Server device, control method of server device, and program
Patent Information
- Application Number
- JP2023132495
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-16
- Publication Date
- 2025-02-28
AI Technical Summary
【0011】 本発明の各視点によれば、スタジアム等を有する地域の経済を活性化することに寄与する、サーバ装置、サーバ装置の制御方法及びプログラムが提供される。なお、本発明の効果は上記に限定されない。本発明により、当該効果の代わりに、又は当該効果と共に、他の効果が奏されてもよい。
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Figure 2025027604000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a server device, a control method for a server device, and a program. [Background technology]
[0002] 2. Description of the Related Art With the progress of information processing technology and communication technology, various services are provided over networks.
[0003] For example, Patent Document 1 describes that a game program or the like is provided that motivates a user to visit the same area in real space repeatedly while maintaining the user's play frequency. In Patent Document 1, when a user (terminal device) visits any real store, a stage of higher difficulty than the stage already unlocked is unlocked among multiple game stages. In addition, when all stages are unlocked and cleared, a benefit related to the real store is given to the user. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2019-093032 A Summary of the Invention [Problem to be solved by the invention]
[0005] When a stadium holds an event such as a baseball game or soccer game, or a concert, many people visit the stadium. However, once the event is over, there are few people spending money in the area surrounding the stadium, causing the economy of the area where the stadium is located to stagnate.
[0006] It should be noted that the application of the technology disclosed in Patent Document 1 does not revitalize the economy around the stadium. In Patent Document 1, when a user clears a stage in a game, the user is merely given a benefit related to a real store. The store in Patent Document 1 is not a facility around the stadium or the like.
[0007] The main object of the present invention is to provide a server device, a control method for a server device, and a program that contribute to revitalizing the economy of an area that has a stadium or the like. [Means for solving the problem]
[0008] According to a first aspect of the present invention, there is provided a server device comprising: a publishing means for publishing to each of a plurality of game participants acquisition conditions that are set for each of a plurality of facilities in the real world and that are required to be achieved by the game participant in order for the game participant to monopolize a facility in the game corresponding to the facility in the real world; a first determination means for determining whether a first game participant of the plurality of game participants is staying at one of the plurality of facilities in the real world; a second determination means for determining whether the first game participant has achieved the acquisition condition set for the one facility; an exclusive permission means for allowing the first game participant to monopolize the one facility in the game if the first game participant is staying at the one facility and has achieved the acquisition condition set for the one facility; a point control means for awarding points to each game participant according to an evaluation of each facility that each of the plurality of game participants monopolizes when the game ends; and a benefit control means for determining a ranking among the plurality of game participants according to the points held by each of the plurality of game participants and awarding a benefit based on the determined ranking to the game participant.
[0009] According to a second aspect of the present invention, there is provided a control method for a server device, the control method comprising: in a server device, revealing to each of a plurality of game participants acquisition conditions that are set for each of a plurality of facilities in the real world and that are required to be achieved by the game participant in order for the game participant to monopolize facilities in the game corresponding to the facilities in the real world; determining whether a first game participant among the plurality of game participants is staying at one of the plurality of facilities in the real world; determining whether the first game participant has achieved the acquisition condition set for the one facility; if the first game participant is staying at the one facility and has achieved the acquisition condition set for the one facility, allowing the first game participant to monopolize the one facility in the game; when the game ends, giving points to each game participant according to an evaluation of each facility that each of the plurality of game participants monopolizes; determining a ranking among the plurality of game participants according to the points held by each of the plurality of game participants; and giving a benefit to the game participant based on the determined ranking.
[0010] According to a third aspect of the present invention, there is provided a program for causing a computer mounted on a server device to execute the following processes: a process of disclosing to each of a plurality of game participants acquisition conditions that are set for each of a plurality of facilities in the real world and that are required to be achieved by the game participant in order for the game participant to monopolize a facility in the game corresponding to the facility in the real world; a process of determining whether a first game participant among the plurality of game participants is staying at one of the plurality of facilities in the real world; a process of determining whether the first game participant has achieved the acquisition condition set for the one facility; a process of allowing the first game participant to monopolize the one facility in the game if the first game participant is staying at the one facility and has achieved the acquisition condition set for the one facility; a process of awarding points to each game participant according to an evaluation of each facility that each of the plurality of game participants monopolizes when the game ends; and a process of determining a ranking among the plurality of game participants according to the points held by each of the plurality of game participants and awarding a benefit to the game participant based on the determined ranking. Effect of the Invention
[0011] According to each aspect of the present invention, a server device, a control method for a server device, and a program are provided that contribute to revitalizing the economy of a region having a stadium or the like. Note that the effects of the present invention are not limited to the above. The present invention may achieve other effects instead of or in addition to the effects. [Brief description of the drawings]
[0012] [Figure 1] FIG. 1 is a diagram for explaining an overview of an embodiment. [Diagram 2] FIG. 2 is a flowchart for explaining an outline of the operation of one embodiment. [Diagram 3] FIG. 3 is a diagram illustrating an example of a schematic configuration of an information processing system according to the present disclosure. [Figure 4] FIG. 4 is a diagram showing an example of a display of a terminal according to the present disclosure. [Diagram 5] FIG. 5 is a diagram for explaining the operation of the information processing system according to the present disclosure. [Figure 6] FIG. 6 is a diagram for explaining the operation of the information processing system according to the present disclosure. [Figure 7] FIG. 7 is a diagram for explaining the operation of the information processing system according to the present disclosure. [Figure 8] FIG. 8 is a diagram showing an example of a display of a terminal according to the present disclosure. [Figure 9] FIG. 9 is a diagram illustrating an example of a processing configuration of a server device according to the present disclosure. [Figure 10] FIG. 10 is a diagram illustrating an example of a user management database according to the present disclosure. [Figure 11] FIG. 11 is a diagram illustrating an example of a facility management database according to the present disclosure. [Figure 12] FIG. 12 is a flowchart showing an example of the operation of the game control unit according to the present disclosure. [Figure 13] FIG. 13 is a flowchart showing an example of the operation of the game control unit according to the present disclosure. [Figure 14] FIG. 14 is a diagram showing an example of a display of a terminal according to the present disclosure. [Figure 15] FIG. 15 is a diagram showing an example of a display of a terminal according to the present disclosure. [Figure 16] FIG. 16 is a diagram showing an example of a display of a terminal according to the present disclosure. [Figure 17] FIG. 17 is a diagram showing an example of a display of a terminal according to the present disclosure. [Figure 18] FIG. 18 is a diagram illustrating an example of a hardware configuration of a server device according to the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] First, an outline of one embodiment will be described. The reference numerals in the drawings are added to each element for convenience as an example to aid in understanding, and the description of the outline is not intended to be limiting. Furthermore, unless otherwise specified, the blocks shown in each drawing represent functional units rather than hardware units. The connection lines between the blocks in each drawing include both bidirectional and unidirectional. The unidirectional arrows are used to diagrammatically indicate the flow of the main signal (data) and do not exclude bidirectionality. In this specification and the drawings, elements that can be similarly described may be given the same reference numerals to avoid redundant description.
