Information processing device, information processing method, program, and information processing system
Patent Information
- Application Number
- JP2023134811
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-22
- Publication Date
- 2025-03-07
AI Technical Summary
【0007】 本発明の一態様によれば、プレイヤによるゲーム媒体消費に関する興趣性の向上を図ることができる。
Smart Images

Figure 2025029918000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, an information processing method, a program, and an information processing system. [Background technology]
[0002] Conventionally, there are known methods for encouraging players to consume game media that they have acquired. For example, Patent Document 1 discloses a mechanism for encouraging players to consume game media by offering more favorable treatment to players who have consumed a threshold amount of game media within a given period of time, such as the number of game events that can be executed and the execution fees, than other players. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-139608 A Summary of the Invention [Problem to be solved by the invention]
[0004] According to the conventional technology, it is expected that consumption of game contents can be encouraged in exchange for the provision of a certain incentive. However, there is room for improvement in the method of providing incentives to players and the motivation to obtain them, making it difficult for players to consume game contents with new enjoyment or a sense of specialness. Therefore, it is difficult to expect an increase in game play frequency or satisfaction due to the consumption of game contents.
[0005] Therefore, the present invention has been made in consideration of the above problems, and aims to provide an information processing device, an information processing method, a program, and an information processing system that can increase the interest of players in consuming game media. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention is characterized in that it includes a control unit that controls a number of game media, among the game media consumed by a player during a first period in a game, determined based on the number of game media that satisfy a predetermined condition and a coefficient corresponding to the result of a predetermined event executed by the player in the game, so that the number of game media can be returned to the player after the end of the first period. Effect of the Invention
[0007] According to one aspect of the present invention, it is possible to increase the interest of players in consuming game media. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a network configuration of a game system. [Diagram 2] FIG. 2 is a diagram illustrating an example of the configuration of a game server according to an embodiment of the present invention. [Diagram 3] FIG. 13 is a diagram showing an example of the configuration of a player management DB. [Figure 4] FIG. 13 is a diagram illustrating an example of the configuration of an item management DB. [Diagram 5] FIG. 13 illustrates an example of the configuration of an event DB. [Figure 6] FIG. 13 is a diagram showing an example of the configuration of return rate determination information. [Figure 7] FIG. 13 is a diagram showing an example of the configuration of difficulty level setting information. [Figure 8] FIG. 1 is a diagram showing an information processing flow according to an embodiment of the present invention (part 1). [Figure 9] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention (part 2). [Figure 10] FIG. 3 is a diagram showing an information processing flow according to an embodiment of the present invention (part 3). [Figure 11] FIG. 1 is a diagram showing an example of an information display form according to an embodiment of the present invention (part 1). [Figure 12] FIG. 2 is a diagram showing an example of an information display form according to an embodiment of the present invention (part 2). [Figure 13]FIG. 4 is a diagram showing an information processing flow according to an embodiment of the present invention (part 4). [Figure 14] FIG. 3 is a diagram showing an example of an information display form according to an embodiment of the present invention (part 3). [Figure 15] FIG. 5 is a diagram showing an information processing flow according to an embodiment of the present invention (part 5). [Figure 16] FIG. 4 is a diagram showing an example of an information display form according to an embodiment of the present invention (part 4). [Figure 17] FIG. 5 is a diagram showing an example of an information display form according to an embodiment of the present invention (part 5). [Figure 18] FIG. 6 is a diagram showing an information processing flow according to an embodiment of the present invention; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, one embodiment of the present invention (hereinafter, referred to as the present embodiment) will be described in detail with reference to the preferred embodiment shown in the accompanying drawings.
[0010] <<System and hardware configuration>> 1 is a diagram showing an example of the configuration of a game system 1 according to this embodiment. The game system 1 is an information processing system according to this embodiment, and is configured to include at least the game server 10 among a server (hereinafter, game server 10) and a plurality of user terminals 20. The game server 10 and each user terminal 20 are connected to each other so as to be able to communicate with each other via an appropriate network N such as the Internet or a mobile phone network. The network N may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), and the like.
[0011] The game server 10 is an information processing device according to this embodiment, which manages various information relating to players of a game (hereinafter referred to as this game) that is distributed and provided via a network N, and cooperates appropriately with user terminals 20 operated by the players to execute some or all of the processing of this game.
[0012] Such a game server 10 is a computer equipped with a control unit 10A, which generates, transmits, and receives data necessary for the game progress, and executes various information processing related to the game progress. Such a game server 10 is configured, for example, by an SNS server or a server computer for cloud services. Server computers for cloud services include server computers for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In addition, the game server 10 may be a single computer or multiple computers distributed in parallel.
[0013] As shown in FIG. 2, the game server 10 has, as hardware devices, an auxiliary storage device 101, a main storage device 103, a calculation device 104, and a communication device 105, which are electrically connected via a bus .
[0014] Among these, the auxiliary storage device 101 is a device that accumulates a series of information related to the game progress when the player plays the game on the user terminal 20, the player's account information, and the like. Specifically, it is configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), a universal serial bus memory (USB memory), or the like. Note that the auxiliary storage device 101 may be implemented in a manner built into the housing of the game server 10, or may be implemented in a manner attached to the outside of the housing in an external form, or may be implemented as a network attached storage (NAS), or the like.
[0015] The auxiliary storage device 101 stores data generally stored in an information processing device (e.g., an operating system), as well as information such as a player management DB 11A, an item management DB 11B, an event DB 11C, return rate determination information 11D, and difficulty setting information 11E. Details of these databases and information will be described later.
[0016] The auxiliary storage device 101 may be configured by a third computer communicatively connected to the game server 10, such as a database server or online storage. In this case, the game server 10 constitutes the information processing device of the present invention together with the third computer constituting the auxiliary storage device 101. When electronic data relating to value such as billing information and payment means is recorded and managed in the auxiliary storage device 101, a distributed ledger technology such as a blockchain may be used to avoid unauthorized data tampering.
