Program, information processing device, game server, and game system
Patent Information
- Application Number
- JP2025002103
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-01-07
- Publication Date
- 2025-03-14
AI Technical Summary
【0010】 本開示によれば、ゲームの特典付与によって、プレイヤの満足度を向上させつつ、ゲームの娯楽性を高めることができる。
Smart Images

Figure 2025036731000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program, an information processing device, a game server, and a game system. [Background technology]
[0002] In order to enhance the entertainment value of a game, there is a system that provides a bonus to a player when playing the game. For example, Patent Document 1 describes a game bonus providing system that creates time information based on a time selected by the player, and provides a bonus to the player when the time information matches the time when the player plays the game. According to such a system, the bonus of the game can be provided to the player according to the player's convenience, and the entertainment value of the game can be enhanced while improving the player's satisfaction with the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5389331 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, electronic games have become easy to enjoy wherever one is with a mobile information terminal such as a smartphone. As described in Patent Document 1, if the condition for granting a bonus is set to the time when the player plays the game at his / her convenience, the player can easily obtain the bonus, which reduces the effect of enhancing the entertainment value of the game by granting the bonus.
[0005] Therefore, the present disclosure has been made to solve the above-mentioned problems, and its purpose is to provide a program or the like that increases the entertainment value of the game while improving player satisfaction by awarding game bonuses. [Means for solving the problem]
[0006] In order to achieve the above-mentioned objective, the program disclosed herein is a program for executing a game in which a bonus is awarded to a player based on bonus-granting conditions, and causes a computer to function as a condition accepting unit that accepts bonus-granting conditions, including location information, from a player of the game, a play information acquiring unit that acquires play information regarding the situation in which the player plays the game, and a bonus granting unit that grants a bonus to the player based on the bonus-granting conditions and the play information.
[0007] In order to achieve the above-mentioned objective, the information processing device of the present disclosure is a device that executes a game in which a bonus is awarded to a player based on bonus awarding conditions, and includes a condition accepting unit that accepts bonus awarding conditions, including location information, from a player of the game, a play information acquiring unit that acquires play information regarding the situation in which the player plays the game, and a bonus awarding unit that awards a bonus to the player based on the bonus awarding conditions and the play information.
[0008] In addition, in order to achieve the above-mentioned objective, the game server of the present disclosure is a server that runs a game in which a bonus is awarded to a player based on bonus awarding conditions, and includes a condition accepting unit that accepts the bonus awarding conditions, including location information, from a player of the game, a play information acquiring unit that acquires play information regarding the situation in which the player plays the game, and a bonus awarding unit that awards a bonus to the player based on the bonus awarding conditions and the play information.
[0009] In addition, in order to achieve the above-mentioned objective, the game system disclosed herein is a system for running a game in which a bonus is awarded to a player based on bonus awarding conditions, and includes a computer, a condition accepting unit that accepts bonus awarding conditions, including location information, from a player of the game, a play information acquiring unit that acquires play information regarding the situation in which the player plays the game, and a bonus awarding unit that awards a bonus to the player based on the bonus awarding conditions and the play information. Effect of the Invention
[0010] According to the present disclosure, by providing bonuses to a game, it is possible to increase player satisfaction while making the game more entertaining. [Brief description of the drawings]
[0011] [Figure 1] FIG. 1 is a configuration diagram of a game system 1. [Diagram 2] 2 is a functional block diagram showing an example of a functional configuration of the game server 100. FIG. [Diagram 3] 2 is a functional block diagram showing an example of a functional configuration of a terminal 200. FIG. [Figure 4] FIG. 11 is a diagram showing an example of a privilege granting condition. [Diagram 5] FIG. 2 is a diagram showing an example of play information of each player. [Figure 6] 13 is a flowchart showing an example of processing in the terminal 200. [Figure 7] FIG. 2 is a functional block diagram showing an example of a functional configuration of a terminal 300. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In all drawings describing the embodiments, common components are given the same reference numerals, and repeated explanations will be omitted. Note that the following embodiments do not unduly limit the contents of the present disclosure described in the claims. In addition, not all components shown in the embodiments are necessarily essential components of the present disclosure.