[0014] The server device 100 according to an embodiment includes a publishing means 101, a first determining means 102, a second determining means 103, an exclusive permission means 104, a point control means 105, and a reward control means 106 (see FIG. 1). The publishing means 101 publishes to each of the multiple game participants an acquisition condition that the game participants are required to achieve (step S1 in FIG. 2). The acquisition condition is set for each of the multiple facilities in the real world, and is a condition necessary for the game participants to monopolize the facility in the game corresponding to the facility in the real world. The first determining means 102 determines whether or not a first game participant of the multiple game participants is staying at one of the multiple facilities in the real world (step S2). The second determining means 103 determines whether or not the first game participant has achieved the acquisition condition set for the one facility (step S3). When the first game participant stays at a facility and achieves the acquisition condition set for the facility, the monopoly permission means 104 allows the first game participant to monopolize the facility in the game (monopoly of facility approved; step S4). When the game ends, the point control means 105 gives each game participant points according to the evaluation of each facility that each of the multiple game participants monopolizes (granting points; step S5). The reward control means 106 determines the ranking among the multiple game participants according to the points each of the multiple game participants possesses, and grants rewards to the game participants based on the determined rankings (granting rewards; step S6).
[0015] In a game provided by the server device 100 (a facility monopoly game, which will be described later), prizes such as prizes and discount coupons are awarded to winners of the game and participants with high rankings. Users who participate in the game aim to monopolize the facilities in the game in order to acquire points that affect the outcome of the game. To monopolize the facilities (acquire points), the user is required to actually visit a central facility in the area, such as a stadium, and its surrounding facilities, and to achieve acquisition conditions set for each facility, such as the stadium. Acquisition conditions are set for each facility, such as requiring the user to shop at the facility visited. Therefore, in order to win, game participants travel around not only the stadium but also its surrounding facilities, and engage in consumption behavior at the visited facilities to achieve the acquisition conditions. As a result, many game participants (visitors of the stadium, etc.) visit the surrounding facilities of the stadium, etc., and engage in consumption behavior, which revitalizes the economy of the area including the stadium, etc.
[0016] Specific embodiments will be described in more detail below with reference to the drawings.
[0017] [First embodiment] The first embodiment will be described in more detail with reference to the drawings.
[0018] [System configuration] 3 is a diagram showing an example of a schematic configuration of an information processing system according to an embodiment of the present disclosure. The information processing system according to the first embodiment includes a server device 10.
[0019] The server device 10 is a server that handles measures for revitalizing the economy of a region having a specific facility (a central facility in the region; a stadium in the example of FIG. 3). The server device 10 may be installed in the specific facility, or may be installed on a network (on the cloud).
[0020] A user (e.g., a visitor to the stadium) carries a terminal 20. The user operates the terminal 20 to input various pieces of information to the server device 10. Alternatively, the user obtains various pieces of information from the server device 10 via the terminal 20.
[0021] Each device shown in Fig. 3 is connected to a network. For example, the server device 10 is connected to the network by a wired or wireless communication means.
[0022] The configuration of the information processing system shown in Fig. 3 is an example, and is not intended to be limiting. For example, a plurality of server devices 10 may be included in the system. Also, the description of Fig. 3 is not intended to limit facilities, etc., targeted by the information processing system according to the first embodiment to the description of Fig. 3.
[0023] [General operation] Next, an outline of the operation of the information processing system according to the first embodiment will be described.
[0024] <Installing game applications> Before visiting the stadium, the user installs a predetermined application on the terminal 20. The user operates the terminal 20 to download a "game app" from a predetermined website or the like and installs the game app on the terminal 20.
[0025] The game app provides a game for visitors to a stadium (a central facility in the area) to visit and explore facilities other than the stadium (in the example of FIG. 3, station A, retail store B, restaurant C, and park D). Details of the game will be described later.
[0026] <User registration> Once the installation of the game app is complete, the user performs user registration. The user launches the game app and performs a predetermined operation (for example, pressing a user registration button).
[0027] In response to an operation by a user, the terminal 20 accesses the server device 10. The server device 10 displays a GUI (Graphical User Interface) on the terminal 20 and acquires information such as the user's name, sex, date of birth, address, and email address.
[0028] When the server device 10 acquires the name, sex, email address, etc. from the user, it generates a user ID for identifying the user. The server device 10 associates the generated user ID with the acquired information and registers them in a user management database. The user management database will be described in detail later.
[0029] Furthermore, the server device 10 issues the generated user ID to the user. The server device 10 transmits the generated user ID to the terminal 20. The terminal 20 stores the received user ID.
[0030] <Facility Monopoly Game> The game app installed on the user's terminal 20 provides the user with a "facility monopoly game." The facility monopoly game is a game in which real facilities (e.g., stadiums, station A, retail store B, etc.) are likened to "spaces" in the game, and multiple game participants aim to acquire each facility (space) as an "asset."
[0031] Each game participant has points that can be used like cash in the game. At the start of the facility monopoly game, each game participant is given a predetermined number of initial points.
[0032] Game participants aim to monopolize (own) facilities in the game that correspond to real facilities (for example, a stadium and its surrounding facilities). The assets (facilities) acquired by game participants during the game are converted into points at the end of the game. Game participants receive evaluation points according to the assets (facilities) they have acquired at the end of the game.
[0033] In a facility monopoly game, when another game participant attempts to pass through a facility (a facility in the real world) that is monopolized by another game participant, the other game participant must pay a "toll" to the monopolist (owner) of that facility. For example, consider a case where game participant A monopolizes restaurant C in the game, and game participant B passes through real restaurant C to travel to another facility. In this case, game participant B must pay a toll to game participant A. Game participant B pays a specified number of toll points from his / her points as a toll to game participant A.
[0034] A game participant who monopolizes a facility (space) through which many game participants pass can obtain a lot of passage points.
[0035] In the facility monopoly game, the ranking of each game participant is determined by the points (the sum of initial points, evaluation points, and passage points) that each game participant has at the end of the game. The facility monopoly game encourages game participants to travel around the surrounding facilities and make purchases at the surrounding facilities by competing to monopolize (acquire) the facilities in the virtual space.
[0036] In a facility monopoly game, there are two requirements (conditions) that must be met in order for a user to monopolize a facility. A user who meets both requirements can monopolize the facility.
[0037] The first requirement is that a user must be present in a real-world facility that corresponds to the facility to be monopolized. For example, to monopolize station A in the game, the user must actually be located (staying, being) at station A. Hereinafter, the first requirement will be referred to as the "location requirement."
[0038] The second requirement is that the user must achieve the "acquisition conditions" set for each facility. These acquisition conditions are actions that the user must achieve in the real world. Hereinafter, the second requirement will be referred to as the "achievement requirements."
[0039] For example, the acquisition condition for station A may be set to "arrive first," or the acquisition condition for retail store B may be set to "spend 1,000 yen or more."
[0040] When a game participant arrives at a facility that the player aims to monopolize and achieves the acquisition conditions set for that facility, the game participant can monopolize (own) the facility.
[0041] Here, the acquisition conditions for each facility are updated each time the facility's monopolist changes, and the difficulty level increases. For example, the first acquisition condition for Station A is set to "arrive first." When any game participant achieves this acquisition condition, the next acquisition condition is updated to "spend 300 yen or more at the on-site convenience store." When a game participant achieves the next acquisition condition, the monopolist for Station A changes.
[0042] In this way, in a facility monopoly game, conditions (missions) are set for monopolizing each facility in the game. The conditions for acquiring each facility are set so that the difficulty increases every time the monopolist (owner) changes.
[0043] <Start of Facility Monopoly Game> The user operates the terminal 20 to start a game application. In response to the start of the game application, the terminal 20 accesses the server device 10. At that time, the terminal 20 transmits a user ID issued by the server device 10 to the server device 10.
[0044] The server device 10 identifies users (game participants) who will participate in the game based on the user IDs.
