Information processing device, program and information processing method

JP2025023240AActive Publication Date: 2025-02-14MIXI INC
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Patent Information

Application Number
JP2024210648
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-12-03
Publication Date
2025-02-14
Estimated Expiration
2041-09-08

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Abstract

To provide an information processing device, a program and an information processing method capable of presenting compensation according to an individual situation of each player in a group when providing a content according to payment of the compensation.SOLUTION: An information processing device includes a provision part and a compensation presentation part. The provision part provides a content to be provided in a game played in a group including a plurality of players, according to payment of a compensation from each player. When there is a difference in a history of providing the content to each of the plurality of players in the group, the compensation presentation part presents different compensations among the plurality of players in the group.SELECTED DRAWING: Figure 8
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Description

[Technical field]

[0001] The present invention relates to an information processing device, a program, and an information processing method. [Background technology]

[0002] Patent Document 1 discloses a game in which a story branches based on the player's operation as the game progresses. In a game such as that disclosed in Patent Document 1, various contents are provided as the game progresses. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-147013 A Summary of the Invention [Problem to be solved by the invention]

[0004] In some cases, an option to provide content in response to payment of a fee is provided, regardless of game progress. In this case, the player can receive desired content by paying a fee, regardless of game progress.

[0005] There are games in which multiple players form groups and progress in groups. In group-type games, multiple players with different playing situations may be mixed in the same group. When such a mix of players occurs in the provision of content based on payment, a problem arises of how to adjust the payment between players in the group.

[0006] The present invention provides an information processing device, a program, and an information processing method that, when providing content in response to payment of a fee, can present a fee according to the individual situation of each player in a group. [Means for solving the problem]

[0007] An information processing device according to one embodiment of the present invention is an information processing device comprising a providing unit and a payment presentation unit, wherein the providing unit provides content provided in a game played by a group including a plurality of players in response to payment of a payment from the players, and the payment presentation unit presents different payments to the plurality of players in the group when there is a difference in the provision history of the content to each of the plurality of players in the group.

[0008] According to one aspect of the present invention, when a group includes multiple players with different content provision histories, the compensation for content provision can be differentiated between the players, making it possible to present compensation according to the individual circumstances of each player. [Brief description of the drawings]

[0009] [Figure 1] 1 is a diagram showing an overview of an information processing device 10 according to a first embodiment. [Diagram 2] 1 is a block diagram showing a hardware configuration of an information processing device 10. FIG. [Diagram 3] FIG. 2 is a block diagram showing the hardware configuration of the terminal 20. [Figure 4] 1 is a block diagram showing a functional configuration of an information processing device 10. FIG. [Diagram 5] FIG. 5A is an example of the group management table TA1, and FIG. 5B is an example of the content provision history table TA2. [Figure 6] FIG. 6A is table TB1 showing the number of times each END was viewed (content provision history) by the target group (No. 51) this time, FIG. 6B is table TB2 showing the number of times each END was viewed (content provision history) by other groups (other than No. 51), and FIG. 6C is table TB3 showing the total number of views obtained by adding up tables TB1 and TB2. [Figure 7] FIG. 3 is a sequence diagram for explaining the flow of consideration presentation and content provision according to the first embodiment. [Figure 8] 13 is an example of a price presentation on a content list screen according to the first embodiment. [Figure 9] FIG. 9A is an example of a price table presented by executing a first calculation sequence, FIG. 9B is an example of a price table presented by executing a second calculation sequence, FIG. 9C is an example of a price table presented by executing a third calculation sequence, and FIG. 9D is an example of a price table presented by executing a fourth calculation sequence. [Figure 10] 13 is an example (first calculation sequence) of a sequence for calculating a consideration. [Figure 11] 13 is another example (second calculation sequence) of the sequence for calculating the consideration. [Figure 12] 13 is yet another example (third calculation sequence) of the sequence for calculating the consideration. [Figure 13] 13 is yet another example (third calculation sequence) of the sequence for calculating the consideration. [Figure 14] This is an example of a further modification of yet another example of a sequence for calculating the consideration (third calculation sequence). [Figure 15] 13 is yet another example (fourth calculation sequence) of the sequence for calculating the consideration. [Figure 16] 13 is yet another example (fourth calculation sequence) of the sequence for calculating the consideration. [Figure 17] FIG. 11 is a block diagram showing a functional configuration of an information processing device 10 according to a second embodiment. [Figure 18] 13 is an example of a matching candidate presentation screen 50 according to the second embodiment. [Figure 19] 13 is an example of a matching support screen 40a according to a first example of the second embodiment. [Figure 20] 13 is an example (first example) of a matching support sequence according to a first example of the second embodiment. [Figure 21] 13 is an example of a matching support screen 50a according to a second example of the second embodiment. [Figure 22] 13 is an example of a matching support sequence according to a second example of the second embodiment. [Figure 23]13 is an example of a matching support screen 50b according to a third example of the second embodiment. [Figure 24] 13 is an example of a matching support sequence according to a third example of the second embodiment. [Diagram 25] This is an example of a table in which the offered compensation is qualitatively different. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, several embodiments of the present invention will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other. In addition, each feature can be an invention independently.

[0011] In the following description, for convenience of explanation, "ordinal numbers" may be used. Specifically, players may be called out as "first player", "second player", etc., and contents and thresholds may be called out as well. The use of such ordinal numbers is merely a convenient way of calling out different configurations (e.g., players, contents, thresholds, etc.) in individual situations. These ordinal numbers are not interpreted in a restrictive manner other than as a way of calling out different configurations. Furthermore, unless otherwise prohibited, an ordinal numbered configuration in one description may overlap with an ordinal numbered configuration in another description. For example, the first player or second player in one description may overlap with any of the third to fifth players in another description.

[0012] <1. First embodiment> (1-1. Overview of Game Provision System 1) The information processing device according to the first embodiment of the present invention is a server 10 constituting a part of a game providing system 1 as shown in FIG. 1. The game providing system 1 includes the server 10 and terminals 20 (four terminals 20a, 20b, 20c, and 20d, as an example). The player PA possesses the terminal 20a, the player PB possesses the terminal 20b, the player PC possesses the terminal 20c, and the player PD possesses the terminal 20d. In the following description, the term "terminal 20" may refer to any one of the four terminals 20a, 20b, 20c, and 20d, or may collectively refer to a plurality of terminals. In the following description, the term "player P" may refer to any one of the four players PA to PD, or may collectively refer to two or more players.

[0013] The server 10 provides the terminals 20a to 20d with a game G via the communication line 5. The game G progresses as the players PA to PD cooperate with each other to operate various events provided as the game progresses.

[0014] (1-2. Hardware configuration of game provision system 1) The hardware configuration of the game providing system 1 will be described with reference to FIGS.

[0015] (1-2-1. Hardware configuration of server 10) The server 10 in Fig. 2 includes a control unit 11, a storage unit 12, and a communication unit 13. The server 10 may also include an operation input unit 14 and a monitor 15. The operation input unit 14 is composed of a keyboard, a mouse, etc., and receives inputs of various operations. The monitor 15 may be, for example, a liquid crystal display device. The control unit 11 is, for example, a CPU (Central Processing Unit), a microprocessor, or a DSP (Digital Signal Processor). The control unit 11 controls the overall operation of the server 10.

[0016] A part of the storage unit 12 is configured, for example, by a RAM (Random Access Memory) or a DRAM (Dynamic Random Access Memory). A part of the storage unit 12 is used as a work area or the like when the control unit 11 executes processes based on various programs. In addition, a part of the storage unit 12 is configured, for example, by a non-volatile memory such as a ROM (Read Only Memory) or a HDD (Hard Disk Drive). A part of the storage unit 12 stores various data, programs used in the processing of the control unit 11, and the like.

