Information processor and program
Patent Information
- Application Number
- JP2024071988
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-25
- Publication Date
- 2025-02-14
AI Technical Summary
【0020】 本発明によれば、報酬付与処理で付与される報酬のうちの第1の報酬の所有量が第1の発動可能条件を満たすと、第1の処理の実行が可能となる。また、報酬付与処理で付与される報酬のうちの第2の報酬の所有量が第2の発動可能条件を満たすと、第2の処理の実行が可能となる。そして、第1の発動可能条件を満たす数量の第1の報酬を獲得するには、第2の発動可能条件を満たす数量の第2の報酬を獲得するよりも多くの報酬付与処理の実行が必要となる。これによれば、少ない回数の報酬付与処理で実行可能となるため比較的容易に実行可能な第2の処理と、第2の処理に係る回数より多くの報酬付与処理の実行を要するため実行可能となるまでの過程に比較的手間のかかる第1の処理と、をユーザの第1の報酬および第2の報酬の所有量に応じて実行することができる。この仕組みにより、ユーザに対する報酬の付与に、新たな興趣を追加することが可能となる。
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Figure 2025022737000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device and a program. [Background technology]
[0002] In an information processing device that provides a predetermined function, a conventional technology is known that gives a reward to a user on the condition that the user completes a task using the function. For example, a technology for a learning support device that supports a learner's learning is known that outputs a certificate of commendation to the learner (see Patent Document 1). The technology of Patent Document 1 aims to improve the learner's motivation to learn by outputting a certificate of commendation at a timing when the learner should be praised. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2023-67481 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, simply giving a reward in accordance with the achievement of a task is not interesting and is therefore insufficient to increase a user's motivation to achieve the task.
[0005] The problem to be solved by the present invention is to provide a technique that can add new interest to the provision of rewards to users. [Means for solving the problem]
[0006] An aspect of the present invention is an information processing device comprising: a reward granting process execution unit that executes a predetermined reward granting process to grant a first reward and a second reward to a user; a first process control unit that controls the execution of a first process that becomes executable when the amount of the first reward owned satisfies a first activation condition; and a second process control unit that controls the execution of a second process that becomes executable when the amount of the second reward owned satisfies a second activation condition, wherein the first activation condition is a quantitative condition that requires more execution of the reward granting process than the second activation condition.
[0007] The second process control unit may execute the second process based on an execution instruction operation by the user.
[0008] The second activation condition may be a condition that is satisfied by the quantity of the second reward granted in one execution of the reward granting process.
[0009] The game device may further include a first reward possession amount display control unit that performs a display showing the possession amount of the first reward every time the reward granting process execution unit executes the reward granting process.
[0010] The first process control unit may execute the first process in response to satisfaction of the first activation condition.
[0011] The game device may further include an activatable performance control unit that outputs a performance in response to the first activation condition being satisfied.
[0012] The first process may be a process of imparting a given game element to the user.
[0013] In addition, the first process control unit may automatically execute the first process as a process of granting a given game element to the user in response to the first activation condition being satisfied.
[0014] The first process control unit may execute a process of imparting a game element different from the game element imparted in the past.
[0015] Furthermore, the first process control unit may be configured to stop further execution of the first process when the number of the granted game elements reaches a predetermined upper limit condition.
[0016] The device may further include an upper limit achievement effect control unit that outputs an effect to that effect when the upper limit condition is reached.
[0017] The game device may further include a content execution unit that executes specified content including the display of a specified character and in which a given item can be used, and the second processing may be processing for granting an item that can be used in the specified content.
[0018] In addition, the items may include limit items, which have a limit on the number that the user owns, and limitless items, which have no limit, and the second process may include a lottery process for selecting an item to be granted, and the lottery process may select the limitless item when the number of limit items owned by the user has reached the limit.
[0019] The program may also be configured to cause a computer to function as a reward-granting process execution unit that executes a predetermined reward-granting process to grant a first reward and a second reward to a user, a first process control unit that controls the execution of a first process that becomes executable when the amount of the first reward owned satisfies a first activation condition, and a second process control unit that controls the execution of a second process that becomes executable when the amount of the second reward owned satisfies a second activation condition, wherein the first activation condition is a quantitative condition that requires more executions of the reward-granting process than the second activation condition. Effect of the Invention
[0020] According to the present invention, when the amount of the first reward among the rewards granted in the reward granting process satisfies the first activation condition, the first process can be executed. Also, when the amount of the second reward among the rewards granted in the reward granting process satisfies the second activation condition, the second process can be executed. Then, in order to acquire the amount of the first reward that satisfies the first activation condition, it is necessary to execute the reward granting process more times than to acquire the amount of the second reward that satisfies the second activation condition. According to this, the second process that can be executed relatively easily because it can be executed in a small number of reward granting processes, and the first process that requires execution of the reward granting process more times than the second process and is therefore relatively time-consuming until it can be executed, can be executed according to the amount of the first reward and the second reward owned by the user. This mechanism makes it possible to add new interest to the granting of rewards to users. [Brief description of the drawings]
[0021] [Figure 1] FIG. 1 is a diagram showing an example of the appearance of a learning device. [Diagram 2] FIG. 4 is a diagram showing an example of a home screen. [Diagram 3] A diagram for explaining the processing flow of the learning device regarding the awarding of first type medals and first processing control. [Figure 4] FIG. 13 is a diagram showing an example of presentation output when all types of game elements eligible for first type award are awarded to the user. [Diagram 5] FIG. 13 is a diagram showing an example of a picture book screen. [Figure 6] FIG. 4 is a diagram showing an example of a room screen. [Figure 7] FIG. 11 is a diagram for explaining the flow of processing by the learning device according to the second processing control. [Figure 8] A diagram showing an example of a second type character. [Figure 9] FIG. 13 is a diagram showing an example of a presentation display when a character appears on the room screen. [Figure 10] 13A and 13B are diagrams showing other examples of the presentation display when a character appears on the room screen. [Figure 11]13A and 13B are diagrams showing other examples of the presentation display when a character appears on the room screen. [Figure 12] FIG. 2 is a block diagram showing an example of the functional configuration of a learning device. [Figure 13] FIG. 13 is a diagram showing an example of the data configuration of appearance display control data. [Figure 14] FIG. 13 is a diagram showing an example of the data configuration of second-type grant target item data. [Figure 15] FIG. 4 is a diagram showing an example of the data structure of pictorial book data. [Figure 16] 11 is a flowchart showing a process flow in a learning process. [Figure 17] 17 is a flowchart showing the flow of processing following FIG. 16. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0022] A preferred embodiment of the present invention will be described below with reference to the drawings. In the following, a learning device that supports a user's learning will be exemplified as an information processing device. Note that the present invention is not limited to the embodiments described below, and the forms to which the present invention can be applied are not limited to the following embodiments. Also, in the description of the drawings, the same parts are given the same reference numerals.