[0045] The server device 10 determines game participants by dividing time periods. For example, users who access the server device 10 during each hourly time period (e.g., 9:00 to 10:00, 10:00 to 11:00) are treated as participants in one facility monopoly game.
[0046] When the start time of the facility monopoly game (10:00 and 11:00 in the above example) arrives, the server device 10 makes the acquisition conditions set for each facility public to the game participants. The server device 10 displays a screen such as that shown in FIG. 4 on the terminal 20 carried by each game participant. Note that in FIG. 4, detailed content of the acquisition conditions set for facilities other than Station A is omitted.
[0047] The game participants, carrying the terminal 20, head to each facility (stadium, station, retail store, etc.) to achieve the published acquisition conditions.
[0048] Here, when the facility monopoly game starts, the terminal 20 calculates the position information of its own device using a GPS (Global Positioning System) signal or the like. The terminal 20 transmits the calculated position information (coordinate information; latitude, longitude) to the server device 10. Specifically, the terminal 20 transmits a "current position notification" including a user ID and position information to the server device 10 periodically or at a predetermined timing (see FIG. 5).
[0049] The server device 10 identifies a game participant based on the user ID received from the terminal 20. The server device 10 uses the received location information to store the current location of the identified user (game participant) in the user management database.
[0050] Furthermore, the server device 10 reflects the current location of the game participant on the map of the facility monopoly game (see FIG. 6). The server device 10 converts the coordinates of the game participant in the real world into the coordinates of an avatar (user's character) in the virtual space of the game.
[0051] For example, if a game participant is staying at station A, the corresponding avatar will also stay at station A. If the game participant moves toward the stadium, the corresponding avatar will also move toward the stadium.
[0052] When a game participant arrives at a facility where a condition for obtaining a prize is set, the game participant attempts to obtain the condition for obtaining a prize set at the facility.
[0053] In the above example, the game participant who arrives at station A first will achieve the acquisition condition set for station A. Alternatively, if the game participant spends more than 1,000 yen at retail store B, the acquisition condition set for retail store B will be achieved.
[0054] A game participant who determines that the acquisition condition has been achieved notifies the server device 10. Specifically, a game participant who determines that the acquisition condition has been achieved presses an “acquisition condition achieved” button displayed on the terminal 20.
[0055] In response to pressing of the acquisition condition achievement button, the server device 10 determines whether or not the game participant can monopolize the facility at which the game participant has arrived (whether or not the facility has been acquired successfully).
[0056] The server device 10 determines whether or not a first requirement (location requirement) is satisfied based on the current location of the game participant.
[0057] Furthermore, the server device 10 determines whether or not a second requirement (achievement requirement) is satisfied. At that time, the server device 10 requests the game participants to provide information for determining whether or not the second requirement is satisfied, as necessary.
[0058] For example, in the above example of retail store B, the server device 10 requests the game participants to provide objective information (hereinafter, referred to as evidence information) showing that they have made purchases of 1000 yen or more (see FIG. 7).
[0059] For example, a game participant operates the terminal 20 to take a picture of a receipt issued by retail store B. The server device 10 analyzes the evidence information (e.g., image data showing the receipt) and determines whether the acquisition condition has been met.
[0060] Depending on the contents of the acquisition conditions, the server device 10 may not need to acquire evidence information.
[0061] If the location requirement and the achievement requirement are satisfied for a game participant who has notified the server device 10 that he or she has achieved the acquisition condition, the server device 10 allows the game participant to monopolize the facility. As a result, the game participant can monopolize (acquire) the facility.
[0062] When the game participant succeeds in acquiring the facility, the server device 10 stores this fact in the user management database.
[0063] In addition, the server device 10 discloses the progress of the game to each game participant. Specifically, the server device 10 discloses the current locations of the other game participants and the status of each facility (presence or absence of a monopolist, toll fees, acquisition conditions, etc.) to the game participants.
[0064] For example, the server device 10 displays a screen as shown in Fig. 8 on the terminal 20 of each game participant. In the drawings including Fig. 8, a white character (a character with an arrow pointing upward) indicates the game participant's own character (avatar). Also, a gray character indicates the character of another game participant.
[0065] When a game participant passes through a facility (the vicinity of a facility) monopolized by another game participant, the server device 10 collects a toll from the other game participant. When the server device 10 determines, based on the position information of the game participant, that the game participant has passed through an actual facility corresponding to the monopolized facility in the game, the server device 10 collects a toll from the passerby. The server device 10 transfers the passage points set for the monopolized facility from the passerby to the facility monopolist.
[0066] <End of Facility Monopoly Game> When the end time of the facility monopoly game arrives, the server device 10 converts the facilities acquired by each game participant into points. The server device 10 calculates the points owned by each user (the total value of the initial points, the evaluation points of the monopoly facility, and the passage points acquired from others). The server device 10 determines the ranking (win or lose) among the game participants according to the number of points owned by each game participant. The server device 10 grants benefits to the game participants according to the determined ranking.
[0067] For example, the winner of the game or the participants who placed highly in the game may be given goods related to the baseball team or soccer team that plays at the stadium. Alternatively, the winner of the game may be given a discount coupon that can be used at the stadium or in the vicinity.
[0068] Next, each device included in the information processing system according to the first embodiment will be described in detail.
[0069] [Server device] 9 is a diagram illustrating an example of a processing configuration (processing module) of the server device 10 according to an embodiment of the present disclosure. Referring to FIG. 9, the server device 10 includes a communication control unit 201, a user registration unit 202, a game control unit 203, and a storage unit 204.
[0070] The communication control unit 201 is a means for controlling communication with other devices. For example, the communication control unit 201 receives data (packets) from the terminal 20. The communication control unit 201 also transmits data to the terminal 20. The communication control unit 201 passes the data received from the other devices to the other processing modules. The communication control unit 201 transmits the data acquired from the other processing modules to the other devices. In this way, the other processing modules transmit and receive data to and from the other devices via the communication control unit 201. The communication control unit 201 has a function as a receiving unit that receives data from the other devices and a function as a transmitting unit that transmits data to the other devices.
[0071] The user registration unit 202 is a means for performing user registration. The user registration unit 202 acquires the user's name, sex, address, date of birth, email address, etc. from a predetermined web page, etc.
[0072] Furthermore, the user registration unit 202 generates a user ID for the user whose name, etc., has been acquired. The user ID may be any information that can uniquely identify the user. For example, the user registration unit 202 may assign a unique value each time a user is registered as the user ID.
[0073] The user registration unit 202 stores the generated user ID and the acquired information in a user management database (see FIG. 10). Note that the user management database shown in FIG. 10 is merely an example, and is not intended to limit the items to be stored. For example, the user management database may store information regarding benefits given to users.
[0074] The user registration unit 202 transmits the generated user ID to the terminal 20 of the user.
[0075] The game control unit 203 is a means for executing control relating to the facility monopoly game.
[0076] The game control unit 203 has functions as a disclosure means, a first determination means, a second determination means, an exclusive permission means, a point control means, a benefit control means, a movement control means, a benefit control means, an acquisition condition control means, and a passage control means.
[0077] The disclosure means discloses to each of the multiple game participants the acquisition conditions that are set for each of the multiple facilities in the real world and that are required for the game participant to monopolize the facilities in the game corresponding to the facilities in the real world and that the game participant is required to achieve.
[0078] The first determination means determines whether or not a first game participant of the plurality of game participants is staying at one facility of a plurality of facilities in the real world.
[0079] The second determination means determines whether or not the first game participant has achieved an acquisition condition set for one of the facilities.
