Information processing apparatus, information processing method and program
The information processing device addresses the issue of user disengagement by managing voting values and rewarding users based on match outcomes, ensuring continued engagement and increased competition popularity.
Patent Information
- Application Number
- JP2024224391
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-19
- Publication Date
- 2025-03-18
- Estimated Expiration
- 2041-03-22
AI Technical Summary
In competitive systems where multiple matches determine the winner, if a user's supported player is quickly eliminated, the user's enjoyment decreases, leading to reduced motivation to watch the competition and a risk of decreased popularity.
An information processing device with an administrative unit for managing voting values associated with each user, a vote accepting unit for accepting user votes on match outcomes, a value updating unit for adjusting user values based on match results, and a reward granting unit for awarding users based on their final value if end conditions are met.
This solution ensures users remain engaged throughout the competition, motivating more users to watch and participate, thereby enhancing the overall excitement and popularity of the event.
Smart Images

Figure 2025038183000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] Conventionally, systems that allow users to watch and predict the results of competitive events, such as game tournaments of e-sports, have been known. For example, Patent Document 1 discloses that a tournament in which game scores are competed can be watched, and spectators (users) can cheer for the contestants (players) of the tournament, and if the cheered player wins, the user is given a reward such as a game item or in-game currency. Patent Document 2 also discloses that in a network game such as a social game, users other than the players bet points they own on players participating in a competitive game such as a race, and users who vote for the winning player are given a predetermined dividend point. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-194893 A [Patent Document 2] JP 2014-183953 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the systems described in Patent Documents 1 and 2, in the case of a tournament in which multiple matches are scheduled and held, and the player who wins all of these matches is declared the winner, if the player voted for by the user is eliminated early on, the user may feel less excited about the tournament thereafter and may not be able to fully enjoy it until the end. Therefore, the user may lose motivation to watch the tournament, and the tournament may not be very exciting.
[0005] Therefore, an objective of the present invention is to provide an information processing device, an information processing method, and a program that can fully entertain users until the very end of the competition, and motivate many users to watch the competition, thereby livening up the competition. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention has a management unit that manages value that can be used for voting in association with each user who holds the value, a vote acceptance unit that accepts votes from users that are predictions for the outcome of a specified match out of one or more matches that can be voted on, in which the user bets a specified value from the value held by the user, a value updating unit that updates the value held by the user based on the outcome of the specified match, and a reward granting unit that grants a reward to the user based on the value held by the user when a termination condition is met. Effect of the Invention
[0007] According to one aspect of the present invention, users can be thoroughly entertained until the very end of the competition, and many users can be motivated to watch the competition, thereby making the competition more exciting. [Brief description of the drawings]
[0008] [Figure 1] 1 is a schematic configuration diagram of an information processing system including an information processing device according to an embodiment of the present invention. [Diagram 2] FIG. 1 is an explanatory diagram showing how the competition works. [Diagram 3] FIG. 13 is a diagram showing an example of a match selection screen. [Figure 4] FIG. 13 is a diagram showing an example of a voting screen (part 1). [Diagram 5] FIG. 13 is a diagram showing an example of a voting screen (part 2). [Figure 6] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 7] FIG. 11 is a diagram showing an example of match information. [Figure 8] FIG. 11 is a diagram showing an example of player information. [Figure 9] FIG. 4 is a diagram illustrating an example of user information. [Figure 10] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] The information processing device, information processing method, and program of the present invention will be described in detail below with reference to the preferred embodiment shown in the accompanying drawings. Note that the embodiment described below is merely an example given to facilitate understanding of the present invention, and does not limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Naturally, the present invention also includes its equivalents.
[0010] In addition, the examples of screens described in this specification and the drawings are merely examples, and the screen configuration and design, content of the displayed information, and GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and user preferences, etc., and can be changed as appropriate.
