Notification system and notification method

By displaying information related to the remuneration for placing content on the lock screen of the smartphone, the problem of users frequently unlocking the lock screen to confirm the progress of the game is solved, and the user experience and operation efficiency are improved.

CN120112930APending Publication Date: 2025-06-06CYGAMES INC
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Patent Information

Application Number
CN202380073416.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-10-18
Filing Date
2023-10-10
Publication Date
2025-06-06

AI Technical Summary

Technical Problem

During the period when placing content in a smartphone, users need to frequently unlock the screen to confirm the progress of the game application, resulting in trouble in operation.

Method used

Through the notification system, the game server generates a reward schedule according to the placement time, and the notification server notifies the user's electronic device according to the time schedule, so that information related to the reward is displayed on the lock screen.

Benefits of technology

Users do not need to frequently unlock the lock screen to know the progress of the content and the rewards they receive, which improves the user experience and reduces the number of operations.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The notification system is provided with: a game server that generates a time schedule for giving a reward on the basis of placement content for giving a reward to a user in accordance with a placement time at which an operation is not performed in an electronic device; and a notification server that performs, in accordance with the schedule, a notification for displaying the information relating to the reward on the display area of the electronic device.
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Description

Technical Field

[0001] The invention relates to a notification system and a notification method. Background Art

[0002] In electronic devices such as smartphones, various types of applications (hereinafter referred to as "apps") operate, and the display unit of the smartphone displays the processing results corresponding to the application being used by the user. When the user is not using the smartphone, the lock screen is displayed on the display unit to prevent other users from operating. The lock screen is one of the security features of smartphones, which is set to allow the user to use the smartphone only after performing a specific authentication action (password input, facial recognition, etc.) when starting to use the smartphone again.

[0003] The lock screen is provided with a widget that allows information to be displayed on the home screen or the lock screen without the user starting a separate application. The user can check the information (part of an email, etc.) displayed on the home screen or the lock screen by viewing the widget.

[0004] Patent document 1 states: "When a drag gesture is detected on the touch display while a new notification containing content is displayed, a notification list including multiple notifications and the new notification is displayed together with the content received from the application, and the user can scroll the displayed notification list while the electronic device is operating in a locked state."

[0005] Prior art literature

[0006] Patent Literature

[0007] Patent Document 1: Japanese Patent Application Publication No. 2022-106824 Summary of the invention

[0008] Problem that the invention aims to solve

[0009] Provide content that allows users to play games on smartphones by operating smartphones. For this content, in addition to content that progresses the game based on user operations, there is also content that progresses the game even when the user does not operate and leaves it alone (hereinafter referred to as "placed content"). After the user starts the placed content, during the period of placement, the character in the game can obtain in-game currency or the level of the character can be upgraded. In the past, while the placed content was executed on a smartphone, the user could only confirm the progress results of the game application of the placed content by unlocking the lock screen. Therefore, after the user starts placing the content, each time he confirms how much reward he has received, he has to unlock the lock screen, which is very troublesome.

[0010] The present invention has been made in view of such circumstances, and an object of the present invention is to display information related to the remuneration for placing content in a display area of ​​an electronic device.

[0011] Solutions for solving problems

[0012] The notification system involved in the present invention comprises: a game server, which generates a time schedule for giving rewards based on the placement content of giving rewards to users according to the placement time starting from the electronic device and the time when no operation is performed; and a notification server, which performs a notification for displaying information related to the reward in the display area of ​​the electronic device according to the time schedule.

[0013] Effects of the Invention

[0014] According to the present invention, notification for displaying information related to reward in the display area of ​​the electronic device is performed in response to the start of placing content in the electronic device.

[0015] Problems, structures, and effects other than those described above will become clear from the following description of the embodiments. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] Figure 1 This is an overall configuration diagram showing an overview of a notification system according to an embodiment of the present invention.

[0017] Figure 2 This is a diagram showing a display example (1) of a reward notification screen displayed superimposed on a lock screen of a client terminal in a notification system according to an embodiment of the present invention.

[0018] Figure 3 This is a block diagram showing a hardware configuration example of a game server in a notification system according to an embodiment of the present invention.

[0019] Figure 4 This is a block diagram showing a hardware configuration example of a client terminal in a notification system according to an embodiment of the present invention.

[0020] Figure 5 This is a block diagram showing an example of functional configurations of a game management system and a client terminal in a notification system according to an embodiment of the present invention.

[0021] Figure 6 This is a sequence diagram showing an example of processing on the client side and the server side in the notification system according to one embodiment of the present invention.

[0022] Figure 7 This is a diagram showing a display example (2) of a reward notification screen displayed superimposed on a lock screen of a client terminal in a notification system according to an embodiment of the present invention.

[0023] Figure 8 This is a diagram showing a display example (3) of a reward notification screen displayed superimposed on a lock screen of a client terminal in a notification system according to an embodiment of the present invention.

[0024] Fig. 9 This is a diagram showing a display example (4) of a reward notification screen displayed superimposed on the lock screen of a client terminal in the notification system according to one embodiment of the present invention. DETAILED DESCRIPTION

[0025] Hereinafter, a mode for implementing the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same function or structure are denoted by the same reference numerals to omit repeated description.

[0026] [One embodiment]

[0027] Figure 1 1 is an overall configuration diagram showing an overview of a notification system 100 according to one embodiment.

[0028] The notification system 100 includes a game management system 10, a push notification server 20, and a client terminal 30. The game management system 10, the push notification server 20, and the client terminal 30 are connected to each other via a network N such as the Internet so as to be able to transmit and receive various data.

