint quest has been completed, the process proceeds to step S104. On the other hand, if the determination result is false (NO), that is, if the joint quest has not been completed, step S103 is repeated.
[0073] In step S104, that is, when the joint quest presented in step S102 is accomplished, the reward management unit 137 of the game server 100 awards an in-game reward to the user and the matched partner (reward awarding step). Note that this reward awarding step may be omitted depending on the reward setting for the joint quest.
[0074] In step S105, the exchange support unit 134 of the game server 100 discloses to the user and the matched partner the targets to be released that are linked to the joint quest presented in step S102 (information disclosure step), and ends the flow.
[0075] 15 is a flowchart showing the penalty imposition process by the information processing system 1 according to the embodiment of the present invention. The penalty imposition process is applied when a user cancels the registration of a matching partner.
[0076] In step S201, the game providing unit 131 of the game server 100 provides the game G to the user terminal 300 of the user.
[0077] In step S202, the matching management unit 132 of the game server 100 receives a request to cancel the registration of a matching partner designated by the user in response to an operation by the user.
[0078] In step S203, the matching management unit 132 of the game server 100 refers to the user's matching partner information in the storage unit 120 and determines whether the number of registered matching partners for the user, including the matching partner for which deregistration was requested in step S102, is the same as the current upper limit (upper limit determination). If the determination result is true (YES), that is, if the number of registered matching partners for the user is the same as the current upper limit, the process proceeds to step S204. On the other hand, if the determination result is false (NO), that is, if the number of registered matching partners for the user is not the same as the current upper limit, the process proceeds to step S205.
[0079] In step S204, that is, when the number of registered matched partners of the user is the same as the current upper limit number, the penalty management unit 135 of the game server 100 imposes a penalty on the user (penalty imposition step).
[0080] In step S205, the matching management unit 132 of the game server 100 mutually cancels the registration of the user and the matching partner designated by the user in step S202, and ends the flow.
[0081] <Basic computer configuration> 16 is a block diagram showing the basic hardware configuration of a computer 900. The computer 900 has a control unit 901, a storage unit 902, a communication unit 903, an input unit 904, and an output unit 905. The control unit 901, the storage unit 902, the communication unit 903, the input unit 904, and the output unit 905 are electrically connected to one another via a communication bus 910.
[0082] The control unit 901 includes a CPU (Central Processing Unit, also called a processor), and is a device that controls each unit of the computer 900 and also reads and executes various programs stored in the storage unit 902.
[0083] The storage unit 902 includes a main storage device such as a dynamic random access memory (DRAM) and an auxiliary storage device such as a hard disk, and is a device for storing various programs for executing the operating system and various applications of the computer 900, as well as data used by these programs. The processing shown in the various flowcharts above is realized by the control unit 901 of each computer constituting the game server 100 and the user terminal 300 executing a program stored in the storage unit 902.
[0084] The communication unit 903 is a device for communicating with external devices, and transmits and receives data according to instructions from the control unit 901. The game server 100 and each computer constituting the user terminal 300 each use this communication unit 903 to communicate with other devices including the network NW shown in FIG.
[0085] The input unit 904 is a device that receives input from outside and supplies it to the control unit 901, and is configured to include, for example, a keyboard, a mouse, a touch panel, and a camera. The output unit 905 is a device that outputs the processing results of the control unit 901 to the outside, and is configured to include, for example, a display and a speaker.
[0086] <Program> Here, a program for realizing each functional unit of the game server 100 according to this embodiment will be described. The game server 100 is implemented in a computer 900. The operation of each component of the game server 100 is stored in the form of a program in the auxiliary storage device of the storage unit 902. The control unit 901 reads the program from the auxiliary storage device of the storage unit 902, loads it into the main storage device of the storage unit 902, and executes the above-mentioned processing in accordance with the program. The control unit 901 also allocates a storage area corresponding to the above-mentioned storage unit 120 in the main storage device of the storage unit 902 in accordance with the program.