[0017] The main storage device 103 is configured with semiconductor memories such as a Read Only Memory (ROM) and a Random Access Memory (RAM), and holds a program 102 that is loaded from the auxiliary storage device 101 and executed by the arithmetic unit 104 .
[0018] The arithmetic device 104 (corresponding to a processor) is configured by a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), or an ASIC (Application Specific Integrated Circuit), etc. The arithmetic device 104 executes the program 102, thereby implementing a control unit 10A, which is a functional unit required for the game server 10 of the present invention.
[0019] The communication device 105 is configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication device 105 is not particularly limited, and examples thereof include communication by wireless LAN based on Wi-fi (registered trademark), communication by a mobile communication system of 3G to 5G or later generations, and communication based on LTE (Long Term Evolution).
[0020] On the other hand, the user terminal 20 is a terminal that allows a player to access the game server 10 through the network N and play the game distributed by the game server 10. In other words, the player can play the game by the user terminal 20 communicating with the game server 10 through the network N. The user terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet terminal, a personal computer, an arcade game device, or a consumer game device.
[0021] In this embodiment, the game server 10 executes a series of information processing steps related to the progress of the game while the player is playing the game on the user terminal 20, and the user terminal 20 inputs information to be handed over to the game server 10 and outputs information distributed from the game server 10, etc.
[0022] An application program for this game (hereinafter, game app 21A) is installed in user terminal 20, and game app 21A is started when a start-up operation by the player is triggered. This starts playing of this game. User terminal 20 is operated by the player while playing the game, generates data according to the operation, and transmits the generated data to game server 10.
[0023] The user terminal 20 also includes, for example, a touch panel for inputting and outputting information. While the player is playing the game, the user terminal 20 displays a game screen, which is a display screen of the game, on the touch panel. The user terminal 20 also accepts operations such as tapping by the player on the touch panel, and responds to the game server 10 with the contents of the operation as necessary. The user terminal 20 also expands display data sent from the game server 10 at any time, and displays images and text information, etc., indicated by the display data on the game screen.
[0024] <<About this game>> Next, an overview of the game provided by the game server 10 in this embodiment will be described. In this embodiment, the game is, for example, an online game, and a player can obtain an account for playing the game and log in with the account to play the game. Online games include browser games using a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW).
[0025] In this game, a player can obtain new characters and items by organizing a deck with characters selected from a plurality of characters owned and clearing quests using the organized deck. Here, a quest means a task that can be cleared by satisfying certain predetermined conditions, and is also generally called a search, task, or mission. A quest is an example of an event that can be played in the game (a game event).
[0026] A deck is a term that means a group made up of multiple characters. When a player executes a quest, the player selects characters having the appropriate abilities to clear the quest, organizes a deck, and executes the quest. The game server 10 can store multiple decks organized by players. When executing a quest, the player can select one deck from the multiple decks stored in the game server 10 and execute the quest.
[0027] In addition to quests, game events may include, for example, gacha, login bonuses, quizzes, mini-games, and the like. Among these, gacha is a lottery event for players to acquire characters and items. When executing gacha, the player consumes a predetermined item (corresponding to game media, hereinafter referred to as item X). The number of items X consumed is set in advance for each gacha. In the present invention, the number of consumed items X is one of the determination factors when determining the parameter number of items X that can be returned. In particular, the number of items X consumed by the player in the game during a predetermined period (hereinafter also referred to as the first period) (hereinafter referred to as the number of consumed items) may be a component of all or part of the parameter number.
[0028] In the present invention, another factor in determining the number of items X that can be returned is the number of items X that a player has acquired during a specified period of time without investing a specified value in a game event, i.e., the number of items X that the player has acquired for free in one example (hereinafter, the number of items acquired for free). The specified value can be coins used as currency in the game, money or valuable points paid by charging, or other items or characters that can be exchanged for item X in the game. In this embodiment, the total number of items X that can be returned is the number of items X that satisfy a predetermined condition (e.g., less than or equal to the number of items acquired for free during the first period) among the number of consumable items consumed by the player during the first period in the game (e.g., a period of one to several weeks predetermined as a campaign period).
[0029] The number of items to be returned to the player is determined by applying a coefficient according to the result of a predetermined event to the parameter of the above item X. The event in this case can be either the game event already described or a specific game event prepared for determining the number of items to be returned. The coefficient according to the result of the event is, for example, a coefficient that is predefined according to the number of cleared quests or missions, which are game events, the progress of a stage, the percentage of correct answers in a quiz, etc. (The details will be described later with reference to FIG. 6).
[0030] <<About the configuration of databases, etc. according to one embodiment of the present invention>> Next, the configuration of databases and the like according to this embodiment will be described with reference to Fig. 3 to Fig. 7. Fig. 3 is a diagram showing an example of the configuration of a player management DB 11A in this embodiment. The player management DB 11A is a database for managing various information related to players of this game, and is made up of records including values such as player IDs, account information, game data, owned items, the number of items acquired free of charge, the number of consumable items, and the number of items returned.
[0031] Among these, the player ID is identification information of the player. The account information is the registration details of the player in the game, and includes information such as login information, payment information, and contact information. The game data is data such as the score acquired by the player in the game, the stages cleared, and various settings related to the game. The owned items are information on items owned by the player in the game. The number of consumed items is information on the number of items X consumed by the player in various events (game events) of the game during the first period. The number of free acquired items is the number of items X acquired by the player during the first period without exchanging them for a predetermined value. The number of return items is information on the number of items determined to be returned out of the number of consumed items of the player. The process of determining the number of return items will be described later.
[0032] 4 is a diagram showing an example of the configuration of the item management DB 11B in this embodiment. The item management DB 11B is a database that stores the history of items consumed or acquired by each player in the game. This item management DB 11B is composed of records including values such as a target period, a player ID, an item ID, an item type, the number consumed, and the number acquired.
