Game program, information processing device, information processing system, and information processing method
Patent Information
- Application Number
- JP2023179946
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-19
- Publication Date
- 2025-10-09
AI Technical Summary
Existing game systems lack effective mechanisms to maintain user engagement and motivation by enhancing interest in acquiring in-game objects over time.
A game system that calculates and rewards users with in-game objects based on sleep patterns and game progress, using a processor to determine the number of in-game objects collected and granting benefits such as new characters, items, or skills based on sleep scores and game indices.
Enhances user motivation by linking in-game rewards to sleep quality and game progression, encouraging continued play and object collection.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to a game program, an information processing device, an information processing system, and an information processing method. [Background technology]
[0002] 2. Description of the Related Art There are known game services that allow a player to develop an in-game character as the game progresses. Patent Document 1 discloses a technique for realizing a game in which a player can continuously train a character over a long period of time. Patent Document 2 discloses a new character generation method that assumes that a game will be played on a computer on which multiple applications can be installed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-126909 A [Patent Document 2] JP 2014-188262 A Summary of the Invention [Problem to be solved by the invention]
[0004] In a game in which in-game objects are collected, increasing the interest in obtaining in-game objects will motivate the user to continue playing the game. Therefore, the present disclosure has been made to solve the above problem, and its purpose is to provide a technique that motivates users to continue playing a game. [Means for solving the problem]
[0005] A game program having a processor and a memory unit for causing a computer to execute a game, wherein the processor executes a calculation step of calculating the number of in-game objects belonging to a predetermined object type associated with a user, and an assignment step of assigning in-game objects belonging to the predetermined object type to the user based on the number of in-game objects calculated in the calculation step. Effect of the Invention
[0006] According to the present disclosure, in a game in which in-game objects are collected, by adding interest to the acquisition of in-game objects, it is possible to motivate a user to continue playing the game. [Brief description of the drawings]
[0007] [Figure 1] FIG. 2 is a block diagram showing the functional configuration of the system 1. [Diagram 2] FIG. 2 is a block diagram showing the functional configuration of the server 10. [Diagram 3] 2 is a block diagram showing the functional configuration of a user terminal 20. FIG. [Figure 4] FIG. 13 is a diagram showing the data structure of a user table 1012. [Diagram 5] 13 is a diagram showing the data structure of a retention table 1013. FIG. [Figure 6] FIG. 13 shows the data structure of an object master 1014. [Figure 7] FIG. 13 is a diagram showing the data structure of a privilege master 1015. [Figure 8] 13 is a flowchart showing the operation of a privilege granting process (first embodiment). [Figure 9] 13 is a flowchart showing the operation of a privilege granting process (second embodiment). [Figure 10] 13 is a screen example showing the operation of a bonus providing process. [Figure 11] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In all the drawings explaining the embodiment, the same reference numerals are given to common components, and repeated explanations are omitted. Note that the following embodiment does not unduly limit the contents of the present disclosure described in the claims. In addition, not all of the components shown in the embodiment are essential components of the present disclosure. In addition, each figure is a schematic diagram and is not necessarily illustrated strictly.
[0009] <System 1 Configuration> The system 1 in the present disclosure is an information processing system that provides game services. Note that the present disclosure is applicable to any game services such as shooting games, action games, role-playing games, adventure games, racing games, puzzle games, simulation games, table games, and training games. The system 1 includes an information processing device, a server 10, and a user terminal 20, which are connected via a network N. FIG. 1 is a block diagram showing the functional configuration of the system 1. FIG. 2 is a block diagram showing the functional configuration of the server 10. As shown in FIG. FIG. 3 is a block diagram showing the functional configuration of the user terminal 20. As shown in FIG.
[0010] Each information processing device is configured by a computer equipped with a calculation device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For the server 10 and the user terminal 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted. In this embodiment, each device (server 10, user terminal 20, etc.) constituting system 1 may be understood as an information processing device. Also, a collection of devices may be understood as one "information processing device." System 1 may be formed as a collection of multiple devices. The method of distributing multiple functions required to realize system 1 according to this embodiment to one or multiple hardware devices may be appropriately determined in consideration of the processing capacity of each hardware device and / or the specifications required for system 1.
[0011] <Server 10 Configuration> The server 10 is an information processing device that provides a game service. The server 10 includes a storage unit 101 and a control unit 104 .
[0012] <Configuration of the storage unit 101 of the server 10> The storage unit 101 of the server 10 includes an application program 1011 , a user table 1012 , a holding table 1013 , and an object master 1014 . Each table will be explained in the data structure section below.
[0013] <Configuration of the control unit 104 of the server 10> The control unit 104 of the server 10 includes a user registration control unit 1041, a management unit 1043, a privilege granting unit 1044, a sleep information storage unit 1045, a sleep score calculation unit 1046, and a total score calculation unit 1047. The control unit 104 executes an application program 1011 stored in the storage unit 101 to realize each functional unit.
[0014] The user registration control unit 1041 performs processing to store, in the user table 1012, information on users who wish to use the service according to the present disclosure. The information stored in the user table 1012 is generated when a user opens a web page operated by a service provider from any information processing terminal, enters information into a specific input form, and transmits the information to the server 10. The user registration control unit 1041 stores the received information in a new record in the user table 1012, completing the user registration. This allows the user stored in the user table 1012 to use the service. Before the user registration control unit 1041 registers user information in the user table 1012, the service provider may carry out a predetermined examination to restrict whether or not the user is permitted to use the service. The user ID may be any character string or number that can identify the user, any character string or number desired by the user, or an arbitrary character string or number may be automatically set by the user registration control unit 1041.
[0015] The management unit 1043 executes a management process. Specifically, for example, the management unit 1043 manages in-game objects owned by the user. For example, when the user acquires an in-game object, the management unit 1043 stores information about the in-game object acquired by the user in the storage unit 101. Furthermore, when the in-game object is strengthened as the game progresses, the management unit 1043 updates the information about the in-game object.
[0016] The reward granting unit 1044 executes a reward granting process. Specifically, for example, when a user satisfies a predetermined requirement, the reward granting unit 1044 grants the user a reward according to the requirement.
[0017] The sleep information storage unit 1045 executes a sleep information storage process. Specifically, for example, the sleep information storage unit 1045 stores the sleep information in the storage unit 101 based on the sensing data acquired by the sleep sensor 2066 and transmitted from the user terminal 20. The sleep information is an item that stores information about the user's sleep. The sleep information may include information about a sleep pattern that indicates the user's bedtime and wake-up time. The bedtime indicates the time when the user falls asleep, and may be, for example, the time when the user goes to bed, or the time when the user's consciousness transitions from an awake state to a sleep state. The wake-up time indicates the time when the user wakes up, and may be, for example, the time when the user wakes up from the bed, or the time when the user transitions from a sleep state to an awake state. In this embodiment, for example, a pair of a bedtime and a wake-up time from falling asleep to waking up is called a sleep pattern. The sleep information may include information about the quality of the user's sleep. The information about the quality of sleep is the time of each sleep stage in a sleep cycle and the ratio of each sleep stage to the sleep time. For example, the information about the quality of sleep is the time and ratio of each sleep stage in a sleep cycle, which are "awake", "light sleep", "deep sleep", and "REM sleep".