[0087] Specifically, the program is a program for causing a computer 900 to execute a game having a processor and a memory unit and having a matching function to provide a user with a game, and the program causes the computer to execute a quest provision process that presents a joint quest to the user and the user's matched partner and manages the progress of the joint quest, an exchange support process that sequentially makes multiple profiles of the user and the matched partner mutually public according to the progress of the joint quest, and a penalty management process that imposes a specified penalty on the user if the user unregisters the matched partner.
[0088] The auxiliary storage device of storage unit 902 is an example of a non-transitory tangible medium. Other examples of non-transitory tangible media include a magnetic disk, a magneto-optical disk, a CD-ROM, a DVD-ROM, and a semiconductor memory connected via input unit 904. Furthermore, when this program is distributed to computer 900 via network NW, computer 900 that receives the program may load the program into the main storage device of storage unit 902 and execute the above-described processing.
[0089] The program may also be a program for realizing some of the above-described functions. Furthermore, the program may be a so-called differential file (differential program) that realizes the above-described functions in combination with another program already stored in the auxiliary storage device of the storage unit 902.
[0090] According to the information processing system 1 of this embodiment described above, when a user cancels the registration of a matched partner, a specified penalty is imposed on the user who cancels the registration, which prevents users from carelessly switching between matched partners and encourages users to continue interacting with registered matched partners. Furthermore, by gradually releasing profiles, private questions, and answers to those questions as the game progresses, it is possible to support ongoing interactions and provide opportunities to get to know the matched partner more deeply. Also, by staggering the timing of asking private questions and the timing of releasing the answers received from the user to those questions, it motivates continued use of the service. In this way, gradually releasing information about a matched partner allows for ongoing topics of conversation and reveals unexpected aspects of the matched partner, helping to build a more intimate and lasting relationship. In other words, it is possible to promote and support interaction between specific users through the game G.
[0091] The present invention is not limited to the above-described embodiment, and various modifications can be adopted.
[0092] For example, the joint quest in the above embodiment was a task performed jointly by the user and the matched partner, but it may also be that the user and / or the matched partner's experience points in the game reach a predetermined value or more.
[0093] In the above embodiment, a shared sandbox is generated for each matching partner whose status is "friend," but a shared sandbox may be generated only for matching partners whose status is "couple." In other words, a user may have a shared sandbox only with matching partners whose status is "couple."
[0094] Furthermore, the upper limit determination (step S203) in the penalty imposition process of the above embodiment may be omitted, and penalties may be imposed on all unregistered matched partners. This provides a stricter deterrent to unregistering.
[0095] The game providing unit 131 may provide a subgame SG within the game G. The game providing unit 131 may provide a subgame SG that can be played only by the user and the matched partner. The game providing unit 131 may provide a subgame SG that can be played only by a pair of the user and the matched partner whose status is a couple.
[0096] Furthermore, each of the above-described operational flows is not limited to being performed independently, but can be performed by combining two or more operational flows. For example, some steps of one operational flow may be added to another operational flow, or some steps of one operational flow may be replaced with some steps of another operational flow. In each flow, it is not necessary to perform all steps, and only some steps may be performed. Furthermore, the order of steps in each flow may be changed as appropriate.
