Information processing device, information processing method, program and information processing system
Patent Information
- Application Number
- JP2023142924
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-04
- Publication Date
- 2025-03-14
AI Technical Summary
【0007】 本発明の一形態によれば、ゲーム内で利用可能な特典が付与される位置への時間条件を満たす訪問を増やすことができる。
Smart Images

Figure 2025035702000001_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] Currently, there is a service (hereinafter referred to as a "distribution service") that distributes benefits that can be used in a game at real stores (hereinafter referred to as a "distribution location"). In this distribution service, the distribution of the benefit is executed on the condition that the user's terminal approaches the distribution location. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-198897 A Summary of the Invention [Problem to be solved by the invention]
[0004] Stores and the like that participate in the distribution service can expect to be visited by users who play the game. However, with current distribution services, bonuses are distributed even if users visit the store outside of business hours. For this reason, participating in the distribution service does not necessarily lead to an increase in user visits during business hours.
[0005] One of the objects of the present invention is to increase visits that meet time conditions to locations where rewards available in a game are awarded. [Means for solving the problem]
[0006] One form of the present invention is an information processing device having an acquisition unit that acquires a first position on a map corresponding to a terminal operated by a user, and an award unit that awards the user a game benefit that can be used in a game when a state in which the first position and a second position corresponding to an object on the map are in a first relationship satisfies a time condition determined for the object. Effect of the Invention
[0007] According to one aspect of the present invention, it is possible to increase visits that satisfy time conditions to locations where rewards available in a game are awarded. [Brief description of the drawings]
[0008] [Figure 1] FIG. 2 is a diagram illustrating an example of a configuration of an information processing system assumed in the first embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a functional configuration of a server. [Diagram 3] 10 is a table illustrating an example of data stored in a facility DB. [Figure 4] 11 is a table illustrating an example of data stored in a user DB. [Diagram 5] FIG. 1 is a diagram showing an example of facility locations and user locations mapped on a map. [Figure 6] 4 is a table for explaining an example of data stored in a given condition DB in the first embodiment. [Figure 7] 11 is a table illustrating an example of data in a behavior history DB. [Figure 8] 11 is a diagram illustrating a processing sequence that is started when a user visits a facility. FIG. [Figure 9] 11 is a diagram illustrating a processing sequence that is started when a user visits a facility. FIG. [Figure 10] 13 is a table for explaining an example of data stored in a grant condition DB in the second embodiment. [Figure 11] 13 is a table for explaining an example of data stored in a grant condition DB in the third embodiment. [Figure 12] 13 is a table for explaining an example of data stored in a grant condition DB in the fourth embodiment. [Figure 13] 13 is a table for explaining an example of data stored in a grant condition DB in the fifth embodiment. [Figure 14]13 is a table illustrating another example of data stored in the action history DB. [Figure 15] 13 is a table for explaining an example of data stored in a grant condition DB in the fifth embodiment. [Figure 16] 13 is a table for explaining an example of data stored in a grant condition DB in the seventh embodiment. [Figure 17] 13 is a table illustrating another example of data stored in the action history DB. [Figure 18] 23 is a table for explaining an example of data stored in a given condition DB in the eighth embodiment. [Figure 19] 13 is a chart illustrating the relationship between the length of stay and the game benefit given. [Figure 20] 23 is a table for explaining an example of data stored in a grant condition DB in the ninth embodiment. [Figure 21] 23 is a table for explaining an example of data stored in a grant condition DB in the tenth embodiment. [Figure 22] 23 is a table for explaining an example of data stored in a given condition DB in the eleventh embodiment. [Diagram 23] 13 is a table illustrating another example of data stored in the action history DB. [Figure 24] FIG. 13 is a diagram illustrating an example of a location information sharing application screen displayed at the end of a multiplayer game. [Diagram 25] FIG. 13 is a diagram showing an example of a map screen display when sharing location information is selected. [Figure 26] 1 is a diagram illustrating an example of data in a behavior history DB of user A and user B who share location information. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. The embodiment described below is merely an example of a form for carrying out the present invention, and the embodiment of the present invention is not limited to the embodiment described below. Therefore, the technical scope of the present invention is not limited to the scope described in the following embodiments. For example, various modifications or improvements to the contents described in the embodiments are also included in the technical scope of the present invention. The various functional units described below are realized through the execution of programs by, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or other processors.
[0010] <Terminology> First, the terms used in the embodiments will be described. "Program" is used as a general term for the OS (Operating System) and application programs. "Game" refers to a computer game. The virtual space in which a game takes place is called the "game space." The setting of a game space may be, for example, a virtual city or a virtual country.
[0011] "Game space" refers to a virtual world or space constructed by computer technology. The game space described in the embodiments below may be constructed not only as a VR (=Virtual Reality) space, but also as an AR (=Augmented Reality) space that extends real space, or an MR (=Mixed Reality) space that is integrated with real space. Data of the virtual space assumed in the embodiments is provided through network communication. In other words, the game space refers to a space or service that can be used by a user operating a terminal connected to a network. The game space may be constructed as a two-dimensional space or a three-dimensional space.
[0012] Games are divided into in-games and out-games. The "in-game" is the main part of the game, and is made up of sub-games called "quests." In many cases, the difficulty of the quest and the enemy characters (i.e. boss characters) that appear in the quests vary from quest to quest. For example, conditions for achievement are set for each quest, and players who achieve the conditions are given a reward. The "out-game" is a part of the game other than the in-game. In the out-game, for example, acquisition, development, selection, etc. of game media to be used in play are performed. The out-game may also be composed of one or more quests.
[0013] A "social game" is a game that can be played by multiple people and incorporates elements of SNS (Social Networking Service). For example, there are online games. The "mode of play" includes play by one player alone (hereinafter also referred to as "single play") and play by multiple players who have a predetermined relationship (hereinafter also referred to as "multiple play"). Depending on the game, it may only be possible for one player to play (i.e., "single play"), it may only be possible for multiple players to play (i.e., "multiplayer"), or it may be possible to choose between single play and multiplayer. It should be noted that some games utilize position information within the game space of an object (eg, a player character) operated by a player, while other games do not utilize such position information.
[0014] "User" refers to a natural person who operates a terminal connected to a network. A "player" refers to a user who is playing a game through the operation of a terminal. However, in the embodiments described below, a user who is playing a game (i.e., a "player") may also be simply called a "user." "Terminals" include terminals operated by users (hereinafter also referred to as "user terminals"), as well as terminals installed in servers or facilities located on the Internet or other networks. When clearly distinguishing between users and players, the terminals operated by players are referred to as "player terminals."
[0015] When a game is executed on a server, the user terminal is used as a so-called input / output device. That is, the user terminal is used to display images related to the game and to input operations. The images are generally moving images. "Object" refers to a physical object as a data element that constitutes a game space or other virtual space. An object may be constituted as a collection of multiple objects. Objects also include game media. The game contents include characters representing the user's position, enemy characters (also called "enemy characters") that appear in the quest, and coins and items used in the quest. The game contents may also include living things (people, animals, plants, etc.), machines (vehicles, robots, etc.), and imaginary objects that imitate these.
[0016] "Game bonuses" include increases in experience points, stamina, points, etc. awarded when a quest is cleared, the granting of experience points, stamina, points, etc., improvements to skills and attributes that give the game media characteristics, the granting of items or currency to be used in the game, the granting of lottery rights in games, etc., permission to transform the game media used in play into an evolved version, upgrades or increases in the bonus content, the granting of titles, the granting of magic or other special powers, the granting of special materials, etc. The evolution of game media means that its abilities become higher (i.e., its level increases) compared to before the evolution. Game media evolution is not limited to one time, and may be possible several times. The "predetermined value" refers to information that can be exchanged on a network, such as electronic money, cryptocurrency, points, etc. The predetermined value is also an example of a game benefit that can be used in the game space.
[0017] <Embodiment 1> <System configuration> FIG. 1 is a diagram showing an example of a configuration of an information processing system 1 assumed in the first embodiment. The information processing system 1 shown in Figure 1 is composed of a server 10 that manages the progress of a social game, terminals (hereinafter referred to as "facility terminals") 20 installed in stores and other facilities participating in the distribution service of game bonuses and the like, terminals (hereinafter referred to as "user terminals") 30 operated by each user, and a network N that connects these so that they can communicate with each other. In the case of FIG. 1, one facility terminal 20 and one user terminal 30 are depicted, but in reality there are two or more.
[0018] In this embodiment, one facility terminal 20 is installed per store, although multiple facility terminals 20 may be installed per store. One user is associated with one user terminal 30. In other words, one user terminal 30 is associated with one user account. The network N may be, for example, the Internet, a LAN (Local Area Network), or a mobile communication system such as 4G or 5G. The network N may be a wired network or a wireless network, or may be a combination of a wired network and a wireless network.
[0019] The server 10 in this embodiment is one or more computers used to provide a social game. When the server 10 is composed of multiple computers, the multiple computers cooperate with each other via a network N to enable players to play the social game.
[0020] The server 10 may be an on-premise server or a cloud server, such as IaaS (Infrastructure as a Service), PaaS (Platform as a Service), or SaaS (Software as a Service). The server 10 may be a server specialized in distributing game bonuses, etc. In that case, the server 10 cooperates with a server that provides a social game, and transmits and receives at least information related to the distribution of game bonuses, etc. The server 10 is an example of an information processing device.
[0021] Facility terminal 20 is a terminal operated by a store staff member. Facility terminal 20 is, for example, a notebook or desktop computer, a tablet computer, or a smartphone. Facility terminal 20 has a communication function with network N. However, when part of an application program that realizes a distribution service is executed on facility terminal 20, facility terminal 20 is an example of an information processing device.
[0022] The user terminal 30 is a terminal operated by a user who plays a social game. The user terminal 30 is, for example, a smartphone, a tablet computer, a notebook or desktop computer, a game terminal, a head-mounted terminal (a so-called headset), or a glasses-type terminal (a so-called smart glasses). Incidentally, smart glasses are glasses-type devices equipped with a small display and a light-guiding component that focuses an image displayed on the display on the retina.