[0029] <Client Terminal>

[0030] The client terminal 30 is an example of an electronic device operated by a user (not shown) and can execute various applications. As the client terminal 30, for example, a smartphone, a tablet, or a PC (Personal Computer) is assumed. There are various types of applications executed in the client terminal 30, but the case of executing a game application (hereinafter referred to as a "game application") is particularly described. In addition, when describing the processing of the client terminal 30, it is sometimes referred to as the "client side".

[0031] As the game application, there is idle content that rewards the user according to the idle time of the user without operation. As the reward that the user who starts the idle content can get, it is assumed that there are currency, props, characters that can be operated in the idle content, character upgrade information, etc. that can be used in the idle content.

[0032] Alternatively, the placed content may be part of the content included in the game application executed in the client terminal 30. The client terminal 30, which does not display the placed content, displays a lock screen in which input operations are restricted until the user is authenticated by the authentication function of the client terminal 30.

[0033] After the placement of the content starts, if the client terminal 30 is in a state where the lock screen is displayed, the information related to the reward is displayed on the lock screen. Among them, the information related to the reward can be displayed, for example, in a display area where the placement content is not displayed. In addition, in the case where the PC as the client terminal 30 is executing a game application, if the PC is in a state of starting up, the display area where the placement content is displayed is sometimes not set in the entire display screen of the PC, but is set in a part of the display screen. Therefore, if the PC is in a state of starting up, the information related to the reward can be displayed at any of the four corners of the display screen of the PC, which is a display area where the placement content is not displayed. In addition, the position of the display area where the placement content is not displayed can be arbitrarily changed according to the specifications or control of the push notification server 20 or the OS (Operating System: operating system) of the PC. In addition, the position of the display area where the information related to the reward is displayed can also be set by the user.

[0034] Here, the reward includes various achievements obtained by the character, such as in-game props, currency, character experience points, the number of enemies defeated by the character, the buildings built in the game, or the number of dungeon levels reached by the character, which can be obtained by the user after the placement content is started. In addition, the information related to the reward is notified to the user by sending a push notification to the client terminal 30 via the push notification server 20. Therefore, the user operating the client terminal 30 can also know that the placement content is progressing and that the reward is obtained according to the time of executing the placement content even when the lock screen is displayed.

[0035] In addition, when the user confirms the information about the reward displayed on the lock screen, the user can also unlock the lock screen to play the game application for placing content. The notified reward can also be multiple, and phased rewards can also be set. For example, if the reward is a prop, the number of rewards that can be obtained can also be increased accordingly with the passage of time as follows: after the placement content starts, when 1 hour has passed, 1 prop can be obtained, and when 5 hours have passed, 10 props can be obtained. Or, if the reward is a building, the type of reward that can be obtained can also be changed accordingly with the passage of time as follows: after the placement content starts, when 1 day has passed, the 1st floor part is built, and when 2 days have passed, the 2nd floor part is built. Such phased rewards will be explained later together with the display example of the screen.

[0036] <Game Management System>

[0037] The game management system 10 distributes various contents to the client terminal 30 and manages game applications. Examples of the contents used in the client terminal 30 include contents used in the game applications. When describing the processing of the game management system 10, it is sometimes referred to as "server side".

[0038] The game management system 10 includes a game server 1, a notification server 2, and a schedule DB (Data Base) 3. When receiving a request to start placing content, the game server 1 generates a schedule for giving a reward to the client terminal 30. The request to start placing content is a request sent from the client terminal 30 when the placement of content starts in the client terminal 30. In addition, in conjunction with the generation of the schedule, the game server 1 also generates information for causing the client terminal 30 to draw or display the schedule and the reward. In this case, the game server 1 can also be configured to only give a drawing instruction to the client terminal 30, and the image of the content of the game application, etc., is drawn and displayed by the client terminal 30 that receives the drawing instruction.

[0039] The notification server 2 performs notification for displaying information related to rewards in the display area of ​​the client terminal 30 according to the schedule generated by the game server 1. Therefore, the notification server 2 notifies the client terminal 30 according to the schedule acquired from the schedule data. For example, the notification time is scheduled to be 10:05:00, and when the current time becomes the scheduled time, the client terminal 30 is notified. In addition, the notification is a push notification sent to the client terminal 30 via the push notification server 20 by the notification server 2 sending a "Remote Push Notifications" to the push notification server 20 as described later.

[0040] As described above, the lock screen is displayed on the client terminal 30. In a partial area of ​​the lock screen, for example, the reward itself or information for notifying the user that the reward has been received is displayed as information related to the reward.

[0041] Schedule data including the schedule generated in the game server 1 is stored in the schedule DB 3. The schedule DB 3 stores the schedule data including the reward and the schedule for each user utilizing the placed content. When the placement of the content starts in the client terminal 30, the notification server 2 reads the schedule data from the schedule DB 3 and, based on the schedule data, notifies the client terminal 30 utilized by the corresponding user of the reward.

[0042] For notifications made by the notification server 2, "remote push notifications" are used. "Remote push notifications" are data used for push notifications. By using "remote push notifications", the notification server 2 can indirectly push notifications to the client terminal 30 via the push notification server 20. In this way, the process of the notification server 2 pushing notifications to the client terminal 30 via the push notification server 20 is also called "notification".

[0043] <Push Notification Server>

[0044] The push notification server 20 is, for example, a server managed by a manufacturer of an OS executed in the client terminal 30. When receiving a "remote push notification" from the game management system 10, the push notification server 20 pushes the notification to the client terminal 30. The push notification server 20 can limit unnecessary push notifications from third parties to the client terminal 30.