[0018] The sleep score calculation unit 1046 executes a sleep score calculation process. Specifically, for example, the sleep score calculation unit 1046 calculates a sleep score based on stored sleep information. In this embodiment, the sleep score is, for example, an evaluation value (index) regarding the user's sleep, and is an index indicating how well the user has slept. The sleep score calculation unit 1046 calculates the sleep score based on, for example, a sleep pattern included in the sleep information. The sleep score calculation unit 1046 calculates the sleep score based on, for example, bedtime, wake-up time, sleep duration, or any combination of these.
[0019] The overall score calculation unit 1047 executes an overall score calculation process. Specifically, the overall score calculation unit 1047 calculates an overall score based on the sleep score and the first index. The overall score is calculated by considering the sleep score, which is an index related to the user's sleep, and the first index, which grows according to the user's game progress. The overall score is a comprehensive index that considers the user's sleep state and game progress state. The first index is an index that grows according to the user's game progress, and includes a level, experience value, etc., and represents, for example, information related to the user's rank. The overall score calculation unit 1047 calculates the overall score, for example, by adding the sleep score and the first index. In addition, the overall score calculation unit 1047 calculates the overall score, for example, by multiplying the sleep score and the first index.
[0020] <Configuration of User Terminal 20> The user terminal 20 is an information processing device operated by a user who uses a service. The user terminal 20 may be, for example, a mobile terminal such as a smartphone or a tablet, a stationary PC (Personal Computer), or a laptop PC. It may also be a wearable terminal such as an HMD (Head Mount Display) or a wristwatch-type terminal. The user terminal 20 includes a storage unit 201 , a control unit 204 , an input device 206 , and an output device 208 .
[0021] <Configuration of the storage unit 201 of the user terminal 20> The storage unit 201 of the user terminal 20 includes a user ID 2011 and an application program 2012 .
[0022] The user ID 2011 is an account ID of the user. The user transmits the user ID 2011 from the user terminal 20 to the server 10. The server 10 identifies the user based on the user ID 2011 and provides the user with the service according to the present disclosure. The user ID 2011 includes information such as a session ID temporarily assigned by the server 10 when identifying the user who is using the user terminal 20.
[0023] The application program 2012 may be stored in advance in the storage unit 201, or may be configured to be downloaded from a web server operated by a service provider via a communication IF. The application programs 2012 include applications such as a web browser application. The application program 2012 includes an interpreted programming language such as JavaScript™ that runs on a web browser application stored on the user terminal 20 .
[0024] <Configuration of the control unit 204 of the user terminal 20> The control unit 204 of the user terminal 20 includes an input control unit 2041 and an output control unit 2042. The control unit 204 executes an application program 2012 stored in the storage unit 201, thereby realizing each functional unit.
[0025] <Configuration of the input device 206 of the user terminal 20> The input device 206 of the user terminal 20 includes a camera 2061, a microphone 2062, a position information sensor 2063, a motion sensor 2064, a touch device 2065, and a sleep sensor 2066.
[0026] The sleep sensor 2066 is a device that detects various states of the user terminal 20. The sleep sensor 2066 may include, for example, an attitude sensor (acceleration sensor or gyro sensor) that detects the attitude or tilt of the terminal itself, a gaze sensor that detects the direction of the user's gaze, a light sensor that detects the brightness of the surroundings, and an infrared sensor that detects the user's movement. The sleep sensor 2066 may also be a microphone that collects sounds around the user terminal 20, a humidity sensor that detects the humidity around the user terminal 20, a geomagnetic sensor that detects a magnetic field at the location of the user terminal 20, or the like. The sleep sensor 2066 may also detect various information using the above-mentioned sensor function. For example, the sleep sensor 2066 may detect the number of steps of the user who owns the user terminal 20 using the function of an acceleration sensor. The sleep sensor 2066 may also detect operation information indicating whether the user terminal 20 is operating or stationary at regular intervals or at each timing when the user terminal 20 operates using the function of an acceleration sensor. The sleep sensor 2066 can transmit the sensing data detected as described above to the control unit 204. The sleep sensor 2066 may be an information processing terminal (so-called wearable terminal) that is provided separately from the user terminal 20 and communicably connected to the user terminal 20, such as a wristwatch-type or ring-type terminal, and can be worn by the user. In this case, the sleep sensor 2066 can detect the user's biological information and transmit it to the user terminal 20. For example, the sleep sensor 2066 can determine the user's heart rate by photoelectric volumetric pulse wave recording or the like, and transmit it to the control unit 204 as sensing data. Note that the sensing data detected by the sleep sensor 2066 is not limited to these, and biological information related to the user's sleep, such as brain waves, breathing, pulse, and body movement, may also be detected.
[0027] <Configuration of the output device 208 of the user terminal 20> The output device 208 of the user terminal 20 includes a display 2081 and a speaker 2082 .
[0028] <Data Structure> User table 1012 is a table that stores and manages information about member users (hereinafter, users) who use the service. When a user registers to use the service, the user's information is stored in a new record in user table 1012. This allows the user to use the service according to the present disclosure. The user table 1012 is a table having a user ID as a primary key and columns of a user ID, a user name, a first index, sleep information, a reference sleep pattern, a sleep score, and a total score. FIG. 4 is a diagram showing the data structure of the user table 1012. As shown in FIG.
[0029] The user ID is an item for storing user identification information for identifying a user. The user identification information is an item for which a unique value is set for each user. The user name is an item for storing the name of the user. The user name may be set to any character string such as a nickname instead of a name. The first index is an item that stores information about the user's rank. The user's rank includes a level, experience points, etc., and grows according to the user's progress in the game. For example, the user's rank grows according to the acquisition of experience point parameters that are acquired when a predetermined condition in the game is satisfied (for example, measuring sleep information, a certain amount of in-game time has passed, acquiring a predetermined game item, etc.), so the user's rank increases as the user continues to play the game. In addition, in a game service that progresses based on information on the sleep state in the present disclosure, the first index may be a parameter that grows in response to the acquisition of experience value parameters that are obtained according to the type of in-game character the user acquires or encounters when waking up. For example, even among in-game characters of the same type, a configuration may be adopted in which a higher experience value parameter can be acquired in response to acquiring or encountering an individual with a higher rarity. The sleep information is an item for storing information related to the user's sleep. The sleep information may include a history of sleep patterns for one or more days in a given period such as a day, a week, a month, etc. It may also include a history of all sleep patterns from when the user started using the service to the present. The reference sleep pattern is an item that stores a predetermined sleep pattern based on a reference bedtime and wake-up time. Since sleep patterns vary from person to person, a reference sleep pattern may be automatically set for each user based on the user's sleep history stored in the sleep information, according to the user's physical constitution. The reference sleep pattern does not have to be one fixed sleep pattern, and multiple reference sleep patterns may be stored for each day of the week, month, season, etc. Additionally, multiple reference sleep patterns may be stored according to weekdays, holidays, public holidays, etc. The sleep score is an item that stores an evaluation value regarding the user's sleep. The overall score is an item that stores an index (overall score) calculated by considering the sleep score, which is an index related to the user's sleep, and the first index that grows according to the user's game progress. The overall score is a comprehensive index that considers the user's sleep state and game progress. The overall score is calculated, for example, by multiplying the sleep score of the day by the first index of the previous day. The overall score may be calculated based on statistics of the sleep scores for multiple days (average, median, mode, maximum, minimum, etc.) and statistics of the first index for multiple days.