[0097] (Addendum) The following additional notes are about the features of the above-described embodiment. (Appendix 1) An information processing device for providing a game having a matching function to a user, a quest providing process for presenting a joint quest to the user and a matched partner of the user and managing the progress of the joint quest; an interaction support process in which a plurality of profiles of the user and the matching partner are sequentially disclosed to each other according to the progress of the joint quest; a penalty management process for imposing a predetermined penalty on the user when the user cancels the registration of the matching partner; A program that executes the following. This can encourage continued interaction with existing matched partners, i.e., it can promote and support interaction between specific users through a game with a matching function. (Appendix 2) The matching function allows registration of matching partners up to a predetermined upper limit number, the penalty management process imposes the predetermined penalty on the user when the number of registered matched partners of the user reaches the upper limit and the user cancels registration of the matched partner; The program described in Appendix 1. (Appendix 3) the penalty management process does not impose the penalty on the matched party; The program described in Appendix 1. (Appendix 4) The information processing device further includes: When the user completes the joint quest, a reward management process is executed to grant a reward to the matched partner. 1. A program as described in Appendix 1 or 2. This will increase motivation to progress with the joint quest, as it will also contribute to the matched partner. (Appendix 5) The reward management process varies the amount of the reward depending on a relationship value between the user and the matching partner. The program described in Appendix 4. By offering more rewards when the status is couple than when the status is friend, it will motivate players to deepen their interactions in order to become couples from friends, and it will increase motivation to progress in joint quests. (Appendix 6) the interaction support process makes public a plurality of profiles of the user and the matching partner when the experience value of the game of the user and / or the matching partner reaches a predetermined value or more; 10. The program of claim 1, wherein the This allows for increased motivation to progress through the collaborative quests by including collaborative quests other than the collaborative sandbox work. (Appendix 7) the interaction support process discloses a plurality of questions prepared in advance to the user and the matched person according to the progress of the joint quest; The program described in Appendix 1. This will increase motivation to progress in the joint quest. In addition, the game G can prepare questions in advance that will encourage deeper interactions, so even users who are not good at socializing can be encouraged to interact. (Appendix 8) The interaction support process includes: obtaining answers to the questions from the user and / or the match; According to the progress of the joint quest, the answer of the user is made public to the matched party, and the answer of the matched party is made public to the user. 7. The program described in Appendix 7. This allows for a shift in the timing of asking (publishing) a question and the timing of publishing the answer to that question, thereby increasing motivation to progress in the joint quest. (Appendix 9) The joint quest is an in-game task that the user and the matched partner jointly carry out. 10. The program of any one of appendices 1 to 8. Users can deepen their understanding of the other person's personality by sharing information through chats and other means, and by learning how to work together. (Appendix 10) the reward management process calculates the rankings of the user and the matching partner in the game, and varies the amount of the reward according to the rankings; The program described in Appendix 4. This can increase motivation to progress through the joint quest in order to improve ranking. (Appendix 11) the reward management process provides items that can only be acquired by the user and the matching partner, in accordance with the degree of intimacy between the user and the matching partner; The program described in Appendix 4. This can increase motivation to proceed with the joint quest to obtain rare items. (Appendix 12) The reward management process varies the amount of reward for the matched partner in the game according to the level of the user in the game. The program described in Appendix 4. (Appendix 13) The information processing device further includes: A game providing process for providing a sub-game that can be played only by the user and the matched partner 13. The program according to any one of appendices 1 to 12, which causes the program to execute the above. (Appendix 14) An information processing method for providing a user with a game having a matching function, comprising: a quest providing process for presenting a joint quest to the user and a matched partner of the user and managing the progress of the joint quest; an interaction support process in which a plurality of profiles of the user and the matching partner are sequentially disclosed to each other according to the progress of the joint quest; a penalty management process for imposing a predetermined penalty on the user when the user cancels the registration of the matching partner; An information processing method that causes a computer to execute the above. (Appendix 15) An information processing device for providing a user with a game having a matching function, a quest providing unit that presents a joint quest to the user and a matched partner of the user and manages progress of the joint quest; an exchange support unit that sequentially discloses a plurality of profiles of the user and the matching partner to each other according to the progress of the joint quest; a penalty management unit that imposes a predetermined penalty on the user when the user cancels the registration of the matching partner; An information processing device comprising: (Appendix 16) An information processing system for providing a user with a game having a matching function, a quest providing unit that presents a joint quest to the user and a matched partner of the user and manages progress of the joint quest; an exchange support unit that sequentially discloses a plurality of profiles of the user and the matching partner to each other according to the progress of the joint quest; a penalty management unit that imposes a predetermined penalty on the user when the user cancels the registration of the matching partner; An information processing system comprising: [Explanation of symbols]
[0098] 1: Information processing system 100: Game server 110: Communications Department 120: Storage section 130: Processing section 131: Game Provider 132: Matching Management Department 133: Quest Management Department 134: Exchange Support Department 135: Penalty Management Department 136: Compensation Management Department 300: User terminal NW: Network
Claims
1. An information processing device for providing a game having a matching function to a user, a quest providing process for presenting a joint quest to the user and a matched partner of the user and managing the progress of the joint quest; an interaction support process in which a plurality of profiles of the user and the matching partner are sequentially disclosed to each other according to the progress of the joint quest; a penalty management process for imposing a predetermined penalty on the user when the user cancels the registration of the matching partner; A program for executing The matching function allows registration of matching partners up to a predetermined upper limit number, the penalty management process imposes the predetermined penalty on the user when the number of registered matched partners of the user reaches the upper limit and the user cancels registration of the matched partner; program.