[0017] The programs stored in the storage unit 12 are, for example, an OS (Operating System) for implementing basic functions of the server 10, drivers for controlling various hardware, and programs for implementing various functions. The programs stored in the storage unit 12 include a computer program according to the first embodiment.

[0018] The communication unit 13 is, for example, a network interface controller (NIC). The communication unit 13 has a function of connecting to the communication line 5. The communication unit 13 may have several functions instead of or in addition to the NIC. The several functions may include one or more of a function of connecting to a wireless LAN, a function of connecting to a wireless WAN, a short-range wireless communication function such as Bluetooth (registered trademark), and an infrared communication function. The server 10 is connected to other information processing devices such as a terminal 20 via the communication line 5. The server 10 can transmit and receive various data to and from the other information processing devices.

[0019] These components including the control unit 11 are electrically connected to each other via a system bus 16. Therefore, the control unit 11 can access the storage unit 12 and display images on the monitor 15. The control unit 11 can also grasp the operation state of the player on the operation input unit 14. The control unit 11 can also access various communication networks and other information processing devices via the communication unit 13.

[0020] (1-2-2. Hardware configuration of terminal 20) 3 is a block diagram showing a hardware configuration of the terminal 20 according to the first embodiment. Specifically, each of the terminals 20a to 20d is, for example, a mobile terminal such as a smartphone or a tablet terminal. Each of the terminals 20a to 20d includes a control unit 21, a storage unit 22, and a communication unit 23. The terminals 20a to 20d may include a display unit 24 such as a touch panel display, a speaker 25, a microphone 26, a camera 27, and an operation button 28.

[0021] These components including the control unit 21 are electrically connected to each other via a system bus 29. Therefore, the control unit 21 can access the storage unit 22. The control unit 21 can also display images on the display unit 24. The control unit 21 can also grasp the operation state of the touch panel display (display unit 24) and the operation buttons 28 by the player. The control unit 21 can also access various communication networks and other information processing devices via the communication unit 23.

[0022] (1-3. Functional configuration of server 10) 4, the control unit 11 of the server 10 according to the first embodiment has a provider 11a and a value presenter 11b. The provider 11a includes a "game provider function unit" and a "content provider function unit."

[0023] (1-3-1. Game provision function unit of the provision unit 11a) The game providing function unit of the providing unit 11a provides the game G to each of the terminals 20a to 20d. The game G progresses as a plurality of players (four players PA to PD in the first embodiment as an example) cooperate to execute a predetermined event. In an "event", the players perform some operation to progress the game, such as selecting an option or playing a mini-game. "Collaborating to execute" includes, as an example, all of the four players PA to PD selecting the same option.

[0024] The game G in the first embodiment is, for example, a so-called novel game. In a novel game, a predetermined event is presented in the course of progressing through a story. When a choice is presented in this predetermined event, the scenario branches from a predetermined branch point as the player makes a selection from the choice. In the first embodiment, the game G is a group-type novel game. In the game G, before starting to play, four players PA to PD are matched via the communication units 23 of the terminals 20a to 20d, and one group is formed as a result. The players in the group jointly progress through the game G. For example, a choice is provided in one event, and the clearing condition is that all players in the group make the same selection.

[0025] (1-3-2. Content Providing Function Unit of Providing Unit 11a) The content providing function unit of the providing unit 11a will be described. The content providing function unit of the providing unit 11a provides the content of the game G to the player P. The "content" here is specifically game content, and more specifically, a presentation screen or the like provided at a predetermined timing of the game G. The content includes various formats. The content may be, for example, a still image, a video, text, audio, or the like, or may be a presentation screen in which these are arbitrarily combined. The content may be, for example, an ending content provided at the final stage of the progress of the game G, or may be, for example, an intermediate event content provided at an intermediate stage of the progress of the game G.

[0026] In the first embodiment, the providing unit 11a provides ending content as an example of content. The ending content is provided to the player P when the final event in a specific route of the game G is cleared. In the first embodiment, a novel game is assumed as an example. As a specific example of this case, a novel game may include multiple stories, multiple ending attainment conditions may be set in each story, and multiple ending contents corresponding to each ending attainment condition may be prepared. As the ending content, each content such as a normal end, a good end, a bad end, or a true end may be prepared for each story.

[0027] In the first embodiment, there are two content provision modes. In the first provision mode, the provider 11a provides the content in accordance with the progress of the game G. On the other hand, in the second provision mode, when there is a request from the player P, the provider 11a provides the content in response to payment from the player P, regardless of the progress of the game G.

[0028] The "value" in the second providing mode may be set in various types. The "value" may be in-game points or in-game coins that can be used in the game G, or may be a game payment medium, or may be real currency. That is, the value may be paid in points or game payment medium equivalent to a predetermined value, for example. The value may be paid by charging real currency, for example. An example of the game payment medium may be an item called a "ticket" or "ruby". A plurality of types of game payment media may be provided. The game payment medium per unit is set to correspond to a predetermined value. The "value" here may be exchangeable with real currency. The real currency may be cash, electronic money, or coins such as virtual currency. Alternatively, the "value" here may be in-game points or in-game coins that can be used in a specific game. A player can obtain the corresponding game payment medium at any time by paying a predetermined value.

[0029] (1-3-3. Price presentation unit 11b) The consideration presentation unit 11b presents "the consideration to be paid by the player P for the content provision in the second provision mode." In the first embodiment, when there is a difference in the content provision history between the players PA to PD in the group, the consideration presentation unit 11b presents different considerations between the players in the group. Details will be described later with reference to Figs. 5 to 16.

[0030] The above-mentioned functional configuration may be realized by software (including so-called applications) appropriately installed in the server 10, or may be realized by hardware. When realized by software, various functions can be realized by the control unit 11 executing a program constituting the software.

[0031] When the program is executed, the program may be stored in the storage unit 12 built into the server 10, or may be stored in a non-transitory computer-readable recording medium. The program may be read from an external storage device and implemented by so-called cloud computing. When the program is implemented by hardware, the program may be implemented by various circuits such as ASIC, SOC, FPGA, or DRP. The above-mentioned functional configuration may be partially processed by the terminal 20 or the like using software or hardware.

[0032] In the first embodiment, as an example, the providing unit 11a has both a game providing function unit and a content providing function unit, and this content providing function unit can perform both "(first provision mode) content provision in accordance with the progress of the game G" and "(second provision mode) content provision in accordance with payment of a fee." However, this is just one example. As a modified example, the providing unit 11a may have only a content providing function unit, and the content providing function unit may execute only the second provision mode. In this case, as an example, a game providing function unit may be provided in another server that cooperates with the server 10, and the first provision mode may be executed by the content providing function unit of the other server.

[0033] (1-4. Flow of payment and content provision) Hereinafter, the sequence of the compensation presentation and the flow of the content provision in the first embodiment will be described with reference to FIG. 5 to FIG. 16. In summary, the storage unit 12 of the server 10 stores the tables of FIG. 5A to FIG. 5B and FIG. 6A to FIG. 6B, and the control unit 11 of the server 10 can update the registered contents of each table. In the sequence of FIG. 7, the information of each table of FIG. 5A to FIG. 5B and FIG. 6A to FIG. 6B is used. Based on the information of each table, the process of step S130 (calculation of compensation for each player) of FIG. 7 calculates the compensation for each player. There are various variations in the specific process of step S130, and some of them will be illustrated with reference to FIG. 10 to FIG. 16. By the process of FIG. 10 to FIG. 16, the "compensation for each player" as illustrated in the compensation tables of FIG. 9A to FIG. 9D is calculated.

[0034] In the first embodiment, for convenience of explanation, the compensation is assumed to be paid in "tickets" as an example. The unit (number of tickets) may be omitted, and the "compensation for 5 tickets" may be simply stated as "compensation for 5".