[0030] The possession table 1013 is a table that stores information on in-game objects possessed by a user. The object ID is stored in association with the user ID, thereby expressing that the user possesses an in-game object. In this embodiment, for example, a plurality of object types can be set for the in-game object. For example, the in-game object includes object types such as in-game resources, in-game characters, in-game items, and in-game skills. The possession table 1013 is a table having columns for user ID, object ID, object attribute, slot, and possession flag. FIG. 5 is a diagram showing the data structure of the retention table 1013. As shown in FIG.
[0031] The user ID is an item for storing user identification information for identifying a user. The object ID is an item that stores object identification information of an in-game object that the user has acquired in the game service. The user can acquire an in-game object by completing a predetermined mission, quest, etc. in the game service, or following an in-game event. The user can also release, abandon, delete, etc. the acquired in-game object.
[0032] The object attribute is an item that stores attribute information of an in-game object owned by the user. The attribute information includes performance information related to the performance value of the in-game object, such as the status, vitality value, attack power, defense power, agility, performance attributes, decoration, etc. The attribute information includes level information such as the performance value, level, rank, and experience value of the in-game object. Generally, the higher the performance value, level, rank, experience value, etc. of the in-game object that the user owns, the more advantageously the user can progress through the game. The attribute information includes rarity information according to the difficulty of obtaining the in-game object. The rarity information stores a rarity value, such as super rare, rare, or common, according to the difficulty of obtaining the in-game object. The rarity may be stored according to the decoration of the in-game object. The attribute information includes decoration information related to the decoration of the in-game object. When the in-game object is an in-game character, the decoration information is information that specifies the decoration of the in-game character when the user visually recognizes the in-game character, such as the clothes (shirt, pants, skirt, etc.) worn by the in-game character, the equipment (weapons such as swords and spears, protective gear such as armor and helmets, accessories such as rings, etc.) worn by the in-game character, and other information such as the shape, posture, size, etc.
[0033] A slot is an item for storing frame information regarding a frame (slot frame) to which one or more other in-game objects can be assigned for each in-game object. Specifically, by allocating one or more other in-game objects to a given in-game object, it is possible to add variety to the progress of the game. The in-game objects that can be assigned to a slot may be limited to in-game objects of a predetermined object type. For example, only in-game skills may be assigned to a slot. For example, by assigning one or more in-game skills to a specific in-game character, the user can obtain benefits from effects according to the in-game skills. In addition, multiple slot slots may be provided for each in-game object. In addition, the in-game skills that can be assigned to each of the multiple slot slots may be limited. For example, the rarity or value of the in-game skills that can be assigned to each of the multiple slot slots may be limited. For example, if there are six slot slots and the value of the in-game skills that can be assigned is limited, the slot slot to which the most valuable skill A can be assigned may be set to one, the slot slot to which the next most valuable skill B can be assigned may be set to two, and the slot slot to which the least valuable skill C can be assigned may be set to three. In addition, the rarity or value of in-game skills may be set for each main skill or sub-skill. For example, when there are six slots, one slot is assigned to a main skill, five slots are assigned to sub-skills, and one slot is assigned to the most valuable sub-skill A, two slots are assigned to the next most valuable sub-skill B, and two slots are assigned to the least valuable sub-skill C.
[0034] The possession flag is an item for storing the possession status of an in-game object by a user. Specifically, when a user acquires an in-game object and thereafter retains the in-game object without releasing, abandoning, deleting, etc., information is stored indicating that the in-game object is possessed. On the other hand, when a user releases, abandons, deletes, etc. the acquired in-game object and no longer retains the in-game object, information is stored indicating that the in-game object is not possessed.
[0035] The object master 1014 is a table for storing and managing information about in-game objects (object information). The object master 1014 is a table having the object ID as a primary key, and columns of the object ID, object type, and initial attribute. FIG. 6 is a diagram showing the data structure of the object master 1014. As shown in FIG.
[0036] The object ID is an item for storing object identification information for identifying an in-game object. The object identification information is an item in which a unique value is set for each in-game object. The object type is an item for storing the type of an in-game object specified by the object identification information. Specifically, the object type stores a character string for specifying the type of the in-game object, such as an in-game resource, an in-game character, an in-game item, or an in-game skill. For an in-game character, a character string for specifying the type of the in-game character, such as the race, occupation, or name, may be stored. For an in-game item, a character string for specifying the type of the in-game item, such as the name, may be stored. For example, the object ID stores a string that specifies the type of in-game object, such as "resource," "character," "item," or "skill," or an identification code (object type identification code) for identifying the type of the in-game object. For example, for an in-game character, the object ID stores a character string such as "Pikachu" or "Eevee" which is the species name of the in-game character, or an identification code for identifying the species (species identification code). Additionally, the object ID stores a character string such as "Warrior" or "Wizard" which is the job name of the in-game character, or an identification code for identifying the job (job identification code). For example, in the case of an in-game item, the object ID stores a character string such as "Herb" or "Water" which is the type name of the in-game item, or an identification code for identifying the type (item type identification code).
[0037] An in-game skill is an in-game object that represents a characteristic technique that is manifested in a game. In-game skills include, for example, an effect of acquiring more experience points, game media, etc., an effect of acquiring more game media with a predetermined characteristic (for example, game media of low rarity or high rarity), an effect of recovering physical strength (stamina) more quickly, an effect of varying the probability of a predetermined event occurring, an effect of executing a predetermined action, etc. An in-game skill may be manifested simply by being set, or may require a user input to be manifested.
[0038] The game contents include information about in-game resources that can be used in the game. For example, the user can use the in-game resources for the following purposes: Exchange for in-game objects (e.g. in-game characters, in-game items, etc.) Participate in a draw to obtain in-game objects -Adding points to specific in-game elements There is no need to be only one type of game media, and multiple types of game media may be defined. In this case, each type of game media may have a different role. Also, each type of game media may have different exchangeable in-game objects. A user may consume one in-game resource to obtain another in-game resource. For example, by assigning a specific in-game skill to a slot frame of an in-game object such as an in-game character, the in-game character or a user who owns the in-game character will receive the effect of the assigned in-game skill. In-game items include weapons, armor, accessories, etc. equipped by in-game characters. In-game items include items that, when applied to an in-game character, improve or decrease the performance value of the in-game character. In-game items include items that change the progress of the game to an advantage or disadvantage. In-game items include those that are consumed and lost through use, and those that are not consumed and lost through use. The initial attribute is an item that stores the initial value of attribute information related to an in-game object. The initial attribute is attribute information that is set as the object attribute of an in-game object when the user acquires the in-game object. After acquiring the in-game object, the user may change the object attribute of the in-game object as the game progresses. For example, as the game progresses, an in-game character may level up or the performance value of the in-game character may improve. For example, as the game progresses, an in-game item may level up or the performance value of the in-game item may improve. For example, as the game progresses, an in-game skill may level up or the performance value of the in-game skill may improve. In addition, as the game progresses, an in-game skill that was unavailable may become available.
[0039] Reference numeral 1015 denotes a table for storing information (privilege information) regarding privileges to be granted to users. The reward master 1015 is a table having columns for reward details and reward conditions. FIG. 7 is a diagram showing the data structure of the privilege master 1015. As shown in FIG.