[0080] The exclusive permission means permits the first game participant to exclusively use one facility in the game when the first game participant stays in the one facility and achieves an acquisition condition set for the one facility.
[0081] When the game ends, the point control means gives each of the plurality of game participants points according to the evaluation of each facility that each of the game participants has monopolized.
[0082] The movement control means moves an avatar corresponding to a game participant on an in-game map simulating an area including a plurality of facilities in the real world in accordance with the movement of the game participant in the real world.
[0083] The benefit control means determines rankings among the plurality of game participants according to points owned by each of the plurality of game participants, and gives the game participants benefits based on the determined rankings.
[0084] When a first game participant monopolizes one facility, the acquisition condition control means resets a second acquisition condition, which is more difficult than the first acquisition condition set for the one facility, as an acquisition condition for the one facility.
[0085] When a second game participant among the multiple game participants passes through a facility in the real world corresponding to a facility monopolized by the first game participant in the game, the passage control means collects points from the second game participant according to a toll set for the facility, and gives the collected points to the first game participant.
[0086] The operation of the game control unit 203 including the above-mentioned means will be described in detail below.
[0087] When a user operates the terminal 20 to access a web page or the like for starting a facility monopoly game, the game control unit 203 acquires a user ID from the terminal 20. The game control unit 203 searches the user management database using the user ID as a key to identify the corresponding user.
[0088] The game control unit 203 sets the identified user as a game participant. The game control unit 203 sets "before the game starts" in the status field of the corresponding entry in the user management database.
[0089] When the predetermined game start time arrives, the game control unit 203 starts the facility monopoly game. The game control unit 203 sets "in game" in the status field of the game participant.
[0090] When the game starts, the game control unit 203 makes the acquisition conditions set for each facility public to the game participants.
[0091] The game control unit 203 refers to a facility management database that stores information about each facility (for example, name and coordinate information (latitude, longitude)) in association with the contents of the acquisition conditions, etc.
[0092] Fig. 11 is a diagram showing an example of a facility management database. As shown in Fig. 11, the facility management database stores facility information, monopolist information, evaluation points, passage points, acquisition conditions, etc. in association with each other. The facility management database shown in Fig. 11 is an example, and is not intended to limit the items to be stored.
[0093] In the facility management database shown in Fig. 11, the acquisition conditions for each facility are stored in order according to the difficulty level. Specifically, the acquisition condition that is the easiest to achieve (set first) among the acquisition conditions set for each facility is listed at the top. Also, the latest condition field of the facility management database stores a flag indicating the latest acquisition condition for each facility.
[0094] The system administrator or the like inputs in advance the contents of the acquisition conditions, evaluation points, passage points, etc., to be set for each facility into the server device 10. The system administrator or the like determines the evaluation points, passage points, etc., taking into consideration the location of the facility, etc.
[0095] The game control unit 203 reads out facility information and the initial acquisition conditions from the facility management database, and displays the facility and the corresponding acquisition conditions on each game participant's terminal 20. For example, the game control unit 203 displays a screen as shown in FIG.
[0096] The game control unit 203 processes the current position notification received from the terminal 20. The operation of the game control unit 203 when a current position notification is received from the terminal 20 will be described with reference to Fig. 12.
[0097] The game control unit 203 receives a "current location notification" from the terminal 20 of a game participant (step S101).
[0098] The game control unit 203 identifies the user who is playing the game based on the user ID included in the current position notification (step S102).
[0099] The game control unit 203 updates the identified current location of the user based on the current location included in the current location notification (step S103). The game control unit 203 stores the location information (coordinate information) included in the current location notification in the current location field of the user management database.
[0100] When the game control unit 203 updates the current position of a game participant, it updates the current position of an avatar corresponding to the game participant (the position of the avatar displayed on the terminal 20) (step S104). The game control unit 203 converts real-world coordinate information into coordinate information in the game coordinate system, and moves the avatar corresponding to the current position of the game participant.
[0101] In this way, the game control unit 203 acquires the location information of the terminal 20 carried by the game participant from the terminal 20, and moves the avatar of the game participant based on the acquired location information.
[0102] The game control unit 203 also updates the positions of the avatars corresponding to the owner of the terminal 20 that received the current location notification on the game screens of game participants other than the owner of the terminal 20 that transmitted the current location notification. As a result, the positions of the avatars corresponding to the game participants are updated (changed) in real time on the game screen as shown in FIG.
[0103] The game control unit 203 controls whether or not a game participant can monopolize a facility. Specifically, when a game participant presses an "Acquisition condition achieved" button displayed on the terminal 20, the game control unit 203 determines whether or not the game participant can monopolize (acquire) the facility.
[0104] The operation of the game control unit 203 when the acquisition condition achievement button is pressed will be described with reference to FIG.
[0105] When the acquisition condition achievement button is pressed, the game control unit 203 acquires the current location of the game participant who pressed the acquisition condition achievement button from the user management database (step S201).
[0106] The game control unit 203 uses the acquired current location to determine whether the game participant is staying in a facility for which an acquisition condition is set. That is, the game control unit 203 performs a determination regarding a location requirement for the game participant to monopolize the facility (step S202).
[0107] For example, the game control unit 203 calculates the difference between the current location (coordinate information) of the game participant and the location (coordinate information) of each facility stored in the facility management database. If the calculated difference is within a predetermined range, the game control unit 203 determines that the game participant is staying at a facility where the difference is within the predetermined range. If there is no facility where the calculated difference is within the predetermined range, the game control unit 203 determines that the game participant is not staying at any of the facilities for which an acquisition condition is set.
[0108] If the game participant is not staying at the facility (step S203, No branch), the game control unit 203 does not allow the game participant to monopolize the facility (there is no facility that allows monopoly). The game control unit 203 sets the result of the monopoly determination to "not monopolize" (step S204).
[0109] If the game participant is staying at a facility (step S203, Yes branch), the game control unit 203 determines whether or not the achievement requirement of the facility where the game participant has arrived is satisfied (determination of achievement requirement; step S205).
[0110] Specifically, the game control unit 203 reads out the latest acquisition condition corresponding to the facility where the user is staying from the facility management database. The game control unit 203 uses the contents of the read acquisition condition to determine whether the acquisition condition has been achieved.
[0111] For example, in the case of an acquisition condition such as "arrive first" set for station A, the game control unit 203 determines that the acquisition condition has been achieved if no monopolist has been set for the facility that the game participant is attempting to monopolize.
[0112] On the other hand, in the case of an acquisition condition set for retail store B, such as "shopping for 1000 yen or more," the game control unit 203 requests the game participant to present information (evidence information) that objectively indicates that the acquisition condition has been achieved. For example, the game control unit 203 displays a GUI (Graphical User Interface) as shown in FIG. 14 on the terminal 20, and requests the game participant to take a picture of the receipt issued by retail store B.
[0113] The game control unit 203 analyzes the image data acquired by the GUI to determine whether or not the acquisition condition set for retail store B has been achieved. Specifically, the game control unit 203 uses OCR (Optical Character Recognition) technology to read the name of the store where the purchase was made and the payment amount from the image data to determine whether or not the acquisition condition has been achieved. Alternatively, the game control unit 203 may make the above determination using a learning model (AI (Artificial Intelligence) model) prepared in advance.
[0114] In this way, the game control unit 203 determines whether or not the game participant has achieved the acquisition condition by using the location information acquired from the terminal 20 held by the game participant. Alternatively, the game control unit 203 may acquire objective information from the game participant indicating that the acquisition condition has been achieved, and determine whether or not the game participant has achieved the acquisition condition based on the acquired objective information.