[0013] <Embodiment 1> (Overview of the first embodiment) In this embodiment, in a game in which a reward is given to a player based on the reward condition, the reward condition is received from the player of the game. Conventionally, game developers have enhanced the entertainment value of a game by granting a reward when a condition set for the convenience of the developer (for example, a condition on the number of consecutive login days or login during a campaign period) is satisfied. However, in the modern age in which lifestyles are diversified, the environment in which players enjoy games is diverse, and the difficulty level at which the condition can be achieved varies depending on the player under the condition set uniquely by the game developer, which may be a factor that causes a decrease in motivation to continue playing the game. Therefore, in this embodiment, a reward is given to a player based on the reward condition including the position information received from the player. This can improve the entertainment value of the game while improving the satisfaction of the player.
[0014] (Configuration of Game System 1) Fig. 1 is a configuration diagram of the game system 1. The configuration of the game system 1 according to the first embodiment will be described with reference to Fig. 1.
[0015] The game system 1 includes a game server 100 and terminals 200-1, 200-2, ..., 200-N (N is a natural number), which are communicatively connected via a network NW. The network NW is composed of a WAN (Wide Area Network), a LAN (Local Area Network), etc. In the following description, the terminals 200-1, 200-2, ..., 200-N will be referred to as terminals 200 unless there is a need to distinguish them.
[0016] The game server 100 is a game server that manages the game according to this embodiment, and distributes a game program to the terminal 200 that has accessed via the network NW, for example. The game according to this embodiment is a game in which a bonus is awarded to make the game progress more advantageous, based on a bonus awarding condition set by the player. As the bonus, for example, parameters related to virtual currency, items, character strength, stamina, experience points, etc. in the game are determined to be advantageous in the game progress.
[0017] Furthermore, the game server 100 stores information uploaded from the terminals 200. In this embodiment, the game server 100 acquires and stores information related to the game (e.g., each player's account information (ID) and game progress information, etc.) and play information related to the situation in which the players play the game from the multiple terminals 200.
[0018] The terminal 200 is an information processing terminal that executes game processing by executing a game program (application) distributed from the game server 100 as described above. Furthermore, the terminal 200 uploads game-related information and play information to the game server 100. The terminal 200 may be configured to store a game program in advance.
[0019] (Functional configuration of game server 100) Fig. 2 is a functional block diagram showing an example of the functional configuration of the game server 100. Note that the game server 100 of this embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.
[0020] The game server 100 is an information processing device, and includes a communication unit 110, a storage unit 120, and a processing unit 130.
[0021] The communication unit 110 performs various controls for communicating with the terminal 200 via the network NW, and its functions can be realized by hardware such as various processors or a communication ASIC (Application Specific Integrated Circuit), programs, etc.
[0022] The storage unit 120 is a storage device for storing programs for causing the computer to function and various data, and includes game information 121 and play information 122.
[0023] The game information 121 stores information related to the game according to this embodiment. The game information 121 is, for example, a game program delivered to the terminal 200 via the communication unit 110, and player account information and game progress information uploaded from the terminal 200. The storage unit 120 may include a temporary storage area and storage.
[0024] The play information 122 is information about the situation in which the player is playing the game, which is uploaded from the terminal 200 via the communication unit 110. The play information is, for example, the location where the player is playing the game, the date and time when play started, etc., and is stored in association with the player's account information.
[0025] The processing unit 130 executes various information processing executed in the game server 100. The processing unit 130 has a CPU (Central Processing Unit) and a memory, and the CPU uses the memory to execute an information processing program stored in the storage unit 120 to execute various information processing. In this embodiment, the processing unit 130 provides the terminal 200 with a program for the game according to this embodiment as the above-mentioned information processing.
[0026] In this embodiment, the term "server" refers to one information processing device (i.e., server device), and also refers to the entire group of server devices (i.e., server system) when the server is composed of multiple server devices. In this embodiment, the game server 100 is described as an integrated configuration, but the game server 100 may be configured to include multiple server devices divided according to functions and / or roles.
[0027] (Functional configuration of terminal 200) Fig. 3 is a functional block diagram showing an example of the functional configuration of the terminal 200. Note that the terminal 200 of this embodiment may have a configuration in which some of the components (units) in Fig. 3 are omitted.
[0028] Terminal 200 is an information processing device equivalent to a game terminal, and in this embodiment, is, for example, a smartphone, a feature phone, a tablet computer, a laptop computer, a desktop computer, a portable game console, a stationary game console, a wearable terminal such as a head-mounted display, or a multi-function device such as a multi-function television receiver (smart TV) with information processing capabilities.