[0033] Among these, the target period indicates a period during which the event of consumption or acquisition of items by a player was observed. In the example of FIG. 4, the target period is set in units of one day, but may be set arbitrarily, such as in units of minutes, hours, weeks, or months, depending on the time granularity in determining the number of returned items. The player ID is identification information of a player who consumed or acquired an item during the target period. The item ID is identification information of an item consumed or acquired by the player. The item type is information indicating whether the item is acquired for a fee or free of charge, in other words, whether or not an item requires exchange for a predetermined value to be acquired. The number of items consumed is the number of items consumed by the player during the target period. The number of items acquired is the number of items acquired by the player during the target period.
[0034] Of the records in the item management DB 11B, for example, those whose "target period" falls within the first period set by the administrator of the game are tallied by the control unit 10A of the game server 10 for the "number of consumed items" and "number of acquired items" for each player, and these are the values in the "number of items consumed" and "number of items acquired free of charge" columns in the player management DB 11A. In the example of this embodiment, when tallying up the "number of acquired items," a form is adopted in which the "number of acquired items" of items whose "item type" is "free of charge" is tallied as an example, but the present invention is not limited to this.
[0035] For example, suppose that the operator of the game specifies the requirement for the number of items to be returned as "the number of items acquired by the player in the first period, regardless of whether they were paid or not" among the number of items "consumed in the first period". In that case, the control unit 10A will count the "number of acquired items" of item X whose "item type" is "free" and "paid" when counting the "number of acquired items". Alternatively, if the operator of the game specifies the requirement for the number of items to be returned as "the number of items acquired by the player in the first period for a fee" among the number of items "consumed in the first period", the control unit 10A will count the "number of acquired items" of item X whose "item type" is "paid" when counting the "number of acquired items".
[0036] 5 is a diagram showing an example of the configuration of the event DB 11C in this embodiment. The event DB 11C is a database that stores information about events in this game. This event DB 11C is made up of records including values such as an event ID, event period, event name, event content, participation conditions, rewards, and participating players and results.
[0037] Among these, the event ID is identification information that uniquely identifies an event. The event period is information that indicates the period during which the event is held. The event name is the name of the event, and the event content is information that indicates the content of the event. The participation conditions are information that indicates the conditions for a player to participate in the event. The reward is information on rewards that can be acquired depending on the player's success or failure in the event and the level of success. The participating players and results are information on the IDs of players who participated in the event and the results of the player's participation in the event. The above-mentioned "results" can be, for example, the percentage of correct answers in a quiz, the ranking during a race, or the number of missions cleared.
[0038] 6 is a diagram showing an example of the configuration of return rate determination information 11D in this embodiment. The return rate determination information 11D is information that specifies rules for determining the number of items actually returned to a player out of the parameter number of items X that can be returned (the number of consumable items in a predetermined period, for example, the number of items acquired free of charge as the upper limit). This return rate determination information 11D is made up of records including values such as case, target event, determination event, and determination rule.
[0039] Among these, the case is identification information indicating a case of return rate determination. The target event is information indicating a game event (corresponding to an example of a predetermined event) for determining the return rate. The determination event is information on an event that is to be the object of return rate determination among events occurring in the game event. The determination rule is information indicating the determination content of the return rate determined according to the content of the determination event. In the example of FIG. 6, for example, when the "target event" is a "quiz" and the "determination event" is a "correct answer rate", the "determination rule" is stipulated as follows: if the correct answer rate is 100%, the return rate is 200%, if the correct answer rate is 80%, the return rate is 80%, if the correct answer rate is 60%, the return rate is 60%, if the correct answer rate is 40%, the return rate is 40%, if the correct answer rate is 20%, the return rate is 20%, and if the correct answer rate is 0%, the return rate is 10%. In addition, for example, when the "target event" is a "mission" and the "judgment event" is the "number of cleared items," the "judgment rules" are as follows: if the number of cleared items is 10 or more, the return rate is 200%, if it is 6 to 9, the return rate is 80%, if it is 3 to 5, the return rate is 60%, if it is 2, the return rate is 40%, if it is 1, the return rate is 20%, and if it is 0, the return rate is 0%.
[0040] 7 is a diagram showing an example of the configuration of difficulty setting information 11E in this embodiment. Difficulty setting information 11E is information for controlling the difficulty level in the game event for determining the return rate described above according to the size of the parameter of item X that can be returned. This difficulty setting information 11E is composed of records including values such as case, parameter size of return target, event, and set difficulty level.
[0041] Among these, the case is identification information indicating a range setting case. The return target population size is information regarding the size of the population of item X that can be returned. The event is information indicating a game event for which a difficulty level is to be set. The set difficulty level is information regarding the difficulty level to be set for the game event.
[0042] 7 shows an example in which, for example, when the "return target population size" is "200 or more" and the "event" is a "quiz", the "set difficulty level" is "options: 5 options → 2 options", and when the "event" is a "mission", the "set difficulty level" is "number of missions: 7 → 3". Also shown is an example in which, when the "return target population size" is "150 to 199" and the "event" is a "quiz", the "set difficulty level" is "options: 5 options → 3 options", and when the "event" is a "mission", the "set difficulty level" is "number of missions: 7 → 5".
[0043] In other words, the larger the scale of the return target population (i.e., the number of items X consumed by the player in the first period that are less than or equal to the number acquired during the first period), the fewer the number of options in the quiz or the number of missions to be cleared, and the event for determining the return rate is held under conditions that make it easier to increase the item return rate. Setting such conditions means that players who consume and acquire more items than other players within a certain period are given preferential treatment in terms of item returns.
[0044] <<Functions of an information processing device according to an embodiment of the present invention>> Next, functions of the game server 10, which is an information processing device according to this embodiment, will be described. The game server 10 in this embodiment has a control unit 10A as an information processing device. This control unit 10A is realized by cooperation between various hardware devices constituting the game server 10 and a program 102 installed in the game server 10. The control unit 10A will be specifically described below.
[0045] The control unit 10A acquires information regarding an event in which the player consumes or acquires an item during a game event or the like in the game. Specifically, while the player is playing the game, the input / output function and communication function of the user terminal 20 operated by the player notifies the game server 10 of the operation content of the player at any time. The control unit 10A of the game server 10 receives and acquires information regarding the operation content sent from the user terminal 20 via the network N.