[0023] 1 is a diagram showing an example of the external appearance of a study device 10 in this embodiment. Study device 10 in this embodiment is, for example, an information processing device in the form of a notebook computer, and includes a main device 1 and a mouse 3. Main device 1 includes a power button 11, a keyboard 13, and a display 15. In addition, a camera, microphone, speaker, etc. (not shown) are provided in appropriate locations.
[0024] The main device 1 also incorporates a control board 20 on which are mounted electronic components such as a microprocessor such as a CPU (Central Processing Unit) 201, an IC memory 203, and a communication device. In the control board 20, a learning assistance program for implementing processing related to learning assistance and various setting data required to execute the learning assistance program are stored in the IC memory 203. The CPU 201 then executes the learning assistance program to perform arithmetic processing, and controls each part of the learning device 10 in response to operational inputs to the keyboard 13 and mouse 3, thereby assisting the user in learning.
[0025] The form of the study device is not limited to a notebook computer, and may be, for example, a smartphone, a tablet computer, a portable game device, or the like.
[0026] Fig. 2 is a diagram showing an example of a home screen W1 displayed on study device 10. As shown in Fig. 2, on the home screen, three menus M11, M12, and M13, "Study," "Encyclopedia," and "Room," are presented by means of selection buttons for those menus.
[0027] 1. About the learning menu When the learning menu M11 is selected by clicking with the mouse 3, a list of learning items is displayed. Examples of the learning items include various subjects such as English, arithmetic, and Japanese, as well as programming and typing. The learning content of each learning item is systematized, for example, into a plurality of learning steps, and a learning process is defined for each learning step. When a learning item is selected from the learning menu M11, the learning device 10 executes the learning process related to each learning step as needed. Then, the learning device 10 executes a predetermined reward granting process according to the execution status of the learning process.
[0028] For example, when a user completes learning for one learning step (specifically, when the learning process related to that learning step is executed), the learning device 10 executes a reward granting process and grants the user, as a reward, one star-shaped medal (hereinafter referred to as a "first type medal") as a first reward and one coin-shaped medal (hereinafter referred to as a "second type medal") as a second reward.
[0029] The first and second type medals are not limited to being awarded when the learning process is executed. For example, in a configuration in which a mini-game can be executed from a separately prepared game menu (not shown), one first type medal and one second type medal may be awarded when the user clears the mini-game.
[0030] In addition, the content of the reward to be given in one reward giving process may be set as appropriate. For example, either the first type medal or the second type medal may be given, and the number of medals to be given may be changed, for example, depending on the learning step. In addition, the conditions for giving the first type medal and the second type medal (the conditions for executing the reward giving process) may be set as appropriate. For example, a setting as to whether or not the first type medal and the second type medal are given and an evaluation criterion for the awarding may be set for each learning item. Specifically, the configuration is not limited to a configuration in which the first type medal and the second type medal are given for all learning items, and learning items for which the first type medal and the second type medal are not given even if the learning progresses may include. In addition, a configuration may be adopted in which evaluation criteria regarding the number of correct answers to quizzes, the passing score of tests, the success or failure of missions, etc. are set for each learning item, and when the evaluation criteria are met, the reward giving process is executed to give the first type medal and the second type medal.
[0031] The learning device 10 then performs a first process control that controls the execution of a first process that becomes executable when the amount of first type medals awarded in the above manner satisfies a first activation condition, and a second process control that controls the execution of a second process that becomes executable when the amount of second type medals awarded in the above manner satisfies a second activation condition. The first activation condition is a quantity condition that requires the execution of a greater number of reward awarding processes than the second activation condition.
[0032] In this embodiment, for example, the quantity of the first activation condition is set to three, and the quantity of the second activation condition is set to one, and each activation condition is preset. That is, in this embodiment, the first process is a process that can be executed when the user owns three first type medals (i.e., when the user repeats learning for each learning step and accumulates three first type medals). Also, the second process is a process that can be executed when the user owns one second type medal (i.e., when the user finishes learning one learning step).
[0033] 1-1. About the first-class medal The learning device 10 performs a first process control to automatically execute a first process when the number of first type medals owned reaches three. Fig. 3 is a diagram for explaining the flow of processing by the learning device 10 relating to the granting of first type medals and the first process control associated with the user's learning for each learning step. As described above, after executing the learning process for one learning step, the learning device 10 executes a reward granting process to grant one first type medal and one second type medal.
[0034] Then, the learning device 10 displays the amount of the first type medals owned each time the reward granting process is executed. When the amount of the first type medals owned is one, the display can be, for example, as shown in FIG. 3(a). After that, when the learning device 10 executes the learning process next and executes the reward granting process, it displays the amount of the first type medals owned is two (FIG. 3(b)). When the learning device 10 executes the learning process next and executes the reward granting process, it displays the amount of the first type medals owned is three (FIG. 3(c)). In this display, as shown in FIG. 3(c), for example, a display is made to the effect that the first process will be automatically executed because three first type medals have been accumulated, thereby performing a performance output in response to the satisfaction of the first activation enabling condition. Note that the performance output is not limited to a performance output by a display, and may be a configuration in which a predetermined performance sound is output, or a configuration in which a performance output is performed by combining a display and a performance sound output.
[0035] Then, when three first type medals are accumulated, the learning device 10 executes a first process. In the first process, the learning device 10 grants given game elements to the user in exchange for spending the three accumulated first type medals. The game elements granted in the first process include a second type character used in the training game in the room menu M13. The user can acquire the second type character by repeatedly learning and accumulating first type medals.
[0036] In this embodiment, multiple types (e.g., 100 types) of game elements, which are second-class characters plus items, are prepared in advance as first-class grant targets. Then, in the first process, the learning device 10 randomly selects one of the game elements of the first-class grant targets and grants it to the user. More specifically, in the first process, a game element different from a game element previously granted is granted. That is, one of the game elements excluding the granted game elements (game elements registered in the subsequent process) among the first-class grant targets is selected and granted. Therefore, in the first process, the same type of game element is not granted in duplicate. For example, FIG. 3(d) shows an example in which a second-class character Cb1 is granted. The second-class character will be described later.
[0037] Thereafter, the study device 10 registers the game elements added by the first process by type. In this embodiment, the study device 10 registers the added game elements in the illustrated book. That is, if the added game element is a second-class character, the study device 10 registers the second-class character as a registered character, and if the added game element is an item other than a second-class character, the study device 10 registers the item as a registered item in the illustrated book. The illustrated book can be viewed from the illustrated book screen W2 of the illustrated book menu M12.