[0040] The privilege content is an item that stores the content of the privilege to be given to the user. The benefits include, for example: - Granting game content to users - Generating new game content from a given game content associated with a user - Granting in-game objects to users -Giving beneficial effects to in-game objects owned by the user - Granting advantageous effects to the in-game team or group to which the user belongs Granting an advantageous effect to an in-game object includes, for example, when the in-game object is an in-game character, enhancing the performance value of the in-game character, evolving the in-game character, and the like. Granting an advantageous effect to an in-game object includes, for example, if the in-game object is an in-game item, enhancing the performance value of the in-game item, evolving the in-game item, and the like. Granting an advantageous effect to an in-game object includes, for example, if the in-game object is an in-game skill, making the in-game skill usable, evolving the in-game skill, and the like. The reward condition is an item for storing the condition when a reward is given to a user. In the present disclosure, for example, the reward condition is stored as a value to be achieved for the total score. In other words, depending on the value of the total score, it is determined whether or not the reward condition is met, and if so, the reward content linked to the reward condition is given to the user. For example, if the total score exceeds 100 points, reward A will be awarded, and if the total score exceeds 200 points, reward B will be awarded. The reward conditions do not need to be exclusive conditions for each reward content, and may be multiple overlapping conditions. In other words, multiple reward conditions may be satisfied for one total score. In this case, multiple reward contents according to multiple reward conditions may be granted to the user according to the value of one total score. In addition, by setting priorities for the reward contents, only one or multiple high-priority reward contents may be granted to the user. In addition, in the present disclosure, the bonus condition is, for example, a condition related to an indicator representing the state of an in-game object. The condition related to the indicator representing the state of an in-game object is, for example, that a value increased by a user's operation exceeds a predetermined value. For example, when the value increased by a user's operation exceeds a predetermined value, a bonus is awarded. In addition, the condition related to the indicator representing the state of an in-game object is the number of times the predetermined value is exceeded. For example, when the number of times the predetermined value is exceeded exceeds a predetermined number of times, a bonus is awarded according to the number of times exceeded.
[0041] <System 1 Operation> Each process of the system 1 will be described below. FIG. 8 is a flowchart showing the operation of the privilege granting process (first embodiment). FIG. 9 is a flowchart showing the operation of the privilege granting process (second embodiment). FIG. 10 is a screen example showing the operation of the reward giving process.
[0042] <Benefit Granting Process (First Example)> The reward granting process is a process of granting a reward (bonus) to a user by receiving information on the user's game operations during wakefulness (e.g., daytime), game operations on in-game objects, and the user's sleep state during sleep (e.g., nighttime). In other words, the user can obtain a reward through the reward granting process in response to recording the user's sleep.
[0043] <Outline of the reward provision process (first embodiment)> In the bonus granting process, the server 10 specifies the bonus content based on the total score or the index representing the state of the in-game object, and grants the specified bonus content to the user.
[0044] <Details of the Benefit Granting Process (First Example)> The benefit providing process (first embodiment) will be described in detail below.
[0045] In step S501, the user logs in to the game and performs game processing during a time period when the user is awake other than the sleeping time. For example, the user can operate the input device 206 of the user terminal 20 to operate an in-game character owned by the user and execute a game such as a mission or a quest.
[0046] <Sleep information storage processing> In step S502, the sleep information storage unit 1045 of the server 10 executes an acquisition step of acquiring sleep information related to the user's sleeping state.
[0047] The user terminal 20 may receive an input operation from the user indicating that the user is going to bed, and use this as a trigger to start the sleep information storage process. The input operation indicating that the user is going to bed may be, for example, an operation to interrupt the game or an operation to put the character to sleep (stroking the character via the touch device 2065, turning off the light used by the character, etc.). The user terminal 20 also constantly performs sensing using the sleep sensor 2066, and can detect the user's going to bed from sensing data (for example, the movement of the terminal, the surrounding brightness and sound, etc.). When the reference bedtime described later approaches, the character may look sleepy or the game world may become night, encouraging the user to go to bed.
[0048] The control unit 204 of the user terminal 20 instructs the sleep sensor 2066 to perform sensing. Specifically, the sleep sensor 2066 senses the movement of the user terminal 20 and biological information such as the user's heart rate. The control unit 204 of the user terminal 20 acquires sensing data from the sleep sensor 2066.
[0049] The control unit 204 of the user terminal 20 transmits the sensing data sent from the sleep sensor 2066 to the server 10. The sleep information storage unit 1045 of the server 10 stores a sleep pattern indicating the bedtime and wake-up time in the sleep information column of the record of the user in the user table 1012 based on the sensing data.
[0050] The sleep information may include information on the quality of the user's sleep. In this case, the user terminal 20 calculates the information on the quality of the user's sleep from the user's biological information detected by the sleep sensor 2066. The information on the user's sleep may be calculated by employing a known function for analyzing sleep of an existing multifunctional device functioning as the user terminal 20. The sleep information storage unit 1045 of the server 10 stores information on the quality of sleep in the sleep information column of the record of the user in the user table 1012.
[0051] <Sleep score calculation process> In step S503, the sleep score calculation unit 1046 of the server 10 executes a sleep calculation step of calculating a sleep score, which is an index related to the user's sleep, based on the user's sleep information acquired in the acquisition step. The sleep score calculation process may be executed at any time period, such as a time period when the user is awake other than the bedtime. The sleep score calculation process may be executed when the user operates the user terminal 20 to start or operate an application related to the game service according to the present disclosure. The sleep score calculation unit 1046 of the server 10 may execute the sleep score calculation process when detecting the wake-up time of the user.
[0052] The sleep score calculation unit 1046 of the server 10 calculates the sleep score based on the sleep time included in the sleep information of the user table 1012, for example. For example, the sleep score may be calculated based on the sleep duration using a predetermined calculation formula.The sleep score may be calculated based on the sleep duration with reference to a table (not shown) in which the sleep duration is associated with the sleep score. In this case, if the sleep time is 3 hours or less and 10 hours or more, it may be calculated as 3 hours and 10 hours, respectively. In other words, if the sleep time is less than a predetermined value or more than a predetermined value, the sleep score may not change from the predetermined value. Also, if the sleep time is 3 hours or less and more than 10 hours, it may be excluded from the calculation of the sleep score. When multiple sleeps are included in a given period (e.g., one day, 24 hours), the sleep times or sleep scores of a given number of sleeps may be added together, but the sleep times or sleep scores after the given number of sleeps may not be evaluated. For example, the sleep times or sleep scores of up to two sleeps in one day may be added together, but the sleep times or sleep scores of the second and subsequent sleeps may not be added together.
[0053] The sleep score calculation unit 1046 of the server 10 determines whether the sleep pattern included in the sleep information stored in the user table 1012 satisfies the reference sleep pattern.
[0054] The sleep score calculation unit 1046 of the server 10 searches the user table 1012 using the user ID received from the user terminal 20 as a search key, and acquires the sleep information and the reference sleep pattern.