[0046] The information on the operation contents received and acquired by the control unit 10A from the player's user terminal 20 includes the player's selection, designation, instruction, request, command, permission or refusal, registration, and other input operations during game play. In this embodiment, it is particularly necessary to acquire information on operations such as selection and participation in a game event such as a quest, designation of a consumable item in the game event, and answering a quiz, as operations by the player.
[0047] More specifically, when a player plays the game, for example, a quest selection screen of the game application 21A is displayed on the user terminal 20, and the player selects one quest to participate in from among the multiple quests displayed on the screen. At that time, the user terminal 20 transmits data related to the quest selected by the player to the game server 10. The control unit 10A of the game server 10 receives the above data and accepts the quest selection operation.
[0048] While the player is participating in and playing the above-mentioned quest, the control unit 10A advances the scenes and stages of the quest in response to operations received from the user terminal 20, and acquires information regarding the items consumed or acquired there and the number of items. In addition, when the player plays and clears the above-mentioned quest, the control unit 10A gives the player a reward (such as a specific item or stamina recovery) according to the play content of the quest.
[0049] The control unit 10A generates a record based on the information thus obtained, and stores it in the item management DB 11 B. Specifically, a record including each value included in the data received from the user terminal 20, such as the player ID, the ID and type of the item obtained in the quest, the number consumed or acquired, etc., is generated, and stored in the item management DB 11 B.
[0050] The control unit 10A also has a function of executing a counting process for items based on the records stored in the item management DB 11B and storing the counting results in the player management DB 11A. In this case, the control unit 10A stores the value of the "item ID" in the record in the item management DB 11B in the "owned item" column of the record for that player in the player management DB 11A. The control unit 10A also tallies the "number of consumed items" values in the records of the item management DB 11B for a certain period of time, and adds the tallied value to the value in the "number of consumed items" column of the record of the player in the player management DB 11A. The control unit 10A also tallies the "number of acquired items" of items whose "item type" is "free" in the records of the item management DB 11B for a certain period of time, and adds the tallied value to the value in the "number of acquired items" column of the record of the player in the player management DB 11A.
[0051] The control unit 10A has a function of determining the number of items to be returned to the player as the "certain period" elapses. In this case, the control unit 10A counts the number of items X that satisfy a predetermined condition among the number of consumable items consumed by the player in a predetermined first period as the "base number" of items to be returned. An example of the predetermined condition is that the number of consumable items in the first period is equal to or less than the number of items acquired free of charge (i.e., not in exchange for a predetermined value) during the period.
[0052] In this way, the control unit 10A can determine the number of items to be returned by taking the number of free acquired items among the number of consumable items as the maximum value, but also has a function of calculating the number of items to be returned by multiplying the "parameter" of the items to be returned by a predetermined coefficient according to the result of an event in which the player participated in the game. In this case, the control unit 10A obtains the result of a predetermined event in which the player participated in the game from the "Participating Players and Results" column in each record of the event DB 11C, and compares this result with the return rate determination information 11D. For example, if the correct answer rate of the player "0002" is "100%" as a play result in the quiz "I-001" which is a predetermined event, by comparing this result with the return rate determination information 11D, a coefficient of "return rate 200%" is determined. The control unit 10A determines the number of items to be returned by multiplying the "parameter" by 200%, that is, 2. Furthermore, the control unit 10A has a function of storing the determined number of items to be returned in a "number of returned items" field in the record of the player in the player management DB 11A.
[0053] Furthermore, when determining the number of items to be returned, the control unit 10A has a function of controlling whether or not to return items based on a probability output by a predetermined random number generator, for example. In this case, the control unit 10A divides the output value of the random number generator by its maximum value and standardizes it to a range of 0 to 1 to obtain a probability. If the probability value is "0", no items will be returned, if the probability value is "0.5", items will be returned with a 50% chance of being returned, and if the probability value is "1", items will be returned for sure.
[0054] The control unit 10A also has a function of displaying information on the number of items that satisfy a predetermined condition, i.e., the number of return items, on the user terminal 20 of the player during the above-mentioned first period. In this case, the control unit 10A has a function of displaying only the information on the number of return items on the screen of the user terminal 20, as well as the information on the number of consumable items and the number of items acquired free of charge. A detailed explanation of the screen display contents on the user terminal 20 will be given later with reference to the drawings.
[0055] Furthermore, when there is a difference between the number of consumable items consumed by the player during the first period and the number of free items acquired by the player during the first period without exchanging them for a predetermined value, the control unit 10A has a function of informing the player of events in the game for reducing the difference. When there is a difference and the number of consumable items is greater than the number of free items acquired, the control unit 10A refers to the "Participation Condition" column in the record of the event DB 11C, identifies an event in which the use of item X is prescribed as a participation condition, and delivers information on the identified event to the user terminal 20. On the other hand, when there is a difference and the number of consumable items is smaller than the number of free items acquired, the control unit 10A refers to the "Reward" column in the record of the event DB 11C, identifies an event in which the provision of a free item is prescribed as a reward, and delivers information on the identified event to the user terminal 20.
[0056] The control unit 10A also has a function of setting the difficulty level of the event for determining the above-mentioned "coefficient" according to the scale of the number of consumable items. In this case, the control unit 10A refers to the value of "number of consumable items" in the record of the target player in the player management DB 11A, and identifies a record in which this value is within the range of values in the "return target parameter" field of the difficulty setting information 11E. Furthermore, the control unit 10A identifies an event selected by the player or notified by the control unit 10A from among the identified records, and changes the setting conditions of the event based on the value in the "setting difficulty" field. For example, as a setting for a "quiz" event, the number of options in a multiple-choice format is changed from the default "5 options" to "2 options". Here, in the case where the value in the "event content" field in the event DB 11C is treated as the value of the setting conditions, the control unit 10A rewrites the description "5-option quiz" that corresponds to the setting conditions among those specified in the event content field to "2-option quiz". Of course, this type of operation is just one example, and the control unit 10A may separately manage a dedicated file for setting conditions for each event (setting conditions such as the level of questions and number of options if the event is a quiz, or the number of times cleared if the event is a quest), and perform the above-mentioned rewriting, etc.