[0115] If the acquisition condition has not been achieved (step S206, No branch), the game control unit 203 sets the result of the monopoly determination to "monopoly not allowed" (step S204).
[0116] If the acquisition condition is met (step S206, Yes branch), the game control unit 203 sets the result of the monopoly determination to "monopoly allowed" (step S207).
[0117] When the acquisition condition is met, the game control unit 203 reflects the monopoly of the facility by the game participant in the user management database and the facility management database. The game control unit 203 adds the facility (such as the name of the facility) that has been determined to be monopolizable to the monopolized facility field of the user management database. In addition, the game control unit 203 overwrites the user ID of the game participant in the monopolist field of the facility management database.
[0118] Furthermore, the game control unit 203 updates the acquisition conditions for the facility for which the monopolist has changed (step S208). Specifically, the game control unit 203 replaces the flag set in the latest condition field of the facility management database.
[0119] When the acquisition conditions for a facility are updated (when the monopolist of the facility changes and the difficulty of the acquisition conditions increases), the game control unit 203 discloses the newly set acquisition conditions to the game participants. For example, the game control unit 203 displays the new acquisition conditions on a screen as shown in FIG. 8.
[0120] The game control unit 203 notifies the game participant of the result of the determination of whether or not monopoly is possible (monopoly possible, monopoly impossible) (step S209). For example, if the game participant succeeds in monopolizing the facility, the game control unit 203 displays a screen as shown in Fig. 15 on the terminal 20. At that time, the game control unit 203 may notify the game participant of the acquired passage points for the facility, as shown in Fig. 15.
[0121] Alternatively, if the monopoly of the facility fails, the game control unit 203 displays a screen such as that shown in FIG.
[0122] The game control unit 203 executes control relating to the collection of tolls (toll points).
[0123] The game control unit 203 periodically or at a predetermined timing determines whether or not a game participant has passed through a facility monopolized by another person (an actual facility corresponding to a facility monopolized in the game). For example, the game control unit 203 executes the above determination at the timing of receiving a current position notification from the terminal 20.
[0124] Specifically, the game control unit 203 accesses the facility management database and extracts entries in which the user ID of a user other than the owner (game participant) of the terminal 20 that sent the current location notification is set in the monopolist field. The game control unit 203 calculates the difference between the current location (coordinate information) of the game participant and the location (coordinate information) of each facility (entry) extracted from the facility management database. If the calculated difference is within a predetermined range, the game control unit 203 determines that the game participant has passed through a facility whose difference is within the predetermined range. If there is no facility whose calculated difference is within the predetermined range, the game control unit 203 determines that the game participant has not passed through a facility where a monopolist is set.
[0125] If the game participant is not passing through a facility exclusively owned by another person, the game control unit 203 does not execute any particular process.
[0126] When a game participant passes through a facility monopolized by another person, the game control unit 203 collects a toll from the game participant passing through the facility monopolized by another person. The game control unit 203 accesses the user management database and subtracts the toll (passage points set for the target facility) from the point field of the game participant who corresponds to the passerby. The game control unit 203 adds the subtracted points to the point field of the game participant who corresponds to the monopolist of the facility.
[0127] In addition, a game participant can pass through a facility that is monopolized by the game participant or a facility where no monopolist is set free of charge. In addition, if a game participant cannot pay the toll (if the game participant's points become negative), the game control unit 203 may not allow the game participant to continue the game.
[0128] When the game end time arrives, the game control unit 203 ends the facility monopoly game.
[0129] When the game ends, the game control unit 203 converts the facilities that each game participant has exclusive ownership of into points. The game control unit 203 reads out the evaluation points set for the facilities that the game participant has exclusive ownership of from the facility management database. The game control unit 203 adds the read evaluation points to the point field of the game participant.
[0130] Furthermore, the game control unit 203 determines the ranking (win / lose) among the game participants according to the points (total of initial points, evaluation points, and passing points) that each game participant has at the end of the game. The game control unit 203 gives the game participants a privilege based on their game ranking.
[0131] For example, the game control unit 203 may give a discount coupon for obtaining a good prize or a large discount to a user with a high ranking. Alternatively, the game control unit 203 may give a special benefit to the top three game participants, for example.
[0132] A detailed description of the benefits given to game participants, how the benefits are determined, and how the benefits are given will be omitted, as the provision of benefits is obvious to those skilled in the art and is beyond the scope of the present disclosure.
[0133] For example, a user may receive a gift or discount coupon at a designated location in a stadium. For example, the user may provide his / her name, etc. to a stadium attendant, etc. The attendant inputs the user's name into server device 10 using an attendant terminal (not shown in FIG. 3, etc.). Server device 10 identifies the user corresponding to the acquired name, and notifies the attendant (attendant terminal) of information on the gift, discount coupon, etc. that the user has obtained.
[0134] The game control unit 203 notifies each game participant of the game result, the awarded benefits, etc. For example, the game control unit 203 displays a screen as shown in FIG. 17 on the terminal 20 of the winner of the game (the user who has acquired the most points).
[0135] When the game ends, the game control unit 203 initializes the status field of the user management database, the monopoly facility field, the monopolist field of the facility management database, the latest condition field, and the like.
[0136] The storage unit 204 is a means for storing information necessary for the operation of the server device 10.
[0137] [Device] Examples of the terminal 20 include a mobile terminal device such as a smartphone, a mobile phone, a game machine, and a tablet. The terminal 20 can be any equipment or device that can accept user operations and communicate with the server device 10, etc. In addition, since the configuration of the terminal 20 is clear to those skilled in the art, detailed explanations will be omitted.
[0138] Next, a modification of the first embodiment will be described.
[0139] <Variation 1> The acquisition conditions described in the above embodiment are merely examples, and other acquisition conditions may be set. For example, an acquisition condition for Park D may be set to "shop at least 300 yen at a store in the park and stay for at least 10 minutes." In such a case, the game control unit 203 of the server device 10 stores a history of location information for each user. The game control unit 203 may determine whether the acquisition condition has been met or not using evidence information (receipts) acquired from the user and the history of location information.
[0140] Alternatively, an acquisition condition such as "go around the stadium" may be set as the acquisition condition for the stadium. In this way, the acquisition condition set for the facility may be related to the physical strength of the user. In this case, the game control unit 203 may determine whether the acquisition condition has been achieved (whether the user has gone around the stadium) based on the history of the position information at the time when the user presses the acquisition condition achievement button.
[0141] In this manner, the game control unit 203 of the server device 10 may determine whether or not a game participant has achieved the acquisition condition by using the history of location information acquired from the terminal 20 possessed by the game participant.
[0142] Alternatively, the acquisition condition set for a facility may be related to a social networking service (SNS). For example, the acquisition condition for restaurant C may be set to "take a picture of restaurant C and post it on an SNS." In this case, the game control unit 203 requests the submission of a posting screen (screenshot) of the SNS as evidence information. The game control unit 203 may analyze the acquired posting screen (image data) and determine whether an image showing restaurant C has been posted on the SNS.
[0143] In this way, the game control unit 203 may acquire information regarding posts on a social networking service (SNS) from game participants as objective information indicating that the acquisition condition has been achieved.
[0144] <Variation 2> When updating the acquisition conditions, the game control unit 203 of the server device 10 may, with an extremely low probability, set acquisition conditions for the facility for which the monopolist has been replaced to be more lenient than those before the update. By easing the acquisition conditions, the possibility of a major reversal occurring during the game increases.