[0023] The user terminal 30 has a communication function with the network N. The user terminal 30 in this embodiment is used as an input / output device for the server 10. However, when a part of an application program that realizes a distribution service is executed on the user terminal 30, the user terminal 30 is treated as an example of an information processing device.
[0024] <Hardware configuration of each device> The hardware configuration of each terminal will now be described with reference to FIG. <Server hardware configuration> The server 10 comprises a processor 11 that controls the overall operation of the terminal, a memory 12, an auxiliary storage device 13, and a communication interface 14. The processor 11 is, for example, a CPU. The memory 12 is composed of a ROM (=Read Only Memory) in which a BIOS (=Basic Input Output System) and the like are stored, and a RAM (=Random Access Memory) used as a work area for the processor 11.
[0025] The auxiliary storage device 13 is, for example, a hard disk device or a semiconductor storage device. The auxiliary storage device 13 stores various information related to the application program of the social game to be played and the progress of the game. The communication interface 14 is a device that enables communication with the facility terminal 20, the user terminal 30, etc. The communication interface 14 is required to have a communication function that is compatible with the network N used for communication.
[0026] <Hardware configuration of facility terminal> The facility terminal 20 is made up of a processor 21 that controls the overall operation of the terminal, a memory 22, an auxiliary storage device 23, a display 24, a QR code (registered trademark) reader 25, and a communication interface . The processor 21 is, for example, a CPU. The memory 22 is composed of a ROM in which a BIOS and the like are stored, and a RAM used as a work area for the processor 21.
[0027] The auxiliary storage device 23 is, for example, a hard disk device or a semiconductor storage. The display 24 is, for example, a liquid crystal display or an organic EL (=Electro Luminescence) display. The QR code reader 25 is a device used to read a QR code and is configured with, for example, a camera that captures an image of a QR code. The communication interface 26 is a device that enables communication with an external terminal such as the server 10. The communication interface 26 is required to have a communication function that is compatible with the network N used for communication.
[0028] <Hardware configuration of user terminal> The user terminal 30 comprises a processor 31 that controls the overall operation of the terminal, a memory 32, an auxiliary storage device 33, a display , a GPS (Global Positioning System) receiving unit 35, and a communication interface . The processor 31 is, for example, a CPU. The memory 32 is composed of a ROM in which a BIOS and the like are stored, and a RAM used as a work area for the processor 31. The auxiliary storage device 33 is, for example, a hard disk device or a semiconductor storage. The display 34 is, for example, a liquid crystal display or an organic EL display.
[0029] The GPS receiver 35 is a receiver that receives signals from GPS satellites to detect the current position of the user terminal 30. Note that other positioning systems may be used instead of the GPS receiver 35. For example, a receiver that receives signals from GNSS (=Global Navigation Satellite System) satellites to detect the current position of the user terminal 30 may be used. Also, for example, a receiver compatible with a base station positioning system or an indoor positioning system may be used. Note that, in this embodiment, each user terminal 30 acquires its own position information using GPS, but it may also acquire its own position information based on position information of a wireless communication base station or position information of a Wi-Fi access point. The communication interface 36 is a device that enables communication with an external terminal such as the server 10. The communication interface 36 is required to have a communication function that is compatible with the network N used for communication.
[0030] <Server functional configuration> Fig. 2 is a diagram illustrating an example of the functional configuration of the server 10. Note that the functional configuration shown in Fig. 2 is an example of a functional unit realized through the execution of a program. The server 10 includes an acquisition unit 101 , an assignment unit 102 , and a storage unit 110 . Of these, the storage unit 110 is realized by the memory 12 (see FIG. 1) and the auxiliary storage device 13 (see FIG. 1).
[0031] <Information stored in the memory unit> First, an example of information stored in storage unit 110 will be described. 2 stores a facility DB 111. The facility DB 111 stores information about the store where the facility terminal 20 (see FIG. 1) is installed and other stores. Fig. 3 is a table illustrating an example of data stored in the facility DB 111. The facility DB 111 shown in Fig. 3 stores a facility ID 111A, a name 111B, a type 111C, a registered location 111D, and business hours 111E.
[0032] 3 is not necessarily all of the data stored in the facility DB 111, and other data may be stored. Also, the data shown in FIG. 3 is an example, and some of the data shown in FIG. 3 may not be stored in the facility DB 111. The facility ID 111A is an ID for identifying a facility. In the present embodiment, the facility ID is assigned to each facility that physically exists in the real world. That is, even if the facility is operated by the same business entity, different facilities are assigned different IDs.
[0033] The name 111B is information used for management by the administrator. For example, the name of a facility or a store is stored in the name 111B. The type 111C is information indicating the type of facility. In FIG. 3, a restaurant, a retail store, and a leisure facility are illustrated as examples of the type. Fast food restaurants and family restaurants are examples of restaurants. Convenience stores and supermarkets are examples of retail stores. A theme park is an example of a leisure facility.
[0034] The registered position 111D is information indicating the position of the facility on a map. In the case of this embodiment, the map is a map corresponding to real space. The position on the map is given by latitude, longitude, and altitude. However, the position on the map may be given by only latitude and longitude. The registered position 111D may also be a so-called address. The map is not limited to a map corresponding to the real space, but may be a map expressing positional relationships in the real space. Registered position 111D is an example of a second position.
[0035] The business hours 111E is information that indicates the hours when the facility is open. The business hours 111E are specified by, for example, a start time and an end time. In the case of a 24-hour business, the start time is expressed as 0:00 and the end time is expressed as 24:00. However, it is also possible to store the business hours as 24 hours. As shown in Fig. 3, business hours 111E differs for each facility. In a facility that has multiple opening hours, business hours are stored for each opening hour. For example, two opening hours, 10:00-14:00 and 17:00-23:00, are stored in business hours 111E. If the time period during which the game bonus or the like is given to the user does not coincide with the business hours 111E, information indicating the time period during which the game bonus is given may be stored separately from the business hours 111E.
[0036] Returning to the explanation of Figure 2. 2 stores a user DB 112. The user DB 112 stores information on users registered in a social game. That is, the user DB 112 stores information on users who are not playing a game in real time, as well as information on users who are playing a game in real time. Fig. 4 is a diagram illustrating an example of data stored in the user DB 112. The user DB 112 shown in Fig. 4 stores a user account 112A, a nickname 112B, a current location 112C, a game medium 112D, a play history 112E, and a benefit 112F.
[0037] 4 is not necessarily all of the data stored in user DB 112, and other data may be stored. Also, the data shown in FIG. 4 is an example, and some of the data shown in FIG. 4 may not be stored in user DB 112. The user account 112A is information used to identify a user, and is registered by the user. In the case of Fig. 4, U100 to U104 corresponding to users A to E are registered.
[0038] Nickname 112B is information used for management by an administrator. In the case of Fig. 4, "User A" is stored in "U100" of user account 112A. The current position 112C is information indicating the current position on a map of the user terminal 30 (see FIG. 1) operated by the user. The current position is acquired from the GPS receiver 35 provided in the user terminal 30. The current location 112C may be updated only for users connected through the network N, or may be updated only for users playing a specific game for which a game bonus is awarded. In this embodiment, the current position 112C is given by latitude, longitude, and altitude. However, the position on the map may be given by only latitude and longitude. The current position 112C here is an example of a first position. In this embodiment, an example of the first position will be described as the current position, but the first position may be the position of the user terminal 30 a predetermined time ago.
[0039] 5 is a diagram showing an example of facility positions P1 to P7 and a user position P11 mapped on a map. The facilities on the map are represented by objects. 5 shows the locations P1 to P7 of seven facilities and the location P11 of one user. The locations of the facilities correspond to registered location 111D (see FIG. 3), and the user's location P11 corresponds to current location 112C (see FIG. 4). In FIG. 5, different types of facilities are represented by different filling patterns of rectangles representing the facilities. The same filling pattern is used for the same type. The range R enclosed by the dashed circle is the range considered as a visit to the facility. The range here is an example of a "first relationship" which is one of the conditions for granting a game benefit or the like to a user. For example, the first relationship may be that the first location and the second location are within a predetermined distance, or that the first location is included within a range R defined for an object (facility) on a map.
[0040] The range considered as a visit to the facility is defined by, for example, a circle centered on the registered position 111D of the facility. The radius of the circle is, for example, 5 m. However, a radius of 5 m is just an example, and may be determined for each facility depending on the area of the facility, the shape of the facility, the shape of the site, and so on. The range R considered as a visit to the facility is not limited to a circle, and may be, for example, a rectangle or an ellipse. Furthermore, the range R considered as a visit to the facility does not necessarily have to be continuous, and may be, for example, a range that is missing a portion (such as a restricted area) or a range R that is like a series of islands (multiple islands connected in a row). The range that is regarded as a visit to a facility may be determined based on the location of the user's entrance / exit, in order to set the visit to the facility as one of the conditions for granting a game bonus in this embodiment.
[0041] Returning to the explanation of Figure 4. Game media 112D is information for managing game media owned by each user and game media borrowed from other players. The play history 112E includes the date and time when each user played the game, the results of the play, etc. The play here includes the type of play. In the case of a multiplay, information on other users who participated in the multiplay is also included.
[0042] The benefit 112F is information indicating the content of the benefit associated with the user. The benefit 112F includes a game benefit and an out-of-game benefit. Of these, the out-of-game benefit is a benefit that can be used outside the game. In other words, the out-of-game benefit is a benefit that can be used in facilities in the real world. The out-of-game benefits include, for example, coupons and novelty goods that can be used in real-world facilities, etc. The coupons include, for example, discount coupons for products or services that satisfy conditions, and free coupons for products or services that satisfy conditions.
[0043] Returning to the explanation of Figure 2. 2 stores an award condition DB 113. The award condition DB 113 stores conditions for awarding a benefit for each facility. Fig. 6 is a table illustrating an example of data stored in the grant condition DB 113 in the embodiment 1. The grant condition DB 113 shown in Fig. 6 stores a facility ID 113A, a name 113B, a grant condition 1 (business hours) 113C, a grant condition 2 (stay time) 113D, and a game benefit 113E. 6 does not necessarily represent all the data stored in the grant condition DB 113, and other data may be stored. Also, the data shown in FIG. 6 is an example, and some of the data shown in FIG. 6 may not be stored in the grant condition DB 113.