[0045] The push notification server 20 is also referred to as an APN / FCN server, for example. In addition, the APN server is a push notification server managed by Apple, and the FCN server is a push notification server managed by Google. In the case where the client terminal 30 is a smartphone, etc., all smartphones can regularly communicate with the push notification server 20 managed by the manufacturer of their respective OS, and receive push notifications via the push notification server 20. Therefore, an application created by a third party that is not the manufacturer of the OS sends a push notification sending request to the push notification server 20. As a result, even if the third-party game server does not have the IP address (Internet Protocol address) of the smartphone in advance, etc., it can indirectly send push notifications to the smartphone via the push notification server 20.

[0046] Here, the overview of the process of updating the game information used in the game application including the placed content by the game management system 10 using remote push notification is described. Remote push notification is a configuration in which a third party pushes notification to the client terminal 30 via the push notification server 20 .

[0047] In the client terminal 30, after starting to place the content, if other applications are started, then the state of not playing the game for placing the content is changed, so the background action for placing the content is not performed. On the other hand, in the game server 1, after starting to place the content in the client terminal 30, game information is generated, and the update of the game information using remote push notification is performed to the client terminal 30 in coordination with the time arrangement. Information such as the reward obtained by the user is included in this game information. If it is in the past, the user starts the game application and confirms the reward after the background action for placing the content, but in the present embodiment, the user can also confirm the reward even if the game application is not started. That is, when the user confirms the reward, there is no need to place the background action of the content.

[0048] When the game management system 10 uses remote push notification to update the game information of the client terminal 30, the client terminal 30 does not need to perform background operations of the game application. Therefore, in this embodiment, when the content is placed in the client terminal 30, the "pre-generation function of content results" is introduced on the server side to pre-generate the reward results of the content. The content results pre-generated in the game management system 10 are sent to the client terminal 30 according to the schedule generated in the game management system 10 together with the content results. In this embodiment, the "content result" is a "reward result". The reward result is a specific instance generated individually for each user in the game server 1. Therefore, based on the reward result generated in the game server 1, the user is rewarded. In the following description, the reward result and the reward are sometimes described with the same meaning. In addition, the generation of the reward result performed in the game server 1 is sometimes described as the generation of reward. In order to realize the function of giving rewards to users, the game management system 10 needs the following functions 1 to 3.

[0049] Function 1: When starting to place content, the game application of the client terminal 30 sends a request to the game server 1 on the server side to start placing content.

[0050] Function 2: The game server 1 on the server side that receives a request to start placing content generates a reward result for the content and schedules the time to send a "remote push notification" including the reward result.

[0051] Function 3: After being scheduled by the game server 1, the notification server 2 regularly sends a "remote push notification" to the client terminal 30 via the push notification server 20 to push notification.

[0052] <Description of the real-time notification function>

[0053] Here, the real-time notification function is explained.

[0054] Figure 2This is a diagram showing a display example (1) of a reward notification screen displayed superimposed on the lock screen of the client terminal 30 in the notification system 100 .

[0055] The real-time notification function of the client terminal 30 is to enable Figure 2 The lock screen shown shows the functions of widgets that can be customized for each application. In the case of applications other than games in this embodiment, various real-time information in the real world, such as the delivery waiting time of a delivery application and the score of a game of a sports broadcast application, is displayed on the lock screen before authentication.

[0056] Generally speaking, in the above application examples, it is assumed that the client terminal 30 is notified of an event that occurs in the real world, that is, a real event. As a notification of a real event, for example, in a delivery service, the current position of a delivery vehicle is notified to the client terminal 30 at each predetermined time. In the notification of a real event, the "pre-generation function of content results" in function 2 cannot be realized. This is because it is impossible to determine in advance at what time the delivery vehicle passes by what location.

[0057] On the other hand, when the game management system 10 involved in this embodiment is used, by processing in the order of the above-mentioned functions 1 to 3, it is possible to perform real-time update of the lock screen displayed on the client terminal 30. Here, real-time update means that the reward provided to the user is displayed on the lock screen at each actual time scheduled from the start time of placing the content. Figure 2 As shown, when the game management system 10 is used, information related to the reward for placing content generated on the server side is displayed on the lock screen. That is, the information displayed on the lock screen is not various real-time information in the real world, but information generated by the game server 1. In this way, when the user of the client terminal 30 starts placing content, the reward is generated in advance in the game server 1. This is different from an application that aims to notify real events using a real-time notification function.

[0058] The reward (e.g., currency obtained in the game) itself obtained by the character after the start of the placement content is displayed as information related to the reward on the lock screen of the client terminal 30. In addition, information that does not directly indicate the reward (e.g., information indicating that currency has been obtained in the game) can also be displayed as information related to the reward on the lock screen.

[0059] Here, refer to Figure 2The reward notification screen 50, 50A is described below. The reward notification screen 50, 50A is a screen displayed in a part of the locked screen, and is used to notify the user of the reward obtained by the character 52 in the game. As described above, after the placement content starts, the user obtains the reward according to the time alarm, and here, it is assumed that the character 52 obtains the reward for the description.

[0060] The reward notification screen 50 shows a situation where the character 52 moves toward the first reward icon 53a and the second reward icon 53b set from left to right on the progress bar (time chart) 51. The first reward icon 53a shows that the number of rewards obtained by the character 52 is "1", and the reward name "first reward" is attached. In addition, the second reward icon 53b shows that the number of rewards obtained by the character 52 is "2", and the reward name "second reward" is attached. Here, as a reward, it is assumed that the props that the character 52 can obtain, for example. After the placement content starts, the character 52 obtains the first reward and the second reward in the order of the first reward and the second reward as the placement time increases. The time required to obtain the first reward and the second reward is arranged by the game server 1 from the start time of the placement content.