[0011] <Services related to this embodiment> The communication system (hereinafter referred to as information processing system S) shown in Fig. 1 is a communication system including an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention. The information processing system S is a computer system that handles all operations related to the implementation of a competition, and provides competition-related services to players and users. Specifically, it provides players with an environment in which to play the competition, and provides users with an environment in which to watch the competition.
[0012] A "competitive tournament" is a competitive event in which players compete against each other according to certain rules, such as games or sports, to determine the superiority of their skills or abilities, and is usually held with one or more matches. When multiple matches are held, the competitive tournament is not limited to multiple matches of one sport, but may be a combination of multiple sports of different sports. In addition, a competitive tournament may be composed of a final tournament and a preliminary tournament (qualifying tournament) for selecting participants for the final tournament.
[0013] In this embodiment, a competition in which multiple matches are scheduled to be held is taken as an example, and the method for determining the winner or ranking is a tournament method (knockout tournament) as shown in Fig. 2. The method for determining the winner or ranking may be a league method (round robin tournament), a combination of the tournament method and the league method, a method derived from these, or other methods. Normally, in a competition, a prize or reward is given to a player according to the competition results (game results) such as the final ranking of the competition, the results of each match, or the match content.
[0014] In this embodiment, e-sports (electronic sports) in which players compete against each other in computer games will be described as an example of a competition held in a competition tournament. The game genre of e-sports is not particularly limited and may be any game genre. For example, it may be a fighting game, a sports game, a shooting game, a racing game, a puzzle game, a card game, a board game, a role-playing game, or a simulation game. In addition, e-sports may be an individual match or a team match. In addition, it may be a match between humans as players, or a match between a human and a computer (for example, an AI or a robot).
[0015] The e-sports of this embodiment is an online game provided by using the information processing system S. Specifically, when a player (a person participating in a competition as an athlete) performs game play operations on the player terminal 11, the player terminal 11 receives data for game progress distributed from a server computer (hereinafter, server 10) of a game provider. In the player terminal 11, video and audio corresponding to the received data are output, and the player progresses the game while checking the output video and audio. In addition, the player terminal 11 transmits data indicating the player's operation contents, such as game play operations, to the server 10, and the server 10 transmits data for game progress corresponding to the player's operation contents to the player terminal 11. Such data transmission and reception between the server 10 and the player terminal 11 is repeatedly performed until the player finishes playing the game.
[0016] On the other hand, users (those who participate in the competition as spectators) do not participate in the competition and actually play the game like the players, but watch and view on the user terminal 12 images of the players playing the game. Specifically, the user terminal 12 receives data for game progress distributed from the server 10. The user terminal 12 outputs images and sounds corresponding to the received data, and the user watches the output images and sounds. The user terminal 12 also transmits data indicating the user's operation such as a voting operation to the server 10, and the server 10 transmits data for game progress corresponding to the user's operation to the user terminal 12. Such data transmission and reception between the server 10 and the user terminal 12 is repeated until the player finishes playing the game.
[0017] In this embodiment, users can not only watch the competition, but also predict the results of the matches held in the competition and place a vote by designating a predetermined amount of value from the value that the user owns. Specifically, as shown in FIG. 2, the user can select a match for which voting is available from a plurality of matches, and predict the winner of each match and vote. Note that predicting the results of a competition is not limited to simply predicting the winner of a match, but also includes predicting the content of the match, such as the point difference or the match time.
[0018] A "vote" is an act of predicting the outcome of a competition and betting a value (medium that can be used for voting), such as money, in-game currency, or game objects, held by the user. If the vote based on the user's prediction is correct, the user can obtain a dividend (a payout for a hit) calculated based on the amount of value cast in the vote and the odds, and the amount of value held by the user increases. On the other hand, if the vote based on the user's prediction is incorrect, the amount of value held decreases. Note that even if the vote based on the user's prediction is incorrect, if a predetermined condition (for example, a match held in the first half of the competition, such as a first round only) is met, a part or all of the value designated for the vote may be returned to the user. In this case, the return rate (a value indicating what percentage of the value designated for the vote is returned) is set to change as the competition progresses, and for example, if there are many remaining matches available for voting, the value may be returned under more favorable conditions than if there are few remaining matches.