[0038] Each page of the encyclopedia has, for example, display columns arranged in a grid, and each type of game element to be given the first type is assigned one by one. Therefore, when the encyclopedia menu M12 is selected, if there is a newly given game element, the game element will be newly displayed in the display column of the encyclopedia to which the game element is assigned (FIG. 3(e)). The display columns of game elements that have not yet been given (unregistered) by the first process are left blank.
[0039] Then, when the number of granted game elements reaches the upper limit condition, the learning device 10 performs control to stop further execution of the first process as the first process control. In this embodiment, when all types of game elements to be granted of the first type have been granted to the user (when all types of game elements have been registered and the display column of the picture book is filled up), the upper limit condition is reached and the control to stop is performed. When the number of granted game elements reaches the upper limit condition, the learning device 10 performs a performance output to display that fact, as illustrated in FIG. 4. Note that the performance output here is not limited to a display-based performance output. For example, a configuration may be used in which a predetermined performance sound is output, or a configuration may be used in which a performance output is performed by combining a display and a performance sound output.
[0040] 1-2. About the second type medal In this embodiment, the second process can be executed when the user owns one second-type medal. Therefore, when the user owns a second-type medal, the learning device 10 performs control to execute the second process based on the user's execution instruction operation as the second process control.
[0041] In this embodiment, items that can be used in the training game in the room menu M13 are prepared in advance as second-type grant targets. Then, in the second process, the learning device 10 grants the second-type grant target item in exchange for consuming one second-type medal. For example, when a user issues an instruction to execute (in this embodiment, when the user selects a lottery machine 51 (see FIG. 6, etc.) in a room on the room screen from the room menu M13 and issues an instruction to execute a lottery), a lottery process is carried out to select one of the second-type grant targets based on a predetermined lottery probability, and the item is granted to the user. The second-type grant target item will be described later.
[0042] According to the process here, the user can obtain items that can be used in the training game by using the first type medals, which can be used immediately after completing one learning step. However, since the user needs three first type medals to use them, the user must repeat learning for each learning step to accumulate first type medals. When the user has accumulated three first type medals, he or she can obtain game elements including second type characters.
[0043] In this embodiment, when the learning process is completed, one first type medal is awarded as the first reward and one second type medal is awarded as the second reward, but the quantities of the first reward and the second reward to be awarded may be set appropriately. In that case, it is preferable to set the number of times the reward awarding process is executed to obtain the first reward in the quantity that satisfies the first activation condition to be greater than the number of times the reward awarding process is executed to obtain the second reward in the quantity that satisfies the second activation condition.
[0044] 2. About the encyclopedia menu Fig. 5 is a diagram showing an example of the encyclopedia screen W2. When the encyclopedia menu M12 in Fig. 2 is selected, the encyclopedia screen W2 shown in Fig. 5 is displayed. In the encyclopedia screen W2, the game elements (registered characters and registered items) that have been assigned and registered in the first process as described above are displayed in a display field C2 for each type. In the encyclopedia menu M12, the user can view the registered game elements in an encyclopedia format.
[0045] 3. About the Room Menu Fig. 6 is a diagram showing an example of a room screen displayed when the room menu M13 in Fig. 2 is selected. As shown in Fig. 6, the room screen displays the room of a resident character (first type character) Ca1. On the room screen, the user can play a training game for training the resident character (first type character) Ca1. The user enjoys the game by taking care of the resident character (first type character) Ca1's meals, redecorating the room, and the like.
[0046] On the room screen, two menus M31, M33, "Resident Replacement" and "Redecoration," are presented as menus for the training game by means of selection buttons. When the room menu M13 in Fig. 2 is selected, the study device 10 displays the room screen according to the screen settings based on the selection of the redecoration item in the redecoration menu M33, and performs control to display a resident character on the room screen according to the selection of the first type character in the resident replacement menu M31.
[0047] In addition, the room displayed on the room screen has a door 55, and is equipped with a lottery machine 51 and a refrigerator 53. The door 55, the lottery machine 51, and the refrigerator 53 can be selected by performing an operation on each of their display positions, such as clicking with the mouse 3.
[0048] 3-1. About the Resident Replacement Menu When the resident replacement menu M31 is selected, the resident character on the room screen can be set or changed. In this embodiment, a plurality of types of first-class characters (three types of first-class characters Ca1, Ca2, and Ca3 in the example of FIG. 6) are prepared in advance, and the resident replacement menu M31 accepts a selection operation to select one of the first-class characters. Then, the study device 10 sets or changes the resident character to be displayed in the room on the room screen according to the accepted selection operation.
[0049] 3-2. About the redecoration menu When the user selects the redecoration menu M33, the user can select one of the redecoration items owned. By selecting the redecoration item here, the user can perform screen settings related to the display of the room on the room screen. In this embodiment, a plurality of redecoration items for displaying rooms with different interiors, such as furniture layouts and interior decorations, are prepared in advance. For example, the redecoration items are prepared as images of rooms with different interiors, and the image of the room of the redecoration item selected in the redecoration menu M33 is displayed as the background of the room screen. That is, the redecoration menu M33 accepts a selection operation for selecting one of the redecoration items owned by the user (three redecoration items I31, I32, and I33 in the example of FIG. 6). The study device 10 then performs screen settings according to the accepted selection operation, thereby setting and changing the interior of the room to be displayed as the room screen.
[0050] Here, as described above, the redecoration items are used to display rooms with different interiors, but the display positions of the door, lottery machine, and refrigerator are all the same. For example, in the example of FIG. 6, the door is displayed at the same position on the left side in any room with any redecoration item. This means that even if you select another redecoration item from the redecoration menu M33 to change the interior of the room on the room screen, the door will always be displayed at the same position. As will be described later, the display position of the door is the appearance position of the character on the room screen, and by selecting a door, the character can be made to appear on the room screen. The user can select a door to make the character appear during the training game without hesitation, regardless of the interior of the room on the room screen (regardless of which redecoration item is selected in the redecoration menu).
[0051] 3-3. Lottery Machines When the user selects lottery machine 51 on the room screen, the user can use second type medals owned to acquire second type items available for use in the training game. The room screen displays the amount 57 of second type medals owned by the user. The learning device 10 accepts the operation of selecting lottery machine 51 on the room screen as an execution instruction operation by the user. Then, when the execution instruction operation is performed, the learning device 10 performs control to execute a second process as second process control. FIG. 7 is a diagram for explaining the flow of processing by the learning device 10 related to the second process control.
[0052] In this embodiment, when lottery machine 51 is selected (FIG. 7(a)), study device 10 executes the second process. That is, study device 10 first executes a lottery process to select an item to be awarded from among second-type items eligible for award in exchange for consuming one second-type medal. Then, study device 10 awards the item selected in the lottery to the user.