[0035] (1-4-1. Table configuration) In group management table TA1 in FIG. 5A, "group No.", "members", and the story that the group is playing (also referred to as "story to be played") are registered. For convenience, the group of players PA to PD that are the subject of this explanation will also be referred to as the "target group", and the target group is registered as No. 51. Other players PE, PF, PG, PH, and PI participate in other groups (Nos. 001 to 004). As an example, the target group and other groups may be distinguished as being the same group if all members are the same.

[0036] In the content provision history table TA2 in Fig. 5B, an identification record number, a player, content provided to the player, and a group to which the player belonged when receiving the content are registered. For simplicity of explanation, in the first embodiment, it is assumed that the provided content is any one of the ending contents END1 to END6 in story ST001. This is merely an example, and in reality, any number of other stories ST002 to ST00n may be prepared, and the number of contents in each story may be more or less than six (END1 to END6).

[0037] In the first embodiment, for convenience, the following preconditions will be used for explanation. First, it is assumed that the target group (No. 51) has cleared story ST001 for the first time, and END1 is provided to the target group. This precondition corresponds to the provision history Rc2 surrounded by a dashed line. In addition, it is assumed as a precondition that END2 to END6 have not yet been provided to the target group (No. 51).

[0038] Table TB1 in FIG. 6A shows the number of times each END has been viewed (content provision history) that the current target group (No. 51) has reached. The number of times viewed here has the same meaning as the number of times provided. By referring to table TA2 in FIG. 5B, the type of content provided to the target group (No. 51) in the past and the number of times it has been provided can be tallied. In the first embodiment, "1" is set in the row of END1 in table TB1 based on the portion of the provision history Rc2 in table TA2 in FIG. 5B. Note that in the first embodiment, as per the above-mentioned preconditions, the number of times viewed is set to zero for END2 to END6 of the target group (No. 51).

[0039] Table TB2 in Fig. 6B shows the number of times each END was viewed when players PA to PD belonged to another group (other than No. 51). By referring to table TA2 in Fig. 5B, the content provided in the past to a group other than the target group (No. 51) can be tallied by player. The results are registered in table TB2.

[0040] Table TB3 in FIG. 6C shows the total number of views obtained by adding up tables TB1 and TB2.

[0041] (1-4-2. Sequence and screen) The sequence diagram illustrated in Fig. 7 illustrates the processing of the provider 11a, the consideration presentation unit 11b, and the terminals 20a and 20b. For simplification, only the terminals 20a and 20b of the players PA and PB are illustrated in Fig. 7, but the terminals 20c and 20d of the players PC and PD belonging to the same group also perform similar operations.

[0042] In steps S100a and S100b, each of the terminals 20a to 20d executes a process of forming a group including the player P who owns each of the terminals 20a to 20d. As an example, this process may be a process of determining whether or not group No. 51 has become a selected state in each of the terminals 20a to 20d. Then, each of the terminals 20a to 20d accepts a content list display operation (steps S110a and S110b). For example, each of the terminals 20a to 20d may display a content list display icon as one of the menus of the display image of the display unit 24. When this content list display icon is pressed, a signal notifying the pressing may be transmitted to the server 10, and the consideration presenter 11b may start the process of step S120.

[0043] Next, in step S120, the consideration presentation unit 11b refers to the content provision history table TA2 to read the provision history for each of the players PA to PD. The consideration presentation unit 11b sets the numerical value of each cell in the tables TB1 to TB3 in FIG. 6A to FIG. 6C based on the information read in step S120.

[0044] Next, in step S130, the consideration presenter 11b calculates the consideration for each player based on the provision history. In this consideration calculation, the consideration presenter 11b can calculate different considerations between players in group No. 51 when there is a difference in the provision history. The calculated consideration data is transmitted to the terminal 20 in step S140. The terminal 20 that has received the consideration data sets the contents of the consideration display box 46 (see FIG. 8) and displays the content list screen 40 (see FIG. 8) on the display unit 24 (steps S150a, S150b).

[0045] Fig. 8 is an example of a price presentation on the content list screen 40 according to the first embodiment. Fig. 8 illustrates a screen displayed on the terminal 20a of the player PA based on the price table TC1 of Fig. 9A. The content list screen 40 includes a player icon 41, other player icons 42, an in-game point display box 43a, a game payment medium box 43b, a selected story display icon 44, a content icon 45, a price display box 46, and an unreleased display 47. The unreleased content marked with the unreleased display 47 has not been viewed by the player PA in the target group (No. 51) and has not been viewed by any other group.

[0046] If there is a difference in the provision history between players, a different price is displayed on the content list screen 40 of each of the terminals 20a to 20d. This allows a different price to be presented to each of the players PA to PD. The prices for the players PB to PD are displayed on the content list screen 40 (not shown) of the terminals 20b to 20d based on the records of the players PB to PD in the applicable price table. For example, the terminal 20b displays a price of "10" for END5 based on the price table TC1, which is different from FIG. 8.

[0047] In steps S160a and S160b, the selection of the content to be viewed and the operation of paying the fee are performed at each of the terminals 20a to 20d. When the operation of paying the fee is performed, the provider 11a receives the fee (step S165). In step S165, the provider 11a judges whether the player who needs to pay has paid the necessary fee. In the first embodiment, as an example, when all the players in the group have paid their respective fees, the payment of the fee is completed. Depending on the provision history, some of the players PA to PD may have paid zero (i.e., free), and such players who have paid zero may be excluded from the judgment of the completion of the payment of the fee in step S165. Depending on the provision history, there may be content for which all of the players PA to PD have paid zero, and in this case, the payment of the fee is automatically set to be completed in step S165.

[0048] Next, in step S170, the provider 11a provides the paid content to the terminals 20a to 20d. The provision of the paid content may involve transmitting content data, or may involve playing back content data stored in the storage units 22 of the terminals 20a to 20d. Thereafter, the content provision history table TA2 is updated, and the current process ends. According to the above process, when there is a request from the players PA to PD, the provider 11a can provide the content in response to the payment from the players PA to PD, regardless of the progress of the game G.

[0049] (1-4-3. Flow of the price calculation process) (1-4-3-1. Sequence Overview) There are various variations in the specific process for calculating the compensation in step S130. The first to fourth sequences are illustrated below. In each sequence, the compensation presentation unit 11b presents different compensations to the players PA to PD in the loop No. 51 when there is a difference in the provision histories of END1 to END6 to the players PA to PD in the group No. 51.

[0050] "Difference in content provision history" includes various variations. For example, if there is a difference in the "number of times provided" of content, it may be considered that there is a difference in provision history. The number of times provided may specifically be 0, 1, 2, ... n times (n is any integer). As an example, the number of times provided may be distinguished as 0 and 1 or more. In other words, this represents the difference between whether the content has been provided / not provided. As an example, there may be a case where a certain content has been provided 0 times (not provided) to a first player, and the same content has been provided 1 or more times (provided) to a second player.

[0051] It may be considered that there is a difference in the provision history when there is a "predetermined difference or more" in the number of times the content has been provided. As an example, the "predetermined difference or more" may be that if the difference in the number of times is, for example, 5 times or more, it is considered that there is a "difference," and if the difference in the number of times is less than 5 times, i.e., 4 times or less, it is considered that there is no difference.

[0052] As another example, when there are multiple types of content, if there is a difference in the "number of types of content that have been viewed" between a certain player and another player, it may be considered that there is a difference in the content provision history. In addition to the individual examples, the difference in the provision history may be set from various viewpoints.

[0053] In addition, the "difference in content provision history" may be, for example, a difference when players are compared with each other in the provision history of the target group and other groups combined. Specifically, the provision history between players is compared based on table TB3. However, this is not limited thereto, and as another example, the content history between players may be compared based only on table TB2.