[0044] The facility ID 113A is an ID for identifying a facility, similar to the facility ID 111A (see FIG. 3). Name 113B, like name 111B (see FIG. 3), is information used for management by the administrator. The awarding condition 1 (business hours) 113C is information that gives one of the conditions for awarding a game award. In the case of this embodiment, one of the conditions coincides with the business hours. Incidentally, the business hours in FIG. 6 coincide with the business hours 111E shown in FIG. 3. The business hours, which are the first condition, are used to exclude visits outside business hours.
[0045] The awarding condition 2 (staying time) 113D is information that gives one of the conditions for awarding a game award. In the case of the first embodiment, one of the conditions is the time that the user stays in the facility. The second condition, the staying time, is used to distinguish between the user simply stopping by and using the facility. It is also possible to set a common time for each type of facility. For example, the stay time for restaurants can be set to 30 minutes, for retail stores to 5 minutes, and for leisure facilities to 2 hours (i.e. 120 minutes).
[0046] However, as illustrated in FIG. 6, it is possible to set different stay times even for the same type of facility. For example, the stay time for "Restaurant A" may be 60 minutes, and the stay time for "Restaurant B" may be 30 minutes. This is because even if the business type of the restaurant is the same, there may be differences in the dishes served, the time required to serve the dishes, the time required to eat the served dishes, and the average price per customer. The stay time set for each facility may be freely set or changed by each store, or may be determined based on discussions at the time of participating in the distribution service. The system may (automatically) calculate the stay time and treat it as the grant condition 2 by storing the time required to serve the dishes, the time required to eat the served dishes, and the average price per customer in each facility in the storage unit 110 (see FIG. 2).
[0047] The game bonus 113E is information on the game bonus that is awarded when both the awarding conditions 1 and 2 are satisfied. The type, content, and amount of the game bonus that is awarded may be common to all facilities. In FIG. 6, the game bonus to be awarded can be set for each facility. However, if the game bonus to be awarded is selectively determined from a plurality of candidates, the plurality of candidates may be stored in the game bonus 113E. The selective awarding may be performed in a manner that awards one of the candidates to each user who satisfies the conditions, or in a manner that awards the bonus by random drawing that is executed each time the conditions are satisfied.
[0048] 2 stores an action history DB 114. In the present embodiment, the action history DB 114 stores action history for each user. 7 is a table for explaining an example of data in the behavior history DB 114. In the case of FIG. The behavior history DB 114 shown in FIG. 7 stores a history number 114A, a stay facility (name) 114B, an arrival time 114C, a required stay time 114D, an actual stay time 114E, and a game award time 114F. 7 is not necessarily all of the data stored in the behavior history DB 114, and other data may be stored. Also, the data shown in FIG. 7 is an example, and some of the data shown in FIG. 7 may not be stored in the behavior history DB 114.
[0049] In the case of FIG. 7, the history number 114A is information for identifying a visit of the user to a facility participating in the distribution service. A visit here refers to a state in which the user's current location 112C (see FIG. 4) is in a first relationship with the registered location 111D (see FIG. 3) of the facility. Specifically, it refers to a state in which the user's current location 112C is included within a range considered to be a visit to the facility. Note that a state in which the user's current location 112C is included within a range considered to be a visit to the facility continues for a predetermined time (e.g., one minute) or more is called a "stay."
[0050] Stay facility 114B is information for identifying a facility where the user's stay was confirmed. For example, facility ID 111A (see FIG. 3) is stored in stay facility 114B. However, if it is possible to identify the facility where the user stayed, name 111B (see FIG. 3) may be stored in stay facility 114B. In FIG. 7, stay facility 114B is represented by name 111B. The arrival time 114C is information indicating the time when the user arrived at the facility. The arrival time 114C may be, for example, the time when the user's current location 112C was first detected within a range considered to be a visit to the facility, or the time when the user's stay was confirmed (i.e., the start time of the stay). The arrival time 114C is used to determine whether the visit occurred during business hours.
[0051] Required stay time 114D is information indicating a stay time required for granting a game award. Award condition 2 (stay time) 113D (see FIG. 6) is read from award condition DB 113 (see FIG. 2) and stored in required stay time 114D. The actual stay time 114E is the time that the user stayed at the facility. In other words, the actual stay time 114E is given as the difference between the start time and the end time of the stay.
[0052] For example, the arrival time 114C is used as the start time of the stay. The end time of the stay is given as the time when the user's current location 112C continues to be outside the range considered to be a visit to the facility for a predetermined time (e.g., one minute) or more. However, the end time of the stay may be the time when the user first confirms that the user is outside the range considered to be a visit to the facility. The required stay time 114D and the actual stay time 114E are used to determine whether or not the "award condition 2" of the game benefit is satisfied. The game bonus award time 114F is information on the time when the game bonus was actually awarded. Note that for visits where the game bonus was not awarded (i.e., not awarded), no time is stored. In the case of FIG. 7, an X mark is stored for visits where the game bonus was not awarded. However, visits where the game bonus was not awarded may be left blank.
[0053] <Processing performed by the functional unit> The following describes basic processing functions executed by the acquisition unit 101 (see FIG. 2) and the attachment unit 102 (see FIG. 2). Detailed processing functions provided in each functional unit will be explained in conjunction with examples of expected processing operations at appropriate times.
[0054] The acquisition unit 101 is a functional unit that acquires a first position on a map corresponding to the user terminal 30 (see FIG. 1) operated by the user. The first position here is the current position of the user terminal 30 (see FIG. 1) described above. The first position is used to control the progress of the game. The granting unit 102 is a functional unit that grants the user a game benefit that can be used in the game when a state in which a first position and a second position corresponding to an object on a map are in a first relationship satisfies a time condition determined for the object. As described above, the time condition in this embodiment is defined by granting condition 1 (business hours) 113C (see FIG. 6) and granting condition 2 (stay time) 113D. In other words, the game bonus will not be awarded even if only the award condition 1 (business hours) 113C is satisfied, or even if only the award condition 2 (stay time) 113D is satisfied.
[0055] <Processing operation example> <Example 1> 8 is a diagram for explaining a processing sequence that is started when a user visits a facility. Note that the symbol S in the diagram indicates a step. The processing operation shown in FIG. 8 is executed in cooperation with the server 10 (see FIG. 1) and the user terminal 30 (see FIG. 1).
[0056] In the case of the operation example shown in FIG. 8, the user terminal 30 transmits the current position detected by the GPS receiving unit 35 (see FIG. 1) to the server 10 (S101). The current location is transmitted at a predetermined cycle (for example, every minute). The shorter the predetermined cycle, the more accurate the current location is, but the faster the battery installed in the user terminal 30 is consumed. The current location information also includes information for identifying the user (for example, user account 112A (see FIG. 4)).
[0057] The server 10 determines whether or not a game bonus can be awarded based on the current location, the reception time, and the like received from the user terminal 30 (S102). 8, the server 10 determines whether or not the current location 112C (i.e., the first location) of the user terminal 30 satisfies the first relationship with the registered location 111D (i.e., the second location) of the facility to be managed. In this embodiment, if the current location 112C of the user terminal 30 is included in the range regarded as a visit to the facility, it is determined that the first relationship is satisfied.
[0058] If the first relationship is satisfied, the server 10 judges whether the user's visit satisfies the time condition. That is, the server 10 judges whether the arrival time of the user terminal 30 is within the business hours of the facility, and whether the actual stay time at the facility satisfies the stay time required for the grant of the game bonus. For example, in the case of a visit to "Restaurant A", it is confirmed that the user's visit is between 10:00 and 19:00, and the stay time is 60 minutes or more.
[0059] If the time condition is satisfied, the server 10 grants a game bonus to the corresponding user (S103). The game bonus is granted based on a predetermined rule. For example, a game bonus determined for the game being played is granted. For example, a game bonus determined for each facility is granted. When a game bonus is awarded, the server 10 stores information about the awarded game bonus in the user DB 112 (see FIG. 4). The server 10 also stores the time when the game bonus was awarded in the action history DB 114 (see FIG. 7). Thereafter, the server 10 transmits information about the granted game bonus to the user terminal 30. The user terminal 30 displays the received game bonus information (S104).
[0060] <Example 2> 9 is a diagram for explaining a processing sequence that is started when a user visits a facility. Note that the symbol S in the diagram indicates a step. The processing operation shown in FIG. 9 is executed in cooperation with the server 10 (see FIG. 1), the facility terminal 20 (see FIG. 1), and the user terminal 30 (see FIG. 1). First, the user actually visits a store participating in the distribution service and operates the user terminal 30 to display a QR code (S111). The QR code here is an example of a graphic code required to receive a game bonus. The QR code is displayed, for example, by operating a predetermined button on the game screen.
[0061] Next, the user holds the QR code over QR code reader 25 (see FIG. 1), or a staff member at the facility holds QR code reader 25 over user terminal 30. Through these operations, facility terminal 20 reads the QR code (S112). The QR code also includes user account 112A (see FIG. 4) and other information for identifying the user, as well as a game ID. Thereafter, facility terminal 20 transmits the data of the read QR code to server 10. This data includes information for identifying facility terminal 20 (for example, a facility ID). In this operation example, when the QR code is received from the facility terminal 20, the server 10 grants a game benefit to the user corresponding to the user account 112A (S113).
[0062] Here, receiving a QR code from facility terminal 20 means that a user identified by user account 112A is located in the facility corresponding to facility terminal 20 that is the sender of the QR code. In other words, the position of user terminal 30 (i.e., the first position) and the position of facility terminal 20 (i.e., the second position) satisfy the first relationship. Furthermore, receiving a QR code from facility terminal 20 means that a user identified by user account 112A is using the facility during business hours. Therefore, when QR code data is received, it is considered that the time condition is satisfied regardless of the user's stay time.