[0053] Here, items eligible for the second type of grant include the above-mentioned redecoration items (FIG. 7(b)) and food items (FIG. 7(c)). In this embodiment, redecoration items are limit items with a limit on the number a user can own. For example, there are 10 types of redecoration items, and a user can own one of each type. Meanwhile, multiple types of food items are also prepared. Food items are frameless items with no limit on the number a user can own, and a user can own any number of them.
[0054] Therefore, in the lottery process, the learning device 10 excludes from the second type of redecoration items that have already been given to the user. If all types of redecoration items have been given to the user (if the user has one of each type of redecoration item), the learning device 10 will select only food items, which are frameless items, and give them to the user.
[0055] 3-4. Refrigerators When the refrigerator 53 is selected on the room screen of Fig. 6, the user can feed the resident character (first type character) Ca1 with food items that the user owns. For example, when the refrigerator 53 is selected, the learning device 10 displays the food items that the user owns together with the number of items owned, and presents them to the user. When any food item is selected, the learning device 10 performs control to present a performance of the resident character (first type character) Ca1 eating the food.
[0056] 3-5. Doors When door 55 is selected on the room screen, study device 10 performs appearance display control to select a character from among the characters registered in the picture book and make the character appear on the room screen. In this embodiment, the display position of door 55 is set as the appearance position of the character on the room screen. Study device 10 accepts the user's selection of door 55 as an appearance request operation. Then, study device 10 starts executing appearance display control in response to the appearance request operation.
[0057] Here, the registered character is a second-class character prepared as a game element to which a first type medal is to be awarded, and is a second-class character that has already been awarded by the first process. That is, the first process is a process of awarding one of the game elements to which a first type medal is to be awarded to a user who has repeatedly learned and accumulated three first type medals, as described above. When a second-class character is selected and awarded from the game elements to which a first type medal is to be awarded by the first process, the second-class character is registered in the illustrated book as a registered character. Therefore, when the door 55 is selected on the room screen, one of the registered characters acquired by accumulating the first type medals will appear on the room screen as an appearing character.
[0058] FIG. 8 is a diagram showing an example of a second class character. As shown in FIG. 8, the second class character includes a character having a defined relationship with a first class character (in this embodiment, three types of first class characters Ca1, Ca2, Ca3) that can be selected as a resident character on the room screen. Specifically, the second class character includes a character whose relationship with the first class character is "friend" (for example, character Cb1 shown in FIG. 8(a)) and an "enemy" character (for example, character Cb2 shown in FIG. 8(b)). In order to identify the character, the setting of the relationship with the first class character is preset as selection permission / prohibition information for the corresponding second class character. The setting of "friend" indicates that the character can be selected, and the setting of "enemy" indicates that the character cannot be selected.
[0059] Among the second class characters for which the selection permission information is set, the second class characters for which the selection permission information is set to "friend" have their friendship levels with the three first class characters Ca1, Ca2, and Ca3 set in advance. In this embodiment, the friendship levels are set in three stages, for example, "good," "average," and "bad." Of course, there may be two stages, or there may be three or more stages. For example, as shown in FIG. 8(a), the character Cb1 has a good relationship with the first class character Ca1 and an average relationship with the first class character Ca3. The character Cb1 is set to have a bad relationship with the first class character Ca2.
[0060] The second class characters include characters of the same type as the first class characters, but with different appearances due to different costumes, etc. For each of the three first class characters Ca1, Ca2, and Ca3, one or more types of characters with different appearances are prepared as second class characters. For example, FIG. 8(c) shows characters Cb3 and Cb4 with different appearances from the first class character Ca1.
[0061] For the appearance-varying characters, the friendship level with each of the other first-class characters is preset. For the appearance-varying characters Cb3 and Cb4 of the first-class character Ca1 shown in Fig. 8(c), the friendship level with each of the first-class characters Ca2 and Ca3 is set to one of three levels: "good," "average," and "bad."
[0062] As a procedure for controlling appearance display, first, the study device 10 selects an appearance character to be made to appear on the room screen this time from among the registered characters. In this embodiment, the study device 10 extracts "friend" characters, which indicate selectability, from among the registered characters for which selection permission information is set, as appearance character candidates. Furthermore, if the registered characters include a character with a different appearance from a first class character (for example, first class characters Ca2, Ca3) of a different type from the first class character (first class character Ca1 in FIG. 6) currently displayed as a resident character on the room screen, the study device 10 adds the character to the appearance character candidates. Characters of the same type as the currently displayed first class character are not extracted. Then, the study device 10 randomly selects one of the extracted appearance character candidates as an appearance character.
[0063] When a character is selected, the study device 10 performs a predetermined presentation display to make the character appear on the room screen. For example, the study device 10 performs a presentation display related to both the resident character and the presenting character based on a combination of the resident character and the presenting character.
[0064] For this purpose, in this embodiment, for each of the second-class characters, data for a performance display when the second-class character related to the combination appears on the room screen as an appearance character when the resident character on the room screen is the first-class character related to the combination is prepared in advance for each combination of the second-class character, Ca1, Ca2, Ca3. In any combination, the performance display includes a scene in which the second-class character related to the combination enters the room as an appearance character through the door, and a scene in which one of the first-class character and the second-class character related to the combination calls out to the other or greets each other. In addition, the performance content expresses the goodness or badness of the relationship according to the degree of friendship of the combination. For example, FIG. 9 and FIG. 10 are diagrams showing an example of a performance display when a friendly appearance character (second-class character) Cb1 appears in the room of a resident character (first-class character) Ca1. Fig. 9 is an example of a scene in which the character (second type character) Cb1 calls out to the resident character (first type character) Ca1 and greets each other, and Fig. 10 is an example of a scene in which the two characters are on good terms. Fig. 11 is a diagram showing another example of a performance display when the character (second type character) Cb5 appears, showing a scene in which the resident character (first type character) Ca1 and the character (second type character) Cb5 are on bad terms.
[0065] According to the process here, the user can make the registered characters registered in the illustrated book by being granted by the first process (i.e., the second-class characters acquired by accumulating the first-class medals) appear on the room screen of the training game. For example, when a door is selected during the training game on the room screen, one of the registered characters appears on the room screen as a featured character. In addition, at that time, the user can enjoy a performance display according to the combination of the first-class character being displayed as a resident character on the room screen and the featured character. Therefore, the user can collect registered characters by progressing through the learning for each learning step, and enjoy making the collected registered characters appear on the room screen. This makes it possible to continuously attract the user's interest in the training game.