[0054] The "way of making the compensation different between players" also includes various variations. As one example, the compensation presentation unit 11b may perform a case-by-case determination as to whether or not there is a difference in the provision history, and depending on the result, set a predetermined compensation if there is a difference, and set another compensation if there is no difference. As another example, the compensation presentation unit 11b may quantitatively evaluate the difference in the provision history, and calculate the compensation in correlation with the amount of the difference. For example, the compensation may be calculated so that the difference in the number of times the content has been provided or the difference in the number of types of content provided is reflected in the difference in the compensation.

[0055] (1-4-3-2. First calculation sequence) In the first calculation sequence illustrated in Fig. 10, the consideration presentation unit 11b presents different considerations to the players PA to PD when there is a difference in the number of times the consideration has been provided. In particular, in the first calculation sequence, the number of times the consideration has been provided is distinguished between "0 times (i.e., not provided)" and "1 or more times (i.e., provided)".

[0056] First, when the provision history is acquired in step S120 of Fig. 7, the consideration presentation unit 11b sets initial values ​​to the content identifier N and the player identifier k (step S1301). Next, in step S1302, the consideration presentation unit 11b acquires the number of times Q that END(N) has been provided to the player P(k). Since the initial values ​​are k=A and N=1, in this process, the consideration presentation unit 11b acquires the number of times Q{PA, END1} that END1 has been provided to the player PA. Note that in the first embodiment, as an example, it is assumed that the number of times Q that END1 has been provided is calculated using table TB3, and Q{PA, END1} is 6.

[0057] Next, in step S1303, it is determined whether the number of times of provision Q is equal to or greater than a threshold Qth1. As an example, Qth1 is 1. If Q{PA, END1} is 1 or greater, it means that END1 has been provided to the player PA one or more times.

[0058] In this case, in step S1304, the consideration Cns{PA, END1} is set to zero. The table TC1 in FIG. 9A has a matrix consisting of four rows of players PA to PD and six columns of END1 to END6 (label rows and label columns are not included here). The consideration Cns{P(k), END(N)} specifies any cell in row k and column N. The consideration Cns{PA, END1} is the consideration for END1 of player PA. In the first embodiment, the consideration presentation unit 11b registers zero in the cell for k=A, N=1 in the table TC1 in FIG. 9A.

[0059] On the other hand, although it is different from the precondition this time, suppose that in step S1303, Q{PA, END1} is less than the threshold Qth1 (=1). In this case, the number of times END1 has been provided to the player PA is zero. In this case, in step S1305, the compensation Cns{PA, END1} is set to 10 as an example.

[0060] Thereafter, the compensation presentation unit 11b executes the same process for k=B, C, D (i.e., players PB to PD) by loop processing of steps S1306 and S1307. Then, the compensation for each player for END1 is calculated. In the first embodiment, as an example, the number of times of provision Q is calculated using table TB3, so Q{PB, END1} is 1, Q{PC, END1} is 2, and Q{PD, END1} is 1. Therefore, since all of players PA to PD have viewed END1 at least once, the result is YES in step S1303, and the compensation is set to zero in S1304 (see column CL1 in table TC1 in FIG. 9A).

[0061] Thereafter, the compensation presentation unit 11b executes the same process as above for N=2, 3, . . . 6 (i.e., END2 to END6) by loop processing of steps S1308 and S1309. In detail, unviewed contents in both the target group and other groups are specified in area MX3 of table TB3. The compensation for the unviewed contents is set to 10 for each of players PA to PD. As shown in table TC1, the compensation "10" is registered in each cell corresponding to area MX3.

[0062] After that, steps S140 and after in FIG. 7 are executed.

[0063] As an example, let us consider END3 when the first player is, for example, player PA and the second player is, for example, player PD. Referring to table TB3, the number of times Q{PA, END3} provided to the first player PA is 10. By a similar calculation, the number of times Q{PD, END3} provided to the second player PD is 0. In this case, END3 is a content whose number of times Q provided to the first player PA is equal to or greater than the first threshold Qth1 and whose number of times Q provided to the second player PD is less than the first threshold Qth1. In this case, according to the first calculation sequence, the compensation presenter 11b presents a compensation of "0" lower than the compensation of "10" provided to the second player PD as the compensation to the first player PA for END3.

[0064] The above first calculation sequence can be changed in various ways. For example, the threshold Qth1 is not limited to 1, and as a modification, it may be 2, 3, 4, or 5 or more.

[0065] (1-4-3-3. Second calculation sequence) Also in the second calculation sequence illustrated in FIG. 11, when there is a difference in the number of offers, the consideration presenting unit 11b presents different considerations among players PA to PD. In addition to determining whether the number of offers is equal to or greater than the threshold Qth1 (step S1303), the consideration presenting unit 11b determines that there is a difference in the number of offers between when the number of offers is equal to or greater than the threshold Qth2 and when it is less than the threshold Qth2 (step S1320). As an example, if the threshold Qth2 is set to 10, when the number of offers is within the range of 1 to 9 times, it is considered that there is no difference in the offer history. That is, the number of offers from 1 to 9 times is treated as "less than 10 times" and is considered to have no difference.

[0066] In step S1320, it is determined whether the number of offers Q is equal to or greater than the threshold Qth2. Qth2 is set to 10 as an example. Depending on the YES / NO of step S1320 and the YES / NO of S1303, three consideration setting processes (steps S1304, S1321, S1305) are selectively performed. That is, when Q≧Qth2 (that is, Q≧10), 0 is set to the consideration Cns in S1302, when Qth2>Q≧Qth1 (that is, 10>Q≧1), 5 is set to the consideration Cns in S1321, and when Qth1>Q (that is, 1>Q), 10 is set to the consideration Cns in S1305.

[0067] Various modifications are possible. The threshold Qth1 may be set to any integer of 2, 3, 4, or 5 or more. The threshold Qth2 can also be set arbitrarily, and under the condition of Qth1<Qth2, it may be set to an integer of 9 or less or an integer of 11 or more.

[0068] (1-4-3-4. Third calculation sequence) In the third calculation sequence illustrated in Fig. 12 to Fig. 14, the consideration presentation unit 11b acquires the "provided type number QV" from table TB3. The provided type number QV is a number indicating how many types of content have been provided among the multiple types of END1 to END6 for each player PA to PD. As an example, the provided type number QV may refer to table TB3 and count "the number of cells with a value of 1 or more in each player row."

[0069] 12 and 13, the consideration presentation unit 11b first sets N=1 and k=A as initial values ​​(step S1301). Next, in step S1302, the consideration presentation unit 11b refers to table TB3 to obtain the number of times Q(A, 1) that END1 is provided to the player PA.

[0070] In the next step S1331, the consideration presentation unit 11b judges whether Q(k,N)>1. This judgment is YES when Q(k,N) has been provided at least once. With reference to table TB3, Q(A,1) is 6, so the process proceeds to S1332. In step S1332, the consideration presentation unit 11b increments the counter value of the number of types provided QV(A). This records that one type of content (END1 in this case) has been provided to the player PA. The same process is applied to the remaining END2 to END6 in the loop of steps S1308 and S1309. Since the player PA has already been provided with END1 to END5 in the target group or another group, QV(A)=5.

[0071] Next, in the loop of steps S1306 and S1307, the same processing is executed for players PB to PB. Then, with QV(B)=4, QV(C)=3, and QV(D)=2 set, the process proceeds to the sequence of FIG.

[0072] In step S1333 of FIG. 13, the consideration presenting unit 11b sets the initial value (k = A) for the player identifier k again. Next, in step S1334, the consideration presenting unit 11b determines whether QV(A) < QVT holds. QVT is a numerical value representing the total number of all types, and in the first embodiment, QVT is 6. If the number of provided types QV is less than 6, there are still unprovided contents. In this case, the process proceeds to step S1335.