[0063] The server 10 stores information about the awarded game bonus in the user DB 112 (see FIG. 4). The server 10 also stores the time when the game bonus was awarded in the action history DB 114 (see FIG. 7). Thereafter, the server 10 transmits information about the granted game bonus to the user terminal 30. The user terminal 30 displays the received game bonus information (S114).
[0064] <Other> In this embodiment, the time condition requires that two conditions be satisfied simultaneously, but only the given condition 1 (business hours) 113C (see FIG. 6) may be used as the time condition, or only the given condition 2 (stay duration) 113D may be used as the time condition. For example, even if only the grant condition (business hours) 113C is used, an increase in the number of users visiting the facility during business hours is expected. The stay time defined in the grant condition 2 may be variable depending on the time period of business hours defined in the grant condition 1. For example, the stay time may be set to a first time or more for a first time period (e.g., business hours in the morning), and the stay time may be set to a second time or more different from the first time for a second time period (e.g., business hours in the afternoon). Here, the first time may be set to be shorter than the second time.
[0065] In addition, when only award condition 2 (stay duration) 113D is used, it is possible to limit the awarding of game bonuses to users who visit outside business hours, for example, by narrowing the range that is considered to be a visit (i.e., narrowing the range that satisfies the first relationship). Also, a visit time 1 for business hours and a visit time 2 for non-business hours may be set, and the length of the visit time 2 for non-business hours may be set to, for example, 5 or more times or 10 or more times the visit time 1 during business hours. For example, the visit time 2 for non-business hours may be set to 2 or 3 hours. Alternatively, the setting may be such that the granting condition 2 is not satisfied outside business hours. This setting makes it possible to restrict the granting of game benefits to users who visit outside business hours.
[0066] <Summary> As described above, by employing the information processing system 1 described in this embodiment, it is possible to increase visits that satisfy the time conditions to facilities where game benefits are awarded.
[0067] <Embodiment 2> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 (see FIG. 1) described in the first embodiment. The information processing system 1 assumed in this embodiment differs from the information processing system 1 described in the first embodiment in two points.
[0068] The first difference is that the time condition includes a time range corresponding to the object. In other words, the time range in which the game bonus is awarded is set separately from the business hours of the facility. The time range here may be all or part of the business hours. For example, if the business hours are 7:00-19:00, the time range may be 12:00-17:00. The second difference is that the awarding unit 102 (see FIG. 2) awards a game bonus to the user when a state in which the first location and the second location are in a first relationship is detected within a time range.
[0069] Fig. 10 is a table for explaining an example of data stored in the grant condition DB 113 in the embodiment 2. In Fig. 10, parts corresponding to those in Fig. 6 are denoted by the same reference numerals. There are two differences between the grant condition DB 113 shown in FIG. 10 and the grant condition DB 113 shown in FIG. The first difference is that business hours 113F are managed separately from "Grant Condition 1." The second difference is that grant condition 1 (time range) 113C1 is used instead of grant condition 1 (business hours) 113C. In FIG. 10, business hours 113F is also included in the grant condition DB 113 to make the relationship between business hours and time ranges easier to understand, but business hours 113F may be omitted.
[0070] In the case of Figure 10, the business hours and time ranges of convenience store C, general store D, and leisure facility E are the same. For example, the business hours and time range of convenience store C is 7:00-24:00. For example, the business hours and time range of general store D is 10:00-15:00. For example, the business hours and time range of leisure facility E is 10:00-17:00. On the other hand, the business hours and time ranges of Restaurant A and Restaurant B are different. For example, Restaurant A's business hours are 10:00-19:00, while Restaurant B's time range is 10:00-18:00. In other words, game rewards are awarded for visits up to one hour before closing time.
[0071] In contrast, Restaurant B's business hours are 11:00-21:00, while the time range is 15:00-21:00, meaning that game rewards are awarded for visits after lunchtime. In this way, the time range can be (arbitrarily) specified as the time period during business hours when each store would particularly like to encourage users to visit. The system may calculate the time range by storing information about each store, such as the time periods when there are few customers or the time periods when the last orders are taken, in the storage unit 110 (see FIG. 2). Alternatively, the system may dynamically set the time range for each store based on data on the operating status of customer seats, which is collected in real time.
[0072] <Summary> In this embodiment, if a visit within a predetermined time range is detected, a game bonus is awarded. That is, in this embodiment, the game bonus is awarded only to a user who visits the facility within a specific time range during business hours. As a result, it becomes possible to increase the number of users visiting a facility within a specific time range defined for that facility.
[0073] <Embodiment 3> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the second embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 (see FIG. 1) described in the first embodiment. The information processing system 1 assumed in this embodiment differs from the information processing system 1 described in the second embodiment in two points.
[0074] The first difference is that the time range includes a first time range and a second time range. That is, in the case of the present embodiment, a plurality of time ranges are provided. The first time range and the second time range have time ranges that are at least partially different from each other. For example, the first time range and the second time range may be set as a continuous time range, or the first time range and the second time range may be separated from each other. The second difference is that the awarding unit 102 (see FIG. 2) awards a first game award to the user when a state in which the first location is in a first relationship with respect to the second location is detected within a first time range, and awards a second game award (however, different from the first game award) to the user when a state in which the first location is in a first relationship with respect to the second location is detected within a second time range. Although it is possible to award the same game prize in the first time range and the second time range, this embodiment is characterized in that a different game prize is awarded for each time range.
[0075] Fig. 11 is a table for explaining an example of data stored in the grant condition DB 113 in the embodiment 3. In Fig. 11, parts corresponding to those in Fig. 10 are denoted by the same reference numerals. There are two differences between the grant condition DB 113 shown in FIG. 11 and the grant condition DB 113 shown in FIG. The first difference is that there are two time ranges corresponding to "applying condition 1", a first time range and a second time range. The second difference is that a first game bonus is awarded for a visit in a first time range, and a second game bonus is awarded for a visit in a second time range.
[0076] 11, the business hours of restaurant A are 10:00-19:00, the first time range is 10:00-14:00, and the second time range is 17:00-19:00. In other words, there are time periods during which game bonuses are not awarded even during business hours. In addition, the first game bonus G1 is awarded in the first time range, and the second game bonus G2 is awarded in the second time range. In this embodiment, the value of the second game bonus G2 is higher than the value of the first game bonus G1. The value here means, for example, that it has a high utility value in the game. For example, one second game bonus G2 has the value of several first game bonuses G1. Restaurant B and general store D also have designated times during their business hours when game bonuses are not awarded.
[0077] Convenience store C's business hours are 7:00-24:00, the first time range is 7:00-15:00, and the second time range is 15:00-24:00. In the case of convenience store C, the end time of the first time range overlaps with the start time of the second time range. Therefore, there is no free time between the first time range and the second time range. Convenience store C is similar to restaurant A in that the first game bonus G1 is awarded in the first time range and the second game bonus G2 is awarded in the second time range. In addition, leisure facility E also has no time periods during which game bonuses are not awarded.
[0078] <Other> Some facilities may adopt a system in which the second game bonus G2 is awarded for the time range that starts earlier. For example, the general store D may award the second game bonus G2 for the time range of 10:00-12:00, and the first game bonus G1 for the time range of 13:00-15:00. In this case, the time range of 10:00-12:00 is the second time range, and the time range of 130:00-15:00 is the first time range. Also, three or more time ranges may be set, with each time range being associated with a different game bonus.
[0079] Incidentally, the contents of the first game bonus G1 and the second game bonus G2 may be determined for each facility. In other words, the contents of the first game bonus G1 and the second game bonus G2 may differ depending on the facility. For example, restaurant A may grant a first game bonus of recovering one point of the player character's stamina and a second game bonus of recovering three points of the player character's stamina, while leisure facility E may grant a first game bonus of increasing one point of the player character's attribute value and a second game bonus of increasing two points of the player character's attribute value.
[0080] <Summary> In the case of this embodiment, since the game bonus given varies depending on the time range of the visit, it is expected that the number of visits to the facility will increase. Also, it is possible to increase the number of visits by users to the time range during which a high-value game bonus is given.
[0081] <Fourth embodiment> Next, one embodiment of the information processing system 1 (see FIG. 1) described in the second embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 (see FIG. 1) described in the first embodiment. The information processing system 1 assumed in this embodiment differs from the information processing system 1 described in the second embodiment in two points.
[0082] The first difference is that the time range includes a first time range and a second time range, that is, in the present embodiment, a plurality of time ranges are provided. The second difference is that the awarding unit 102 (see Figure 2) awards a game bonus to the user based on a first probability when a state in which the first location is in a first relationship with the second location is detected within a first time range, and awards a game bonus to the user based on a second probability (however, different from the first probability) when a state in which the first location is in a first relationship with the second location is detected within a second time range. For example, when the first time range is shorter than the second time range, the first probability may be set higher than the second probability. In this embodiment, the same game benefit is awarded in the first time range and the second time range.
[0083] Fig. 12 is a table for explaining an example of data stored in the grant condition DB 113 in the embodiment 4. In Fig. 12, the parts corresponding to Figs. 6 and 11 are denoted by the same reference numerals. There are three differences between the given condition DB 113 shown in FIG. 12 and the given condition DB 113 shown in FIG. The first difference is that there is only one type of game reward given for visiting a facility. The second difference is that visiting a facility within a time range (i.e., the first time range and the second time range) does not necessarily result in a game benefit being awarded. The third difference is that the probability 113G1 that a game benefit will be awarded in the first time range is different from the probability 113G2 that a game benefit will be awarded in the second time range.
[0084] In the case of FIG. 12, the business hours of restaurant A are 10:00-19:00, the first time range is 10:00-14:00, and the second time range is 17:00-19:00. In addition, in the first time range, the first probability 113G1 that the game bonus G1 will be awarded is 70%, and in the second time range, the second probability 113G2 that the game bonus G1 will be awarded is 90%. In the case of restaurant A, the game bonus G1 is awarded with a high probability in both the first time range and the second time range, but the game bonus G1 is awarded with a higher probability when visiting in the second time range. In the case of convenience store C, there is a higher probability that the game bonus G1 will be awarded if the customer visits during the second time range.