[0057] <<Information processing method according to one embodiment of the present invention>> Next, the information processing flow related to this embodiment will be described, specifically, the information processing flow related to determining the parameter of return items based on the number of consumable items and the number of items acquired free of charge, and deciding the number of return items to be returned from the parameter. The information processing flow related to this embodiment employs the information processing method of the present invention, and proceeds according to the flow shown in Figures 8 to 10. In other words, each step in the information processing flow (specifically, each step shown in Figures 8 to 10) corresponds to a component of the information processing method of the present invention. It should be noted that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order of steps may be changed without departing from the spirit of the present invention.
[0058] In the information processing flow, the calculation device 104 of the game server 10, which constitutes an information processing device, and the calculation device (not shown) of the user terminal 20, which is operated by the user while playing the game, each execute corresponding processes, and data communication is performed between the game server 10 and the user terminal 20 as necessary.
[0059] (Creating and updating item management DB and player management DB) The control unit 10A of the game server 10 acquires information about an event in which a player consumes or acquires an item by operating the user terminal 20 during a game event or the like during the game (S1). At this time, while the player is playing the game, the user terminal 20 receives the operation contents by the player through an input / output device (e.g., a touch panel) and notifies the game server 10 of this as needed.
[0060] In the above step S1, the information on the operation content that the control unit 10A receives and acquires from the player's user terminal 20 includes information on operations such as selection and participation in a game event such as a quest, designation of consumable items in the game event, and answering a quiz.
[0061] While the player is participating in and playing the above-mentioned quest, the control unit 10A advances the scenes and stages of the quest in response to operations received from the user terminal 20, and acquires information regarding the items consumed or acquired there and the number of items from the user terminal 20. In addition, when the player plays and clears the above-mentioned quest, the control unit 10A gives the player a reward (such as a specific item or stamina recovery) according to the play content of the quest.
[0062] The control unit 10A generates a record based on the information thus obtained and stores it in the item management DB 11B (S2). Specifically, a record including each value of the player's ID, the ID and type of the item obtained in the quest, and the number consumed or acquired, which are included in the data received from the user terminal 20, is generated and stored in the item management DB 11B.
[0063] Next, in step S2, the control unit 10A executes a counting process for the item X based on the records stored in the item management DB 11B, and stores the counting result in the player management DB 11A (S3). In this case, the control unit 10A stores the value of the "item ID" in the record in the item management DB 11B in the "owned item" column of the record of the player in the player management DB 11A. The control unit 10A also counts the values of the "consumed number" in the records in the item management DB 11B for a certain period of time, and adds the counted value to the value in the "number of consumed items" column of the record of the player in the player management DB 11A. The control unit 10A also counts the values of the "acquired number" of the item X whose "item type" is "free" in the records in the item management DB 11B for a certain period of time, and adds the counted value to the value in the "acquired number" column of the record of the player in the player management DB 11A.
[0064] Next, the control unit 10A determines the number of items to be returned to the player as the "fixed period" elapses (S4). In this case, the control unit 10A counts the number of items X that satisfy a predetermined condition among the number of items X consumed by the player during a predetermined first period (the number of consumable items), as the "number" of items to be returned. As an example of the predetermined condition, a condition that the "number of consumable items" during the first period is within the range of the number of items acquired free of charge (without exchanging for a predetermined value) during the period can be assumed.
[0065] The control unit 10A can determine the number of items to be returned by setting the number of items acquired free of charge as the maximum value among the number of consumable items, but in this embodiment, it is also possible to calculate the number of items to be returned by multiplying the "parameter" of the items to be returned by a predetermined coefficient depending on the results of an event in which the player participated during the game.
[0066] In this case, the control unit 10A in step S4 acquires the results of a predetermined event in which the player participated in the game from the "Participating Players and Results" column in each record of the event DB 11C (S4A), as shown in the flow of FIG. 9. The control unit 10A also compares the results acquired in S4A with the return rate determination information 11D (S4B). For example, if the correct answer rate of the player "0002" is "100%" as a play result in the quiz event "I-001", comparing this result with the return rate determination information 11D determines a coefficient of "return rate 200%". The control unit 10A multiplies the above "parameter" by 200%, that is, 2, to determine the number of items to be returned (S4C). The control unit 10A also stores the determined value of the number of items to be returned in the "Number of Returned Items" column in the record of the player in the player management DB 11A.
[0067] Furthermore, in this embodiment, when determining the number of items to be returned, the control unit 10A may control whether or not to return items based on a probability output by a predetermined random number generator, for example. In this case, the control unit 10A divides the output value of the random number generator by its maximum value and standardizes it to a range of 0 to 1 to obtain a probability. The control unit 10A then performs control such that when the probability value is "0", no items are returned, when the probability value is "0.5", items are returned with a 50% chance of winning, and when the probability value is "1", item return is confirmed.
[0068] (Displays information about the number of returned items) Next, the process of displaying various information related to the number of return items on the user terminal 20 will be described with reference to the flow in Fig. 10. In this case, the control unit 10A generates screen display data for displaying information related to the number of consumable items, the number of free acquired items, and the number of return items in the first period on the game screen, the information being obtained by executing each step (S4A to S4C) in the flow in Fig. 9, for example (S10).
[0069] The control unit 10A delivers the screen display data generated in step S10 to the user terminal 20 (S11). An example of the screen delivered to and displayed on the user terminal 20 is shown in FIG. 11. This screen 1000 is composed of an item number meter column 1001, a display column 1004 for the number of consumed items and the number of items acquired free of charge, and a display column 1005 for the number of returned items. Of these, the item number meter column 1001 displays horizontal bar graphs with scales for the number of consumed items 1002 and the number of items acquired free of charge 1003. Note that the control unit 10A is naturally equipped with a graph generation function for setting the horizontal bar graphs in the item number meter column 1001 when generating the screen display data in S10.