[0061] The time required for the character 52 to obtain each reward is displayed in the reward obtaining time display area 54 provided at the upper part of the reward notification screen 50. For example, the time required for the character 52 to obtain the first reward is "30 minutes and 50 seconds", and the time required to obtain the second reward is "1 and a half hours". By checking the time required to obtain each reward, the user can know how long it will take for the character 52 to obtain the reward. In addition, the placement time that has passed since the placement of the content is expressed in the following manner: when the character 52 moves from the left end to the right end of the progress bar 51, the line type changes from a dotted line to a solid line. In addition, when the character 52 reaches the first reward icon 53a, it is visually expressed that the character 52 obtains the first reward, and when the character 52 reaches the second reward icon 53b, it is visually expressed that the character 52 obtains the second reward.

[0062] The reward notification screen 50 is changed to the reward notification screen 50A to indicate that the character 52 has received the first reward. The reward notification screen 50A is displayed in a part of the locked screen instead of the reward notification screen 50. A bubble icon 55 saying "I got the first reward!" by the character 52 is displayed on the left side of the reward notification screen 50A. The user can understand that the character 52 has received the first reward by looking at the bubble icon 55.

[0063] In addition, in the game management system 10 that manages game content, the content results are generated in advance at the start time of placing the content without the need for notification of real events. Therefore, by realizing the "pre-generation function of content results" in function 2, the game management system 10 can generate content results in advance at the start of placing the content, and provide rewards and related content to the user who places the content at each scheduled time.

[0064] Therefore, when the lock screen is updated on the server side, "remote push notification" is used. However, if the game application is in operation in the client terminal 30 (i.e., the game is being played), the notification schedule of the "remote push notification" for placing the content is stopped. When the notification schedule of the "remote push notification" is stopped, when a certain notification is made from the game server 1 to the client terminal 30, the sending instruction of the "remote push notification" is output to the notification server 2 without passing through the schedule DB 3.

[0065] When the game application updates the lock screen, it is desirable to update the information through a local application built into the client terminal 30. The reason for this is that the reward-related information notified from the notification server 2 is displayed on the lock screen, and the lock screen is not displayed when the game application is running in the client terminal 30.

[0066] <Game server hardware configuration example>

[0067] Next, a hardware configuration example of the game server 1 will be described.

[0068] Figure 3 1 is a block diagram showing a hardware configuration example of the game server 1 in the notification system 100. In addition, since the hardware configuration example of the notification server 2 is the same as that of the game server 1, the description will be limited to the hardware configuration example of the game server 1.

[0069] (Configuration example of a game server)

[0070] The game server 1 is an example of a computer that operates as a computer. The game server 1 includes a CPU (Central Processing Unit) 11, a GPU (Graphics Processing Unit) 12, a ROM (Read Only Memory) 13, a RAM (Random Access Memory) 14, a non-volatile storage device 16, and a network interface 17, which are connected to a bus 15, respectively.

[0071] The CPU 11 reads the program code of the software for realizing each function involved in this embodiment from the ROM 13, loads it into the RAM 14, and executes the program code. The GPU 12 performs the processing required for drawing a 3D object on the screen, for example. Variables, parameters, etc. generated in the middle of the calculation processing of the CPU 11 or the GPU 12 are temporarily written into the RAM 14, and these variables, parameters, etc. are appropriately read by the CPU 11 or the GPU 12.

[0072] As the nonvolatile storage device 16, for example, a HDD (Hard Disk Drive), an SSD (Solid State Drive), an optical disk, a magneto-optical disk, a CD-ROM, a magnetic tape, or a nonvolatile memory is used. In addition to recording the OS and various parameters of the game server 1, the nonvolatile storage device 16 also records a program for making the game server 1 function. The ROM 13 and the nonvolatile storage device 16 record programs and data required for the CPU 11 to perform operations, and are used as an example of a computer-readable non-transitory recording medium that stores programs executed by the game server 1.

[0073] The network interface 17 may be a NIC (Network Interface Card), for example, and various data may be transmitted and received with the client terminal 30 via a LAN (Local Area Network), a dedicated line, or the like connected to a terminal of the NIC. Figure 1 As shown, the game server 1 can be connected to a push notification server 20 and a client terminal 30 via a network N through a network interface 17 .

[0074] <Hardware Configuration Example of Client Terminal>

[0075] Next, a hardware configuration example of the client terminal 30 will be described.

[0076] Figure 4 1 is a block diagram showing a hardware configuration example of the client terminal 30 in the notification system 100 .

[0077] The client terminal 30 is an example of a computer that operates as a computer capable of executing various programs and includes a CPU 31 , a GPU 32 , a ROM 33 , a RAM 34 , a network interface 36 , a touch panel display 37 , and a nonvolatile storage device 38 , each of which is connected to a bus 35 .

[0078] The CPU 31 reads the program code of the software for realizing each function of the client terminal 30 from the ROM 33, loads it into the RAM 34, and executes the program code. Variables and parameters generated in the middle of the calculation processing of the CPU 31 or the GPU 32 are temporarily written into the RAM 34, and these variables and parameters are appropriately read by the CPU 31 or the GPU 32. The CPU 31 performs processing such as processing of the OS of the client terminal 30 and management of input and output of data performed by each unit in the client terminal 30.

[0079] The GPU 32 performs processing required for rendering a 3D object on the screen of the touch panel display 37 , for example.