[0066] Here, an example has been described in which information on the relationship with the first class character (whether the character is a friend character or an enemy character) is used as the selection permission information. That is, an example has been described in which the setting of "friend" indicates selectable and the setting of "enemy" indicates unselectable, and only the selectable friend characters appear on the room screen as featured characters. In contrast, the setting of the selection permission information for which second class characters are selectable (or unselectable) can be a setting separate from the relationship with the first class character. That is, a setting of "selectable" for enemy characters and a setting of "unselectable" for friend characters can be appropriately included. In that case, even enemy characters can appear on the room screen as featured characters.
[0067] In this case, the selection permission information may be set individually for each of the three types of first class characters Ca1, Ca2, and Ca3 for each of the second class characters. In this case, the selection permission information for the second class characters may be selectable or unselectable depending on which type of first class character is a resident character on the room screen. In other words, even if a character is registered in the illustrated book, it may or may not be extracted as a candidate for a character in the appearance display control depending on the resident character. Therefore, the appearance scenes of the characters in the training game can be made more interesting and not boring.
[0068] In addition, in the example shown, the second class characters include characters with different appearances from the first class characters Ca1, Ca2, and Ca3 (for example, characters Cb3 and Cb4 with different appearances shown for the first class character Ca1 in (c) of FIG. 8), but not only the characters with different appearances but also the first class characters Ca1, Ca2, and Ca3 themselves may be included in the second class characters. In other words, each of the first class characters Ca1, Ca2, and Ca3 may be assigned as a second class character and registered.
[0069] Also, here, based on the combination of the resident character and the appearing character, a presentation display related to both the resident character and the appearing character is performed. In contrast, the presentation display may be configured to display a presentation related to the appearing character based on the type of the character. In that case, for each type of second class character, data for presentation display when the second class character is made to appear on the room screen as a appearing character is prepared in advance. The presentation display here is a presentation display related to the appearing character in which only the second class character (appearing character) of that type appears.
[0070] 4. Functional configuration 12 is a block diagram showing an example of a functional configuration of learning device 10. As shown in FIG 12, learning device 10 includes operation input unit 111, display unit 113, sound output unit 115, processing unit 140, and storage unit 170.
[0071] The operation input unit 111 allows the user to input various operations, and can be realized by a keyboard, a mouse, a touch panel, or the like. In Fig. 1, this corresponds to the keyboard 13 and the mouse 3. The display unit 113 is realized by a display device such as an LCD (Liquid Crystal Display) or a touch panel, and performs various displays according to display signals from the processing unit 140. In Fig. 1, this corresponds to the display 15. The sound output unit 115 is realized by a speaker, or the like, and emits sound signals input from the processing unit.
[0072] The processing unit 140 can be realized by a processor, which is an arithmetic circuit such as a CPU, an ASIC (Application Specific Integrated Circuit), or an FPGA (Field Programmable Gate Array), or by electronic components such as an IC memory, and controls the input and output of data between each part of the device. It performs various types of arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 111, and the like, and generally controls the operation of the learning device 10. In FIG. 1, this corresponds to the control board 20 and its CPU 201.
[0073] In this embodiment, the processing unit 140 includes a learning process execution unit 141, a reward granting process execution unit 143, a first reward ownership amount display control unit 145, a first processing control unit 147, an activateable performance control unit 149, an upper limit achievement performance control unit 151, a second processing control unit 153, a registration unit 155, an encyclopedia display control unit 157, and a content execution unit 160.
[0074] The learning process execution unit 141 executes the learning process for each learning step of each learning item selectable from the learning menu.
[0075] The reward granting process execution unit 143 is a functional unit that executes the reward granting process. In this embodiment, the reward granting process execution unit 143 grants the user one first type medal as a first reward and one second type medal as a second reward each time the learning process execution unit 141 executes the learning process.
[0076] The first reward possession amount display control unit 145 performs a display showing the possession amount of first type medals each time the learning process execution unit 141 executes the learning process (for example, see (a), (b), and (c) of Figure 3).
[0077] The first process control unit 147 controls the execution of a first process that is executable when the owned amount of first type medals satisfies a first activation condition. In this embodiment, when the owned amount of first type medals reaches three, the first process control unit 147 automatically executes the first process as the first activation condition is satisfied, and grants to the user one of the game elements of the first type that are prepared in advance and are to be awarded, other than those that have already been awarded.
[0078] Furthermore, when the number of granted game elements reaches an upper limit condition as a result of execution of the first process, the first process control unit 147 stops further execution of the first process. In this embodiment, when all types of game elements prepared as first type grant targets have been granted to the user as a result of execution of the first process, the first process control unit 147 does not execute the first process thereafter even if the owned amount of first type medals reaches three.
[0079] The activatable performance control unit 149 outputs a performance in response to the satisfaction of the first activation enable condition (see, for example, (c) of FIG. 3).
[0080] When the number of granted game elements reaches the upper limit condition by execution of the first process, the upper limit achievement effect control unit 151 outputs an effect to that effect. In this embodiment, when all types of game elements eligible for first type grant are granted to the user by the first process, the upper limit achievement effect control unit 151 outputs an effect to that effect (for example, see FIG. 4).
[0081] The second process control unit 153 controls the execution of a second process that becomes executable when the owned amount of second type medals satisfies a second activation condition. In this embodiment, when one or more second type medals are owned, the second process control unit 153 executes a second process including a lottery process in response to an execution instruction operation by the user, and awards one of the second type items to be awarded that are prepared in advance by lottery. In this embodiment, the execution instruction operation is accepted on a room screen that is displayed while the training game is being executed by the content execution unit 160.
[0082] The registration unit 155 registers the game element added by the first process. Specifically, if the added game element is a second type character, the registration unit 155 registers it in the picture book as a registered character. Also, if the added game element is an item, the registration unit 155 registers it in the picture book as a registered item.
[0083] When the picture book menu is selected, the picture book display control unit 157 performs control to display the picture book screen and display the registered game elements in the corresponding display fields.
[0084] The content execution unit 160 executes a predetermined content that can use the item provided in the second process. In this embodiment, when the room menu is selected, the content execution unit 160 executes a training game for a first type character. The content execution unit 160 includes a room screen display control unit 161 and an appearance display control unit 163.
[0085] The room screen display control unit 161 performs control to display the room of the resident character based on the settings of the resident character and the redecoration materials when the room menu is selected.
[0086] The appearance display control unit 163 performs appearance display control to select an appearance character from among the characters registered by the registration unit 155 and make the character appear on the room screen.
[0087] Storage unit 170 stores in advance or temporarily stores each time processing is performed programs for operating learning device 10 and implementing various functions of learning device 10, and data used during execution of these programs. For example, this can be realized by an IC memory such as RAM or ROM, a hard disk, etc. In FIG. 1, this corresponds to IC memory 203.