[0070] FIG. 12 shows another example of the screen display. When the screen 1030 shown in FIG. 12 is displayed on the user terminal 20, the control unit 10A determines a coefficient based on the result of a predetermined game event in which the player participated before or after the first period has elapsed. As already described, this coefficient is a value of the "return rate" specified by matching the value of the "participating players and results" column in the event DB 11C with the "determination rule" column of the corresponding event in the return rate determination information 11D. If only the relationship between the number of consumed items "205" and the number of free acquired items "55" is taken into consideration, the number of returned items will be only "55" at most. However, as exemplified in FIG. 12, if the "return rate" is "200%, 55×2=110 is determined as the number of returned items. The number of returned items determined in this manner may be displayed on the screen 1030 by the control unit 10A.
[0071] (Probability-based item return control) When determining the number of items to be returned, the control unit 10A may control whether or not to return items or the return rate based on a probability output by a predetermined random number generator, for example. FIG. 13 is a diagram showing an example of a flow related to such control. In this case, the control unit 10A obtains an output value of a random number generator provided by itself or an external device, and divides the value by the maximum output value of the random number generator (S15). This process allows the output value, i.e., the random number value, to be returned to a probability value indicating a range from 0 to 1.
[0072] Next, the control unit 10A applies the probability value obtained by the division in step S15 to a predetermined coefficient conversion rule to identify a "coefficient" by which to multiply the number of items to be returned (S16). This coefficient conversion rule can be, for example, a table or algorithm that specifies the coefficient corresponding to each probability value range. Specifically, for example, it is a table that describes the following rules: when the probability is "0 to 0.1", the coefficient is 0; when the probability is "0.2 to 0.5", the coefficient is 1.0; and when the probability is "0.6 to 1", the coefficient is 2.
[0073] The control unit 10A determines whether or not to return the item and the extent to which the item can be returned (S17) by, for example, multiplying the "parameter" of the item return by the coefficient determined in step S16. In addition, the control unit 10A displays the result of the determination in S17 in a notification field 1041 (S18), as shown in screen 1040 in Fig. 14, to clearly inform the player of whether or not the item can be returned.
[0074] (Item consumption / acquisition suggestions, etc.) By determining the number of items to be returned and notifying the player of the information through the process described above, it is expected that the player will be more proactive in consuming and acquiring item X. On the other hand, it is possible that not all players have sufficient game knowledge to consume and acquire item X efficiently. Therefore, when there is a difference between the number of items to be consumed and the number of items acquired free of charge in the first period, the control unit 10A in this embodiment preferably guides the player to an event in the game to reduce the difference. FIG. 15 shows the processing flow in this case.
[0075] If there is a difference and the number of consumable items is greater than the number of free acquired items (S20: Y), the control unit 10A refers to the "Conditions for participation" field in the record of the event DB 11C and identifies an event in which the use of an item is stipulated as a condition for participation (S21). The control unit 10A also distributes information about the event to the user terminal 20 (S23). In other words, the control unit 10A encourages the consumption of item X in the event, and guides the player in a direction to reduce the difference between the number of consumable items and the number of free acquired items. 16 shows an example of a screen 1050 for suggesting the use of an item. This screen 1050 includes a notification 1021 encouraging the player to participate in the event identified in step S21 above, and information 1022 regarding an expected increase in the number of returnable items by participating in this event. By presenting the player with this notification 1011 and information 1012, it is expected that the player will be efficiently encouraged to participate in the event with the aim of consuming item X.
[0076] On the other hand, if there is the difference and the number of consumable items is smaller than the number of free acquired items (S20:N), the control unit 10A refers to the "reward" column in the record of the event DB 11C and identifies an event that specifies the provision of a free item as a reward (S22). The control unit 10A also distributes information about the event to the user terminal 20 (S23). In other words, the control unit 10A encourages the acquisition of item X in the event, and guides the player in the direction of reducing the difference between the number of consumable items and the number of free acquired items. 17 shows an example of a screen 1060 that suggests acquiring a free item. This screen 1060 includes a notification 1011 encouraging the player to participate in the event identified in step S22 above, and information 1012 regarding an expected increase in the number of returnable items by participating in the event. By presenting the player with this notification 1011 and information 1012, it is expected that the player will be efficiently encouraged to participate in the event in order to acquire item X free of charge.
[0077] (Event difficulty control) In this embodiment, the control unit 10A may set the difficulty level of the event for determining the "coefficient" according to the scale of the number of consumable items. A process flow for this case is shown in Fig. 18. The control unit 10A refers to the value of "number of consumable items" in the record of the target player in the player management DB 11A, and identifies a record in which this value is within the range of values in the "return target parameter" field of the difficulty setting information 11E (S30). Furthermore, the control unit 10A identifies the record (corresponding to the predetermined event) identified in the above step S20 that is related to the event selected by the player or notified by the control unit 10A (S31). Furthermore, the control unit 10A changes the setting conditions of the event based on the value in the "Setting Difficulty" field in the record identified in S21 (S32). For example, as a setting for a "quiz" event, the number of multiple-choice options is changed from the default "5 options" to "2 options." Here, in the case where the value in the "Event Content" column in the event DB 11C is treated as the value of the set condition, the control unit 10A rewrites the entry "5-choice quiz" that corresponds to the set condition among the entries specified in the event content column to "2-choice quiz."
[0078] <<Other embodiments>> Although specific embodiments of the present invention have been described above, the above embodiments are merely examples and do not limit the present invention. In other words, the present invention can be modified or improved from the above embodiments without departing from the spirit of the present invention. In addition, the present invention includes equivalents thereof.
[0079] In addition, the screen examples shown in the drawings referenced in the description of the above embodiments are merely examples, and the screen configuration examples, the content of the information displayed, and the GUI (Graphical User Interface), etc., can be freely designed according to the system design specifications and user preferences, and can be changed as appropriate.
[0080] In the above embodiment, the manner in which an image or the like is displayed on the user terminal 20 includes a manner in which the image or the like is displayed on a display device (display) provided in the terminal itself, and a manner in which the image or the like is displayed on a display device connected to the terminal in a wired or wireless manner. Note that the display device connected to the user terminal 20 may include a general stationary display, as well as an HMD (Head Mounted Display) such as VR goggles.