[0055] Hereinafter, the present disclosure will be described assuming that the standard bedtime is 9 p.m. and the standard wake-up time is 7 a.m. The reference sleep pattern is set based on a reference bedtime and a reference wake-up time (hereinafter, the reference bedtime and / or the reference wake-up time may be referred to as the reference time), and may have a range of time periods within a range in which the minimum sleep time is ensured. The range is set to 30 minutes before the reference time and 15 minutes after. The range of the reference time may be different before and after the reference time. For example, from the viewpoint of encouraging early sleep and early rise, the range of the time period before the reference time is set longer than that after the time period. In addition, the minimum sleep time may be changed according to the age of the user. For example, the user or the administrator of the game service can set it to 7 hours for adults and 10 hours for children.
[0056] When sleep pattern A has a bedtime included in the reference bedtime (time zone) and a wake-up time included in the reference wake-up time (time zone), the sleep score calculation unit 1046 of the server 10 determines that sleep pattern A satisfies the reference sleep pattern.
[0057] If sleep pattern B has a bedtime of 9 p.m., which satisfies the reference bedtime, but a wake-up time of 7:15 a.m. or later, which does not satisfy the reference wake-up time, the sleep score calculation unit 1046 of the server 10 determines that sleep pattern B does not satisfy the reference sleep pattern.
[0058] If sleep pattern C has a wake-up time between 7:00 and 7:15, which satisfies the standard wake-up time, but a bedtime after 9:15 p.m., which does not satisfy the standard bedtime, the sleep score calculation unit 1046 of the server 10 determines that sleep pattern C does not satisfy the standard sleep pattern.
[0059] In this manner, the sleep score calculation unit 1046 of the server 10 determines whether or not the sleep pattern satisfies the reference sleep pattern.
[0060] If the sleep score calculation unit 1046 of the server 10 determines that the reference sleep pattern is not satisfied, the sleep score calculation unit 1046 of the server 10 calculates the sleep score as 10 points.
[0061] If the sleep score calculation unit 1046 of the server 10 determines that the reference sleep pattern is satisfied, the sleep score calculation unit 1046 of the server 10 determines, based on the sleep information, whether the sleep pattern satisfies the reference sleep pattern for a predetermined period or more. If the sleep score calculation unit 1046 of the server 10 determines that the sleep pattern based on the sleep information does not satisfy the reference sleep pattern for a predetermined period or more, the sleep score calculation unit 1046 calculates the sleep score as 40 points.
[0062] If the sleep score calculation unit 1046 of the server 10 determines that the sleep pattern based on the sleep information satisfies the reference sleep pattern for a predetermined period or more, the sleep score calculation unit 1046 calculates the sleep score as 70 points.
[0063] The sleep score calculation unit 1046 of the server 10 may determine that the reference sleep pattern is satisfied if the sleep time based on the sleep information is longer than a predetermined time. The sleep score calculation unit 1046 of the server 10 may add a larger point to the sleep score as the sleep time based on the sleep information is longer. Alternatively, the sleep score calculation unit 1046 of the server 10 may calculate the sleep score based on the sleep time based on the sleep information.
[0064] The sleep score calculation unit 1046 of the server 10 may determine that the reference sleep pattern is satisfied if the duration of deep sleep based on the sleep information is longer than a predetermined duration or if the number of deep sleep episodes is greater than a predetermined number. The sleep score calculation unit 1046 of the server 10 may add more points to the sleep score the longer the duration of deep sleep based on the sleep information or the greater the number of deep sleep episodes. Alternatively, the sleep score calculation unit 1046 of the server 10 may calculate the sleep score based on the duration of deep sleep and the number of deep sleep episodes based on the sleep information.
[0065] The sleep score calculation unit 1046 of the server 10 may add or subtract from the sleep score depending on the degree of deviation of the sleep pattern based on the sleep information from the reference sleep pattern. In other words, the closer the sleep pattern based on the sleep information is to the reference sleep pattern, the higher the sleep score may be calculated, and the more it deviates from the reference sleep pattern, the lower the sleep score may be calculated. This can motivate the user to develop good sleep habits based on regular sleep patterns.
[0066] The user or the administrator of the game service may be able to set any predetermined period of time. For example, the predetermined period may be three days or one week. The predetermined period may be set by the user through input through dialogue with a predetermined in-game character. For example, the predetermined period may be set by inputting in a form such as making a promise to a predetermined in-game character. This makes it possible to naturally motivate the user to have good sleeping habits, even if the user is a child.
[0067] Furthermore, when the sleep information includes information on the quality of sleep, the sleep score calculation unit 1046 of the server 10 may add or subtract from the sleep score based on an index indicating whether the sleep is good or not based on the sleep stage. The sleep score may be added or subtracted based on an arbitrary algorithm with respect to the weighting of each sleep stage.
[0068] The sleep score may be added or subtracted depending on the user's activity level, meals, location, humidity, operation time on the user terminal, operation time zone, etc. For example, if the location of a highly rated hotel (such as a five-star hotel) is detected as location information of the user terminal, it may be added to the sleep score as it indicates a good sleep. Also, for example, the sleep score may be reduced if the user operates the user terminal after the reference bedtime.
[0069] The sleep score calculation unit 1046 of the server 10 stores the calculated sleep score in the sleep score column of the record related to the user in the user table 1012.
[0070] <Total score calculation process> In step S504, the total score calculation unit 1047 executes a step of calculating a parameter based on the sleep score calculated in the sleep calculation step and the first index. The total score calculation unit 1047 executes a step of calculating a total score, for example, as the sum or product of the sleep score and the first index. The overall score is a value calculated based on the first index and the sleep score. For example, the overall score is calculated by multiplying the sleep score of the day (sleep score at the time of waking up) by the first index of the previous day (first index at the time of going to bed). The overall score may be calculated based on the statistics of the sleep scores for multiple days (average, median, mode, maximum, minimum, etc.) and the statistics of the first index for multiple days.
[0071] The total score calculation unit 1047 of the server 10 searches the user table 1012 using the user ID received from the user terminal 20 as a search key, and acquires the first index and the sleep score. The total score calculation unit 1047 calculates the product of the acquired first index and sleep score to calculate the total score. Note that the total score may be calculated based on any algorithm, such as the sum of the first index and the sleep score. The total score calculation unit 1047 stores the calculated total score in the total score column of the record related to the user in the user table 1012.
[0072] The total score calculation unit 1047 may be configured to calculate the total score based on either the first index or the sleep score.
[0073] <Specifying the benefits> In step S505, the bonus awarding unit 1044 of the server 10 identifies the bonus content to be awarded based on the total score. The bonus granting unit 1044 of the server 10 searches the bonus conditions in the bonus master 1015 based on the calculated total score and the like. Specifically, the bonus granting unit 1044 identifies a record of the bonus conditions that satisfy the conditions such as the calculated total score. Then, the bonus contents stored in the record are acquired and identified. Note that the bonus conditions in the bonus master 1015 can be set to any conditions based on the sleep score, the first index, and the like, instead of the total score. The reward giving unit 1044 of the server 10 determines the reward content to be given to the user based on the acquired reward content. The benefit conditions in the benefit master 1015 may include the number of in-game objects belonging to a predetermined object type associated with the user, which will be described later. For example, when the user has a predetermined number or more in-game objects belonging to a predetermined object type, the in-game objects belonging to the predetermined object type may be specified and determined as the benefit contents. In the present disclosure, the privilege content is specified based on the overall score, but the privilege content may be specified from the sleep score without calculating the overall score.