2. the penalty management process does not impose the penalty on the matched party; The program according to claim 1.
3. the interaction support process makes public a plurality of profiles of the user and the matching partner when the experience value of the game of the user and / or the matching partner reaches a predetermined value or more; The program according to claim 1.
4. the interaction support process discloses a plurality of questions prepared in advance to the user and the matched person according to the progress of the joint quest; The program according to claim 1.
5. The interaction support process includes: obtaining answers to the questions from the user and / or the match; According to the progress of the joint quest, the answer of the user is made public to the matched party, and the answer of the matched party is made public to the user. The program according to claim 4.
6. The joint quest is an in-game task that the user and the matched partner jointly carry out. The program according to claim 1.
7. An information processing method for providing a user with a game having a matching function, comprising: a quest providing process for presenting a joint quest to the user and a matched partner of the user and managing the progress of the joint quest; an interaction support process in which a plurality of profiles of the user and the matching partner are sequentially disclosed to each other according to the progress of the joint quest; a penalty management process for imposing a predetermined penalty on the user when the user cancels the registration of the matching partner; on the computer, The matching function allows registration of matching partners up to a predetermined upper limit number, the penalty management process imposes the predetermined penalty on the user when the number of registered matched partners of the user reaches the upper limit and the user cancels registration of the matched partner; Information processing methods.
8. An information processing device for providing a user with a game having a matching function, a quest providing unit that presents a joint quest to the user and a matched partner of the user and manages progress of the joint quest; an exchange support unit that sequentially discloses a plurality of profiles of the user and the matching partner to each other according to the progress of the joint quest; a penalty management unit that imposes a predetermined penalty on the user when the user cancels the registration of the matching partner; Equipped with The matching function allows registration of matching partners up to a predetermined upper limit number, the penalty management unit imposes the predetermined penalty on the user when the number of registered matched partners of the user reaches the upper limit and the user cancels the registration of the matched partner; Information processing device.
9. An information processing system for providing a user with a game having a matching function, a quest providing unit that presents a joint quest to the user and a matched partner of the user and manages progress of the joint quest; an exchange support unit that sequentially discloses a plurality of profiles of the user and the matching partner to each other according to the progress of the joint quest; a penalty management unit that imposes a predetermined penalty on the user when the user cancels the registration of the matching partner; Equipped with The matching function allows registration of matching partners up to a predetermined upper limit number, the penalty management unit imposes the predetermined penalty on the user when the number of registered matched partners of the user reaches the upper limit and the user cancels the registration of the matched partner; Information processing system.