[0085] In contrast, restaurant B's business hours are 11:00-21:00, with a first time range being 11:00-15:00 and a second time range being 18:00-21:00. In addition, in the first time range, the first probability 113G1 that the game bonus G1 will be awarded is 30%, and in the second time range, the second probability 113G2 that the game bonus G1 will be awarded is 10%. In the case of restaurant B, the game bonus G1 is awarded with a low probability in both the first time range and the second time range, but the game bonus G1 is awarded with a higher probability when visiting in the first time range. In addition, the general store D and the leisure facility E also have a higher probability of granting the game bonus G1 when visited during the first time range.
[0086] <Other> 12, the first probability and the second probability are set for each facility, but the first probability and the second probability may be common to all facilities, or the first probability and the second probability may be common to each type of facility. For example, the first probability and the second probability may be common to restaurants A and B, which are eating and drinking establishments. In the above description, the first probability and the second probability are different, but the first probability and the second probability may be the same. As in the third embodiment, the game benefit to be awarded may be changed for each time range.
[0087] <Summary> In the case of this embodiment, since the probability of receiving a game bonus is determined by the time range of the visit, it is possible to motivate the game user to visit the facility, and as a result, it is expected that the number of visits to the facility will increase. In addition, since the probability of granting a game bonus varies depending on the time range, it is possible to increase user visits to time ranges in which the game bonus is granted with a higher probability.
[0088] <Fifth Preferred Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 (see FIG. 1) described in the first embodiment. The difference between the information processing system 1 assumed in this embodiment and the information processing system 1 described in embodiment 1 is that the time condition is defined as the total length of time during which the first location and the second location are in a first relationship.
[0089] The total length of time here refers not only to a single stay, but also to the cumulative time of multiple stays within a given period (e.g., on the same day). In cases where a visit is expected to take place over multiple days with overnight stays in between, such as at resort facilities, the total length of time also includes the cumulative time of multiple stays on different visit dates. Fig. 13 is a table for explaining an example of data stored in the grant condition DB 113 in the fifth embodiment. In Fig. 13, parts corresponding to those in Fig. 6 are denoted by the same reference numerals. Additional condition 113G has been added to user DB 113 shown in Fig. 13. In the case of Fig. 13, the additional condition "Determine whether or not condition 2 is granted based on the total length of stay in the same facility" is shown for leisure facility E. No additional conditions are shown for other facilities.
[0090] Fig. 14 is a table for explaining another example of data stored in the action history DB 114. In Fig. 14, the parts corresponding to those in Fig. 7 are denoted by the same reference numerals. In the case of Figure 14, the user first stops by convenience store C for five minutes, then visits leisure facility E where he stays for one hour, and then stays at nearby convenience store M for 15 minutes before visiting leisure facility E again.
[0091] Leisure facility E requires a stay of 180 minutes as one of the conditions for receiving a game bonus. However, since the first visit lasted 60 minutes, the game bonus was not received during the first visit. On the other hand, the stay time at the second visit to leisure facility E was 120 minutes. Since the stay time at the previous visit was 60 minutes, the total stay time is 180 minutes. As a result, in FIG. 14, the history that a game bonus was awarded at 4:30 p.m. is stored.
[0092] <Other> In the above explanation, no restrictions are placed on the interruption time between the first and second visits, but an upper limit on the interruption time may be set. For example, if the interruption time exceeds one and a half hours, the first visit may be excluded from the calculation of the total time length. In this case, even if the second visit to leisure facility E is 120 minutes, the game bonus will not be awarded. Also, although there is no restriction on the interruption time between the first and second visits, the interruption time or the interruption time multiplied by a predetermined percentage (e.g., 50%) may be subtracted from the first visit time. For example, if the interruption time is 60 minutes, 30 minutes may be subtracted from the user's total time length. In this case, the user will need to stay at the target facility for a longer period of time.
[0093] In the above explanation, additional conditions are set only for leisure facility E, but exceptions regarding the total time length may also be added for other facilities. In the above description, the mechanism for awarding a game benefit according to the total time length is applied to the information processing system 1 described in the first embodiment, but it may be combined with other embodiments (that is, the second, third, and fourth embodiments). In addition, a limit may be set on the (total) distance traveled during the interruption time. For example, if the user travels a predetermined distance or more away from the range of leisure facility E during the interruption time between the first and second stays, the first stay may be excluded from the calculation of the total time length.
[0094] <Summary> In this embodiment, even if a player leaves the facility he or she is staying at once, the game bonus will be awarded if the total length of time, including the time spent there when the player returns, satisfies the conditions, making it possible to increase visits to facilities where the game bonus is awarded that satisfy the time conditions. Furthermore, by allowing users to move freely, a user-friendly and streamlined system can be created.
[0095] <Sixth embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 (see FIG. 1) described in the first embodiment. The information processing system 1 assumed in this embodiment differs from the information processing system 1 described in the first embodiment in that, when one or more first objects corresponding to a first type of facility existing in the real space and one or more second objects corresponding to a second type of facility existing in the real space are arranged on a map, a first time length is set as a time condition for the first objects, and a second time length (however different from the first time length) is set as a time condition for the second objects. An example of the first type here is a restaurant, and an example of the second type is a retail store.
[0096] This embodiment is characterized in that a time condition regarding the stay time is set for each type of facility (that is, object on the map). Fig. 15 is a table for explaining an example of data stored in the grant condition DB 113 in the sixth embodiment. In Fig. 15, parts corresponding to those in Fig. 6 are denoted by the same reference numerals. For ease of explanation, a column for type 113H is added to the user DB 113 shown in FIG. In the case of FIG. 15, the given condition 2 (stay time) 113D for "restaurant" is 60 minutes, the given condition 2 (stay time) 113D for "retail store" is 10 minutes, and the given condition 2 (stay time) 113D for "leisure facility" is 180 minutes.
[0097] <Other> In the above explanation, the mechanism for standardizing grant condition 2 (stay time) depending on the type of facility is applied to the information processing system 1 described in embodiment 1, but it can also be combined with other embodiments (i.e., embodiments 2, 3, 4, and 5). Incidentally, the type of facility is not limited to classification related to the type of business (e.g., "restaurants"), but may be information for grouping or classifying each facility corresponding to an object. For example, it may be the operating company (e.g., the name of a restaurant chain) or the main target demographic of the store (e.g., "for families"). In the above description, the first time length and the second time length are different from each other. However, the same time length may be applied even if the types of facilities are different.
[0098] <Summary> In the case of this embodiment, the length of stay, which is the condition for granting a game prize, is standardized for each type of facility, which makes management by the system administrator easier. It also becomes easier for users to predict the amount of time they will need to stay in the game to receive a special bonus.
[0099] <Embodiment 7> The above-described embodiments (that is, embodiments 1 to 6) aim to increase revenue opportunities for the facility through a mechanism for encouraging users hoping to receive a game bonus to visit the facility during its business hours. However, the above-described embodiment cannot deal with the emergence of users who only visit facilities to acquire game bonuses (without using the facilities). An increase in users who only visit facilities does not match the original purpose of the distribution service.
[0100] Therefore, in this embodiment, an additional condition is set for the awarding of the game bonus. This embodiment will be described as one form of the information processing system 1 (see FIG. 1) described in the sixth embodiment. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 (see FIG. 1) described in the first embodiment.
[0101] The information processing system 1 assumed in this embodiment differs from the information processing system 1 described in embodiment 6 in that the awarding unit 102 (see Figure 2) limits the awarding of a game bonus if the state in which the first position and the first object are in a first relationship satisfies a first time length determined for the first object within a predetermined time after awarding a game bonus to a user based on the positional relationship between the first position and the first object. The predetermined time here is, for example, 120 minutes. The first time length corresponds to the stay time, which is one of the conditions for granting the award.
[0102] Fig. 16 is a table for explaining an example of data stored in the grant condition DB 113 in the seventh embodiment. In Fig. 16, parts corresponding to those in Fig. 15 are denoted by the same reference numerals. A column of additional conditions 113G has been added to the user DB 113 shown in Fig. 16. In the case of Fig. 16, additional conditions are set for eating and drinking establishments and retail establishments, but no additional conditions are set for leisure facilities. Incidentally, the additional condition shown in FIG. 16 is "if 120 minutes or more have not passed since the time when the game bonus was awarded in another facility of the same type, it is deemed that award condition 2 is not met."
[0103] Here, "other facilities of the same type" refers to facilities operated by the same or similar entities. Therefore, even if you visit chain restaurant B of a certain business entity 40 minutes after visiting chain restaurant A of the same business entity and thus satisfy award condition 2 (for example, if you stay at restaurant A as chain restaurant B for 60 minutes or more), you will not be awarded a game benefit. Also, even if you visit a restaurant of a certain business entity B 40 minutes after visiting a restaurant of a certain business entity A and thus satisfy award condition 2 (for example, if you stay at restaurant B as a restaurant of a certain business entity B for 30 minutes or more), you will not be awarded a game benefit. The restriction on the granting of the game bonus under additional condition 113G is based on the premise that the game bonus is granted to other facilities of the same type. Therefore, it does not apply to visits to different facilities. For example, if a player visits a retail store after receiving a game bonus at a restaurant and meets the time condition for the game bonus, the game bonus will also be granted at the retail store.
[0104] Fig. 17 is a table for explaining another example of data stored in the action history DB 114. In Fig. 17, parts corresponding to those in Fig. 14 are denoted by the same reference numerals. In the case of FIG. 17, the user stayed in restaurant B for 80 minutes. This 80 minutes exceeds the 60 minutes of stay time required at restaurant B. The user left restaurant B at 13:50. However, since the time when the game bonus was awarded at the most recently visited restaurant A was 12:05, the time that has elapsed since 12:05 is 1 hour and 45 minutes. Therefore, restaurant B alone satisfies the condition for granting the game bonus, but does not satisfy additional condition 113G (see FIG. 16), so an X is stored in game bonus grant time 114F.