[0080] The network interface 36 uses, for example, a NIC, and can acquire various data or communicate with other client terminals 30 via a LAN, a dedicated line, or the like connected to a terminal of the NIC.

[0081] The touch panel display 37 is an example of an input / output device in which the display surface and the operation surface are integrated. The touch panel display 37 generates an operation signal based on the coordinates of the position where the operation is performed on the operation surface, and transmits the operation signal to the CPU 31. In addition, the touch panel display 37 outputs an image based on the data of the screen drawn by the CPU 31 or the GPU 32 on the display surface.

[0082] As the nonvolatile storage device 38, for example, a HDD, SSD, floppy disk, optical disk, magneto-optical disk, CD-ROM, or nonvolatile memory is used. In addition to the OS and various parameters, the nonvolatile storage device 38 also records the program for making the client terminal 30 function. The ROM 33 and the nonvolatile storage device 38 record the program and data required for the CPU 31 and the GPU 32 to operate, and are used as an example of a computer-readable non-transitory recording medium that stores the program executed by the client terminal 30.

[0083] In addition, the client terminal 30 has Figure 4 In addition to the hardware shown, the client terminal 30 also includes a camera, a microphone, a speaker, a battery, etc. If the client terminal 30 is a PC, the client terminal 30 includes a keyboard and a mouse as input devices, a liquid crystal display monitor as a display device, and the like.

[0084] <Example of Functional Configuration of Game Management System and Client Terminal>

[0085] Next, a functional configuration example of the game management system 10 and the client terminal 30 will be described.

[0086] Figure 51 is a block diagram showing an example of the functional configuration of the game management system 10 and the client terminal 30 in the notification system 100. Figure 5 In, omitted Figure 1 2 is a block diagram showing a functional configuration example of the push notification server 20 .

[0087] (Example of Functional Configuration of Game Management System)

[0088] First, a functional configuration example of the game management system 10 will be described. The game server 1 of the game management system 10 includes a communication unit 21, a content processing unit 22, a reward generation unit 23, and a schedule generation unit 24.

[0089] The communication unit 21 performs communication processing for providing the client terminal 30 with data corresponding to the acquisition request of the game application executed in the client terminal 30. In addition, when the client terminal 30 starts to place the content, the communication unit 21 receives the request to start placing the content sent from the client terminal 30. The function of the communication unit 21 is as follows: Figure 3 The network interface 17 is shown.

[0090] The content processing unit 22 processes the content executed in the client terminal 30. The content processed in the client terminal 30 includes not only the placed content but also the content that requires the user's operation. Therefore, when the communication unit 21 receives the operation information input by the user in the client terminal 30 from the client terminal 30, the content processing unit 22 processes the content based on the operation information. The communication unit 21 sends the processing result of the content by the content processing unit 22 to the client terminal 30 through the network N.

[0091] When the communication unit 21 receives a request to start placing content, the reward generation unit 23 generates a reward. The reward generated by the reward generation unit 23 is the "reward result" as an example described above. The reward generation unit 23 generates a reward for each notification time specified in advance from the start time of placing content and the display content in the client terminal 30 at the timing when the request to start placing content is received. The notification time may also be changed according to the level of the user who uses the placed content. In addition, in the reward DB (not shown), rewards such as props and upgrades are associated with each user.

[0092] When the reward generating unit 23 generates the reward, the schedule generating unit 24 generates a schedule for the notification server 2 to send the "remote push notification". Here, the schedule generating unit 24 generates a schedule that defines the timing of notification from the notification server 2 at each notification time.

[0093] The schedule DB 3 includes a schedule storage unit 25 .

[0094] The schedule storage unit 25 stores, for each user, the schedule data generated by the schedule generation unit 24. The schedule data includes information on the timing of notification and the reward to be given to the user at the timing of notification.

[0095] The notification server 2 includes a notification unit 26 .

[0096] The notification section 26 reads the schedule data from the schedule storage section 25. Then, the notification section 26 sends the "remote push notification" to the push notification server 20 according to the schedule acquired from the schedule data.

[0097] (Functional Configuration Example of Client Terminal)

[0098] The client terminal 30 includes a communication unit 41 , an input unit 42 , a display unit 43 , a storage unit 44 , an application processing unit 45 , a lock screen display processing unit 46 , and a sandbox 47 .

[0099] The communication unit 41 transmits data used in the game application operated by the user to the game management system 10. In addition, the communication unit 41 can receive update data for version upgrade of the game application from the game management system 10.

[0100] When the client terminal 30 starts placing the content, the communication unit 41 sends a request to the game management system 10 to start placing the content. In addition, the communication unit 41 receives the reward for placing the content that is push-notified via the push notification server 20. The function of the communication unit 41 is as follows: Figure 4 This is accomplished by the network interface 36 shown.

[0101] The input unit 42 outputs an operation signal generated based on an operation input by a user to the application processing unit 45 .

[0102] The display unit 43 displays an image based on the operation signal generated by the input unit 42. The displayed image includes moving images and still images.

[0103] The functions of the input unit 42 and the display unit 43 are as follows: Figure 4 This is achieved by the touch panel display 37 shown.

[0104] The storage unit 44 stores the placed content used in the client terminal 30. As described above, the placed content is the game application itself or a part of the content included in the game application. In addition, the storage unit 44 stores the reward notified from the game management system 10 by starting the placed content.

[0105] The application processing unit 45 performs various application processing. In the present embodiment, the application processing unit 45 performs application processing related to the placement of content. When the placement of content starts, the application processing unit 45 instructs the communication unit 41 to transmit a request to start the placement of content.