[0029] That is, the terminal 200 has various functions that a general multifunction device has (for example, an input function, an output (display) function, an information processing function, a network communication function, a sensor function, a call function, a camera function, etc.). The network communication function is a communication function via the Internet or the like and / or a communication function via a mobile communication network.
[0030] The terminal 200 includes a communication unit 210 , an input unit 220 , an output unit 230 , a location information acquisition unit 235 , a storage unit 240 , and a processing unit 250 .
[0031] The communication unit 210 performs various controls for communicating with the game server 100 via the network NW, and the functions thereof can be realized by hardware such as various processors or communication ASICs, programs, and the like.
[0032] The input unit 220 is an interface for receiving input from a player, and sends the player's input to the processing unit 250. The input unit 220 is, for example, a touch panel, a button, a controller, or the like.
[0033] The input unit 220 may also be a measuring device that detects various states of the terminal 200. For example, it may be a sound sensor that collects sounds around the terminal 200, a posture sensor (acceleration sensor or gyro sensor) that detects the posture and tilt of the terminal itself, a gaze sensor that detects the direction of the player's gaze, a light sensor that detects the brightness of the surroundings, a UV sensor that detects the amount of ultraviolet rays contained in sunlight, or an infrared sensor that detects the movement of the player. The input unit 220 may also be an image sensor that extracts image features of an object from an image captured by a camera (not shown), a humidity sensor that detects the humidity around the terminal 200, a geomagnetic sensor that detects a magnetic field at the location of the terminal 200, a proximity sensor that detects an object in the vicinity of the terminal 200, an illuminance sensor that detects the brightness around the terminal 200, or the like. The input unit 220 sends the detected sensing data to the processing unit 250 as an input of the player.
[0034] The output unit 230 is, for example, a display device such as a display or an audio output device such as a speaker, and displays and outputs various images and sounds generated in the terminal 200 in response to an input to the input unit 220, and displays and outputs various images and sounds based on data received from the game server 100. The output unit 230 includes an artificial intelligence-equipped speaker (smart speaker).
[0035] The location information acquisition unit 235 acquires location information of the terminal 200. The location information acquisition unit 235 is, for example, a Global Positioning System (GPS) sensor (for example, a GPS module) and detects the location using a Global Navigation Satellite System (GNSS). Note that the location information acquisition unit 235 may acquire location information by any method, for example, using a beacon. Also, the location information acquisition unit 235 may detect location information that can be acquired from a specific access point when the terminal 200 communicates with the access point. Also, the location information acquisition unit 235 may detect the location where the terminal 200 is estimated to be located based on identification information (such as an IP address) when the terminal 200 is connected to the Internet.
[0036] Furthermore, the position information acquisition unit 235 may calculate information indicating the altitude of the player (for example, information indicating which floor of a building the player is on) by calculating a change in altitude based on the detection result of the air pressure sensor.
[0037] The storage unit 240 is a storage device for storing programs and various data for making the computer function. The storage unit 240 may include a temporary storage area and storage. The storage unit 240 includes game information 241, a benefit granting condition 242, and play information 243.
[0038] The game information 241 stores information related to the progress of the game, the game program distributed from the game server 100, and the like.
[0039] The reward granting conditions 242 store the reward granting conditions received by the condition receiving unit 252 (described later) from the player via the input unit 220. The player inputs, for example, information on the date and time and the position (location) of the game to be played, information on multiple players participating in the game, and the like as the reward granting conditions.
[0040] The information on the date and time of play that is input as the condition for granting a privilege is, for example, a day of the week such as Saturday, a time such as 8 p.m., a specific date such as January 12, a specific period such as 9 a.m. on January 10 to 1 p.m. on January 11, etc. The information on the date and time of play may be the date and time indicating the time when play starts, or may be a period including the time when play starts.
[0041] Furthermore, information on the location to be played may be a pre-registered location such as the player's home, workplace, or a frequently visited cafe, or may be input by having the player select from map information such as a location the player wants to visit.
[0042] The information of the multiple players participating in the game is information that can identify the players, such as the account information of the players. The multiple players participating in the game may be players who participate in the game (log in, etc.) at the same time, or players who participate at different times but have overlapping participation times (periods). The players participating in the game, which are set as the bonus-granting condition, may be players who can share the virtual game space in real time, such as cooperating with each other to progress in the game, playing against each other, or cheering on each other in the game, or may be players who are together with the players in the real space. The bonus-granting condition can be set arbitrarily by the players.