[0105] After leaving Restaurant B, the user next visits Convenience Store L. The user stays at Convenience Store L for 5 minutes and leaves at 2 p.m. This leaving time is 1 hour and 55 minutes after leaving Restaurant A. However, Convenience Store L is a retail store and is of a different type from Restaurant A. Therefore, the history of the game bonus being awarded is stored without being restricted by additional condition 113G (see FIG. 16). Incidentally, if a user visits restaurant P at 3 p.m., more than 120 minutes have already passed since the user received a game bonus at another restaurant, so the game bonus will be awarded if the user's stay at restaurant P meets the time condition.
[0106] <Other> In the above explanation, a common predetermined time is used regardless of the type of facility, but the predetermined time may be set according to the type of facility. For example, the predetermined time for a restaurant may be 60 minutes, and the predetermined time for a retail store may be 120 minutes. Since the required stay time for a retail store to receive a game bonus (i.e., the award condition 2) is short, it is desirable to make the predetermined time longer in order to suppress user visits. In the above explanation, the mechanism for limiting the awarding of game benefits using additional condition 113G is applied to information processing system 1 explained in embodiment 6, but it can also be combined with other embodiments (i.e., embodiments 2, 3, 4, 5, and 7).
[0107] <Summary> In the case of this embodiment, the provision of game benefits to users who visit facilities of the same type in a short period of time is limited, which is expected to have the effect of suppressing visits solely for the purpose of satisfying time conditions.
[0108] <Embodiment 8> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 (see FIG. 1) described in the first embodiment.
[0109] The information processing system 1 assumed in this embodiment differs from the information processing system 1 described in embodiment 1 in that the awarding unit 102 (see Figure 2) changes the content of the game bonus depending on the length of time that the first relationship exists. In this embodiment, the time length is divided into two, long and short, and different game awards are assigned to each division. Of course, the time length can be divided into three or more divisions and different game awards can be assigned to each division.
[0110] Fig. 18 is a table for explaining an example of data stored in the grant condition DB 113 in the eighth embodiment. In Fig. 18, parts corresponding to those in Fig. 6 are denoted by the same reference numerals. There are two differences between the given condition DB 113 shown in FIG. 18 and the given condition DB 113 shown in FIG. The first difference is that there are two stay times corresponding to "granting condition 2", namely, first stay time 113D11 and second stay time 113D12. The second difference is that a first game award 113E1 is awarded for the first stay time 113D11, and a second game award 113E2 is awarded for the second stay time 113D12.
[0111] In the case of FIG. 18, the first stay time 113D11 in restaurant A is 60 minutes, and the second stay time 113D12 is 90 minutes. In the case of this embodiment, the game bonus is awarded when the user's stay time is confirmed. Therefore, the game bonus G1 (first game bonus 113E1) is not awarded when the first stay time 113D11 has elapsed, and the game bonus G2 (second game bonus 113E2) is not awarded when the second stay time 113D12 has elapsed. The contents of the game bonus G1 and the game bonus G2 are different. In this embodiment, it is assumed that the value of the game bonus G2 is higher than the game bonus G1, but the value of the game bonus G1 may be higher than the value of the game bonus G2. If the user is not desired to stay for a long time, the value of the game bonus G1 is made higher than the value of the game bonus G2.
[0112] The first stay time in restaurant B is 30 minutes and the second stay time is 60 minutes. Incidentally, the first stay time at convenience store C is 10 minutes and the second stay time is 15 minutes. The first stay time at general store D is 20 minutes and the second stay time is 30 minutes. The first stay time at leisure facility E is 180 minutes and the second stay time is 240 minutes.
[0113] <Other> In Fig. 18, the first staying time is the same as the grant condition 2 (stay time) shown in Fig. 6. However, it is not necessary that they are the same. For example, the first staying time in restaurant A can be 30 minutes and the second staying time can be 60 minutes. 18, the game bonus G1 granted when the first stay time is satisfied is common regardless of the type of facility, and the game bonus G2 granted when the second stay time is satisfied is common regardless of the type of facility, but for example, the content of the game bonus may be set for each type of facility. Also, the content of the game bonus granted when the first stay time is satisfied and the content of the game bonus granted when the second stay time is satisfied may be set for each facility.
[0114] In the above description, the content of the game prize given varies depending on the length of stay, but the amount of the game prize given may also be changed. FIG. 19 is a chart illustrating the relationship between the length of stay and the game prize to be awarded. In the case of FIG. 19, if the stay time is less than 5 minutes, no game bonus is awarded, and if the stay time is 5 minutes or more and less than 15 minutes, five game bonuses G1 are awarded. If the stay time is between 15 minutes and 30 minutes, the number of game bonus G1 awarded will increase from 5 to 10. If the stay time is 30 minutes or more, 5 game bonus G2 will be awarded.
[0115] In the above explanation, the mechanism for changing the content of the game bonus awarded depending on the length of stay time is applied to the information processing system 1 described in embodiment 1, but it may also be combined with other embodiments (i.e., embodiments 2, 3, 4, 5, 6, and 7). When multiple time ranges are provided as in the third and fourth embodiments, the length of stay and the content of the game bonus to be awarded may be changed for each time range. For example, the first stay time for the first time range may be 10 minutes and the second stay time may be 20 minutes, and the first stay time for the second time range may be 15 minutes and the second stay time may be 30 minutes.
[0116] <Summary> In the case of this embodiment, the length of time a user stays in the game can be controlled by changing the content of the game bonus given depending on the length of time the user stays in the game.
[0117] <Embodiment 9> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 (see FIG. 1) described in the first embodiment. The information processing system 1 assumed in this embodiment differs from the information processing system 1 described in embodiment 1 in that when a first position is in a first relationship with respect to a second position, the granting unit 102 (see FIG. 2) grants the user an out-of-game benefit that corresponds to an object and can be used outside the game. Incidentally, "available outside the game" means that it can be used, for example, in a facility in real space. Examples of the out-of-game benefit include coupons and novelty goods. For example, the out-of-game benefit may be a benefit that cannot be used in a game in which the game benefit can be used.
[0118] Fig. 20 is a table for explaining an example of data stored in the grant condition DB 113 in the embodiment 9. In Fig. 20, the parts corresponding to those in Fig. 6 are denoted by the same reference numerals. The awarding condition DB 113 shown in FIG. 20 differs from the awarding condition DB 113 shown in FIG. 6 in that the awarding condition DB 113 shown in FIG. 20 includes data for managing the awarding of non-game awards. The data for the non-game benefit shown in FIG. 20 is made up of a facility ID 113A, a name 113B, and a non-game benefit 113I.
[0119] In the case of Fig. 20, each facility is assigned one different coupon C. However, multiple coupons may be assigned to one facility. Incidentally, coupon C can be used at places other than the facility where it was distributed. In this embodiment, the granting unit 102 grants a coupon on the condition that the user has visited a facility. In other words, granting a coupon, which is an out-of-game benefit, does not require a time condition, unlike game benefits.
[0120] <Other> In the example of FIG. 20, the content of the coupon C to be distributed varies from facility to facility, but a common coupon may be given to all facilities. Similarly to the game bonus, coupon C may also be distributed on the condition that a customer stays for a specified period of time. In the above description, the time period during which the non-game bonus is awarded is set to coincide with the time period during which the game bonus is awarded, but the time period during which the non-game bonus is awarded may be set independently of the time period during which the game bonus is awarded. For example, if the time period during which the game bonus is awarded is 9:00-17:00, the non-game bonus may be awarded from 8:00-12:00. In the above description, the mechanism for granting an out-of-game benefit is applied to the information processing system 1 described in the first embodiment, but it may be combined with other embodiments (that is, embodiments 2, 3, 4, 5, 6, 7, and 8).
[0121] <Summary> In this embodiment, a user who visits a facility can be given an out-of-game benefit that can be used outside the game. Since no time condition is required for the provision of the out-of-game benefit, it is possible to provide the out-of-game benefit to a user who visits the facility outside business hours.
[0122] <Embodiment 10> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the ninth embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 (see FIG. 1) described in the first embodiment. In the case of information processing system 1 assumed in this embodiment, the granting unit 102 (see FIG. 2) is added with a function of granting a first out-of-game benefit usable outside the game when a state in which a first position is in a first relationship with a second position is detected within a time range defined for the object, and a function of granting a second out-of-game benefit usable outside the game when a state in which the first position is in the first relationship with the second position is detected outside the time range defined for the object. For example, the first out-of-game benefit and the second out-of-game benefit may be different.
[0123] In this embodiment, the "time range" is assumed to be business hours. Fig. 21 is a table for explaining an example of data stored in the grant condition DB 113 in the tenth embodiment. In Fig. 21, parts corresponding to those in Fig. 20 are denoted by the same reference numerals. In the awarding condition DB 113 shown in FIG. 21, awarding condition 1 (business hours) 113C and awarding condition 1 (outside business hours) 113C1 are added to the data column for managing the awarding of non-game awards.
[0124] It should be noted that the coupons granted during business hours are stored in the first non-game benefit 113I1, and the coupons granted outside business hours are stored in the second non-game benefit 113I2. For example, a coupon C1 is given to a user who visits restaurant A during its business hours (10:00-19:00), and a coupon C11 is given to a user who visits restaurant A outside its business hours (19:00-10:00).
[0125] <Other> In the above explanation, a mechanism for awarding a first non-game benefit during business hours and a second non-game benefit outside business hours is applied to the information processing system 1 described in embodiment 9, but it may also be combined with other embodiments (i.e., embodiments 2, 3, 4, 5, 6, 7, and 8). When grant condition 1 (time range) 113C1 (see FIG. 10) is specified during business hours as in the second embodiment, the second non-game benefit is granted for visits during other times during business hours and for visits outside business hours.
[0126] Furthermore, as in embodiment 3, when grant condition 1 (first time range) 113C11 (see FIG. 11) and grant condition 1 (second time range) 113C12 (see FIG. 11) are specified during business hours, the second non-game benefit is granted for visits during times other than the first time range and the second time range. Incidentally, in a case where the first out-of-game benefit is granted only in either the first time range or the second time range, the second out-of-game benefit may be granted for a visit during a time period other than the time period during which the first out-of-game benefit is granted.