[0145] In this way, when a first game participant monopolizes a facility, the game control unit 203 may reset the third acquisition condition, which is less difficult than the first acquisition condition, as the acquisition condition for the facility with a lower probability than when the second acquisition condition is set as the acquisition condition for the facility.
[0146] <Modification 3> The acquisition condition set for a facility may include a description of a condition to be achieved by a plurality of game participants working together. When such an acquisition condition is achieved, the server device 10 may treat the plurality of game participants as monopolists of the facility.
[0147] For example, a condition for acquiring a stadium may be set such that "one game participant spends 300 yen or more, and another game participant spends 500 yen or more." In this case, when two game participants staying in the stadium press the acquisition condition achievement button at substantially the same time, the game control unit 203 of the server device 10 requests evidence information from each game participant.
[0148] The game control unit 203 analyzes the evidence information (receipt) acquired from each game participant and determines whether the acquisition condition is achieved. In this way, the game control unit 203 may determine whether the acquisition condition, which describes the actions of multiple game participants, is achieved based on the evidence information acquired from each of the multiple game participants.
[0149] <Modification 4> The server device 10 may provide a facility monopoly game in which groups of multiple users compete with each other to see who can get the most points. In this case, the game control unit 203 of the server device 10 divides the game participants into groups automatically or according to the user's request.
[0150] When the time for the facility monopoly game to end arrives, the game control unit 203 tallies up the points acquired by each member (game participant) belonging to each group, and calculates the number of points acquired by each group.
[0151] The game control unit 203 determines the ranking of the groups based on the number of points acquired by each group. A predetermined benefit is awarded to the game participants who belong to the winning group and the game participants who belong to the high-ranking group.
[0152] In this way, the game control unit 203 may realize a facility monopoly game in which multiple teams compete for point balances. That is, multiple game participants are divided into multiple groups. The game control unit 203 determines the ranking of the multiple groups according to the number of points acquired by each game participant belonging to each group. The game control unit 203 gives a privilege to the game participants belonging to each group based on the determined ranking of the group.
[0153] <Variation 5> The server device 10 may obtain evidence information from facilities such as retail stores and restaurants, instead of obtaining evidence information from users (for example, image data showing receipts issued by retail stores and the like).
[0154] For example, the server device 10 may obtain evidence information by settlement using biometric information. In this case, the server device 10 obtains the biometric information (e.g., face information) and credit card information of the user at the time of user registration.
[0155] A POS (Point of Sale) terminal is installed in a restaurant or the like. When a user purchases a product or service at a restaurant or the like, the POS terminal transmits biometric information (face information) and payment information of the user to a server device 10.
[0156] The game control unit 203 of the server device 10 executes an authentication (matching) process using the preregistered biometric information and the biometric information acquired from the POS terminal to identify the product purchaser. The game control unit 203 performs payment using the credit card information and payment information of the identified product purchaser. If the payment is successful, the game control unit 203 stores the payment information acquired from the POS terminal in the user management database.
[0157] When a user presses the acquisition condition achievement button, the game control unit 203 uses the payment information stored in association with the user as evidence information to determine whether the acquisition condition has been achieved or not.
[0158] In this way, instead of the user sending a receipt to the server device 10, payment information used at the time of payment by face authentication may be sent to the server device 10.
[0159] <Variation 6> The server device 10 may allow only users staying in the vicinity of the stadium (stadium visitors) to participate in the facility monopoly game.
[0160] In this case, the game control unit 203 may determine whether or not the user can participate in the game based on the user's current location. The game control unit 203 acquires the user's current location at the start of the game. If the acquired current location is within a predetermined range (around the stadium), the game control unit 203 permits the user to participate in the game.
[0161] As described above, the information processing system according to the first embodiment provides a facility monopoly game. In the facility monopoly game, the winner of the game and the game participants with high rankings are given benefits such as prizes and discount coupons. Game users aim to monopolize the facilities in the game in order to acquire points that affect the outcome of the game. In order to monopolize the facilities, the user must actually visit a central facility in the area, such as a stadium, and its surrounding facilities, and achieve the acquisition conditions set for each facility, such as the stadium. An acquisition condition is set for each facility, such as requiring the user to spend a predetermined amount of money or more at the facility visited. Therefore, in order to win, the game participants travel around not only the stadium but also the surrounding facilities, and engage in consumption behavior at the travel destination to achieve the acquisition conditions. As a result, many game participants visit the surrounding facilities, such as the stadium, and engage in consumption behavior, which revitalizes the economy of the area including the stadium.
[0162] Furthermore, in facility monopoly games, a game participant who monopolizes a facility that many game participants pass through can obtain many points (tolls). Since each game participant aims to monopolize such a facility, the monopolist may change hands many times. In facility monopoly games, when the monopolist changes hands, more difficult acquisition conditions (e.g. acquisition conditions requiring a larger amount of consumption) are set, so that more consumption (sales of high-priced goods) occurs at the actual facility. As a result, the economy of the area that has a stadium or the like is revitalized.
[0163] Next, the hardware of each device constituting the information processing system will be described. Fig. 18 is a diagram showing an example of the hardware configuration of the server device 10.
[0164] The server device 10 can be configured by an information processing device (so-called a computer), and has the configuration exemplified in Fig. 18. For example, the server device 10 has a processor 311, a memory 312, an input / output interface 313, a communication interface 314, etc. The components such as the processor 311 are connected by an internal bus or the like, and are configured to be able to communicate with each other.
[0165] However, the configuration shown in Fig. 18 is not intended to limit the hardware configuration of the server device 10. The server device 10 may include hardware not shown, and may not include the input / output interface 313 as necessary. In addition, the number of processors 311 and the like included in the server device 10 is not intended to be limited to the example shown in Fig. 18, and for example, the server device 10 may include multiple processors 311.
[0166] The processor 311 is, for example, a programmable device such as a central processing unit (CPU), a micro processing unit (MPU), or a digital signal processor (DSP). Alternatively, the processor 311 may be a device such as a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC). The processor 311 executes various programs including an operating system (OS).
[0167] The memory 312 is a random access memory (RAM), a read only memory (ROM), a hard disk drive (HDD), a solid state drive (SSD), etc. The memory 312 stores an OS program, application programs, and various data.
[0168] The input / output interface 313 is an interface for a display device and an input device (not shown). The display device is, for example, a liquid crystal display, etc. The input device is, for example, a keyboard, a mouse, a touch panel, etc. that accepts user operations.
[0169] The communication interface 314 is a circuit, a module, etc. that communicates with other devices. For example, the communication interface 314 includes a network interface card (NIC).
[0170] The functions of the server device 10 are realized by various processing modules. The processing modules are realized, for example, by the processor 311 executing a program stored in the memory 312. The program can be recorded in a computer-readable storage medium. The storage medium can be a non-transitory medium such as a semiconductor memory, a hard disk, a magnetic recording medium, or an optical recording medium. That is, the present invention can also be embodied as a computer program product. The program can be downloaded via a network or updated using a storage medium storing the program. The processing modules may also be realized by a semiconductor chip.
[0171] Like the server device 10, the terminal 20 can also be configured using an information processing device, and the basic hardware configuration of the terminal 20 is no different from that of the server device 10, so a description thereof will be omitted.
[0172] The server device 10 is equipped with a computer, and the computer executes a program to realize the functions of the server device 10. The server device 10 also executes a control method for the server device 10 by the program.
[0173] [Variations] The configuration, operation, etc. of the information processing system described in the above embodiment are merely examples, and are not intended to limit the system configuration, etc.