[0073] In step S1335, the consideration presenting unit 11b calculates the consideration for the unprovided contents. The calculation formula is the following formula (1). However, in the third calculation sequence, Cns is applied only to the unprovided contents. Cns{P(k)} = 20 / (QVT - QV(k)) ···(1)

[0074] The denominator on the right side of formula (1) represents the number of unprovided content types. For example, the number of unprovided content types for player PA is QVT - QV(A) = 6 - 5 = 1. According to formula (1), the value obtained by dividing the distribution value "20" by the number of unprovided content types can be set as the consideration for each unprovided content. For example, for player PC, QVT - QV(C) = 6 - 3 = 3, and 20 cannot be divided evenly by 3, but it is rounded up to 7 as an example. Note that the distribution value in the numerator on the right side of formula (1) does not have to be 20, and it may be any integer between 6 and 19 or 21 or more, for example.

[0075] In the subsequent step S1336, the consideration presenting unit 11b sets the consideration for the provided contents to zero. As an example, the consideration presenting unit 11b may identify the provided contents for each player by discriminating the non-zero cells in table TB3. By the processes of steps S1335 and S1336, the consideration presenting unit 11b sets the "non-zero" cells in table TB3 of FIG. 6C to zero consideration, and sets the consideration calculated by formula (1) in the "zero" cells in table TB3. Then, the consideration table TC3 of FIG. 9C is output.

[0076] As described above, in the third calculation sequence of Fig. 12 and Fig. 13, the compensation presentation unit 11b can present different compensations to the players PA to PD based on the difference in the number of types of content provided QV. Moreover, as a feature of the sequence of Fig. 12 and Fig. 13, the compensation for the remaining unprovided content is calculated to be higher for a player with a larger number of types of content provided QV by the calculation of formula (1).

[0077] FIG. 14 is a modified example of FIG. 13. In the modified example of FIG. 14, after an initial value is set in step S1333, the consideration presentation unit 11b executes a judgment process in step S1337. In step S1337, it is judged whether the number of provided types QV is equal to or greater than the second threshold QVth. In the first embodiment, the second threshold QVth is set to 4 as an example. Then, in step S1337, it is possible to distinguish between a player to whom four or more types of content have been provided and a player to whom four or more types of content have not been provided. If the answer is YES in step S1337, the consideration presentation unit 11b sets, for example, 10 to the consideration Cns of the unprovided content in step S1338. If the answer is NO in step S1337, the consideration presentation unit 11b sets, for example, 5 to the consideration Cns of the unprovided content in step S1339. As a result, if the number of provided types is equal to or greater than the second threshold QVth, the consideration for the unprovided content is set to a relatively high value "10". These steps S1337 to S1339 enable the price presentation unit 11b to present a higher price for unprovided content when the number of provided types QV is greater than or equal to the second threshold QVth than the price for unprovided content when the number of provided types QV is less than the second threshold QVth.

[0078] Various modifications are possible. As a modification, the tendency of the number of provided types QV and the price Cns may be reversed from that of the third calculation sequence. To realize this modification, the price presentation unit 11b may calculate a lower price for the unprovided content for a player with a larger number of provided types QV. For example, by setting the number of provided types QV(k) as the denominator of the right side of the formula (1), the calculation may be made so that the larger QV(k) is, the smaller Cns{P(k)} is calculated. Alternatively, the price for the unprovided content in steps S1338 and S1339 may be set to, for example, 5, and the price for the unprovided content in step S1339 may be set to, for example, 10.

[0079] As a modified example, the value of the second threshold QVth is not limited to 4 as described above, and may be set to 1, 2, 3, 5, or 6. The value of the second threshold QVth may be set to any natural number (1, 2,...) equal to or less than the total number of types (QVT illustrated in FIG. 13).

[0080] (1-4-3-5. Fourth calculation sequence) 15 and 16, the value presentation unit 11b presents values ​​to other players based on the providing histories of some of the players PA to PD in the group, as will be described in detail below.

[0081] In FIG. 15, an initial value is set in step S1301, and the number of times Q is provided is acquired in step S1302. After that, the consideration presentation unit 11b executes the determination process in step S1340. The third threshold Qth3 used here is set to 1 as an example. According to step S1340, it can be determined whether each player PA to PD is a "player whose number of times Q is provided is equal to or greater than the third threshold Qth3". For example, Q{PA, END1} is 6 based on table TB3, so YES is obtained in step S1340, and the viewing member number counter Cq(1) is incremented in the following step S1341. Here, Cq(N) is the viewing member number counter for END(N). For example, Cq(1) represents the number of players whose number of times END1 is provided is equal to or greater than the third threshold Qth3 among the players PA to PD in the group. This records that there is one player who has received END1. Thereafter, the processes of steps S1340 and S1341 are applied to players PB to PD through a loop of steps S1306 and S1307. Since all players have already viewed END1, the viewing member number counter Cq(1) for END1 is set to 4.

[0082] Next, the process proceeds to step S1343 in FIG. 16. In step S1343, the consideration presentation unit 11b determines whether Cq(1) is equal to or greater than a fourth threshold Qth4. The fourth threshold Qth4 is set to 1, for example. In this case, the process in step S1343 determines whether Cq(1) is equal to or greater than 1. Cq(1) represents the number of "players whose number of times END1 is provided Q is equal to or greater than the third threshold Qth3." In the first embodiment, since Cq(1) is 4 as described above, the process proceeds to step S1345, and the consideration Cns(1) for END1 is set to 5.

[0083] Next, the process loops through steps S1308 and S1309, and steps S1343 to S1346 are executed for END2 to END6. When the process is completed for all ENDs, the loop is exited. After that, in step S1336, the consideration presentation unit 11b sets the consideration for the provided content to zero. In step S1336, the consideration for the cells in the consideration table TC4 that correspond to the non-zero cells in table TB3 is set to zero.

[0084] As a result of the above, the compensation table TC4 in Fig. 9D is calculated. In the compensation table TC4, the compensation for END6 that has not been provided to any players is set to 10 (see column CL5). On the other hand, for END3 to END5 that have been provided to some of the group members (1 to 3 out of 4), a compensation of "5" is set for each player who has not viewed END3 to END5. (See column CL6).

[0085] According to the fourth calculation sequence described above, the consideration presentation unit 11b presents the consideration of other players (e.g., unprovided players PC and PD of END4) based on the provision history of some players in the group (e.g., provided players PA and PB of END4). In other words, thanks to the provision history of players PA and PB, players PC and PD can view unprovided content END4 for the consideration of "5".

[0086] Furthermore, according to the fourth calculation sequence, the price presenter 11b presents a higher price for a first content among a plurality of contents in a group than for a second content. Here, in the first embodiment, END6 corresponds to the first content, and END3 to END5 correspond to the second content. The first content END6 is a content whose Cq(6) is less than the fourth threshold value Qth4. The second contents END3 to END5 are contents whose Cq(3) to Cq(5) are each equal to or greater than the fourth threshold value Qth4. As a result, in the fourth calculation sequence, a relatively high price of "10" can be set for END6 whose viewing member number counter Cq(6) is zero (i.e., END6 that has not been provided to any players).

[0087] Various modifications are possible. The third threshold Qth3 is not limited to 1, and may be set to, for example, 2, 3, or an integer equal to or greater than 4. The fourth threshold Qth4 is not limited to 1, and may be set to, for example, 2 or 3. The fourth threshold Qth4 may be set to any integer equal to or less than the maximum value set to "the number obtained by subtracting 1 from the number of seats for group members (4 seats in the first embodiment)."

[0088] <2. Second embodiment> The second embodiment is obtained by adding a matching support function to the first embodiment. The following description of the second embodiment will focus on the differences from the first embodiment, and descriptions of the common parts will be omitted or simplified.

[0089] (2-1. Functional configuration of server 10) As shown in FIG. 17, a matching support unit 11c is added to the control unit 11 of the server 10. The matching support unit 11c presents one or more players as matching candidates to each of the terminals 20a to 20d. In the following description, for convenience, a player searching for a matching candidate may also be referred to as a "third player," and a player presented to the third player as a matching candidate may also be referred to as a "fourth player."