[0081] In addition, with regard to the present invention, a number of other embodiments (variations) different from the above-mentioned embodiment are possible. Each of the variations will be described below. Note that the following mainly describes the differences from the above-mentioned embodiment, and the description of the commonalities will be omitted. In addition, in the multiple embodiments (variations) described below, the elements and features of each embodiment may be appropriately combined. In other words, among the multiple embodiments described below, the configuration of any one of the embodiments may be applied to the other embodiments, and the effects brought about by the configuration may be similarly achieved.
[0082] (Modifications regarding the configuration of the information processing device) The information processing device of the present invention is not limited to being configured by the game server 10, and some of the functions of the information processing device of the present invention may be provided in the user terminal 20. In that case, the information processing device of the present invention is configured by the cooperation of the game server 10 and the user terminal 20.
[0083] [summary] One of the objectives of the present invention is to encourage players to consume game media over a specific period of time. Another object of the present invention is to improve the interest of players in consuming game media. Another object of the present invention is to increase the frequency and satisfaction of players playing games that involve the consumption of game media. More specifically, the present invention aims to solve the problems corresponding to [Appendix 1] to [Appendix 17] below.
[0084] [Appendix 1] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 1], specifically, to efficiently encourage players to consume game content and to increase the frequency of play and satisfaction of game players. In order to solve the above problems, the information processing device of [Appendix 1] has the following configuration. An information processing device comprising: a control unit that controls a number of game media that is determined based on the number of game media that satisfy a predetermined condition among the game media consumed by a player during a first period in a game and a coefficient corresponding to the result of a predetermined event executed by the player in the game, so that the number of game media can be returned to the player after the end of the first period. According to the above configuration, it is possible to efficiently encourage players to consume game media. Specifically, among the game media consumed by the player in the first period, game media to be returned are efficiently identified and controlled to be returnable. This makes it possible to give players hope for returning the game media, which in turn increases the frequency with which players play games and their level of satisfaction, thereby increasing the interest of games (particularly games involving the consumption of game media).
[0085] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 2], specifically, to make it possible to control the return of game media in a manner that treats a wide range of players fairly. In order to solve the above problems, the information processing device of [Appendix 2] has the following configuration. The information processing device described in [Appendix 1], wherein the control unit determines the number of game media that satisfies the condition that the number is within the range of the number of game media acquired during the first period without exchanging it for a predetermined value. According to the above configuration, by not including game contents exchanged for a predetermined value as items eligible for return, it is possible to effectively encourage more players to consume game contents, thereby making it possible to control the return of game contents while treating a wide range of players fairly, regardless of whether or not the game contents are exchanged for a predetermined value.
[0086] [Appendix 3] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 3], specifically, to ensure that when determining the number of game media to be returned, the player is satisfied with the determined number of game media to be returned, in addition to being aware of the interest level of the game. In order to solve the above problems, the information processing device of [Appendix 3] has the following configuration. The information processing device described in [Appendix 1], wherein the control unit determines the number of game media based on a coefficient corresponding to the game result in the specified event. According to the above configuration, the number of game contents to be returned is determined based on the game result in a specified event, so that the player can feel satisfied with the determined number of game contents to be returned.
[0087] [Appendix 4] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 4], specifically, to properly identify the game content to be returned. In order to solve the above problems, the information processing device of [Appendix 4] has the following configuration. The information processing device described in [Appendix 1], wherein the control unit records the number of game media consumed by the player during the first period in multiple events within the game, including a lottery event within the game. According to the above configuration, game medium consumed in various situations in the game can be identified as the population of game medium eligible for return, thereby more effectively encouraging consumption of game medium.
[0088] [Appendix 5] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 5], specifically, to increase the gambling element regarding the return of game media. In order to solve the above problems, the information processing device of [Appendix 5] has the following configuration. The information processing device described in [Appendix 1], wherein the control unit controls whether or not to return the determined number of game media based on a probability. According to the above configuration, the gambling element of returning game contents can be increased by controlling the presence or absence of returning game contents to a player and the number of returns with a degree of randomness.
[0089] [Appendix 6] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 6], specifically, to efficiently motivate players to consume game content. In order to solve the above problems, the information processing device of [Appendix 6] has the following configuration. The information processing device described in [Appendix 1], further comprising a display control unit that displays information regarding the number of game media that satisfy the specified condition during the first period on a terminal operated by the player. According to the above configuration, by presenting to the player a numerical value used in determining the number of game contents to be returned, specifically, the number of game contents that satisfy a specified condition, the player can be more efficiently motivated to consume game contents during the first period.
[0090] [Appendix 7] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 7], specifically, to efficiently motivate players to consume and acquire game content. In order to solve the above problems, the information processing device of [Appendix 7] has the following configuration. The information processing device described in [Appendix 6], wherein the display control unit displays, as information regarding the number of game media that satisfy the specified condition, at least the number of game media consumed by the player during the first period and the number of game media acquired by the player during the first period without exchanging it for a specified value. According to the above configuration, by presenting the number of game contents consumed and the number of game contents acquired during the first period to the player as values used in determining the number of game contents to be returned, the player can compare these values and recognize whether to consume or acquire game contents in order to return the game contents, thereby efficiently motivating the player to consume or acquire game contents.
[0091] [Appendix 8] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 8], specifically, to appropriately guide player behavior in a game in order to increase the number of game contents eligible for return. In order to solve the above problems, the information processing device of [Appendix 8] has the following configuration. The information processing device described in [Appendix 2], wherein, when there is a difference between the number of game media consumed by the player during the first period and the number of game media acquired by the player during the first period without exchanging it for a predetermined value, the control unit executes guidance to events within the game to help the player reduce the difference. According to the above configuration, by informing the player of an event in the game that reduces the difference, the player's behavior can be efficiently induced to increase the amount of game content to be returned, thereby increasing the player's interest in the game (especially a game involving the consumption of game content).