[0088] In addition, the memory unit 130 stores a learning assistance program 171, learning data 173 used to execute the learning process, first type character data 175, second type character data 177, first type game element data 179 to be awarded, second type item data 183 to be awarded, first type medal possession amount 185, second type medal possession amount 187, resident character settings 189, screen settings 191, picture book data 193, and owned item list 195.
[0089] In addition, display data and audio data for various kinds of effect outputs and effect displays are stored. In this embodiment, the display data and audio data correspond to the display showing the amount of first type medals owned (for example, see (a), (b), and (c) in FIG. 3), the effect output in response to the satisfaction of the first activation condition (for example, see (c) in FIG. 3), the effect output when the granted game element reaches the upper limit condition (for example, see FIG. 4), the effect display of the resident character eating during the training game, the effect display when the character appears on the room screen during the training game (for example, see FIG. 9 to FIG. 11), and the like.
[0090] The learning assistance program 171 is a program for causing the processing unit 140 to function as a learning processing execution unit 141, a reward granting processing execution unit 143, a first reward ownership amount display control unit 145, a first processing control unit 147, an activatable performance control unit 149, an upper limit achievement performance control unit 151, a second processing control unit 153, a registration unit 155, an encyclopedia display control unit 157, and a content execution unit 160.
[0091] The first-class character data 175 is prepared for each of the first-class characters. In this embodiment, display data for displaying the first-class characters Ca1, Ca2, and Ca3 as resident characters on the room screen is stored for each of the three types of first-class characters Ca1, Ca2, and Ca3 shown in FIG. 6 and the like.
[0092] The second type character data 177 is prepared for each second type character, and stores data for displaying the character on the room screen as a character that appears in the room.
[0093] The first type grant target game element data 179 stores various setting data related to the first type grant target game element. The first type grant target game element data 179 includes appearance display control data 181 set for each second type character. FIG. 13 is a diagram showing an example of the data configuration of the appearance display control data 181.
[0094] As shown in FIG. 13, the appearance display control data 181 is a data table in which the character type, selection permission information, and friendship level are set in association with the ID of each second class character. The character type stores the type of the first class character when the corresponding second class character is a character of the same type but with a different appearance as the first class character. The selection permission information is set, for example, for second class characters other than the characters with different appearance. In this embodiment, the setting of whether the corresponding second class character is a "friend" or an "enemy" is stored. The friendship level is set for second class characters that are characters with different appearances whose character type is set to the type of the first class character and for second class characters whose selection permission information is set to "friend", and is set, for example, to one of "good", "normal", or "bad".
[0095] The second type given item data 183 stores various setting data related to the second type given item. FIG.
[0096] As shown in FIG. 14, the second type of grant target item data 183 is a data table in which item types, limit frame types, and selection probabilities are set in association with item IDs. The item type is identification information indicating whether the corresponding item is a redecoration item or a food item. The limit frame type stores a setting of whether the corresponding item is a limit frame item or a frameless item. In this embodiment, redecoration items are limit frame items, and food items are frameless items. The selection probability may be set as appropriate, but for example, it is preferable to set the selection probability of redecoration items to be lower than the selection probability of food items.
[0097] The first type medal possession amount 185 stores the current possession amount of first type medals. The second type medal possession amount 187 stores the current possession amount of second type medals.
[0098] Resident character settings 189 store settings for resident characters in the resident replacement menu on the room screen (settings for which first-class character has been selected by the user as the resident character). Screen settings 191 store settings for displaying the room in the redecoration menu on the room screen (settings for which redecoration items have been selected by the user).
[0099] The picture book data 193 is a data table that is assigned by the first process and sets game elements that have already been registered in the picture book. FIG. 15 is a diagram showing an example of the data configuration of the picture book data 193. As shown in FIG. 15, the picture book data 193 stores, in association with a display column number of the picture book, the ID of a game element (second class character or item) assigned to the display column, and flag information indicating whether the game element has already been registered as a registered character or registered item. When the game element is a second class character, the second class character ID is used as the game element ID.
[0100] A list of owned items among the items given in the second process is stored in the owned item list 195. For food items among them, the number of owned items is set in association with each item.
[0101] 4. Processing flow 16 and 17 are flowcharts showing the flow of processing performed in this embodiment by the study device 10. The processing described here is realized by the processing unit 140 reading and executing the study assistance program 171.
[0102] As shown in Fig. 16, in this process, when the learning menu is selected on the home screen (step S1: YES), the processing unit 140 executes the learning process according to the selection operation of the learning item and learning step (step S3). After the learning process is executed, the reward granting process execution unit 143 executes the reward granting process and grants one first type medal and one second type medal to the user (step S5). In addition, the first reward possession amount display control unit 145 displays the possession amount of the first type medal as the first reward (step S7).
[0103] Next, if the first type medal owned amount 185 of the user satisfies the first activation condition by being awarded the first type medal in step S5 (step S9: YES), the activatable performance control unit 149 outputs a performance according to the satisfaction of the first activation condition (step S11). Then, the first processing control unit 147 controls to automatically execute the first processing (step S13). The first processing control unit 147 executes a process of, for example, randomly selecting one of the game elements to be awarded that are set in the first type award target game element data 179, and awarding it to the user, as the first processing.
[0104] Next, the registration unit 155 registers the game element added in step S13 in the picture book and updates the picture book data 193 (step S15). If the added game element is a second type character, the registration unit 155 registers the character in the picture book as a registered character, and if the added element is an item, the registration unit 155 registers the character in the picture book as a registered item.
[0105] Next, the first process control unit 147 judges whether the given game elements have reached the upper limit condition. In this embodiment, when all types of game elements to be given the first type have been given and registered in the picture book, the first process control unit 147 judges that the upper limit condition has been reached (step S17: YES) and stops further execution of the first process (step S19). In addition, the upper limit achievement effect control unit 151 outputs an effect that the upper limit condition has been reached (step S21). After that, the process proceeds to step S59 in FIG. 17.
[0106] Also, when the picture book menu is selected on the home screen (step S23: YES), the picture book display control unit 157 displays the picture book screen and displays a list of registered game elements (registered characters and registered items) in picture book format (step S25). After that, the process proceeds to step S59 in FIG. 17.
[0107] 17, when a room menu is selected on the home screen (step S27: YES), the content execution unit 160 executes a training game. That is, first, the room screen display control unit 161 displays a room screen based on the resident character setting 189 and the screen setting 191, and performs control to display the resident characters on the room screen (step S29).
[0108] When the resident replacement menu is selected on the room screen (step S31: YES), the content execution unit 160 accepts a selection operation of a first-class character to be set as a resident character. Then, the content execution unit 160 sets the selected first-class character as a new resident character and updates the resident character setting 189 (step S33).