[0106] The lock screen display processing unit 46 is a module on the client side for displaying the game status saved in the push notification received via the push notification server 20 on the lock screen according to the specification of the OS of the client terminal 30. When the client terminal 30 is restricted from input by the lock function, the lock screen display processing unit 46 performs processing to display the lock screen on the display unit 43.

[0107] When the communication unit 41 receives a push notification storing a reward from the notification server 2 via the push notification server 20, the lock screen display processing unit 46 performs processing to display information related to the reward in a part of the lock screen. The lock screen display processing unit 46 is implemented by using, for example, the LiveActivity function provided by Apple.

[0108] The sandbox 47 has a function of restricting the operation of various applications for privacy protection and security. The lock screen display processing unit 46 is a function executed in the sandbox 47 used for displaying the lock screen.

[0109] Here, the real-time notification function is explained again.

[0110] The client terminal 30 uses the real-time notification function to display the progress of placing content in real time on the lock screen. The real-time notification function is realized by flexibly utilizing the function that enables third-party applications to update the notification of the lock screen in real time. The real-time notification function is different from applications and widgets and is executed in an independent sandbox 47. The characteristic point is that the information is updated using remote push notifications. Therefore, the real-time notification function has the function of displaying and updating the latest data of the application on the lock screen.

[0111] <Processing on the Client and Server Sides>

[0112] Next, examples of processing on the client side and the server side are described.

[0113] Figure 6 1 is a sequence diagram showing an example of processing on the client side and the server side in the notification system 100. Figure 5 The contents of processing will be described together with the functional units shown.

[0114] Generally, when a game application is running (a game is being played) in the client terminal 30, data indicating that the game is being played is always sent to the game server 1. Such a process of always sending data to the game server 1 is likened to the beating of the heart and is called a heartbeat.

[0115] On the server side and the client side, responsibilities for functions are shared as follows.

[0116] The server side performs various game-related operations, and stores and manages the main data such as the status of each user and items. In other words, the server side manages information for enabling users to play games smoothly.

[0117] On the other hand, the client side stores the rendering information of the 3D model and the display screen and performs the display processing based on the rendering information. By performing the rendering processing and display processing of the display screen on the client side, the processing load on the server side can be reduced.

[0118] However, the function sharing between the server side and the client side is not limited to the above-mentioned example. Various calculations related to the game can also be performed on the client side. In addition, the 3D model and display screen drawn on the server side can also be directly displayed on the display device (touch panel display 37, monitor, etc.) of the client side.

[0119] In addition, as an example of this embodiment, when the user is playing a game, that is, during the heartbeat exchange between the game application and the game server 1, the sending of push notifications can be turned off on the game server 1 side. Therefore, the information of the push notification will not be displayed overlappingly on the screen of the game being played.

[0120] Next, the processing will be described in the order of functions 1 to 3 that are unique to the above-mentioned game management system 10 .

[0121] (Function 1)

[0122] First, in the game played on the client terminal 30, when the user instructs to start placing content, the application processing unit 45 starts placing content (S1). Next, the application processing unit 45 sends a request to start placing content to the game server 1 (S2). The request is sent from the communication unit 41 of the client terminal 30 to the network N. Thereafter, the communication unit 21 of the game server 1 receives the request to start placing content.

[0123] After step S2 , the lock screen display processing unit 46 displays the lock screen. The lock screen display processing unit 46 is installed in the client terminal 30 as software capable of receiving only “remote push notification” transmitted via the push notification server 20 .

[0124] (Function 2)

[0125] Figure 1 The game server 1 shown is a server-side module that generates a reward result for placing content and schedules a "remote push notification" including the reward result. The reward generation unit 23 generates a reward result for placing content in advance (S11) by receiving the request to start placing content sent in step S2 by the communication unit 21 of the game server 1. Then, the schedule generation unit 24 generates a schedule for sending the "remote push notification" to the push notification server 20 to provide rewards to the user.

[0126] Here, when placing content starts in the client terminal 30, the reward generation unit 23 generates parameters such as items, experience points, in-game currency, etc. that the user can obtain as a reward during the total time (for example, 6 hours) of placing the content as a reward result. Then, the schedule generation unit 24 lists the reward results generated by the reward generation unit 23 in correspondence with the time when the user can obtain the reward.

[0127] For example, the push schedule data generated by the game server 1 in response to the request from the user k (client terminal 30) to start placing the content is referred to as S k When S k It can be defined as the following formula (1).

[0128] S k :={s i (t i , r i ),s i+1 (t i ,r i+1 ),…s i+n (t +ni ,ri i+n )}…(1)

[0129] In formula (1), s i (t i , r i ) represents the i-th reward information, t i Indicates the time when the payment should be notified, r i Indicates specific remuneration information. i For example, it can be expressed as the time after 1 hour, 3 hours, or 6 hours from the start of placing the content. According to formula (1), the following situation is expressed: after the start of placing the content, the current time becomes t i When user k is notified that user k has obtained r i .

[0130] The above-mentioned set of push schedule data is stored in the schedule DB 3. Generally speaking, the schedule DB 3 preferably uses a relational database to store the set of push schedule data, but a Key-Value storage device which is a kind of non-relational database may also be used.

[0131] (Function 3)

[0132] The notification server 2 is a server-side module that periodically sends the "remote push notification" stored in the schedule DB 3 to the client terminal 30 via the push notification server 20. Figure 6 Although not shown in the figure, the “remote push notification” is sent to the push notification server 20 , and then the push notification is performed to the client terminal 30 via the push notification server 20 .