[0043] The play information 243 stores information about the situation in which the player plays the game, acquired by the play information acquisition unit 253 described later. The play information is, for example, the date and time when the player joined (logged in) the game, the location, etc. In addition, the play information may store information about players who have a companion relationship (predetermined relationship) with the player in the game space, such as friends, and the play information of the player. For example, information about players who have become companions while progressing through the game is acquired from the game information 241 and stored as the play information.
[0044] The processing unit 250 executes various information processes executed in the terminal 200. The processing unit 250 has a CPU and a memory. In the terminal 200, the CPU executes an information processing program stored in the storage unit 240 using the memory, thereby executing the various information processes. In this embodiment, the processing unit 250 executes, as the information processes, a process of granting a bonus based on a bonus granting condition and play information, a process related to a game, and the like. In addition, when the terminal 200 operates as a multi-function device, the processing unit 250 executes information processes for realizing each function.
[0045] The processing unit 250 includes a game executing unit 251 , a condition receiving unit 252 , a play information acquiring unit 253 , a benefit providing unit 254 , and a benefit probability setting unit 255 .
[0046] The game execution unit 251 executes processing related to the game. For example, the processing is executed based on an input from a player via the input unit 220.
[0047] The condition receiving unit 252 receives the reward granting conditions from the player via the input unit 220, and stores them in the reward granting conditions 242. The condition receiving unit 252 may, for example, cause the output unit 230 to output options regarding the conditions (date and time, place, player, etc.) for granting the reward to the player, and allow the player to select one. By setting the reward granting conditions based on the player's own schedule, promises with other players such as friends, etc., the player can feel a sense of satisfaction when the conditions he or she set are met, and can enjoy the fun of playing with friends.
[0048] The play information acquisition unit 253 acquires information about the situation in which the player plays the game, and stores the information in the play information 243. The play information acquisition unit 253 also uploads the acquired play information to the game server 100. The game server 100 stores the uploaded play information in association with the account information of the player.
[0049] The play information acquisition unit 253 may acquire, for example, the date and time when the player operates the input unit 220 and the game execution unit 251 starts executing a process related to the game as the participation date and time of the game. The play information acquisition unit 253 may acquire position information from the position information acquisition unit 235 as the game execution unit 251 executes a process related to the game. The play information acquisition unit 253 may acquire, for example, play information about other players set as a benefit granting condition from the game server 100. The timing at which the play information acquisition unit 253 acquires the play information may be when the player starts the game, may be a predetermined timing during the period from the start to the end of the game, or may be set at any timing.
[0050] The bonus granting unit 254 grants a bonus to a player based on the bonus granting condition and the play information. For example, the bonus granting unit 254 determines whether the bonus granting condition stored in the bonus granting condition 242 matches the play information acquired by the play information acquisition unit 253, and grants a bonus to the player if they match.
[0051] The bonus granting unit 254 may change the content of the bonus to be granted based on the bonus granting condition and the play information. For example, the content of the bonus may be changed depending on the difficulty level of achieving the condition set as the bonus granting condition. For example, the bonus may be granted in a larger number of players participating in the game, which is set as the bonus granting condition, so that the difficulty level is higher, and parameters may be set to give more bonuses or to make the game progress more advantageous. The difficulty level may be determined in advance by the game developer or by the player.
[0052] However, it is desirable that the contents of the rewards be maintained unchanged even if the reward conditions are changed, in order to prevent players from changing the reward conditions in order to obtain various rewards and adopting unreasonable lifestyles in order to achieve them.
[0053] The bonus awarding unit 254 may award a bonus when it determines that at least one player included in the bonus awarding condition is participating in the game. In other words, when all of the multiple players set as the bonus awarding condition are participating in the game, the bonus awarding unit 254 awards a bonus regardless of the probability set by the awarding probability setting unit 255 described later.
[0054] Furthermore, the bonus giving unit 254 may give a bonus when it determines that a player who has a predetermined relationship with a player included in the bonus giving conditions is participating in place of the player included in the bonus giving conditions.