[0019] "Odds" refers to the payout rate, and is a numerical value indicating how many times the value of the bet will be paid out if the bet is correct. The odds in this embodiment may be variable or fixed. Specifically, they may vary in real time depending on the betting situation (amount of value bet on each player) of the user or other users, or fixed odds may be set for each game that can be bet on. For example, the odds may be preset to 2x for each game in the first round and 3x for each game in the second round. The odds are calculated by a known method of determining dividends, such as the pari-mutuel method or the bookmaker method, but other methods may also be used.
[0020] "In-game currency" is a type of value that can be held by a user and can be used as currency (medium of exchange) within a game. In-game currency includes, for example, points, medals, coins, etc. that can be used within a game. In-game currency can be used for voting, and can also be exchanged for other items or characters, or consumed when performing special plays, etc. Note that games in which in-game currency can be used are not limited to games that are implemented as competitions (the same applies below).
[0021] A "game object" is a type of value that a user can possess, and includes items or characters that can be used in a game. Game objects also include objects that can change the parameters of a player character in real time even during game play, such as restoring the stamina or increasing the attack power of the player character that the player is using in the game. Note that games in which game objects can be used are not limited to games that are played as competitions (the same applies below).
[0022] A predetermined amount of value that can be used for voting, such as in-game currency, may be given to each of a plurality of users in the same number before the opening of a competition or before the start of a match in which voting is available. In addition, the value may not be available for users to acquire (purchase) additional value, or may be available for additional acquisition. In addition, when additional acquisition is available, the following conditions may be set. (a) When providing value to a user before a competition begins or before a voting match begins, etc., the value is provided under more favorable conditions than after the competition begins or after a voting match begins, etc., and when providing value to a user after the competition begins or after a voting match begins, etc., the value is provided under less favorable conditions than before a competition begins or before a voting match begins, etc. For example, when purchasing additional items, the items can be purchased at a higher price. (b) When the amount of value held by a user becomes low, additional purchases can be made, and when the amount of value held by a user becomes less than a specified amount (a fixed amount), the value can be given in exchange for a consideration. (c) When value is granted to a user after the start of a betting match, etc., the amount of value held by the user before the start of the betting match, etc. shall be the upper limit. In other words, the amount that can be additionally purchased shall be limited to the amount granted initially.
[0023] In addition, in principle, a user can specify a match to be voted for from among all available matches while there are remaining available matches, but the user may also set conditions such as the following, for example. (a) If a user has no more value, they will not be able to vote, meaning they will not be able to acquire additional value. (b) When the cumulative number of games for which a user has voted reaches a threshold, voting is disabled, i.e., an upper limit is set on the number of games for which a user can vote. (c) When matches are played in a tournament format, if there are multiple matches in the same round, users may vote for some of the matches in the same round. For example, as shown in FIG. 2, if there are four matches in the first round, users may select and vote for one of the matches, and in the second round, users may select and vote for one of the two matches. (d) For each match, a period during which users can make selections is set. For example, the timing of when voting can begin is controlled by setting a period during which users can make selections for the second round after the first round is over and the match cards are decided (after the opponents have been decided).
[0024] When voting, the user can arbitrarily specify a match to be voted for from among the matches available for voting before the start of the match on the match selection screen G1 (FIG. 3), and can arbitrarily specify the voting content on the voting screen G2 (FIG. 4) and the voting screen G3 (FIG. 5). Here, with reference to FIG. 3, FIG. 4, and FIG. 5, an example of the match selection screen G1 and the voting screens G2 and G3 will be described. In this embodiment, the voting screen G2 is transitioned from the match selection screen G1 after the user selects a predetermined match to be voted for on the match selection screen G1, and the voting screen G3 is transitioned from the voting screen G2 after the user selects a target to be voted for on the voting screen G2, but is not limited to this. Note that the match selection screen G1 and the voting screens G2 and G3 only need to be displayed at least on the user terminal 12 used by the user, but may also be displayed on the player terminal 11 used by the player.