[0133] In the game management system 10 involved in one embodiment described above, a real-time notification function is used in a game application including placed content, etc. Moreover, the status of the game application including the placed content, etc. is updated and displayed in real time on the lock screen displayed on the client terminal 30. Therefore, for a user who has confirmed the status of the game application, the progress of the placed content can be efficiently visually confirmed without unlocking the lock screen, which can strongly motivate the user to play the game further. In addition, the progress of the placed content is notified according to the schedule, so the user can be strongly motivated to unlock the lock screen at a convenient time to play the game.

[0134] In the case of considering the notification of game information in real time, the action of executing the game application on the server side or the client side must be coordinated with the time when the client terminal 30 displays the lock screen. However, the game server 1 in the notification system 100 of the present embodiment automatically calculates the reward and its display plan at the time point when the request to start placing the content is received from the client terminal 30. Moreover, after the game server 1 automatically calculates the reward, it can perform the push notification of rewarding the user only by sending "remote push notification" to the push notification server 20 according to the scheduled time. Therefore, there is no need to make the game server 1 cooperate with the action time of placing the content used by a user to run continuously for several hours, so the game server 1 can easily, efficiently and low-loadly perform the processing of giving a large number of users the reward generated by the use of the placed content.

[0135] In the past, game application users usually turned off the notification of the game application in the lock screen. On the other hand, in the notification system 100 according to the present embodiment, the progress status of the placed content including the reward that can be obtained by starting to place the content is notified on the lock screen, so it is easy to motivate users to turn on the notification of the game application in the lock screen. As a result, the user can be strongly motivated to play games.

[0136] The information related to the reward for placing the content displayed on the lock screen is not information obtained by the client terminal 30 itself progressing the game, but is information push-notified via the push notification server 20. Therefore, after the placing content is started, the client terminal 30 does not need to run the placing content in the background, so it is possible to suppress the battery consumption of the client terminal 30. In addition, it is possible to reduce the processing load of the server.

[0137] In addition, when the lock screen is not displayed on the client terminal 30, the sending of the "remote push notification" according to the schedule by the notification server 2 is stopped, and the push notification of the information related to the reward to the client terminal 30 is stopped. Therefore, the sending cost related to the notification on the server side (such as the sending process of unnecessary data) and the receiving cost related to the notification on the client terminal 30 (such as the receiving process of unnecessary data) can be suppressed. In addition, the processing burden of the server can be reduced.

[0138] [Various display examples of reward notification screen]

[0139] In addition, Figure 2 In addition to the reward notification screen shown, various other types of reward notification screens are conceivable. Figure 7 to Figure 9 Various display examples of the reward notification screen will be described.

[0140] exist Figure 7 2 shows an example (2) of a reward notification screen displayed superimposed on the lock screen of the client terminal 30. Here, the reward notification screen 60, 60A is described. The reward notification screen 60, 60A is a screen displayed in a part of the lock screen, and notifies the user of the reward obtained by the character 61 going out to another place in the game according to the start of the placement content.

[0141] The title 62 of the event is displayed at the top of the reward notification screen 60, and the character 61 who placed the content is displayed at the center. In addition, the remaining time 63 that the character 61 needs to complete the work (for example, business) is displayed at the bottom of the reward notification screen 60, and a meter bar 64 that indicates that the character 61 will receive the reward is displayed. A line 65 is displayed in the meter bar 64, and the line 65 divides the meter bar 64 into three sections according to two hours as the time when the character 61 receives the reward. After the user starts to place the content, the color area of ​​the meter bar 64 increases from the left side as the placement time passes. When the color area reaches the line 65 of the meter bar 64, the character 61 receives the reward at that time point. For example, every time the placement time passes two hours, the character 61 receives the reward corresponding to the placement time.

[0142] The character 61 completes the work by changing from the reward notification screen 60 to the reward notification screen 60A. The reward notification screen 60A is displayed in a part of the locked screen instead of the reward notification screen 60. After the placement of the content starts, 6 hours of placement time have passed, and the color area fills the entire meter bar 64, indicating that all the work has been completed. Moreover, the completion of all the work is the total reward obtained by the character 61.

[0143] exist Figure 8 3 shows an example of a reward notification screen displayed superimposed on the lock screen of the client terminal 30. Here, the reward notification screen 70, 70A is described. The reward notification screen 70, 70A is a screen displayed in a part of the lock screen, and after the placement of the content starts, the construction status of the building 71 changes and is notified to the user as a reward.

[0144] The foundation of the building 71 is displayed in the center of the reward notification screen 70, and the meter bar 72 is displayed in the lower part of the reward notification screen 70. The meter bar 72 is displayed with a line 73, which divides the meter bar 72 into three sections for each day, which is the time for the construction status of the building 71 to progress. After the user starts placing content, the color area of ​​the meter bar 72 increases from the left side as the placement time passes. Every time the color area reaches the line 73 of the meter bar 72, the user receives a reward for the construction status progress of the building 71. For example, every time the placement time passes by one day, the user receives an increase in the number of floors of the building 71 as a reward.

[0145] The completion of the construction of the building 71 is indicated by the transition from the reward notification screen 70 to the reward notification screen 70A. The reward notification screen 70A is displayed in a part of the locked screen instead of the reward notification screen 70. After the placement of the content starts, the color area fills the entire meter bar 72 after the notification time of 3 days has passed, indicating that all construction has been completed. In addition, the fully constructed building 74 is the total reward obtained by the user.

[0146] exist Fig. 9 4 shows a display example of a reward notification screen displayed superimposed on the lock screen of the client terminal 30. Here, the reward notification screen 80 is described. The reward notification screen 80 is a screen displayed in a part of the lock screen, and after the placement content is started, the number of times the player in the game automatically fights with the enemy player and wins is notified to the user as a reward. Here, the player in the game is a character (not shown) operated by the user using the client terminal 30.