[0127] In the above description, the time period during which the first non-game benefit is awarded is set to coincide with the time period during which the game benefit is awarded, but the time period during which the first non-game benefit is awarded may be determined independently of the time period during which the game benefit is awarded. For example, if the time period during which the game benefit is awarded is 9:00-17:00, the first non-game benefit may be awarded from 8:00-12:00.
[0128] <Summary> In this embodiment, a user who visits a facility can be given an out-of-game benefit that can be used outside the game. Since no time condition is required for the provision of the out-of-game benefit, it is possible to provide the out-of-game benefit to a user who visits the facility outside business hours.
[0129] <Embodiment 11> In this embodiment, an example of the information processing system 1 (see FIG. 1) described in the ninth embodiment will also be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 (see FIG. 1) described in the first embodiment. There are two differences between the information processing system 1 assumed in this embodiment and the information processing system 1 assumed in the ninth embodiment. The first difference is that the out-of-game rewards are coupons that can be used at real-world facilities. The second difference is that when the use of a coupon is detected, the granting unit 102 (see FIG. 2) grants a game benefit to the user even if the state of the first relationship does not satisfy the time condition.
[0130] Fig. 22 is a table for explaining an example of data stored in the grant condition DB 113 in the eleventh embodiment. In Fig. 22, the parts corresponding to Figs. 13, 16, and 20 are denoted by the same reference numerals. The given condition DB113 shown in Fig. 22 differs from the given condition DB113 shown in Fig. 20 in that a column for additional conditions 113G has been added. In the case of Fig. 22, additional conditions are set for restaurant facilities and retail facilities, but no additional conditions are set for leisure facilities. Incidentally, the additional condition shown in FIG. 22 is "if a non-game benefit (coupon) that can be used at the facility is used, a game benefit will be given."
[0131] Fig. 23 is a table for explaining another example of data stored in the action history DB 114. In Fig. 23, the parts corresponding to those in Fig. 14 are denoted by the same reference numerals. In the case of Fig. 23, a column for coupon usage 114G has been added. In the case of FIG. 23, the coupon is only used at convenience store C and not at restaurant A.
[0132] First, the stay time in restaurant A is 5 minutes short of the stay time required to grant the game award. Therefore, an X is stored in the game award grant time 114F corresponding to restaurant A. On the other hand, the stay time at convenience store C is also 5 minutes short of the stay time required for the award of the game bonus. However, a coupon that can be used at convenience store C is used at convenience store C. Therefore, the date and time when the game bonus was awarded is stored in game bonus award time 114F corresponding to convenience store C.
[0133] <Other> In the above explanation, the mechanism for exceptionally granting game benefits by using a coupon is applied to the information processing system 1 described in embodiment 9, but it may also be combined with other embodiments (i.e., embodiments 2, 3, 4, 5, 6, 7, and 8).
[0134] <Summary> In the case of this embodiment, a game benefit is awarded by using a coupon even if the visit does not satisfy the time condition, so that acquisition and use of coupons at facilities can be promoted.
[0135] <Embodiment 12> In this embodiment, an example of the information processing system 1 (see FIG. 1) described in the ninth embodiment will also be described. Therefore, this embodiment is also premised on the system configuration and processing operations of the information processing system 1 (see FIG. 1) described in the first embodiment. The difference between the information processing system 1 assumed in this embodiment and the information processing system 1 assumed in embodiment 9 is that when the granting unit 102 (see Figure 2) grants a game bonus to a user whose state in the first relationship satisfies a time condition related to the object, the granting unit 102 also grants a game bonus to other users who have a specified relationship with the user. In other words, in this embodiment, a mechanism is introduced in which, when a game bonus is awarded to a user who visits a facility, the game bonus is also awarded to other users who have a predetermined relationship with the same user.
[0136] In addition, "other users having a predetermined relationship" may include, for example, a user to whom a game bonus is given and a user who is playing multiplayer. In this case, the users who are playing multiplayer are considered to have a "predetermined relationship" with each other. Furthermore, "other users with a specified relationship" include, for example, users who are within a specified time (e.g., within 30 minutes) after a multiplayer game with a user to whom a game bonus is to be granted has ended. Incidentally, the reason for requiring "within a specified time" as an additional condition when a multiplayer game has ended is to ensure unity with the user to whom the game bonus is to be granted. However, in this embodiment, in addition to "within a specified time," only users who have received a request from another user to share location information are recognized as having a "specified relationship."
[0137] FIG. 24 is a diagram illustrating an example of a location information sharing request screen that is displayed at the end of a multiplay session. FIG. 24 assumes the end of a multiplayer game between user A and user B. Incidentally, the user terminal 30 in FIG. 24 is owned by user A. For this reason, the display 34 displays a question, "Do you want to share your location information with user B who played with you in a multiplayer game?" along with options, "Yes" and "No." In FIG. 24, a triangular mark indicates the selection of "Yes."
[0138] In this case, the server 10 (see FIG. 1) manages two positions, the position of user A and the position of user B, as the current position 112C (see FIG. 4) of user A. However, when a predetermined time has elapsed since the end of the multiplay, the server 10 reverts to managing only the position of user A. However, the location information managed by "Sharing of Location Information" is used only for the process of awarding the game bonus, and is not used for any process other than the awarding of the game bonus. Incidentally, the sharing application screen shown in FIG.
[0139] Fig. 25 is a diagram showing an example of the map screen display when sharing location information is selected. In Fig. 25, rectangular marks represent the locations P3, P4, and P6 of the facilities. Furthermore, face icons represent the locations P11A and P11B of users A and B. It is assumed that the user terminal 30 in FIG. Therefore, "Your location" and "Sharing" are displayed near the face icon indicating the actual location P11A of user A.
[0140] Meanwhile, "Position of User B" is displayed near the face icon indicating position P11B of user B. Note that, near the face icon indicating position P11B of user B, a face icon indicating the position of user A is displayed in a smaller size than the face icon indicating the actual position. In the case of Fig. 25, user B is located near a rectangular mark indicating position P3 of the facility where the game bonus is awarded. Therefore, when user B is awarded a game bonus, the same game bonus is also awarded to user A who is in the same position according to the data.
[0141] Fig. 26 is a table for explaining an example of data in the action history DB 114 of user A and user B who share position information. In Fig. 26, parts corresponding to those in Fig. 7 are denoted by the same reference numerals. In the case of FIG. 26, the restaurant A where the user B is actually staying is stored in the stay facility 114B of the user B. On the other hand, the stay facility 114B of the user A stores "synchronized with user B". This is because the user A is in the same location as the user B only in terms of data. Since user A has requested to share location information with user B, the same data as user B is stored in arrival time 114C, required stay time 114D, actual stay time 114E, and game bonus award time 114F. That is, as shown in FIG. 25, although user A is in a completely different location from user B, user A is given the same game bonus as user B because user B has received a game bonus.
[0142] <Other> In the above explanation, "other users with a specified relationship" are described as other users who are in a multi-play or within a specified time period after the end of the multi-play, but it may also include other users who are friends with the user to whom the game bonus is given (hereinafter also referred to as "friends"). However, the number of people who can be registered as friends is greater than the number of people who can play in multi-play. For this reason, an upper limit may be set on the number of friends to whom the game bonus is given. For example, the upper limit may be three people.
[0143] In the above description, when user B is awarded a game bonus, user A is also awarded the same game bonus as user B, but user A may be awarded a game bonus different from that of user B. For example, when user B is awarded game bonus G1, user A may be awarded game bonus G2. Furthermore, when user B is awarded five game bonuses G1, user A may be awarded three game bonuses G1. In the above explanation, the mechanism for granting game benefits to other users who share location information is applied to the information processing system 1 described in embodiment 9, but it can also be combined with other embodiments (i.e., embodiments 2, 3, 4, 5, 6, 7, 8, 10, and 11).
[0144] <Summary> In the present embodiment, when a user receives a game bonus, the bonus is also given to other users who have a predetermined relationship with the user, so that users who have a predetermined relationship can cooperate to collect game bonuses. In addition, since it is not necessary for all users who have a predetermined relationship to visit the facility, congestion at the facility due to visits can be reduced.
[0145] <Other embodiments> The form of the invention is not limited to the above-described embodiment. For example, it is possible to combine elements of each embodiment as appropriate. The combination here includes the deletion of elements of each embodiment. In the above embodiment, it is assumed that the game bonus is used in a specific game that the user is playing, but there may be games in which the granted game bonus can be used and games in which the granted game bonus cannot be used. For example, the game bonus may be usable only in a specific game.
[0146] <Summary> The main features of the information processing device, the information processing method, the program, and the information processing system described in the embodiments will be described below. [General-purpose subject] One of the objects of the present invention is to increase the number of entities that provide rewards that can be used in games. Another object of the present invention is to increase the number of locations where rewards that can be used within a game are awarded.
[0147] Issues corresponding to [Appendix 1] One of the objectives of the present invention is to increase time-qualified visits to locations that offer rewards available within a game. [Appendix 1] An information processing device having an acquisition unit that acquires a first position on a map corresponding to a terminal operated by a user, and an award unit that awards a game benefit that can be used in a game to the user when a state in which the first position and a second position corresponding to an object on the map are in a first relationship satisfies a time condition determined for the object. This information processing device can increase visits that satisfy time conditions to locations where benefits that can be used in a game are awarded.
[0148] Issues corresponding to [Appendix 2] One of the objectives of the present invention is to facilitate visits within a time range to a second location. [Appendix 2] An information processing device as described in Appendix 1, wherein the time condition includes a time range corresponding to the object, and the granting unit grants a game bonus to the user when a state in which the first position and the second position are in a first relationship is detected within the time range. The information processing device can facilitate visits to the second location within a time range.
[0149] Issues corresponding to [Appendix 3] One of the objectives of the present invention is to facilitate different time ranges of visits to the second location. [Appendix 3] An information processing device as described in Appendix 2, wherein the time range includes a first time range and a second time range, and the granting unit grants a first game bonus to the user when a state in which the first location is in a first relationship with respect to the second location is detected within the first time range, and grants a second game bonus to the user when a state in which the first location is in the first relationship with respect to the second location is detected within the second time range, the first game bonus and the second game bonus being different. The information processing device can facilitate visits to the second location over different time periods.