[0025] As shown in FIG. 3, the match selection screen G1 is a list screen of matches available for voting, and displays information for identifying the match. The information for identifying the match includes information such as the match date and time, the voting deadline (the time in parentheses in the figure), and the match card. In addition, the match selection screen G1 displays selection buttons 71, 72, and 73 as icons for the user to specify the match to be voted for. The selection buttons 71, 72, and 73 are arranged in association with each match, and for example, the selection button 71 is an icon for selecting the first match of the first round block A (match card: player P1 vs. player P2). That is, when the user selects the match and votes, the user selects and taps the selection button 71.
[0026] As shown in FIG. 4, the voting screen G2 is a list screen of players that can be voted for, and displays information for identifying the players. The information for identifying the players includes information such as the player's name, odds set for the player, and past results. In addition, the voting screen G2 displays voting buttons 74 and 75 as icons for the user to specify the player to be voted for. The voting buttons 74 and 75 are arranged in association with the respective players, and for example, the voting button 74 is an icon for selecting the player P1 as the player to be voted for. That is, if the user predicts that the player P1 will win the match, the user selects the voting button 74 and taps it.
[0027] As shown in FIG. 5, the voting screen G3 is a screen for selecting a player to be bet on and then specifying a value (e.g., an amount of value) to be used for betting, and displays information about the selected bet target (match and player) and information indicating the type and amount of value currently held by the user. The voting screen G3 also displays value designation buttons 76, 77, and 78 as icons for the user to designate the amount of value. For example, the value designation button 76 is an icon selected when betting 1000 points P as a value. That is, when the user bets 1000 points P on player P1, the user selects and taps the value designation button 76.
[0028] In addition, in this embodiment, when the tournament ends and an ending condition such as no more games remain available for voting is met, a reward is determined based on the amount of value held by the user at that time, and the reward is given to the user. At this time, the reward is determined, for example, according to the range of the amount of value held by the user (1 to 100 is reward A, 101 to 200 is reward B, etc.), or as a result of comparing the amount of value held by the user with other users, that is, according to the ranking of the amount of value held (1st place is reward A, 2nd place is reward B, 3rd place is reward C, 4th to 10th place is reward D, etc.). Note that the content of the reward may be such that the user himself can select the desired reward from options set according to the amount of value or ranking.
[0029] A "reward" is something given to a user, and includes treatment, rights, or goods. Rewards include in-game currency, or game objects such as items or characters, as well as data such as special moves (including formations, etc.) that can be used in the game, or the right to play the game together with a specific player such as the winning player, or to belong to the same team (group) and play together. Rewards may also be money, food and beverages, plants, miscellaneous goods, clothing, daily necessities, electrical appliances, crafts, etc. Rewards may also indicate the right to receive a specific service, such as meal tickets, travel tickets, accommodation tickets, or facility use tickets. Rewards may also be financial products, land, information, etc.
[0030] The game of the present embodiment may be a cooperative play compatible game in which multiple players can operate their own player terminals 11 to play together. That is, a player can play alone (solo play) and also play simultaneously with other players in so-called multiplay (hereinafter referred to as cooperative play). Note that cooperative play compatible games include cooperative play games in which multiple players cooperate with each other and battle games in which multiple players battle each other, but either type may be used.
[0031] In the game of this embodiment, the number of players who play the game together and the number of users who watch the game are not particularly limited and may be set to any number, but the maximum number of players or the minimum number of players may be specified in advance. In addition, in the game of this embodiment, players, users, or players and users can form a team to play. Note that the combination of players, users, or players and users, such as members who play the game together (including opponents), members who make up a team, or members who play together, is not particularly limited, but for example, players or users who are friends of a certain player or user and who have mutually approved each other (hereinafter referred to as friends) may play together or form a team.