[0174] In the above embodiment, a case has been described in which a system administrator inputs evaluations (evaluation points) of facilities to the server device 10. That is, a case has been described in which evaluation points of facilities are determined in advance. However, the server device 10 may determine the evaluation points of facilities. For example, the game control unit 203 of the server device 10 may give more evaluation points to facilities that many game participants have passed through, and less evaluation points to facilities that few game participants have passed through. That is, the game control unit 203 may determine evaluation points according to the number of passers-by at the monopoly facility.
[0175] Alternatively, the server device 10 may determine the evaluation points according to the difficulty of the final acquisition condition of the facility. In other words, the game control unit 203 may give more evaluation points to a facility where the monopolist has changed many times, and give fewer evaluation points to a facility where the monopolist has changed infrequently. A facility where the monopolist has changed many times indicates that it is highly popular among game participants, and this high popularity may be reflected in the points.
[0176] The server device 10 may automatically determine the passage points (tolls) as well as the evaluation points. For example, the game control unit 203 sets a high passage point for a facility where many game participants pass through. Alternatively, the game control unit 203 sets a high passage point for a facility where the monopolist has changed hands many times.
[0177] The server device 10 may automatically generate the acquisition conditions. The server device 10 may generate the acquisition conditions using a learning model prepared in advance. For example, the server device 10 may generate the acquisition conditions using a learning model that outputs acquisition conditions suitable for the target facilities when the number of game participants, the time period, the target facilities of the acquisition conditions, etc. are input.
[0178] When the user's terminal 20 determines that the user has achieved the acquisition condition, the terminal 20 may notify the user of the achievement of the acquisition condition. For example, when the user arrives at the facility, the terminal 20 may display a pop-up of an acquisition condition achievement button. The terminal 20 may detect that the user is staying near the facility and display the acquisition condition achievement button.
[0179] In the above embodiment, the stadium is also described as a target facility for monopoly. However, the stadium (a central facility in the region) may be excluded from the target facilities of the facility monopoly game. This is because one of the purposes of the information processing system disclosed in the present application is to encourage users to visit facilities (e.g., retail stores, restaurants, etc.) surrounding the stadium.
[0180] The server device 10 may change the facility for which acquisition conditions are set, the content of the acquisition conditions set for the facility, the number of evaluation points given to a user for monopolizing the facility, the number of passage points, etc., depending on the season, day of the week, time of day, etc.
[0181] The acquisition conditions for each facility may be set with a time limit from the start of the game until they are achieved. For example, the acquisition conditions for Station A may need to be achieved within 10 minutes of the start of the game, and the acquisition conditions for Retail Store B may need to be achieved within 30 minutes of the start of the game. In this way, the acquisition conditions themselves may have a time limit set for achieving them.
[0182] In the above embodiment, the server device 10 acquires location information of the terminal 20 carried by the user from the terminal 20, and changes the location of the avatar in the virtual space based on the acquired location information. The server device 10 may acquire information from an authentication terminal (not shown in FIG. 3, etc.) installed in various places (e.g., stations, stadiums, retail stores, restaurants, etc.) in the target area to identify the location of the user. The server device 10 stores biometric information (e.g., face information) of each user and acquires the biometric information of the user from the authentication terminal. The server device 10 executes biometric authentication. If the biometric authentication is successful, the server device 10 determines that the user detected by the authentication terminal is present at the location (e.g., station or stadium) where the authentication terminal is installed. The server device 10 changes the location of the avatar in the virtual space based on the location (location in the real world) of the user identified by the biometric authentication.
[0183] The server device 10 may obtain, from the user, information on an avatar to be displayed on the game screen when the user is registered. Specifically, the user registration unit 202 may obtain image data of a character or the like that the user likes, and use the obtained character or the like as the user's avatar.
[0184] The server device 10 may grant points to a user based on other events in addition to the achievement of the acquisition condition for a facility. For example, the game control unit 203 of the server device 10 may grant points based on the progress of the acquisition condition at the end of the game. For example, consider an acquisition condition such as "go around the stadium once." In this case, even if the user has not completed the acquisition condition (go around the stadium once) at the end of the game, the game control unit 203 may grant the user evaluation points according to the distance (number of steps) that the user has traveled around the stadium. In other words, an acquisition condition may be set in which the number of points granted to a facility is determined in stages.
[0185] In the above embodiment, the case where the user management database and facility management database are configured inside the server device 10 has been described, but these databases may be constructed in an external database server or the like. That is, some of the functions of the server device 10 may be implemented in another device. More specifically, it is sufficient that the above-described "game control unit (game control means)" and the like are implemented in any of the devices included in the system.
[0186] In the flow charts (flow charts, sequence diagrams) used in the above description, multiple steps (processes) are described in order, but the order of execution of the steps executed in the embodiments is not limited to the order described. In the embodiments, the order of the steps shown in the figures can be changed to a degree that does not interfere with the content, such as executing each process in parallel.
[0187] The above-mentioned embodiments have been described in detail to facilitate understanding of the present disclosure, and it is not intended that all of the configurations described above are necessary. In addition, when a plurality of embodiments are described, each embodiment may be used alone or in combination. For example, it is possible to replace a part of the configuration of an embodiment with the configuration of another embodiment, or to add the configuration of another embodiment to the configuration of an embodiment. Furthermore, it is possible to add, delete, or replace a part of the configuration of an embodiment with another configuration.
[0188] From the above explanation, the industrial applicability of the present invention is clear, and the present invention can be suitably applied to an information processing system that provides a facility monopoly game linked to the movement of users.
[0189] A part or all of the above-described embodiments can be described as, but is not limited to, the following supplementary notes.