[0092] [Appendix 9] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 9], specifically, to realize control that makes it easier to return game media, thereby further increasing the interest of the game. In order to solve the above problems, the information processing device of [Supplementary Note 9] has the following configuration. The information processing device described in [Appendix 1], wherein the control unit sets the difficulty level of the specified event according to the number of game media that satisfy the specified condition. According to the above configuration, the difficulty level of a predetermined event changes depending on the number of game contents that satisfy a predetermined condition, making it possible to control the game contents so that they are more likely to be returned. As a result, it becomes easier for players to play the in-game event that is played to return the game contents, thereby further increasing the interest of the game.
[0093] [Appendix 10] One of the objectives of the present invention is to solve the problem corresponding to Appendix 10, specifically, to provide a method that can efficiently encourage players to consume game content and increase the frequency of play and satisfaction of game players. In order to solve the above problems, the information processing method of [Supplementary Note 10] has the following configuration. An information processing method in which a processor controls a number of game media consumed by a player during a first period in a game, the number of game media being determined based on the number of game media that satisfy a specified condition and a coefficient corresponding to the result of a specified event executed by the player in the game, so that the number of game media can be returned to the player after the end of the first period. The above method can give players hope for the return of the game medium, which in turn can increase the player's frequency of playing the game and their level of satisfaction, thereby making the game more interesting (especially games that involve the consumption of game medium).
[0094] [Appendix 11] One of the objects of the present invention is to solve the problem corresponding to Appendix 11, specifically, to provide a program that can efficiently encourage players to consume game content and increase the frequency and satisfaction of game players. In order to solve the above problems, the program of [Appendix 11] has the following configuration. A program that causes a processor to control a number of game media that are determined based on the number of game media that satisfy a predetermined condition, among the game media consumed by a player in a first period in a game, and a coefficient corresponding to the result of a predetermined event executed by the player in the game, so that the number of game media can be returned to the player after the end of the first period. By executing the above program, it is possible to give the player anticipation for the return of the game medium, which in turn increases the player's frequency of playing the game and their level of satisfaction, thereby making the game more interesting (especially games that involve the consumption of game medium).
[0095] [Appendix 12] One of the objectives of the present invention is to solve the problem corresponding to Appendix 12, specifically, to provide an information processing system that can efficiently encourage players to consume game content and increase the frequency of play and satisfaction of game players. In order to solve the above problems, the information processing system of [Appendix 12] has the following configuration. An information processing system including a terminal operated by a game player and a server capable of communicating with the terminal, An information processing system comprising: a control unit that controls a number of game media, among the game media consumed by the player during a first period in the game, that satisfy a predetermined condition and that is determined based on a coefficient corresponding to the result of a predetermined game event executed by the player, so that the number of game media can be returned to the player after the end of the first period. According to the above information processing system, it is possible to give players anticipation regarding the return of the game medium, which in turn increases the player's frequency of playing the game and their level of satisfaction, thereby making the game more interesting (especially games that involve the consumption of game medium). [Explanation of symbols]
[0096] N Network 1. Game System 10 Game server (information processing device) 10A Control section 11 Storage section 11A Player Management DB 11B Item Management DB 11C Event DB 11D Return Rate Judgment Information 11E Difficulty Settings Information 101 Auxiliary storage 102 Programs 103 Main storage 104 Arithmetic unit 105 Communication equipment 20 User terminal 21 Auxiliary storage 21A Game App 22 Programs 23 Main memory 24 Arithmetic unit 25 Communication Equipment 26 Input / Output Devices
Claims
1. An information processing device comprising: a control unit that controls a number of game media, among the game media consumed by a player during a first period in a game, that are determined based on the number of game media that satisfy a predetermined condition and a coefficient corresponding to the result of a predetermined event executed by the player in the game, so that the number of game media can be returned to the player after the end of the first period.
2. The information processing device according to claim 1 , wherein the control unit determines the number of game media that satisfies a condition that the number is within a range of the number of game media acquired during the first period without exchanging it for a predetermined value.
3. The information processing device according to claim 1 , wherein the control unit determines the number of the game media based on a coefficient corresponding to a game result in the predetermined event.
4. The information processing device according to claim 1 , wherein the control unit records a number of game media consumed by a player during the first period in a plurality of events in the game including a lottery event in the game.
5. The information processing device according to claim 1 , wherein the control unit controls whether or not to return the determined number of game media based on a probability.
6. The information processing device according to claim 1 , wherein the control unit causes a terminal operated by the player to display information regarding the number of game media that satisfy the predetermined condition during the first period.
7. 7. The information processing device according to claim 6, wherein the control unit displays, as the information regarding the number of game media that satisfy the specified condition, at least information regarding the number of game media consumed by the player during the first period and the number of game media acquired by the player during the first period without exchanging it for a specified value.
8. 3. The information processing device according to claim 2, wherein, when there is a difference between the number of game contents consumed by the player during the first period and the number of game contents acquired by the player during the first period without exchanging them for a predetermined value, the control unit executes a guide to an event within the game to help the player reduce the difference.
9. The information processing device according to claim 1 , wherein the control unit sets a difficulty level of the predetermined event depending on the number of game media that satisfy the predetermined condition.
10. An information processing method in which a processor controls a number of game media, among the game media consumed by a player during a first period in a game, that satisfy a predetermined condition and a coefficient corresponding to the result of a predetermined event executed by the player in the game, so that the number of game media can be returned to the player after the end of the first period.
11. A program that causes a processor to control a number of game media that are determined based on the number of game media that satisfy a predetermined condition, among the game media consumed by a player in a first period in a game, and a coefficient according to the result of a predetermined event executed by the player in the game, so that the number of game media can be returned to the player after the end of the first period.
12. An information processing system including a terminal operated by a game player and a server capable of communicating with the terminal, An information processing system comprising: a control unit that controls a number of game media, among the game media consumed by the player during a first period in the game, that satisfy a predetermined condition and that is determined based on a coefficient corresponding to the result of a predetermined game event executed by the player, so that the number of game media can be returned to the player after the end of the first period.
Citation Information
Patent Citations
Information processing device, information processing method, and program
JP2022139608A