[0055] For example, if a player B who is a friend (predetermined relationship) of the player A in the game participates in the game instead of the player A who is set as a reward condition, it may be determined that the reward condition is satisfied. In other words, it may be determined that the reward condition is satisfied when a player who cannot participate in the game invites an introducing player to participate in the game instead. By making the introducing player also satisfy the reward condition, it is possible to prevent a player who cannot participate in the game from feeling guilty about losing an opportunity to receive a reward from another player. In addition, the reward may be granted to both the introduced player and the player who introduced, or may be granted only to the introduced player who participated in the game.
[0056] The award probability setting unit 255 variably sets the probability of awarding a bonus to a player according to the satisfaction rate of the bonus award condition according to the play information. Here, the satisfaction rate indicates the rate at which the bonus award condition is satisfied by the play information. For example, when the play time is set from 20:00 to 21:00 as the bonus award condition, and the play time acquired as the play information is from 20:15 to 21:00, the satisfaction rate of the bonus award condition is 75%. When the number of players participating in the play is set as four as the bonus award condition, and the number of participants in the play acquired as the play information is two, the satisfaction rate is 50%. When the position and the date and time are set as the bonus award condition, and only the date and time of play match, the satisfaction rate may be 50%.
[0057] For example, if two items, play time and participating players, are set as the reward condition, the product of the satisfaction rates of the items may be calculated as the satisfaction rate of the reward condition based on the play information. For example, the number of players who gather at the same place among multiple players may be calculated as the satisfaction rate of the location condition.
[0058] The award probability setting unit 255 sets the probability of awarding a bonus according to the fulfillment rate when a predetermined end condition is satisfied. For example, if the fulfillment rate is 100% (i.e., the bonus award condition matches the play information), the bonus award probability is set to 100%. If the fulfillment rate is 50%, the bonus award probability is set to 50%. The fulfillment rate and the bonus award rate may correspond to each other, or the bonus award probability may be set to a constant value for a predetermined range of fulfillment rates (for example, the bonus award probability is set to 80% for a fulfillment rate of 80 to 90%).
[0059] In the past, whether or not a bonus was awarded was determined based on whether or not the bonus awarding conditions were met, which led to a problem that players who had played partway through were left with unfulfilled conditions, which led to a decrease in player motivation. In order to solve the above problem, it is also possible to set multiple bonus awarding conditions in stages, but even in this case, players who had played partway through were left with some unfulfilled conditions, which led to a decrease in player motivation for the game.
[0060] Therefore, by varying the probability of granting a bonus depending on the fulfillment rate, a player is given an opportunity to obtain a bonus even if the bonus granting conditions are not met, and since the bonus granting conditions are not left as unfulfilled conditions, a decrease in the player's motivation to play the game can be alleviated.
[0061] In addition, when the bonus awarding unit 254 determines that the bonus awarding conditions are satisfied by the introducing player, it may award a bonus based on the probability set by the awarding probability setting unit 255, assuming that the satisfaction rate of the bonus awarding conditions based on the play information is not 100%.
[0062] FIG. 4 is a diagram showing an example of a bonus condition. In FIG. 4, a position, a date and time, and a player are set as the bonus condition. The position "P11" indicates a specific place such as "home", "friend's house", or "XX cafe" that is registered in advance as location information. The date and time "D11" may be a specific date and time indicating a play start time such as "January 10th, 8:00 p.m." or a period indicating a play start time range such as "January 10th, 8:00 p.m. to 9:00 p.m." It may also be set as a length of time to play.
[0063] Furthermore, players "A", "B", "C", and "D" indicate players participating in the game. It is preferable to set the conditions including the player who set the conditions for granting the bonus, but the conditions may be set only for other players. For example, even if the player who sets the conditions for granting the bonus clearly knows in advance that he or she cannot participate in the game, the player can set the conditions for granting the bonus for a friend player.
[0064] Fig. 5 is a diagram showing an example of play information of each player. The play information acquisition unit 253 acquires play information of a plurality of players participating in a game set as a bonus-granting condition from the server 100 based on the bonus-granting condition stored in the bonus-granting condition 242, for example, and stores the information in the play information 243. In the example of Fig. 5, play information about players A, B, C, and D set as participating players under the bonus-granting condition shown in Fig. 4 is shown in list form. Note that play information may also be acquired for player E who is registered as having a predetermined relationship with player D.
[0065] The award probability setting unit 255 sets the probability of awarding a bonus based on the bonus awarding conditions and play information shown in Fig. 4 and Fig. 5. Even if the play information does not match the bonus awarding conditions, the player can have a sense of expectation that a bonus may be awarded, which can increase the entertainment value of the game.