[0109] Furthermore, when the rearrangement menu is selected on the room screen (step S35: YES), the content execution unit 160 displays a list of the rearrangement items set in the owned item list 195 and accepts the selection operation. Then, the content execution unit 160 updates the screen settings 191 and changes the room on the room screen to display the interior of the selected rearrangement item (step S37).
[0110] Also, when a lottery machine is selected on the room screen (step S39: YES), the second process control unit 153 controls the execution of the second process. That is, when the second type medal possession amount 187 satisfies the second activation condition (step S41: YES), the second process control unit 153 accepts the selection of the lottery machine as an execution instruction operation and controls the execution of the second process (step S43). Specifically, for example, the second process control unit 153 executes a lottery process in which one of the second type items to be given is selected by lottery using the respective selection probabilities according to the setting of the second type item to be given data 183. Then, the second process control unit 153 gives the item selected by lottery to the user.
[0111] Furthermore, when a refrigerator is selected on the room screen (step S45: YES), the content execution unit 160 displays a list of the number of owned food items for each food item set in the owned item list 195, and accepts a selection operation of the food item to be used. Then, when a food item is selected (step S47: YES), the content execution unit 160 performs control to output a representation of the resident character on the room screen eating (step S49).
[0112] Also, when a door is selected on the room screen (step S51: YES), the appearance display control unit 163 accepts the selection of the door as an appearance request operation and starts the appearance display control. That is, as the appearance display control, the appearance display control unit 163 first selects an appearance character from among the registered characters (second type characters) registered in the picture book data 193 (step S53). In this embodiment, the appearance display control unit 163 extracts appearance character candidates using the selection permission information set for each second type character in the appearance display control data 181, and extracts appearance character candidates using the character type. Then, the appearance display control unit 163 selects one of the extracted appearance character candidates as an appearance character.
[0113] Next, the appearance display control unit 163 performs a performance display related to both the resident character and the appearance character based on the combination of the resident character displayed on the room screen and the appearance character selected in step S53 (step S55). After that, if the room menu is to be ended (step S57: YES), the process proceeds to step S59.
[0114] Then, in step S59, an end determination is made, and the process returns to step S1 in FIG. 16 until it is determined that the process is ended (step S59: NO).
[0115] As described above, according to this embodiment, one first type medal and one second type medal are given to the user by the reward giving process executed each time the learning process is completed. The first type medal can be used when three medals are accumulated by repeating the learning for each learning step three times. In other words, it is necessary to execute the reward giving process three times before the first process can be executed. Then, when three first type medals are accumulated, the first process is executed automatically, and the game element of the first type to be given can be given in exchange for the consumption of the medals. In contrast, the second type medal can be used if one medal is owned. In other words, the second process can be executed once the reward giving process is executed. In the second process, the item of the second type to be given can be given by consuming one second type medal based on the user's operation and executing the second process.
[0116] Therefore, by executing the reward granting process once, (1) a second type medal that allows the second process to be executed immediately is granted, and (2) a first type medal that has no effect by itself but allows the first process to be executed when three medals are accumulated by repeating the reward granting process three times is granted. This mechanism makes it possible to add new interest to the granting of rewards to users. In addition, granting of the second type medal serves as a short-term motivation for learning one learning step. In contrast, granting of the first type medal serves as a long-term motivation for learning by repeating learning for each learning step. This makes it possible to stimulate the user's motivation to learn and improve learning efficiency.
[0117] Furthermore, according to this embodiment, if the game element given by the first process is a second-class character, it can be registered in the illustrated book as a registered character. Then, when the user requests an appearance during the training game, a character to appear can be selected from the registered characters and a predetermined performance display can be performed to make the character appear on the room screen. Therefore, the user can collect registered characters by progressing through the learning steps, and enjoy making the collected registered characters appear on the room screen. This can continuously attract the user's interest, and can further stimulate the user's motivation to learn.
[0118] [Summary] The disclosure of the present specification according to the above-mentioned embodiments can be summarized as follows.
[0119] The first aspect is an information processing device comprising: a reward granting process execution unit that executes a predetermined reward granting process to grant a first reward and a second reward to a user; a first process control unit that controls the execution of a first process that is executable when the amount of the first reward owned satisfies a first activation condition; and a second process control unit that controls the execution of a second process that is executable when the amount of the second reward owned satisfies a second activation condition, wherein the first activation condition is a quantitative condition that requires more execution of the reward granting process than the second activation condition.
[0120] According to the first aspect, when the amount of the first reward among the rewards granted in the reward granting process satisfies the first activation condition, the first process can be executed. Also, when the amount of the second reward among the rewards granted in the reward granting process satisfies the second activation condition, the second process can be executed. Then, in order to acquire the amount of the first reward that satisfies the first activation condition, it is necessary to execute the reward granting process more times than to acquire the amount of the second reward that satisfies the second activation condition. According to this, the second process that can be executed relatively easily because it can be executed by the reward granting process a few times, and the first process that is relatively time-consuming to execute because it requires the execution of the reward granting process more times than the second process, can be executed according to the amount of the first reward and the second reward owned by the user. This mechanism makes it possible to add a new interest to the granting of rewards to users.
[0121] As a second aspect, the information processing device of the first aspect may be configured such that the second process control unit executes the second process based on an execution instruction operation by the user.
[0122] According to the second aspect, when an execution instruction operation is performed by the user, the second process can be executed.
[0123] In addition, as a third aspect, an information processing device of the first or second aspect may be configured in which the second activation condition is a condition that is satisfied by the quantity of the second reward granted in one execution of the reward granting process.
[0124] According to the third aspect, when the reward granting process is executed once, the second reward is granted in an amount that satisfies the second activation condition, and the second process can be executed.
[0125] In addition, as a fourth aspect, the information processing device of any of the first to third aspects may be configured to further include a first reward possession amount display control unit that displays an indication of the possession amount of the first reward each time the reward granting process is executed by the reward granting process execution unit.
[0126] According to the fourth aspect, every time the reward granting process is executed, the user can be notified of the amount of the first reward owned at that time.
[0127] In addition, as a fifth aspect, the information processing device may be configured as any one of the first to fourth aspects, in which the first process control unit executes the first process in response to satisfaction of the first activation condition.
[0128] According to the fifth aspect, when the owned amount of the first reward satisfies the first activation condition, the first process can be executed.
[0129] In addition, as a sixth aspect, the information processing device according to any one of the first to fifth aspects may be configured to further include an activatable performance control unit that performs a performance output in response to the first activation condition being satisfied.
[0130] According to the sixth aspect, when the owned amount of the first reward satisfies the first activation condition, it is possible to output a performance indicating that the first process is to be executed.