[0074] In the present disclosure, the content of the benefit will be described as an example of a benefit that provides the user with an in-game object (benefit object) belonging to a predetermined object type. That is, in step S505, at least the type of the in-game object to be provided to the user is identified and determined. More specifically, in step S505, it is assumed that the object ID (privilege object ID) in the object master 1014 of the in-game object to be granted to the user is specified and determined.
[0075] <Calculating the number of objects> In step S506, the bonus granting unit 1044 of the server 10 executes a calculation step of calculating the number of in-game objects that are associated with the user and belong to a predetermined object type. The bonus granting unit 1044 of the server 10 searches the object type item of the object master 1014 based on the information on the object type of the bonus object, and acquires the object ID (bonus object ID) of an in-game object that belongs to the same object type as the object type of the bonus object. The object type includes, for example, an in-game resource, an in-game character, an in-game item, an in-game skill, etc. In the case of an in-game character, the object type includes, for example, information for identifying the type of the in-game character, such as the race, occupation, and name. In the case of an in-game item, the object type includes information for identifying the type of the in-game item, such as the type and name. The object type that is the same as the object type of the bonus object may be any information included in the object type. For example, in the case of an in-game character, an in-game character with the same name as the bonus object is searched for. The bonus granting unit 1044 searches the user ID and object ID items in the possession table 1013 based on the user ID 2011 and the bonus object ID, and acquires one or more object IDs and possession flags corresponding to one or more in-game objects associated with the user and belonging to the same object type as the bonus object. In this way, the bonus granting unit 1044 of the server 10 acquires one or more object IDs and possession flags associated with the user and belonging to the same object type as the object type of the bonus object. The bonus granting unit 1044 of the server 10 counts the number of acquired object IDs. That is, it counts the number of in-game objects that belong to the object type of the bonus object among the in-game objects acquired or owned by the user. That is, it counts the number of records of in-game objects that belong to the same object type as the bonus object among the in-game objects associated with the user in the ownership table 1013. The bonus granting unit 1044 of the server 10 may count the number of in-game objects of the same object type as the object type of the bonus object, among the in-game objects associated with the user.
[0076] The number of in-game objects associated with a user includes the number of in-game objects that the user has previously acquired, or the number of in-game objects that the user owns.
[0077] In step S506, the calculating step may include a step of calculating the number of in-game objects acquired by the user. Specifically, the bonus granting unit 1044 of the server 10 may count the number of object IDs regardless of the value of the possession flag corresponding to the acquired object ID. In other words, the in-game objects to be counted include all in-game objects that the user has acquired in the past, and may also include in-game objects that the user does not currently possess due to execution of release, abandonment, deletion, etc.
[0078] In step S506, the calculating step may include a step of calculating the number of in-game objects owned by the user. Specifically, the bonus granting unit 1044 of the server 10 may count the number of object IDs for which "information indicating that an in-game object is owned" is stored in the value of the ownership flag corresponding to the acquired object ID. In other words, in-game objects that are not currently owned by the user as a result of the user releasing, abandoning, deleting, etc. may be excluded from the in-game objects to be counted. In addition, in the case where the game according to the present disclosure is a game in which a group is organized and progressed by selecting one or more in-game objects from the in-game objects owned by the user, it is possible to count only the number of in-game objects selected by the user for the group, excluding in-game objects that the user has not selected for the group from among the in-game objects owned by the user. In the present disclosure, the number of in-game objects owned by the user includes the number of one or more in-game objects selected by the user for the group (organized in-game objects). In other words, the number of in-game objects according to the present disclosure also includes the number of in-game objects narrowed down by arbitrary conditions from among the in-game objects owned by the user.
[0079] <Benefits Granted> In step S507, the reward granting unit 1044 of the server 10 executes a granting step of granting a reward to the user based on the parameter (sleep score or total score) calculated in the calculation step. The granting step executes a step of granting a reward object to the user as a reward. Specifically, the reward providing unit 1044 provides the user with a reward based on the acquired reward content information. As an example of the reward, the reward providing unit 1044 provides a new in-game character, an in-game item, an in-game resource, or at least any combination of these. At this time, for example, the user terminal 20 displays on the display 2081 an image of the acquired character, a total score value, a sleep score, or a text related to a "sleep type" indicating the user's sleep state determined based on the total score. For the sleep type, a text such as "Type A", "Type B", or "Type C" that expresses the user's sleep state is displayed. Specifically, the privilege granting unit 1044 associates the object ID, object attribute, and slot of the privilege object with the user in the possession table 1013 according to the acquired privilege content, and stores them in this manner. This indicates that the user has newly acquired a privilege object.
[0080] In step S507, the bonus granting unit 1044 executes a granting step of granting in-game objects belonging to a predetermined object type to the user based on the number of in-game objects calculated in the calculation step. The assigning step includes a step of identifying object attributes possessed by in-game objects belonging to a predetermined object type based on the number of in-game objects calculated in the calculation step, and a step of assigning an in-game object having the identified object attribute to the user. Specifically, the bonus granting unit 1044 of the server 10 may identify and set the object attributes and slot of the in-game object related to the bonus object identified in step S505 based on the initial attributes of the in-game object and the number of in-game objects calculated in step S506. The bonus granting unit 1044 of the server 10 stores the user ID 2011, the object ID of the bonus object, the specified object attribute, and the slot in the items of user ID, object ID, object attribute, and slot in the possession table 1013. This indicates that the user has acquired a bonus object. At this time, information indicating that the user possesses the in-game object is stored in the possession flag.
[0081] In step S507, the granting step executes a step of identifying an object attribute that is more advantageous as the number of in-game objects calculated in the calculation step increases. Specifically, the bonus granting unit 1044 of the server 10 searches the object ID field of the object master 1014 based on the object ID of the bonus object, and acquires the initial attribute. Based on the number of in-game objects calculated in step S506, the bonus granting unit 1044 changes the acquired initial attribute value to a more advantageous one (changed attribute value) as the number of in-game objects increases. As a result, the user can acquire a bonus object having more advantageous object attributes as the user is associated with more bonus objects and in-game objects of the same object type. The bonus granting unit 1044 stores the changed attribute value in the object attribute field of the bonus object in the possession table 1013. As a result, the more in-game objects belonging to the same object type a user collects, the more newly in-game objects with advantageous object attributes the user can acquire, which can motivate the user to continue playing the game.
[0082] In step S507, the granting step executes a step of granting to the user in-game objects having more slot frames as the number of in-game objects calculated in the calculation step increases. Specifically, the bonus granting unit 1044 sets and specifies the number of slot frames for bonus objects based on the number of in-game objects calculated in step S506, so that the greater the number of in-game objects, the greater the number of slot frames for bonus objects. The bonus granting unit 1044 stores information about the specified slot frames in the slot field for bonus objects in the possession table 1013. As a result, the more bonus objects a user has associated with in-game objects of the same object type, the more slot frames the bonus objects the user can acquire. This can motivate the user to collect multiple in-game objects that belong to the same object type.