[0066] Fig. 6 is a flowchart showing an example of processing in the terminal 200. An example of processing in the terminal 200 owned by player A will be described with reference to Fig. 6. Note that the terminal 200 may use a timing set according to the progress of the game or a timing set by the player as a trigger for starting the processing.
[0067] In step S101, the condition receiving unit 252 receives a reward-granting condition from a player. The reward-granting condition may be provided to the player by a notification prompting the player to input the condition when playing the game for the first time, or may be input at any timing.
[0068] In step S102, the condition receiving unit 252 stores the bonus granting condition received in step S101 in the bonus granting condition 242.
[0069] In step S103, the game execution unit 251 judges whether or not an input to start the game has been received from the player. If it is judged that the input has not been received (N in step S103), the game execution unit 251 repeats the judgment of whether or not the input has been received.
[0070] If it is determined that the input has been accepted (Y in step S103), the process proceeds to step S104.
[0071] In step S104, the play information acquisition unit 253 acquires play information. For example, it acquires the position information of the terminal 200 from the position information acquisition unit 235. It also acquires the date and time when the input for starting the game was accepted, and transmits the position information and the date and time to the server 100 as play information of player A. The play information acquisition unit 253 also acquires, from the server 100, play information of a player who is set as a player participating in the game based on the benefit giving condition stored in the benefit giving condition 242.
[0072] In step S105, the award probability setting unit 255 calculates the satisfaction rate of the bonus award condition based on the play information acquired in step S104, and sets the award probability. The game developer or the player can arbitrarily set which item of the bonus award condition is used to calculate the satisfaction rate.
[0073] In step S106, the bonus awarding unit 254 awards a bonus to the player according to the probability set by the awarding probability setting unit 255 in step S105. The bonus awarded to the player is stored, for example, in the game information 241. In addition, when a bonus is also awarded to other players participating in the game together with player A, the server 100 is notified of this via the communication unit 210.
[0074] In step S107, the game executing unit 251 executes game processing in accordance with the input from the player.
[0075] In the above manner, the process in the terminal 200 is executed. Note that instead of accepting the bonus granting condition from the player every time a game is played, once the bonus granting condition is accepted, the bonus granting condition may be maintained for a predetermined period of time and the game may be executed. Alternatively, the bonus granting condition may be maintained until the game is played a predetermined number of times. This can prevent a player who wants to always be granted a bonus under the same conditions from having to input the bonus granting condition.
[0076] In addition, a time limit may be set for the bonus granting condition so that a new bonus granting condition cannot be accepted until a certain period of time has passed (or a certain number of plays have been played) since the condition was accepted. In this way, for example, for a player who wants to act in a certain rhythm of life for a certain period of time, a time limit may be set for changing the bonus granting condition, and the player may be encouraged to continue achieving the condition for the certain period of time, thereby providing the player with the motivation to maintain that rhythm of life.
[0077] The bonus granting conditions accepted from the player may also be used in other games installed in the terminal 200. For example, the terminal 200 that accepted the bonus granting conditions from the player uploads the bonus granting conditions to the game server 100. The game server 100 manages the bonus granting conditions for each player, and transmits the bonus granting conditions in response to a request from the terminal 200 that is executing another game. This allows the player to enjoy the fun of receiving a bonus in other games as well.
[0078] (Explanation of effect) As described above, in this embodiment, in a game in which a bonus is awarded to a player based on a bonus-awarding condition, the bonus-awarding condition is accepted from the player of the game, and a bonus is awarded to the player based on the bonus-awarding condition and play information. By achieving the bonus-awarding condition set by the player himself, the player is given a sense of satisfaction and the entertainment value of the game can be increased.
[0079] In this embodiment, the probability of granting a bonus to a player is variably set according to the satisfaction rate of the bonus granting condition based on the play information, and the bonus is granted based on the set probability. This allows the player to have a sense of expectation that the bonus will be granted even if the bonus granting condition is not satisfied, thereby increasing the entertainment value of the game.
[0080] In this embodiment, the conditions for granting a reward include information about the place where the player plays the game, which allows the player to enjoy playing the game in various places.
[0081] In this embodiment, the conditions for granting a bonus include information about multiple players participating in the game, and a bonus is granted when all players are present. This allows players to have fun playing together.