[0131] As a seventh aspect, the information processing device may be configured as any one of the first to sixth aspects, wherein the first process is a process of imparting a given game element to the user.
[0132] According to the seventh aspect, a given game element can be granted to a user by a first process that becomes executable when the owned amount of a first reward satisfies a first activation condition.
[0133] In addition, as an eighth aspect, the information processing device may be configured as any of the first to seventh aspects, wherein the first processing control unit automatically executes the first processing as a process of granting a given game element to the user in response to satisfaction of the first activation condition.
[0134] According to the eighth aspect, when the owned amount of the first reward satisfies the first activation condition, the first process can be automatically executed.
[0135] In addition, as a ninth aspect, the information processing device of the seventh or eighth aspect may be configured such that the first process control unit executes a process of imparting a game element different from the game element previously imparted.
[0136] According to the ninth aspect, the game element provided by the first process does not overlap with a game element that has already been provided.
[0137] In addition, as a 10th aspect, the information processing device may be configured as any of the 7th to 9th aspects, wherein the first processing control unit stops further execution of the first processing when the game elements that have already been granted reach a predetermined upper limit condition.
[0138] According to the tenth aspect, after the amount of game elements already awarded reaches the upper limit condition, the first process is not executed, and the game elements will not be awarded even if the amount of the first reward owned satisfies the first activation condition.
[0139] As an eleventh aspect, the information processing device of the tenth aspect may be configured, further comprising an upper limit achievement effect control unit that, when the upper limit condition is reached, outputs an effect to that effect.
[0140] According to the eleventh aspect, it is possible to realize a presentation output indicating that the number of granted game elements has reached an upper limit condition.
[0141] In addition, as a 12th aspect, the information processing device may be configured as any of the 1st to 11th aspects, further comprising a content execution unit that executes predetermined content including the display of a predetermined character and in which a given item can be used, and the second processing is a processing of granting an item that can be used in the predetermined content.
[0142] According to the twelfth aspect, a second process that becomes executable when the amount of the second reward owned satisfies a second activation condition can grant the user an item that can be used in content that includes the display of a specified character.
[0143] In addition, as a 13th aspect, the information processing device of the 12th aspect may be configured such that the items include limit items, which have a limit on the number owned by the user, and limitless items, which have no limit, and the second process includes a lottery process for selecting an item to be granted, and the lottery process selects the limitless item when the number of limit items owned by the user has reached the limit.
[0144] According to the thirteenth aspect, if the number of limit items held reaches the limit due to the granting of an item by the second process, a non-limit item can be granted to the user by the second process.
[0145] In addition, as a fourteenth aspect, a program may be configured to cause a computer to function as a reward granting process execution unit that executes a predetermined reward granting process to grant a first reward and a second reward to a user, a first process control unit that controls the execution of a first process that becomes executable when the amount of the first reward owned satisfies a first activation condition, and a second process control unit that controls the execution of a second process that becomes executable when the amount of the second reward owned satisfies a second activation condition, wherein the first activation condition is a quantitative condition that requires more execution of the reward granting process than the second activation condition.
[0146] According to the fourteenth aspect, it is possible to realize a program that provides the same effects as those of the first aspect. [Explanation of symbols]
[0147] 10...Learning device 111...Operation input section 113...Display section 115…Sound output section 140... Processing section 141...Learning process execution unit 143... Reward granting processing execution unit 145...first reward possession amount display control unit 147...First processing control unit 149...Activatable performance control unit 151...Upper limit achievement performance control unit 153...Second processing control unit 155…Registration Department 157...Illustrated book display control unit 160…Content Execution Department 161...Room screen display control unit 163...appearance display control unit 170...Storage section 171…Learning Support Program 173…Learning data 175…Type 1 character data 177...Type 2 character data 179…Type 1 game element data 181...Control data for appearance display 183…Type 2 item data 185…Number of first-class medals owned 187…Number of second-class medals owned 189…Resident character settings 191…Screen Settings 193…Pictorial data 195…Owned Item List
Claims
1. a reward granting process execution unit that executes a predetermined reward granting process to grant a first reward and a second reward to a user; A first process control unit that controls the execution of a first process that is executable when the owned amount of the first reward satisfies a first activation condition; A second process control unit that controls the execution of a second process that is executable when the owned amount of the second reward satisfies a second activation condition; Equipped with The first activation condition is a quantitative condition that requires a greater number of executions of the reward granting process than the second activation condition. Information processing device.
2. The second process control unit executes the second process based on an execution instruction operation of the user. The information processing device according to claim 1 .
3. The second activation condition is a condition that is satisfied by the quantity of the second reward granted in one execution of the reward granting process. The information processing device according to claim 1 .
4. a first reward possession amount display control unit that performs a display showing the possession amount of the first reward every time the reward granting process is executed by the reward granting process execution unit; The information processing apparatus according to claim 1 , further comprising:
5. The first process control unit executes the first process in response to satisfaction of the first activation condition. The information processing device according to claim 1 .
6. an activation possible performance control unit that performs a performance output in response to satisfaction of the first activation possible condition; The information processing apparatus according to claim 5 , further comprising:
7. The first process is a process of granting a given game element to the user. The information processing device according to claim 1 .
8. the first process control unit automatically executes the first process as a process of granting a given game element to the user in response to the first activation condition being satisfied; The information processing device according to claim 1 .
9. the first process control unit executes a process of imparting a game element different from the game element previously imparted; 9. The information processing device according to claim 7 or 8.
10. the first process control unit stops further execution of the first process when the number of the granted game elements reaches a predetermined upper limit condition; The information processing device according to claim 9.
11. an upper limit achievement effect control unit that outputs an effect when the upper limit condition is reached; The information processing apparatus according to claim 10 , further comprising:
12. a content execution unit that executes predetermined content including displaying a predetermined character and allowing the use of a given item; Further comprising: the second process is a process of granting an item that can be used in the predetermined content; The information processing device according to claim 1 .
13. The items include limit items with a limit on the number of items owned by the user, and limitless items without a limit, The second process includes a lottery process for selecting an item to be provided, the lottery process includes, when the number of the limit item held reaches the limit, drawing for the non-limit item; The information processing device according to claim 12.
14. Computer, a reward granting process execution unit that executes a predetermined reward granting process to grant a first reward and a second reward to the user; a first process control unit that controls execution of a first process that is executable when the owned amount of the first reward satisfies a first activation condition; a second processing control unit that controls the execution of a second processing that is executable when the owned amount of the second reward satisfies a second activation condition; Function as a The first activation condition is a quantitative condition that requires a greater number of executions of the reward granting process than the second activation condition. program.
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Patent Citations
Learning support device and program
JP2023067481A