10. An information processing device for providing a game having a matching function to a user, a quest providing process for presenting a joint quest to the user and a matched partner of the user and managing the progress of the joint quest; an interaction support process in which a plurality of profiles of the user and the matching partner are sequentially disclosed to each other according to the progress of the joint quest; a penalty management process for imposing a predetermined penalty on the user when the user cancels the registration of the matching partner; a reward management process for granting experience points, currency, and / or items in the game to the matched partner as a reward when the user completes the joint quest; A program for executing The matching function allows registration of matching partners up to a predetermined upper limit number, the penalty management process imposes the predetermined penalty on the user when the number of registered matched partners of the user reaches the upper limit and the user cancels the registration of the matched partner; The reward management process varies the amount of the reward for the matched partner in the game according to the level of the game of the user. program.
11. The reward management process varies the amount of the reward depending on a relationship value between the user and the matching partner. The program according to claim 10.
12. the reward management process calculates the rankings of the user and the matching partner in the game, and varies the amount of the reward according to the rankings; The program according to claim 10.
13. the reward management process provides items that can only be acquired by the user and the matching partner, in accordance with the degree of intimacy between the user and the matching partner; The program according to claim 10.
14. The information processing device further includes: A game providing process for providing a sub-game that can be played only by the user and the matched partner The program according to claim 10, which causes the program to execute the above.
15. An information processing method for providing a user with a game having a matching function, comprising: a quest providing process for presenting a joint quest to the user and a matched partner of the user and managing the progress of the joint quest; an interaction support process in which a plurality of profiles of the user and the matching partner are sequentially disclosed to each other according to the progress of the joint quest; a penalty management process for imposing a predetermined penalty on the user when the user cancels the registration of the matching partner; a reward management process for granting experience points, currency, and / or items in the game to the matched partner as a reward when the user completes the joint quest; on the computer, The matching function allows registration of matching partners up to a predetermined upper limit number, the penalty management process imposes the predetermined penalty on the user when the number of registered matched partners of the user reaches the upper limit and the user cancels the registration of the matched partner; The reward management process varies the amount of the reward for the matched partner in the game according to the level of the game of the user. Information processing methods.
16. An information processing device for providing a user with a game having a matching function, a quest providing unit that presents a joint quest to the user and a matched partner of the user and manages progress of the joint quest; an exchange support unit that sequentially discloses a plurality of profiles of the user and the matching partner to each other according to the progress of the joint quest; a penalty management unit that imposes a predetermined penalty on the user when the user cancels the registration of the matching partner; a reward management unit that grants experience points, currency, and / or items in the game to the matched partner as a reward when the user completes the joint quest; Equipped with The matching function allows registration of matching partners up to a predetermined upper limit number, the penalty management unit imposes the predetermined penalty on the user when the user cancels registration of the matching partner in a case where the number of registered matching partners of the user is the upper limit number; The reward management unit varies the amount of the reward for the matched partner in the game according to the level of the game of the user. Information processing device.
17. An information processing system for providing a user with a game having a matching function, a quest providing unit that presents a joint quest to the user and a matched partner of the user and manages progress of the joint quest; an exchange support unit that sequentially discloses a plurality of profiles of the user and the matching partner to each other according to the progress of the joint quest; a penalty management unit that imposes a predetermined penalty on the user when the user cancels the registration of the matching partner; a reward management unit that grants experience points, currency, and / or items in the game to the matched partner as a reward when the user completes the joint quest; Equipped with The matching function allows registration of matching partners up to a predetermined upper limit number, the penalty management unit imposes the predetermined penalty on the user when the user cancels registration of the matching partner in a case where the number of registered matching partners of the user is the upper limit number; The reward management unit varies the amount of the reward for the matched partner in the game according to the level of the game of the user. Information processing system.
Citation Information
Patent Citations
Game management device, game management method, and program
JP2013022320A
Game program, game program execution method and information processor
JP2018114185A
Game system, game control device, and program
JP2019084299A
Game program, method, and information processing device
JP2020110448A
Server and information system
JP2021003200A
Cited By
Game system and program
JP7852876B1