[0082] In this embodiment, the bonus condition is also satisfied when a player who has a certain relationship (friendship or other friendship) with the player who is participating in the game participates in the game instead of the player who is participating in the game, and the bonus is awarded. This allows players who cannot participate in the game to feel satisfied that they can fulfill the bonus condition by helping each other out.
[0083] <Modification 1 of the First Embodiment> In the first modification of the first embodiment, the terminal 200 is configured to play a game by executing a game program previously stored in the storage unit 240. The game program stored in the terminal 200 may be configured to be updateable via a recording medium or the like. This allows the player to enjoy the training game even in an environment not connected to a game server via a network.
[0084] <Modification 2 of the First Embodiment> In the second modification of the first embodiment, the game server 100 is a server device that executes a game progress process, and is configured to acquire bonus granting conditions and play information from the terminal 200 and grant bonuses to players. That is, the game process and bonus granting process performed by the terminal 200 are performed by the game server 100, and the terminal 200 transmits the play information to the game server 100.
[0085] The terminal 200 receives the processing result of the game progress from the game server 100 and presents it to the player. Note that the process related to probability allocation is the same as the process in the terminal 200, so a description thereof will be omitted. This allows the player to enjoy the game by accessing the game server 100.
[0086] <Embodiment 2> In the first embodiment, the reward granting conditions are received from the player. In the second embodiment, the condition setting unit sets the reward granting conditions based on the player's action history. This allows the reward granting conditions to be set according to the player's lifestyle (such as the places the player frequently goes to and the time of day when the player frequently plays the game), thereby reducing the effort required for the player to input the reward granting conditions.
[0087] 7 is a functional block diagram showing an example of the functional configuration of the terminal 300 according to this embodiment. The same components as those of the terminal 200 according to the first embodiment are denoted by the same reference numerals, and only the components different from those of the terminal 200 will be described below.
[0088] The terminal 300 includes a storage unit 340 and a processing unit 350 instead of the storage unit 240 and the processing unit 250 of the terminal 200 .
[0089] The storage unit 340 includes the game information 241 , the benefit granting conditions 242 , the play information 243 , and in addition, the action history 344 .
[0090] Moreover, the processing unit 350 includes a behavior history acquisition unit 356 and a condition setting unit 357 in addition to the game execution unit 251, the condition receiving unit 252, the play information acquisition unit 253, the benefit granting unit 254, and the benefit granting probability setting unit 255.
[0091] The behavior history acquisition unit 356 periodically acquires information on the location information of the terminal 300, the application usage history of the terminal 300, and the web browsing history as behavior history, and stores the information in the behavior history 344 of the storage unit 340. For example, the behavior history acquisition unit 356 may acquire location information from the location information acquisition unit 235 at a predetermined time interval, and infer the player's home, workplace, school, etc. from the time period and length of stay. The behavior history acquisition unit 356 may also infer the player's hobbies and interests from the history of websites viewed by the player.
[0092] The condition setting unit 357 sets the bonus condition based on the action history. For example, the condition that is convenient for the player is calculated based on the action history, such as the place and time where the player often plays the game, and is set as the bonus condition. In addition, among the conditions previously stored in the storage unit 340, the condition that is convenient for the player based on the action history is set as the bonus condition. For example, it can be inferred that the place and time where the player often plays the game are convenient conditions for the player to play the game. Therefore, in order to prevent the player from getting bored of playing the game, the bonus condition is set based on the action history of the place and time where the player often plays the game, and the joy of bonus is given to the usual game play, which can lead to an improvement in the motivation to play continuously. The condition receiving unit 252 receives the bonus condition set by the condition setting unit 357 as the bonus condition input by the player, and stores it in the bonus condition 242.
[0093] The condition setting unit 357 may set a bonus condition based on attributes classified from the behavior history acquired by the behavior history acquisition unit 356. That is, the characteristics of the player are analyzed from the behavior history and classified into attributes. For example, the condition setting unit 357 classifies the player into a heavy player or a light player from the player's behavior history and sets a bonus condition according to the attribute. In this case, a bonus condition for a long play time may be set for a heavy player, and a bonus condition for a short play time may be set for a light player. Setting a bonus condition suitable for each attribute can give the player a moderate sense of satisfaction for achieving the condition, leading to improved motivation to play continuously.