[0083] In step S507, the granting step executes a step of granting to the user in-game objects such that the greater the number of in-game objects calculated in the calculation step, the greater the proportion of more valuable slot frames among the multiple slot frames. Specifically, the bonus granting unit 1044 of the server 10 sets and specifies a ratio of high-value slot frames among the multiple slot frames of the bonus object based on the number of in-game objects calculated in step S506, so that the greater the number of in-game objects, the greater the ratio of high-value slot frames among the multiple slot frames of the bonus object. For example, the greater the number of in-game objects, the greater the number of slot frames to which high-value in-game skills such as skill A included in the multiple slot frames of the bonus object can be assigned, and the greater the number of slot frames to which low-value in-game skills such as skill C can be assigned. For example, if the number of in-game objects belonging to the same object type as the bonus object owned by the user is 80, the user is granted a bonus object having three slots for skill A and two slots for skill C. On the other hand, if the number of in-game objects belonging to the same object type as the bonus object owned by the user is 10, the user is granted a bonus object having one slot for skill A and four slots for skill C. As a result, the more bonus objects a user has associated with in-game objects of the same object type, the more slot frames the bonus objects the user can acquire.
[0084] 10 is a screen example showing the operation of the bonus granting process. The game screen D20 displayed on the display 2081 of the user terminal 20 includes an in-game character D201 which is a bonus object, a main slot D211 which is a plurality of slot frames owned by the in-game character, and sub-slots D221, D222, D223, D224, and D225. The main slot D211 can be assigned an in-game skill that produces a main in-game effect. Subsidiary in-game skills can be assigned to the sub-slots D221, D222, D223, D224, and D225. By assigning in-game skills to slots, the user can generate effects that allow the game to proceed advantageously.
[0085] An icon D2232 is drawn on the sub-slot D223, indicating that the sub-slot is a slot frame having the value of skill A. An icon D2252 is drawn on the sub-slot D225, indicating that the sub-slot is a slot frame having the value of skill B. Sub-slots D221, D222, and D224 on which no icon is drawn are slot frames having the value of skill C. The values of the slot frames such as skill A, skill B, and skill C may be presented to the user in an identifiable manner by a display mode such as a color, a pattern, or a frame line, instead of an icon.
[0086] A key icon D2221, D2251 is drawn on the sub-slot D222, D225, indicating that the sub-slot is a restricted sub-slot that cannot be assigned an in-game skill and is currently unavailable. When the in-game level of the in-game object is equal to or lower than a predetermined value, an in-game effect cannot be assigned to some of the multiple slot frames of the in-game object. Specifically, the management unit 1043 gradually releases the restriction on the multiple slot frames of the in-game character as the in-game character grows, such as by leveling up. The user can gradually assign in-game skills to the slot frames as the in-game character grows, such as by leveling up. The management unit 1043 may release the restriction on the multiple slot frames of the in-game character based on the number of target in-game characters acquired. This makes it possible to add interest to the in-game objects that the user acquires, thereby motivating the user to continue playing the game. In addition, the leveling up of an in-game character may be based on any information or combination of information within the game, including game operations during hours when the user is awake, completion of missions, quests, etc., sleep information regarding the user's sleeping state, sleep score, overall score, etc.
[0087] The reward granting unit 1044 of the server 10 executes a reward granting step of granting a reward to the user based on one or more in-game effects assigned to multiple slot slots of each of the multiple in-game objects owned by the user, which were granted in the granting step. Specifically, the user can assign in-game skills to the main slot D211 and sub-slots D221, D222, D223, D224, and D225 of the bonus objects acquired in step S507 by operating the input device 206 of the user terminal 20. The in-game skills that can be assigned by the user may be selectable from the in-game objects owned by the user in the ownership table 1013. Furthermore, the user may select an in-game skill from any in-game object prepared in advance and assign it to the slot slot according to the value of the slot slots D211, D221, D222, D223, D224, and D225. The reward providing unit 1044 of the server 10 provides a reward to the user based on the in-game effects of the in-game skills assigned to the main slot D211 and the sub-slots D221, D222, D223, D224, and D225 of the in-game character D201. For example, the reward includes any in-game effect for advantageously progressing through the game, such as recovery, strengthening, and level-up of the in-game character owned by the user, and acquisition of new in-game resources.
[0088] <Benefit Granting Process (Second Example)> The reward granting process is a process of granting a reward (bonus) to the user by receiving information about the user's game operation during wakefulness (e.g., daytime) and the game operation for the in-game object. The user can obtain a reward through the reward granting process. In the reward granting process (second embodiment), unlike the reward granting process (first embodiment), the reward is granted to the user without using the sleep information of the user.
[0089] <Outline of the Benefit Granting Process (Second Example)> In the benefit granting process, the server 10 specifies the benefit content based on the index representing the state of the in-game object, and grants the specified benefit content to the user.
[0090] <Details of the Benefit Granting Process (Second Example)> The bonus granting process (second embodiment) will be described in detail below.
[0091] Step S501 is similar to step S501 in the bonus awarding process (first embodiment), and therefore a description thereof will be omitted.
[0092] In step S505, the benefit granting unit 1044 of the server 10 specifies the benefit to be granted based on the index representing the state of the in-game object. When an index representing the state of an in-game object associated with a user exceeds a predetermined value as a result of the user's game operation, the bonus granting unit 1044 obtains the number of times the predetermined value is exceeded, and searches for bonus conditions in the bonus master 1015. Specifically, the bonus granting unit 1044 identifies a record of bonus conditions that satisfy conditions such as the index representing the state of the in-game object associated with the obtained user, and then obtains the bonus contents stored in the record. Also, for example, when a user has a predetermined number or more of in-game objects belonging to a predetermined object type, the in-game objects belonging to the predetermined object type may be specified as the bonus content. In other words, the number of times an indicator representing the state of an in-game object exceeds a predetermined value may be associated with the number of in-game objects belonging to the object type that the user has acquired.
[0093] In the present disclosure, the content of the reward will be described as an example of a reward that grants the user in-game objects (reward objects) belonging to a predetermined object type. The process of calculating the number of in-game objects is the same as step S505 of the reward granting process (first embodiment), and therefore the description will be omitted.
[0094] Steps S506 and S507 are similar to steps S506 and S507 in the bonus granting process (first embodiment), and therefore a description thereof will be omitted.
[0095] <Basic computer hardware configuration> 11 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 901, a main storage device 902, an auxiliary storage device 903, and a communication IF 991 (interface). These are electrically connected to each other by a communication bus 921.
[0096] The processor 901 is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, and the like.
[0097] The main memory device 902 is for temporarily storing programs, data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
[0098] The auxiliary storage device 903 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.
[0099] The communication IF 991 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard. The network is composed of the Internet, a LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a specified access point (e.g., Wi-Fi (registered trademark)), etc. In the case of wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of wired connection, the network also includes a network that is directly connected by a USB (Universal Serial Bus) cable or the like.
[0100] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration among multiple computers 90 and connecting them together via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.
[0101] <Basic functional configuration of computer 90> A description will now be given of the functional configuration of a computer realized by the basic hardware configuration (FIG. 11) of a computer 90. The computer comprises at least the functional units of a control unit, a storage unit, and a communication unit.
[0102] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 connected to each other via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.
[0103] The control unit is realized by the processor 901 reading out various programs stored in the auxiliary storage device 903, expanding the programs in the main storage device 902, and executing processes according to the programs. The control unit can realize functional units that perform various information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.