[0150] Issues corresponding to [Appendix 4] One of the objectives of the present invention is to increase visits to second locations that satisfy a time condition. [Appendix 4] An information processing device as described in Appendix 2, wherein the time range includes a first time range and a second time range, and the granting unit grants a game bonus to the user based on a first probability when a state in which the first location is in a first relationship with the second location is detected within the first time range, and grants a game bonus to the user based on a second probability when a state in which the first location is in the first relationship with the second location is detected within the second time range, the first probability and the second probability being different. This information processing device can increase visits to the second location that satisfies the time condition.
[0151] Issues corresponding to [Appendix 5] One of the objects of the present invention is to increase the time spent in the second position. [Supplementary Note 5] The information processing device according to Supplementary Note 1, wherein the time condition is defined as a total length of time during which the first position and the second position are in the first relationship. This information processing device allows the time spent at the second location to be extended.
[0152] Issues corresponding to [Appendix 6] One of the objects of the present invention is to set time conditions according to the type of object. [Appendix 6] An information processing device as described in Appendix 5, in which one or more first objects corresponding to a first type of facility existing in real space and one or more second objects corresponding to a second type of facility existing in real space are arranged on a map, a first time length is set as a time condition for the first objects and a second time length is set as a time condition for the second objects, the first time length and the second time length being different. This information processing device allows a time condition to be set according to the type of object.
[0153] Issues corresponding to [Appendix 7] One of the objects of the present invention is to guide a user who has been awarded a game benefit to a different type of facility. [Appendix 7] The information processing device described in Appendix 6, wherein the awarding unit limits the awarding of the game bonus if the state in which the first position and the first object are in a first relationship satisfies a first time length determined for the first object within a predetermined time period after awarding the game bonus to the user based on the positional relationship between the first position and the first object. This information processing device can guide a user who has been awarded a game benefit to a different type of facility.
[0154] Issues corresponding to [Appendix 8] One of the objectives of the present invention is to provide an incentive for the length of time spent in the second location. [Appendix 8] The information processing device according to appendix 7, wherein the awarding unit changes the content of the game award depending on the duration of the state of the first relationship. The information processing device can provide an incentive for the length of time spent at the second location.
[0155] Issues corresponding to [Appendix 9] One objective of the present invention is to enable the distribution of out-of-game benefits corresponding to objects that satisfy a first relationship. [Appendix 9] An information processing device as described in Appendix 1, wherein the granting unit grants the user an out-of-game benefit that corresponds to the object and can be used outside the game when the first position is in a first relationship with the second position. This information processing device makes it possible to distribute an extra-game benefit corresponding to an object that satisfies the first relationship.
[0156] Issues corresponding to [Appendix 10] One of the objects of the present invention is to award different out-of-game benefits depending on the time period that satisfies the first relationship. [Appendix 10] The information processing device described in Appendix 9, wherein the granting unit grants a first out-of-game benefit usable outside the game when a state in which the first position is in a first relationship with the second position is detected within a time range defined for the object, and grants a second out-of-game benefit usable outside the game when a state in which the first position is in the first relationship with the second position is detected outside the time range defined for the object. This information processing device can provide a different non-game benefit depending on the time period that satisfies the first relationship.
[0157] Issues corresponding to [Appendix 11] One of the objectives of the present invention is to promote the use of coupons in physical facilities. [Appendix 11] The information processing device described in Appendix 9, wherein the out-of-game benefit is a coupon that can be used at facilities in the real world, and when use of the coupon is detected, the granting unit grants the game benefit to the user even if the state of the first relationship does not satisfy the time condition. This information processing device can promote the use of coupons in real-world facilities.
[0158] Issues corresponding to [Appendix 12] One object of the present invention is to, when a game bonus is awarded, also award game media to other users who have a predetermined relationship with the user who receives the game bonus. [Appendix 12] An information processing device as described in Appendix 1, wherein when the granting unit grants a game bonus to a user whose state of the first relationship satisfies a time condition related to the object, the granting unit also grants a game bonus to other users who have a specified relationship with the user. With this information processing device, when a game bonus is awarded, game media can also be awarded to other users who have a predetermined relationship with the user who is awarded the game bonus.
[0159] Issues corresponding to [Appendix 13] One of the objectives of the present invention is to increase time-qualified visits to locations that offer rewards available within a game. [Appendix 13] An information processing method in which a processor executes a process of acquiring a first position on a map corresponding to a terminal operated by a user, and a process of granting the user a game benefit that can be used in a game if a state in which the first position and a second position corresponding to an object on the map are in a first relationship satisfies a time condition determined for the object. This information processing method can increase time-conditional visits to locations that offer rewards available in the game.
[0160] Issues corresponding to [Appendix 14] One of the objectives of the present invention is to increase time-qualified visits to locations that offer rewards available within a game. [Appendix 14] A program that causes a processor to obtain a first position on a map corresponding to a terminal operated by a user, and, if a state in which the first position and a second position corresponding to an object on the map are in a first relationship satisfies a time condition determined for the object, causes the processor to grant the user a game benefit that can be used in the game. The program allows for increased time-qualified visits to locations that offer rewards available in the game.
[0161] Issues corresponding to [Appendix 15] One of the objectives of the present invention is to increase time-qualified visits to locations that offer rewards available within a game. [Appendix 15] An information processing system comprising a terminal operated by a user and a server, the server having an acquisition unit that acquires a first position on a map corresponding to the terminal, and an award unit that awards the user a game benefit that can be used in a game when a state in which the first position and a second position corresponding to an object on the map are in a first relationship satisfies a time condition determined for the object. This information processing system can increase visits that meet time conditions to locations that offer rewards available in the game. [Explanation of symbols]
[0162] 1...information processing system, 10...server, 11, 21, 31...processor, 12, 22, 32...memory, 13, 23, 33...auxiliary storage device, 14, 26, 36...communication interface, 24, 34...display, 20...facility terminal, 25...QR code reader, 30...user terminal, 35...GPS receiver, 101...acquisition unit, 102...assignment unit, 110...storage unit, 111...facility DB, 112...user DB, 113...assignment condition DB, 114...behavioral history DB
Claims
1. an acquisition unit that acquires a first position on a map corresponding to a terminal operated by a user; an awarding unit that awards a game benefit that can be used in a game to the user when a state in which the first position and a second position corresponding to an object on a map are in a first relationship satisfies a time condition determined for the object; An information processing device having the above configuration.
2. the time condition includes a time range corresponding to the object; the awarding unit awards the game benefit to the user when a state in which the first location and the second location are in the first relationship is detected within the time range. The information processing device according to claim 1 .
3. the time range includes a first time range and a second time range; The applying unit is awarding a first game benefit to the user when a state in which the first location is in the first relationship with respect to the second location is detected within the first time range; when a state in which the first location is in the first relationship with respect to the second location is detected within the second time range, a second game benefit is awarded to the user; the first game award and the second game award are different; The information processing device according to claim 2 .
4. the time range includes a first time range and a second time range; The applying unit is when a state in which the first location is in the first relationship with respect to the second location is detected within the first time range, awarding the game benefit to the user based on a first probability; when a state in which the first location is in the first relationship with respect to the second location is detected within the second time range, awarding the game benefit to the user based on a second probability; the first probability and the second probability are different; The information processing device according to claim 2 .
5. the time condition is defined as a total time length during which the first position and the second position are in the first relationship; The information processing device according to claim 1 .
6. one or more first objects corresponding to a first type of facility existing in a real space and one or more second objects corresponding to a second type of facility existing in the real space are arranged on the map; a first time length is set as the time condition for the first object; a second time length is set as the time condition for the second object; the first length of time is different from the second length of time; The information processing device according to claim 5 .
7. The applying unit is limiting the awarding of the game bonus when a state in which the first position and the position of the first object are in the first relationship satisfies the first time length determined for the first object within a predetermined time period after the game bonus is awarded to the user based on the positional relationship between the first position and the first object; The information processing device according to claim 6.
8. The applying unit is changing the content of the game benefit according to the duration of the state of the first relationship; The information processing device according to claim 7.
9. The applying unit is When the first location is in the first relationship with respect to the second location, granting to the user an out-of-game benefit that can be used outside the game and corresponds to the object; The information processing device according to claim 1 .
10. The applying unit is when a state in which the first position is in the first relationship with respect to the second position is detected within a time range defined for the object, a first out-of-game benefit that can be used outside the game is granted; when a state in which the first location is in the first relationship with respect to the second location is detected outside a time range defined for the object, a second out-of-game benefit available outside the game is granted. The information processing device according to claim 9.
11. The out-of-game benefit is a coupon that can be used at a facility in real space, The applying unit is If the use of the coupon is detected, granting the game benefit to the user even if the state of the first relationship does not satisfy the time condition; The information processing device according to claim 9.
12. The applying unit is When the state of the first relationship satisfies the time condition regarding the object, the game benefit is granted to the user. The game benefit is also given to other users who have a predetermined relationship with the user. The information processing device according to claim 1 .
13. A process in which a processor acquires a first position on a map corresponding to a terminal operated by a user; a process of granting the user a game benefit that can be used in a game when a state in which the first position and a second position corresponding to an object on a map are in a first relationship satisfies a time condition determined for the object; An information processing method for performing the above.
14. causing a processor to obtain a first location on a map corresponding to a terminal operated by a user; causing the processor to grant the user a game benefit that can be used in a game when a state in which the first position and a second position corresponding to an object on a map are in a first relationship satisfies a time condition determined for the object; A program that executes a process.
15. The system includes a terminal operated by a user and a server, The server, an acquisition unit that acquires a first position on a map corresponding to the terminal; an awarding unit that awards a game benefit that can be used in a game to the user when a state in which the first position and a second position corresponding to an object on a map are in a first relationship satisfies a time condition determined for the object; An information processing system having the above configuration.
Citation Information
Patent Citations
Information processing device and program
JP2020198897A