[0094] <Embodiment 3> In the second embodiment, the bonus granting condition is set based on the player's action history. In the third embodiment, instead of the player's action history such as the player's location information and playing time, the bonus granting condition may be set based on information input by the player in other applications other than the game, in conjunction with the other applications installed on the player's terminal. For example, the player's frequent places and leisure time are inferred from the information input by the player in the other applications, and set as the bonus granting condition. More specifically, the schedule input by the user from a calendar application and transfer information (station names, departure / arrival times, etc.) input by the user from a transfer guide application are obtained, and the player's frequent places are inferred to set the bonus granting condition. Since the information input by the player from other applications is obtained, the conditions convenient for the player can be accurately inferred and set as the bonus granting condition.
[0095] The above-described embodiment can be embodied in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and modifications are included in the scope of the invention and its equivalents as described in the claims, as well as in the scope and spirit of the invention.
[0096] The methods described in the above embodiments can be stored as a program (software means) that can be executed by a computer on a recording medium such as a magnetic disk (flexible disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), a semiconductor memory (ROM, RAM, flash memory, etc.), or can be distributed by transmitting it via a communication medium. The programs stored on the medium also include a setting program that configures the software means (including not only execution programs but also tables and data structures) that can be executed by a computer within the computer.
[0097] The computer that realizes this server reads the program recorded on the recording medium, and in some cases configures the software means by the setting program, and executes the above-mentioned processing by the operation being controlled by this software means. Note that the recording medium referred to in this specification is not limited to the one for distribution, but also includes storage media such as magnetic disks and semiconductor memories installed inside the computer or in devices connected via a network. [Explanation of symbols]
[0098] 1 Game system, 100 Game server, 200, 300 Terminal, 110, 210 Communication unit, 120, 240, 340 Memory unit, 130, 250, 350 Processing unit, 220 Input unit, 230 Output unit, 235 Location information acquisition unit
Claims
1. A program for causing a computer to execute a game in which a reward is awarded to a player based on a reward awarding condition, the program comprising: a condition receiving unit that receives the privilege grant condition, including location information, from a player of the game; a play information acquisition unit that acquires play information relating to a situation in which the player plays the game; a reward providing unit that provides a reward to the player based on the reward providing condition and the play information; A program that functions as a
2. a granting probability setting unit that variably sets a probability of granting the bonus to a player according to a satisfaction rate of the bonus granting condition based on the play information, The program according to claim 1 , wherein the bonus awarding unit awards the bonus based on the set probability.
3. 3. The program according to claim 1, wherein the location information included in the condition for granting the bonus is information regarding a location where a player plays the game.
4. The program according to claim 1 , wherein the condition for granting the benefit includes information regarding a plurality of players participating in the game.
5. The program according to claim 4 , wherein the bonus awarding unit awards the bonus when it is determined that at least one player included in the bonus awarding condition is participating in the game.
6. 5. The program according to claim 4, wherein the bonus awarding unit awards the bonus when it determines that a player who has a predetermined relationship with a player included in the bonus awarding conditions is participating in place of the player included in the bonus awarding conditions.
7. A behavior history acquisition unit that acquires a behavior history of a player of the game; a condition setting unit that sets a condition for granting a privilege based on the behavior history; It further functions as 7. The program according to claim 1, wherein the condition accepting unit accepts the set bonus-giving condition as a bonus-giving condition input by the player.
8. The program according to claim 7 , wherein the condition setting unit sets the bonus granting condition based on an attribute classified from an action history of the player.
9. An information processing device that executes a game in which a reward is given to a player based on a reward giving condition, a condition receiving unit that receives the privilege grant condition, including location information, from a player of the game; a play information acquisition unit that acquires play information relating to a situation in which the player plays the game; a reward providing unit that provides a reward to the player based on the reward providing condition and the play information; An information processing device comprising:
10. A game server that executes a game in which a reward is given to a player based on a reward giving condition, a condition receiving unit that receives the privilege grant condition, including location information, from a player of the game; a play information acquisition unit that acquires play information relating to a situation in which the player plays the game; a reward providing unit that provides a reward to the player based on the reward providing condition and the play information; A game server comprising:
11. A game system that executes a game in which a reward is given to a player based on a reward-giving condition, comprising: a condition receiving unit that receives the privilege grant condition, including location information, from a player of the game; a play information acquisition unit that acquires play information relating to a situation in which the player plays the game; a reward providing unit that provides a reward to the player based on the reward providing condition and the play information; A game system comprising:
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