[0190] [Appendix 1] a disclosure means for disclosing to each of the plurality of game participants a capture condition that is set for each of a plurality of facilities in the real world and is required for the game participant to achieve in order for the game participant to monopolize a facility in the game corresponding to the facility in the real world; a first determination means for determining whether a first game participant among the plurality of game participants is staying at one facility among the plurality of facilities in the real world; a second determination means for determining whether or not the first game participant has achieved the acquisition condition set for the one facility; an exclusive permission means for permitting the first game participant to monopolize the one facility in the game when the first game participant stays in the one facility and achieves the acquisition condition set for the one facility; a point control means for giving points to each of the plurality of game participants according to an evaluation of each facility that each of the plurality of game participants has monopolized when the game ends; a reward control means for determining a ranking among the plurality of game participants in accordance with points held by each of the plurality of game participants, and for awarding a reward to the game participants based on the determined ranking; A server device comprising: [Appendix 2] The server device described in Appendix 1, further comprising a passage control means for, when a second game participant among the multiple game participants passes through the one facility in the real world corresponding to the one facility monopolized by the first game participant in the game, collecting points from the second game participant according to a toll set for the one facility and giving the collected points to the first game participant. [Appendix 3] The server device according to claim 2, further comprising an acquisition condition control means for resetting the acquisition condition for the one facility to a second acquisition condition that is more difficult than the first acquisition condition set for the one facility when the first game participant monopolizes the one facility. [Appendix 4] The server device according to claim 3, wherein the acquisition condition control means, when the first game participant monopolizes the one facility, resets the acquisition condition for the one facility to a third acquisition condition that is less difficult than the first acquisition condition with a lower probability than when the second acquisition condition is set as the acquisition condition for the one facility. [Appendix 5] a movement control means for moving an avatar corresponding to the game participant on a map within the game simulating an area including a plurality of facilities in the real world in response to movement of the game participant in the real world; The server device according to any one of appendixes 1 to 4, wherein the movement control means acquires location information of a terminal carried by the game participant from the terminal, and moves the avatar based on the acquired location information. [Appendix 6] The server device according to any one of appendices 1 to 4, wherein the second judgment means acquires objective information from the first game participant indicating that the acquisition condition has been achieved, and judges whether or not the first game participant has achieved the acquisition condition based on the acquired objective information. [Appendix 7] The server device described in Appendix 6, wherein the second judgment means judges whether the acquisition condition, which describes the actions of a plurality of game participants, has been achieved based on objective information indicating that the acquisition condition has been achieved, obtained from each of the plurality of game participants. [Appendix 8] In the server device, a game participant is provided with a game acquisition condition that is set for each of a plurality of facilities in the real world and is required to be achieved by the game participant in order for the game participant to monopolize a facility in the game corresponding to the facility in the real world; determining whether a first game participant among the plurality of game participants is staying at one of a plurality of facilities in the real world; determining whether or not the first game participant has achieved the acquisition condition set for the one facility; When the first game participant stays at the one facility and achieves the acquisition condition set for the one facility, the first game participant is allowed to monopolize the one facility in the game; When the game ends, each of the plurality of game participants is given points according to the evaluation of each facility that the respective game participants have monopolized; A method for controlling a server device, comprising determining a ranking among the plurality of game participants in accordance with points held by each of the plurality of game participants, and giving a benefit to the game participants based on the determined ranking. [Appendix 9] A computer installed in the server device a process of disclosing to each of a plurality of game participants a capture condition that is set for each of a plurality of facilities in the real world and is required for the game participant to achieve in order for the game participant to monopolize a facility in the game corresponding to the facility in the real world; determining whether a first game participant among the plurality of game participants is staying at one of a plurality of facilities in the real world; a process of determining whether or not the first game participant has achieved the acquisition condition set for the one facility; a process of allowing the first game participant to monopolize the one facility in the game when the first game participant stays at the one facility and achieves the acquisition condition set for the one facility; a process of awarding points to each of the plurality of game participants according to an evaluation of each facility that each of the plurality of game participants has monopolized when the game ends; determining a ranking among the plurality of game participants according to points held by each of the plurality of game participants, and giving a privilege to the game participants based on the determined ranking; A program for executing.
[0191] In addition, some or all of the configurations described in Supplementary Notes 2 to 8 that are dependent on Supplementary Note 1 above may also be dependent on Supplementary Notes 8 and 9 in the same dependent relationship as Supplementary Notes 2 to 8. Furthermore, not limited to Supplementary Notes 1, 8, and 9, various hardware, software, various recording means for recording software, or systems may similarly be made to be dependent on some or all of the configurations described as supplementary notes within the scope of each of the above-mentioned embodiments.
[0192] The disclosures of the above cited prior art documents are incorporated herein by reference. Although the embodiments of the present invention have been described above, the present invention is not limited to these embodiments. It will be understood by those skilled in the art that these embodiments are merely illustrative and that various modifications are possible without departing from the scope and spirit of the present invention. In other words, the present invention naturally includes various modifications and amendments that a person skilled in the art can make in accordance with the entire disclosure, including the scope of the claims, and the technical ideas. [Explanation of symbols]
[0193] 10. Server equipment 20 Terminals 100 Server device 101 Disclosure methods 102 First determination means 103 Second Judgment Method 104 Exclusive Licensing Instruments 105 Point Control Means 106 Benefit Control Measures 201 Communication control section 202 User Registration Department 203 Game control unit 204 Storage section 311 Processor 312 Memory 313 Input / Output Interface 314 Communication Interface
Claims
1. a disclosure means for disclosing to each of the plurality of game participants a capture condition that is set for each of a plurality of facilities in the real world and is required for the game participant to achieve in order for the game participant to monopolize a facility in the game corresponding to the facility in the real world; a first determination means for determining whether or not a first game participant among the plurality of game participants is staying at one of the plurality of facilities in the real world; a second determination means for determining whether or not the first game participant has achieved the acquisition condition set for the one facility; an exclusive permission means for permitting the first game participant to exclusively use the one facility in a game when the first game participant stays in the one facility and achieves the acquisition condition set for the one facility; a point control means for giving points to each of the plurality of game participants according to an evaluation of each facility that each of the plurality of game participants has monopolized when the game ends; a reward control means for determining a ranking among the plurality of game participants in accordance with points held by each of the plurality of game participants, and for awarding a reward to the game participants based on the determined ranking; A server device comprising:
2. The server device according to claim 1, further comprising a passage control means for, when a second game participant among the plurality of game participants passes through the one facility in the real world corresponding to the one facility monopolized by the first game participant in the game, collecting points from the second game participant according to a toll set for the one facility and giving the collected points to the first game participant.
3. The server device according to claim 2, further comprising an acquisition condition control means for resetting, when the first game participant monopolizes the one facility, a second acquisition condition that is more difficult than the first acquisition condition set for the one facility as the acquisition condition for the one facility.
4. The server device according to claim 3, wherein the acquisition condition control means, when the first game participant monopolizes the one facility, resets the acquisition condition for the one facility to a third acquisition condition that is less difficult than the first acquisition condition with a lower probability than when the second acquisition condition is set as the acquisition condition for the one facility.
5. a movement control means for moving an avatar corresponding to the game participant on a map within the game simulating an area including a plurality of facilities in the real world in response to movement of the game participant in the real world; 5. The server device according to claim 1, wherein the movement control means acquires location information of a terminal carried by the game participant from the terminal, and moves the avatar based on the acquired location information.
6. The server device according to any one of claims 1 to 4, wherein the second determination means obtains objective information from the first game participant indicating that the acquisition condition has been achieved, and determines whether or not the first game participant has achieved the acquisition condition based on the obtained objective information.
7. The server device according to claim 6, wherein the second determination means determines whether or not the acquisition condition, which describes actions by a plurality of game participants, has been achieved based on objective information indicating that the acquisition condition has been achieved, obtained from each of the plurality of game participants.
8. In the server device, a game participant is provided with a game acquisition condition that is set for each of a plurality of facilities in the real world and is required to be achieved by the game participant in order for the game participant to monopolize a facility in the game corresponding to the facility in the real world; determining whether a first game participant among the plurality of game participants is staying at one of a plurality of facilities in the real world; determining whether the first game participant has achieved the acquisition condition set for the one facility; When the first game participant stays at the one facility and achieves the acquisition condition set for the one facility, the first game participant is allowed to monopolize the one facility in the game; When the game ends, each of the plurality of game participants is given points according to the evaluation of each facility that the respective game participants have monopolized; A method for controlling a server device, comprising: determining a ranking among the plurality of game participants according to points held by each of the plurality of game participants; and providing the game participants with a benefit based on the determined ranking.
9. A computer installed in the server device a process of disclosing to each of a plurality of game participants a capture condition that is set for each of a plurality of facilities in the real world and is required for the game participant to achieve in order for the game participant to monopolize a facility in the game corresponding to the facility in the real world; determining whether a first game participant among the plurality of game participants is staying at one of a plurality of facilities in the real world; a process of determining whether or not the first game participant has achieved the acquisition condition set for the one facility; a process of allowing the first game participant to monopolize the one facility in the game when the first game participant stays at the one facility and achieves the acquisition condition set for the one facility; a process of awarding points to each of the plurality of game participants according to an evaluation of each facility that each of the plurality of game participants has monopolized when the game ends; determining a ranking among the plurality of game participants according to points held by each of the plurality of game participants, and giving a privilege to the game participants based on the determined ranking; A program for executing the above.
Citation Information
Patent Citations
Game program and game system
JP2019093032A