[0104] The storage unit is realized by a main storage device 902 and an auxiliary storage device 903. The storage unit stores data, various programs, and various databases. Furthermore, the processor 901 can secure a storage area corresponding to the storage unit in the main storage device 902 or the auxiliary storage device 903 in accordance with a program. Furthermore, the control unit can cause the processor 901 to execute processes of adding, updating, and deleting data stored in the storage unit in accordance with the various programs.
[0105] The term database refers to a relational database, which is used to manage sets of data called masters and tables in a tabular format structurally defined by rows and columns, by associating them with each other. In a database, a table is called a table or master, a column in a table is called a column, and a row in a table is called a record. In a relational database, relationships between tables and masters can be set and associated. Usually, a column that serves as a primary key for uniquely identifying a record is set in each table and each master, but setting a primary key in a column is not essential. The control unit can cause the processor 901 to add, delete, or update records in a specific table or master stored in the storage unit according to various programs.
[0106] In addition, the database and master in this disclosure may include any data structure (such as a list, a dictionary, an associative array, or an object) in which information is structurally defined. The data structure also includes data that can be considered as a data structure by combining data with a function, class, method, or the like written in any programming language.
[0107] The communication unit is realized by the communication IF 991. The communication unit realizes a function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 901 to execute information processing on the received information in accordance with various programs. In addition, the communication unit can transmit information output from the control unit to other computers 90.
[0108] <Additional Notes> The matters described in the above embodiments will be supplemented below.
[0109] (Appendix 1) A game program having a processor and a memory unit for causing a computer to execute a game, wherein the processor executes a calculation step (S506) of calculating the number of in-game objects belonging to a predetermined object type associated with a user, and an assignment step (S507) of assigning in-game objects belonging to the predetermined object type to the user based on the number of in-game objects calculated in the calculation step. This makes it possible to motivate a user to acquire or possess in-game objects of the same type in a game in which the user collects a plurality of different in-game objects of the same object type, thereby motivating the user to continue playing the game.
[0110] (Appendix 2) The game program according to claim 1, wherein the calculation step (S506) is a step of calculating the number of in-game objects acquired by the user. This makes it possible, in a game in which a user collects a plurality of different in-game objects belonging to the same object type, to be motivated to acquire in-game objects belonging to the same type.
[0111] (Appendix 3) The game program according to claim 1, wherein the calculation step (S506) is a step of calculating the number of in-game objects owned by the user. This makes it possible, in a game in which a user collects a plurality of different in-game objects belonging to the same object type, to be motivated to possess in-game objects belonging to the same type.
[0112] (Appendix 4) The game program described in Appendix 1, wherein the granting step (S507) includes a step of identifying object attributes possessed by in-game objects belonging to a predetermined object type based on the number of in-game objects calculated in the calculation step, and a step of granting an in-game object having the identified object attribute to the user. This makes it possible to add interest to the in-game objects acquired by the user in a game in which the user collects a plurality of different in-game objects belonging to the same object type, thereby providing a motivation for the user to continue playing the game.
[0113] (Appendix 5) The game program according to claim 4, wherein the granting step (S507) is a step of identifying an object attribute that is more advantageous the greater the number of in-game objects calculated in the calculation step. As a result, the more in-game objects belonging to the same object type a user collects, the more newly in-game objects with advantageous object attributes the user can acquire, which can motivate the user to continue playing the game.
[0114] (Appendix 6) The granting step (S507) is a step of granting to the user an in-game object having a greater number of slot frames the greater the number of in-game objects calculated in the calculation step, the slot frame being frame information to which an in-game effect can be assigned, and the in-game effect being a type of in-game object that generates an effect for advantageously progressing through the game, the game program described in Appendix 1. This can motivate the user to collect multiple in-game objects that belong to the same object type.
[0115] (Appendix 7) The game program described in Appendix 6, wherein the granting step (S507) is a step of granting to the user in-game objects such that the greater the number of in-game objects calculated in the calculation step, the greater the proportion of more valuable slot slots among the multiple slot slots. This makes it possible to add interest to the in-game objects that the user acquires, thereby motivating the user to continue playing the game.
[0116] (Appendix 8) 7. The game program of claim 6, wherein if the in-game level of the in-game object granted in the granting step is equal to or lower than a predetermined value, the in-game effect cannot be assigned to some of the multiple slot frames possessed by the in-game object. This makes it possible to add interest to the in-game objects that the user acquires, thereby motivating the user to continue playing the game.
[0117] (Appendix 9) The processor executes a reward granting step (S507) of granting a reward to the user based on one or more in-game effects assigned to multiple slot slots of each of multiple in-game objects owned by the user, which were granted in the granting step. This makes it possible to add interest to the in-game objects that the user acquires, thereby motivating the user to continue playing the game.
[0118] (Appendix 10) An information processing device comprising a processor and a memory unit, the processor executing a game program according to any one of appendices 1 to 9. This makes it possible to add interest to the in-game objects acquired by the user in a game in which the user collects a plurality of different in-game objects belonging to the same object type, thereby providing a motivation for the user to continue playing the game.
[0119] (Appendix 11) An information processing system including an information processing device having a processor and a memory unit, wherein the processor executes a game program described in any one of Appendices 1 to 9. This makes it possible to add interest to the in-game objects acquired by the user in a game in which the user collects a plurality of different in-game objects belonging to the same object type, thereby providing a motivation for the user to continue playing the game.
[0120] (Appendix 12) An information processing method executed by a computer having a processor and a memory unit, the computer executing a game program described in any one of Appendices 1 to 9. This makes it possible to add interest to the in-game objects acquired by the user in a game in which the user collects a plurality of different in-game objects belonging to the same object type, thereby providing a motivation for the user to continue playing the game. [Explanation of symbols]
[0121] 1 system, 10 server, 101 storage unit, 104 control unit, 106 input device, 108 output device, 20 user terminal, 201 storage unit, 204 control unit, 206 input device, 208 output device
Claims
1. A game program for causing a computer having a processor and a storage unit to execute a game, The processor: Counting the number of first characters of a first type owned by a user; When assigning a first character to the user, the greater the number of first characters, the more skills that generate effects that allow the game to proceed advantageously are assigned to the user; A game program that runs.
2. A game program for causing a computer having a processor and a storage unit to execute a game, The processor: Counting the number of first characters of a first type owned by a user; When granting a first character to the user, the greater the number, the more first characters the user is granted that have skills with higher in-game value; A game program that runs.
3. A game program for causing a computer having a processor and a storage unit to execute a game, The processor: Counting the number of first characters of a first type owned by a user; When assigning a first character to the user, assigning a first character to the user to which a larger number of skills that generate effects that advantageously progress the game can be assigned as the first character; A game program that runs.
4. A game program for causing a computer having a processor and a storage unit to execute a game, The processor: Counting the number of first characters of a first type owned by a user; When assigning a first character to the user, the greater the number of first characters, the more skills having a higher in-game value can be assigned to the first character to which the user is assigned; A game program that runs.
5. A method executed by an information processing device having a processor and a memory unit, wherein the processor executes all of the steps executed in an invention relating to any one of claims 1 to 4.
6. An information processing device comprising a processor and a memory unit, wherein the processor executes all steps executed in an invention according to any one of claims 1 to 4.
7. A system having means for executing all steps performed in an invention according to any one of claims 1 to 4.