[0090] FIG. 18 is an example of a matching candidate presentation screen 50. The matching support unit 11c presents a fourth player 53 who can form a group with the third player (player PA in FIG. 18) via the matching candidate presentation screen 50. The fourth player 53 is arbitrarily read from a player management table (not shown) for managing registered players of the game G. In the second embodiment, the matching support unit 11c has a support mode for presenting the relationship between the fourth player 53 and the compensation for the contents END1 to END6 to the third player. When the player terminal 20 selects the support mode, the relationship between the fourth player 53 and the compensation for the contents END1 to END6 is displayed on the display unit 24 of the terminal 20 by a matching support screen 40a in FIG. 19 described later.

[0091] (2-1-1. First example of matching support) A first example of the second embodiment will be described with reference to Fig. 19 and Fig. 20. A matching support screen 40a illustrated in Fig. 19 is displayed on the display unit 24 of the terminal 20a by a first example of a matching support sequence illustrated in Fig. 20.

[0092] In the sequence of the first example in FIG. 19, it is assumed that in step S200, the player PA performs an operation to display the matching candidate presentation screen 50 on the terminal 20 (terminal 20a in FIG. 20 as an example). In response to this display operation, the matching support unit 11c acquires a player list of matching candidates from a player management table (not shown) (step S210) and transmits this to the terminal 20a. When the matching candidate presentation screen 50 is displayed on the display unit 24 of the terminal 20a, the player PA selects an arbitrary fourth player 53. The terminal 20a sets the fourth player 53 selected here as the provisionally selected player 42a in FIG. 19. (Step S220) Information on the provisionally selected player 42a is transmitted to the matching support unit 11c.

[0093] In step S230, the matching support unit 11c sets a temporary group including the player PA and the temporarily selected player 42a. The temporary group information is transmitted from the matching support unit 11c to the consideration presentation unit 11b. Based on the transmitted temporary group information, the consideration presentation unit 11b acquires a provision history (step S120), calculates a consideration for each player in the temporary group (step S130), and transmits the calculated consideration to the matching support unit 11c (step S140). The processing of steps S120 to S140 can be performed in the same manner as in the first embodiment.

[0094] Next, in step S240, the matching support unit 11c transmits to the terminal 20a a content list in which the value transmitted in step S140 is associated with each content. In step S250, the terminal 20a sets a value in the value display box 46 of the matching support screen 40a according to the received value-added content list. Here, each value presented in the value display box 46 is a value that the value presenter 11b presents to the third player PA when the third player PA forms a group including the fourth player (provisionally selected player 42a) designated by the third player PA. The matching support unit 11c can present each value to the player PA by displaying each value in the value display box 46 in association with each of END1 to END6.

[0095] According to the first example described above, the matching support unit 11c can present the third player PA, via the matching support screen 40a, with a compensation for including the fourth player (provisionally selected player 42a) in the group.

[0096] In step S230, a provisional group may be set at a stage where three provisionally selected players 42a are selected, but is not limited thereto. For example, at a stage where one provisionally selected player 42a is selected, the matching support unit 11c may consider that the player PA and the provisionally selected player 42a constitute a group of two people, and accordingly, the consideration presentation unit 11b may set a table TB3 (see FIG. 6C) with two player rows. Based on this "table TB3 with two player rows," the consideration presentation unit 11b may execute the processes of steps S120 to S140. Similarly, when there are two provisionally selected players 42a, a table TB3 (see FIG. 6C) with three player rows may be set.

[0097] The above terms "provisional selection" and "provisional group" indicate that this is a provisional setting rather than an actual group configuration, and that registration in the group management table TA1 has not been completed.

[0098] (2-1-2. Second example of matching support) A second example of the second embodiment will be described with reference to Fig. 21 and Fig. 22. A matching support screen 50a illustrated in Fig. 21 is displayed on the display unit 24 of the terminal 20a by a second example of a matching support sequence illustrated in Fig. 22.

[0099] The sequence of the second example will be described with reference to Fig. 22. In the second example, it is assumed that in step S240, the player PA performs a content selection operation on the matching support screen 50a of the terminal 20a. In the second embodiment, the content selection operation is performed by operating the story selection section 60 and the content selection section 62 on the matching support screen 50a to press the search button [SEARCH].

[0100] In response to the operation in step S240, the matching support unit 11c acquires a list of matching candidate players and transmits this to the consideration presentation unit 11b. The consideration presentation unit 11b acquires the offering history of each player on the list of matching candidate players (step S120).

[0101] In step S130, the consideration presentation unit 11b calculates a consideration to be presented to the third player PA when the third player PA forms a group including the fourth player 53. In step S140, the consideration presentation unit 11b transmits the calculated consideration to the matching support unit 11c. In the following step S260, the matching support unit 11c transmits information linking the consideration and the fourth player 53 to the terminal 20a.

[0102] Next, in step S270, the terminal 20a updates the matching support screen 50b of Fig. 21 based on the information received from the matching support unit 11c. The matching support screen 50b illustrated in Fig. 21 displays the compensation in the compensation display box 56 in association with the fourth player 53. The compensation in the compensation display box 56 is the compensation presented by the compensation presentation unit 11b to the third player PA for END2 when the third player PA forms a group including the fourth player 53. Here, END2 is the content selected by the third player PA.

[0103] Even in the second example described above, the matching support unit 11c can present the third player PA, via the matching support screen 50b, with the price for the content when the fourth player 53 is included in the group (see the price display box 56 in Figure 21).

[0104] (2-1-3. Third example of matching support) A third example of the second embodiment will be described with reference to Fig. 23 and Fig. 24. A matching support screen 50b illustrated in Fig. 23 is displayed on the display unit 24 of the terminal 20a by a third example of a matching support sequence illustrated in Fig. 24.

[0105] In the sequence of the third example shown in FIG. 24, it is assumed that in step S280, the player PA performs an input operation of the consideration input value of the terminal 20a. In the second embodiment, the input operation of the consideration input value is to operate the content selection unit 62a of the matching support screen 50b to set the "consideration input value" and press the search button (SEARCE). In the example of FIG. 23, END2 of the story ST001 is selected, and the "consideration input value" is set to 10 or less (more specifically, 0 to 10 tickets). With this operation, the consideration input value is transmitted to the matching support unit 11c.

[0106] In response to the input operation in step S280, the matching support unit 11c acquires a list of matching candidate players and transmits this to the consideration presentation unit 11b (step S210). Thereafter, similarly to the second example (FIG. 22), the consideration presentation unit 11b executes the processes of steps S120 to S140.

[0107] Next, in step S290, the matching support unit 11c selects a matching candidate player based on the information transmitted from the consideration presentation unit 11b and the consideration input value by the input operation in step S280. This selection is to set the fourth player 53 whose consideration transmitted from the consideration presentation unit 11b is equal to or less than a "predetermined value based on the consideration input value" as the fifth player 53a. For the sake of simplicity, it is assumed that the predetermined value is the same numerical value as the consideration input value. For example, if the consideration of a certain fourth player 53 is set to 5, this consideration is equal to or less than the consideration input value "10", so this fourth player 53 is set to the fifth player 53a. Similar selection is performed for each fourth player 53.

[0108] Next, in step S260, the matching support unit 11c transmits information including the setting information of the fifth player 53a to the terminal 20a. The terminal 20a clearly displays the fifth player 53a on the matching support screen 50b. In FIG. 23, the fifth player 53a is highlighted by a thick frame as an example.

[0109] According to the third example described above, the matching support unit 11c can also present the third player PA, via the matching support screen 50b, with the compensation (see the compensation display box 56) for the content when the fourth player 53 is included in the group. Moreover, according to the third example, the matching support unit 11c can present the fifth player 53a among the fourth players 53 according to the compensation input value received from the third player PA via the matching support screen 50b. In particular, according to the third example, the fifth player 53a is a player who can provide END2 to the third player PA by the providing unit 11a for a compensation equal to or less than a predetermined value based on the compensation input value when the third player PA forms a group including the fifth player 53a.