[0147] The upper part of the reward notification screen 80 displays the number of wins 81 of the player and the elapsed time 82 after the start of the content placement. For example, the player is assumed to win once per minute. The elapsed time 82 is the time obtained by subtracting the remaining time from the total time. The total time is the maximum time after the start of the content placement that can be rewarded.

[0148] The remaining time 83 and the player's level 84 are displayed at the bottom of the reward notification screen 80 .

[0149] The remaining time 83 is expressed in the form of remaining time / total time.

[0150] As described above, the player's victory number 81 obtained as a result of the battle simulation performed in the game server 1 is a reward obtained by placing the content.

[0151] [Other Modifications]

[0152] In addition, the content of information displayed on the lock screen is not limited to placed content. For example, as a condition of game content, it is considered to combine the function of displaying a message of a character congratulating the user on his birthday or a message of an event that is carried out on a specified date and time with the placed content to display it on the lock screen and other wide applications. For example, if it is the user's birthday or the day of the event, the user can be strongly motivated to play the game on his birthday by increasing the reward or shortening the time until the reward is obtained.

[0153] Furthermore, although the client terminal 30 described above uses a smartphone having a touch panel display 37 , a tablet terminal or a PC having an input unit (mouse, keyboard, etc.) and a display unit (display device) independently provided may be used.

[0154] In addition, if the client terminal 30 becomes offline after starting to place the content, the client terminal 30 cannot receive the push notification via the push notification server 20. Therefore, after the game server 1 detects that the client terminal 30 has become online, the reward for not being able to push notifications to the client terminal 30 as scheduled during the offline period may be included in one "remote push notification" to push the reward to the client terminal 30.

[0155] In addition, after the client terminal 30 starts placing the content, the information related to the reward is displayed on the lock screen according to the schedule, but the information related to the reward can also be displayed on a screen other than the lock screen or a display area (for example, the four corners of the PC display screen). In addition, when another application is started, the information related to the reward can be displayed superimposed on the screen displaying the content of the application.

[0156] In addition, the client terminal 30 may also send a pull notification to the push notification server 20 after a certain period of time after starting to place the content. The push notification server 20 that has received the pull notification may send data including the reward to the client terminal 30 that has sent the pull notification, so that information related to the reward may be displayed on the lock screen of the client terminal 30.

[0157] In addition, the present invention is not limited to the above-mentioned embodiment, and it is needless to say that various other application examples and modified examples can be adopted without departing from the gist of the present invention described in the claims.

[0158] For example, in the above-mentioned embodiment, the structure of the terminal and the system is described in detail and specifically in order to explain the present invention in an easy-to-understand manner, and is not limited to having all the described structures. In addition, for a part of the structure of this embodiment, other structures can also be added, deleted, or replaced.

[0159] In addition, the control lines and information lines are shown for the purpose of explanation, and not all of the control lines and information lines may be shown on the product. In fact, it can be considered that almost all structures are connected to each other.

[0160] Description of Reference Numerals

[0161] 1: Game server; 2: Notification server; 3: Schedule DB; 10: Game management system; 20: Push notification server; 21: Communication unit; 22: Content processing unit; 23: Reward generation unit; 24: Schedule generation unit; 25: Schedule storage unit; 26: Notification unit; 30: Client terminal; 41: Communication unit; 42: Input unit; 43: Display unit; 44: Storage unit; 45: Application processing unit; 46: Lock screen display processing unit; 47: Sandbox; 100: Notification system.

Claims

1. A notification system comprising: A game server that generates a time schedule for giving the reward based on placement content that gives a reward to a user in accordance with a placement time during which no operation is performed in the electronic device; and A notification server performs notification for displaying information related to the reward on a display area of ​​the electronic device according to the schedule.

2. The notification system according to claim 1, in, If the placed content is displayed on the screen of the electronic device, the notification server stops the notification.

3. The notification system according to claim 2, in, A schedule database is provided, wherein the schedule database stores schedule data including the remuneration and the schedule for each of the users, The notification server performs the notification according to the schedule acquired from the schedule data.

4. The notification system according to claim 3, in, The game server has: a communication unit that receives a request to start placing content sent from the electronic device after the electronic device starts placing the content; a reward generating unit, which generates the reward when the communication unit receives the request to start placing the content; as well as A schedule generating unit generates the schedule when generating the reward.

5. The notification system according to claim 4, in, The remuneration generating unit generates the remuneration at each predetermined notification time from the start time of placing the content, The schedule generating unit generates the schedule defining a timing of performing the notification for each notification time.

6. The notification system according to any one of claims 1 to 5, in, displaying a lock screen in which input operations are restricted on the electronic device in a state where the placed content is not displayed, Information related to the reward is displayed on the lock screen.

7. The notification system according to claim 6, in, The placed content is the game application itself executed in the electronic device.

8. The notification system according to claim 6, in, The placed content is a portion of content included in a game application executed in the electronic device.

9. A notification method is a notification method performed by a notification system having a game server and a notification server, The following steps are involved: The game server generates a time schedule for giving the reward according to the placement content of giving the reward to the user in accordance with the placement time of not operating in the electronic device; as well as According to the schedule, a notification is performed to display information related to the reward on a display area of ​​the electronic device.

Citation Information

Patent Citations

  • SYSTEM AND METHOD FOR DISPLAYING NOTIFICATIONS RECEIVED FROM MULTIPLE APPLICATIONS

    JP2022106824A