[0110] The process of step S290 in the third example may be modified so that the "input value of compensation" and the "predetermined value" are different values. As an example, a predetermined multiple of the input value may be used as the compensation to be used in the actual process. In this case, for example, the content selection unit 62a may display "Search for friends whose compensation is XX x 100 coins or less." "XX" is the input value of compensation, and 100 times the input value of compensation (unit: coins) is the predetermined value. In this case, there is an advantage that the player only needs to enter a single digit such as "5." As another example, the input value and the compensation required for unlocking the content may have different units. The two different units are converted into each other using a predetermined conversion formula. For example, if the input value of compensation is "3 tickets," the 3 tickets may be converted into any predetermined value in a different unit.

[0111] <3. Modifications> (3-1. Variation: Different prices offered to differentiate between different types of prices) The difference in compensation between players may be a quantitative difference or a qualitative difference. The "quantitative difference in compensation" here means that the payment method of the compensation is the same, but the amount of the compensation (i.e., the amount of the compensation) differs between players. In the first embodiment, the "quantitative difference in compensation" is applied. On the other hand, the difference in compensation between players may be a qualitative difference, as described below.

[0112] FIG. 25 is an example of a table in which the presented compensation is qualitatively different. For example, in END5 in FIG. 25, the compensation for player PA is set to 10 tickets, and the compensation for players PB to PD is set to 300 points. The "qualitative difference in compensation" here means that the compensation payment method and payment medium are different between players. As an example, when there are multiple types of game media, the difference may be that the first player is charged with paying the compensation in a first type of game media, whereas the second player is charged with paying the compensation in a different second type of game media. The multiple types of game media may differ from each other in, for example, ease of acquisition (rarity) in the game, or may differ from each other in, for example, "value" per unit of game media. As another example, the difference may be that the first player is charged with paying the compensation in game media, whereas the second player is charged with paying the compensation in real money.

[0113] When providing a "qualitative difference in compensation", specifically, the compensation setting process of each of steps S1304, S1305, S1321, S1335, S1338, S1339, S1345, and S1346 in Figures 10 to 15 of the first embodiment may be changed. Specifically, for example, in the second calculation sequence of Figure 11, a compensation of, for example, "10 tickets" may be set in step S1321, and a compensation of, for example, "300 points" may be set in step S1305.

[0114] As an example, the number of players in one group in the game G has been described as four, but the present invention is not limited to this. The game G may be provided with two, three, or five or more players, and in this case, the number of players in each table may be increased or decreased as appropriate.

[0115] <4. Features of the embodiment and modified examples> The features of the embodiments and modifications of the present invention may be summarized as follows (1) to (15).

[0116] (1) In one aspect of the present invention, an information processing device including a providing unit 11a and a price presenting unit 11b (server 10) is provided. The provider 11a provides the contents END1 to END6 provided in a game G played by a group including a plurality of players PA to PD in response to payment of a consideration from the player P. The consideration presentation unit 11b presents different considerations among the plurality of players PA to PD in the group when there is a difference in the provision history of the contents END1 to END6 to each of the plurality of players PA to PD in the group. This makes it possible to differentiate the consideration for content provision among the plurality of players PA to PD having different content provision situations. It becomes possible to present a consideration according to the individual situation of each player PA to PD.

[0117] (2) The providing unit 11a provides the contents END1 to END6 in accordance with the progress of the game G, and may provide the contents END1 to END6 upon request of the player in response to payment of a consideration from the player regardless of the progress of the game G. In this way, the player may be provided with any content in accordance with the progress of the game G, and may also use the option of paying a consideration if desired.

[0118] (3) The provision history may include the number of times each of the contents END1 to END6 has been provided to the players PA to PD. The compensation presentation unit 11b may present different compensation to the multiple players PA to PD based on the difference in the number of times the content has been provided. Since the difference in the number of times the content has been provided is simple and easy to compare, this has the advantage that compensation can be presented fairly between the players.

[0119] (4) The provision history may include the number of times each of the contents END1 to END6 has been provided to the players PA to PD. When the number of times the content has been provided to the first player is equal to or greater than the first threshold Qth1 and the number of times the content has been provided to the second player is less than the first threshold Qth1, the compensation presentation unit 11b may present a lower compensation to the first player for the content than the compensation to the second player. This makes it possible to present a relatively lower compensation to a player who has provided the content relatively more times. This has the advantage of easily increasing the motivation to receive more content.

[0120] (5) The providing unit 11a may be configured to be able to provide a plurality of types of content END1 to END6 with different contents. The providing history may include the number of types provided QV. The number of types provided QV is a number indicating how many types of content out of a plurality of types of content have been provided for each player. The compensation presentation unit 11b may present different compensation among the plurality of players PA to PD based on the difference in the number of types provided QV. The difference in the number of types provided is simple and easy to compare, which has the advantage that compensation can be presented fairly among each player.

[0121] (6) The price presentation unit 11b may present a price for the unprovided content when the number of provided types QV is equal to or greater than the second threshold QVth, higher than the price for the unprovided content when the number of provided types QV is less than the second threshold QVth. This makes it possible to present a price according to the content demand of each player.

[0122] (7) The consideration presentation unit 11b is configured to present the consideration to some of the players in the group. Based on the provision history of players (e.g., provided players PA and PB in END4), a price may be offered to other players (e.g., unprovided players PC and PD in END4). Thanks to the provision history of some players, other players can view unprovided content at a relatively low price. This has the advantage of increasing the interest of group formation.

[0123] (8) The price presentation unit 11b may present a price higher than the price for the second content as a price for a first content among the multiple contents END1 to END6 in the group. The first content may be a content for which the number of players in the group who have provided the content a third threshold value Qth3 or more is less than a fourth threshold value Qth4. The second content may be a content for which the number of players in the group who have provided the content a third threshold value Qth3 or more is equal to or greater than a fourth threshold value Qth4. Content for which the number of players who have provided the content is less than the threshold value (fourth threshold value) is likely to be in high demand for the group. This has the advantage of making it possible to present a price according to the demand of the group.

[0124] (9) The information processing device (server 10) may further include a matching support unit 11c. The matching support unit 11c may present the third player with a price for the content when the fourth player 53 is included in the group. This allows the third player to consider whether to form a group with the fourth player 53 based on whether it is beneficial in terms of paying the price for the content.

[0125] (10) The matching support unit 11c may present a plurality of fourth players 53 to the third player. In FIG. 19, the third player is the player PA as an example. In this case, the matching support unit 11c may present the compensation presented by the compensation presentation unit 11b to the third player PA in the case where the third player PA forms a group including the fourth player 53 designated by the third player PA, in association with the contents END1 to END6. This allows the third player PA to know how much compensation for each content would be if the third player PA were to form a group with a certain fourth player 53. The third player can efficiently search for matching candidates.

[0126] (11) When a third player (player PA, for example) forms a group including the fourth player 53, the matching support unit 11c may present the fee presented by the fee presentation unit 11b to the third player PA for the content selected by the third player PA in association with the fourth player 53. This makes it easier to select the fourth player from the perspective of the fee required to view the content in which the third player is interested. The third player can efficiently search for matching candidates.

[0127] (12) The matching support unit 11c may present a fifth player 53a among the fourth players 53 according to a compensation input value received from a third player (e.g., player PA). This makes it possible to present to the third player a fifth player who can provide content at a compensation according to the third player's intention. This allows the third player to search for matching candidates more actively and efficiently.

[0128] (13) The fifth player 53a may be a player for which the provider 11a can provide content to the third player PA for a price equal to or less than a predetermined value based on a price input value when the third player (e.g., player PA) forms a group including the fifth player 53a. This allows the third player to perform a search while intending the upper limit of the price to be paid. As a result, there is an advantage that it becomes easier to find a fifth player who matches the intention.

[0129] (14) In another aspect of the present invention, a program is provided that causes a computer to provide contents END1 to END6 provided in a game G played by a group including a plurality of players PA to PD in response to payment of a consideration from a player P, and, when there is a difference in the provision history of the contents END1 to END6 to each of the plurality of players PA to PD in the group, causes the computer to present different considerations among the plurality of players PA to PD in the group.

[0130] (15) In another aspect of the present invention, there is provided an information processing method in which a computer provides contents END1 to END6 provided in a game G played by a group including a plurality of players PA to PD in response to payment of a consideration from a player P, and when there is a difference in the provision history of the contents END1 to END6 to each of the plurality of players PA to PD in the group, the computer presents different considerations among the plurality of players PA to PD in the group.

[0131] The "computer" appearing multiple times in the above program or the above method may be the same computer, and specifically, the computer appearing multiple times may correspond to one server 10. As another example, the "computer" appearing multiple times may be different computers, and specifically, one may be a first computer and the other may be a second computer. The first computer and the second computer may each have a hardware configuration similar to that of the server 10, and these may be constructed so as to be able to communicate with each other via the communication line 5. Alternatively, the "computer" in the above program or the above method may be a terminal 20. In this case, a part of the functional configuration of the first embodiment or the second embodiment may be processed by the terminal 20 or the like by software or hardware, and in this case, the first computer may be one of the server 10 and the terminal 20, and the second computer may be the other of the server 10 and the terminal 20. As an example, some of the providing unit 11a, the consideration presenting unit 11b, and the matching support unit 11c may be provided in the control unit 11 of the first computer, and the remaining parts may be provided in the control unit 11 of the second computer, and the first computer and the second computer may cooperate to execute the program. The same applies to a "computer" that appears multiple times in a method. In summary, a part of the program or method may be executed on a first computer, and another part of the program or method may be executed on the first computer or a second computer. Similarly, when three or more computers appear, a third computer, a fourth computer, ..., an nth computer (n is an integer) may be added. As an example, when a program or method has a first part, a second part, and a third part, the first part may be executed on a first computer, the second part may be executed on the first computer or the second computer, and the third part may be executed on any one of the first computer, the second computer, and the third computer. Similarly, when a fourth or subsequent computer is added, the fourth or subsequent computer may be added in the form of options to the first to third computers already mentioned.

[0132] Although various embodiments of the present invention have been described, these are presented as examples and are not intended to limit the scope of the invention. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. The embodiments and their modifications are included within the scope and spirit of the invention, and are included in the scope of the invention and its equivalents described in the claims.

[0133] The second embodiment may be implemented independently of the first embodiment. That is, the presentation of the compensation according to the first embodiment may or may not be applied to the second embodiment. In this case, the compensation displayed on the matching support screens 40a, 50a, and 50b in the second embodiment may be calculated by a method other than the compensation calculation method described in the first embodiment, and may be set regardless of whether there is a difference in content provision history between players in the group. [Explanation of symbols]

[0134] 1: game providing system, 5: communication line, 10: server, 10: information processing device, 11: control unit, 11a: providing unit, 11b: consideration presentation unit, 11c: matching support unit, 12: memory unit, 13: communication unit, 14: operation input unit, 15: monitor, 16: system bus, 20, 20a to 20d: terminal, 21: control unit, 22: memory unit, 23: communication unit, 24: display unit, 25: speaker, 26: microphone, 27: camera, 28: operation button, 29: system bus, 40: content list screen, 40a, 50a, 50b: matching support screen, 41: own player icon, 42: other player icon, 42a: provisionally selected player, 43a: in-game point display box, 43b: game payment medium box, 44: selected story Display icon, 45: content icon, 46, 56: compensation display box, 47: unreleased display, 50: matching candidate presentation screen, 50a: matching support screen, 50b: matching support screen, 53: fourth player, 53a: fifth player, 60: story selection section, 62, 62a: content selection section, P, PA to PD, PE to PI: players, END1 to END6: content (ending content), N: content identifier, k: player identifier, Cns: compensation, Q: number of times content has been provided, QV: number of types of content provided, Cq: viewing member number counter, Qth1: threshold (first threshold), Qth2: threshold, QVth: threshold (second threshold), Qth3: threshold (third threshold), Qth4: threshold (fourth threshold)

Claims

1. A providing unit and a price presenting unit, the providing unit provides content to be provided in a game played by a group including a plurality of players in response to payment of a fee from the players; the compensation presentation unit presents different compensations to the plurality of players in the group when there is a difference in a history of providing the content to each of the plurality of players in the group. Information processing device.

2. 2. The information processing device according to claim 1, The providing unit provides the content in accordance with the progress of the game, and, if requested by the player, provides the content in response to payment of a fee from the player, regardless of the progress of the game.

3. 3. The information processing device according to claim 1, the provision history includes the number of times the content has been provided to a player; The consideration presentation unit presents different considerations among the multiple players based on the difference in the number of times the consideration has been provided.

4. 4. An information processing apparatus according to claim 1, the provision history includes the number of times the content has been provided to a player; When the content is content that has been provided to a first player a number of times that is equal to or greater than a first threshold value and a number of times that is provided to a second player that is less than the first threshold value, the compensation presentation unit presents a compensation to the first player for the content that is lower than the compensation to the second player.

5. 5. An information processing apparatus according to claim 1, The providing unit is constructed so as to be capable of providing a plurality of types of content having different contents, The provision history includes the number of types provided, the number of types of content that have been provided is a number indicating how many types of content have been provided to each player among the plurality of types of content, The consideration presentation unit presents different considerations among the multiple players based on the difference in the number of provided types.

6. 6. The information processing device according to claim 5, The price presentation unit presents a price for the unprovided content when the number of provided types is equal to or greater than a second threshold value, higher than a price for the unprovided content when the number of provided types is less than the second threshold value.

7. 7. An information processing apparatus according to claim 1, The consideration presentation unit presents the consideration of other players based on the provision history of some players among the multiple players in the group.

8. 8. An information processing apparatus according to claim 1, the price presentation unit presents a price higher than a price for a second content as a price for a first content among the plurality of contents in the group; the first content is content for which the number of players in the group who have provided the first content a number of times that is equal to or greater than a third threshold is less than a fourth threshold; The second content is content for which the number of players in the group for which the second content has been provided greater than or equal to the third threshold is greater than or equal to the fourth threshold.

9. 9. An information processing apparatus according to claim 1, It also has a matching support department. The matching support unit presents to a third player a price for the content when a fourth player is included in the group.

10. The information processing device according to claim 9, The matching support unit is presenting a plurality of the fourth players to the third player; An information processing device that presents a compensation to be presented to the third player by the compensation presentation unit in association with the content when the third player forms a group including the fourth player designated by the third player.

11. The information processing device according to claim 9, The matching support unit presents a compensation to be offered to the third player for the content selected by the third player by the compensation presentation unit in association with the fourth player when the third player forms the group including the fourth player.

12. The information processing device according to claim 9, The matching support unit presents a fifth player from among the fourth players in accordance with a compensation input value received from the third player.

13. The information processing device according to claim 12, An information processing device, wherein the fifth player is a player such that when the third player forms the group including the fifth player, the provision unit is able to provide the content to the third player for a price that is equal to or less than a predetermined value based on the price input value.

14. causing a computer to provide content provided in a game played by a group including a plurality of players in response to payment of a fee from the players; causing a computer to present different compensation to the plurality of players in the group when there is a difference in a history of providing the content to each of the plurality of players in the group; program.

15. The computer provides content to be provided in a game played by a group including a plurality of players in response to payment of a fee from the players; the computer presents different compensation to the plurality of players in the group when there is a difference in a history of providing the content to each of the plurality of players in the group; Information processing methods.

Citation Information

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