[0032] <Configuration of information processing device and terminal according to this embodiment> Next, the configuration of an information processing device according to an embodiment of the present invention and various terminals will be described. The information processing device according to this embodiment is configured by a computer that processes game data and distributes the game data, more precisely, a server computer (hereinafter referred to as a server 10). The server 10 is an example of a computer, and as shown in Fig. 1, is communicatively connected to a player terminal 11 and a user terminal 12 via a network 14, and constitutes an information processing system S together with the player terminal 11 and the user terminal 12. Note that the respective terminals may communicate with each other via the network 14, or may communicate directly via Bluetooth (registered trademark), Wifi-Direct, or the like without going through the network 14.
[0033] In the information processing system S of this embodiment, the server 10, the player terminal 11, and the user terminal 12 cooperate with each other in the above-described configuration to progress a game as a competition. Specifically, part of the game progress processing is performed on the server 10 side, and part of the graphic processing and the like is executed on the player terminal 11 and the user terminal 12. For example, the server 10 side executes a program including certain rules, logic, and algorithms. Meanwhile, the player terminal 11 and the user terminal 12 side synchronize with the server 10 and progress the game according to the same rules, logic, and algorithms as the program executed on the server 10.
[0034] During joint play, a communication path for joint play is established between the player terminals 11, and various data required for joint play is transmitted and received according to a known communication method. The data at this time may be transmitted in a client-server manner via the server 10, or in a peer-to-peer (P2P) manner without the server 10. The manner of joint play is classified into a fully synchronous type and an asynchronous type, and either type may be adopted. The fully synchronous type includes a key input synchronous type and a command input type, and the asynchronous type includes a server-centralized processing type and a client-distributed processing type.
[0035] The server 10 may be composed of one computer or multiple computers distributed in parallel. The server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of steps in the information processing flow described below (excluding input and display of information) are executed by the server computer, so that the player terminal 11 and the user terminal 12 only need to input information to be handed over to the server computer and display information distributed from the server computer.
[0036] As shown in FIG. 1, the server 10 has a processor 21, a memory 22, a communication interface 23, and a storage 24 as hardware devices, and these devices are electrically connected via a bus 25. In addition, an operating system (OS) and a dedicated program for processing information about the game are installed as software in the server 10. These programs correspond to the "program" of the present invention. When the processor 21 operates according to the above program, the server 10 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium, or may be obtained by obtaining (downloading) it via a network such as the Internet or an intranet.
[0037] The processor 21 may be composed of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.
[0038] The memory 22 may be configured with semiconductor memory such as a Read Only Memory (ROM) and a Random Access Memory (RAM).
[0039] The communication interface 23 may be, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples thereof include communication by wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, and communication based on LTE (Long Term Evolution).
[0040] The storage 24 may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), or a universal serial bus memory (USB memory). The storage 24 may be built into the server 10, or may be attached to the server body in an external form. Furthermore, the storage 24 may be configured with an external computer (e.g., a database server) communicably connected to the server body. As a technology for recording various data, a distributed ledger technology such as a block chain may be used to avoid unauthorized data tampering.
[0041] The server 10 distributes information necessary for the progress of the game to each player and each user, and also collects and stores information from each player and each user. The information stored by the server 10 includes, for example, information about the competition, information about each player and each user, and information about voting. The server 10 also executes various information processes related to the progress and distribution of the game.
[0042] The player terminal 11 is a client terminal operated by a player to play a game. The user terminal 12 is a client terminal operated by a user to watch (including voting) a game. The player terminal 11 and the user terminal 12 are configured by, for example, a personal computer, a smartphone, a mobile phone, a tablet terminal, a game console, a television receiver capable of inputting information, a wearable terminal, and the like. Note that, for convenience of illustration, two player terminals 11 and three user terminals 12 are shown in FIG. 1, but of course, in reality, the number of player terminals 11 and user terminals 12 corresponds to the number of players and users.
[0043] The player terminal 11 and the user terminal 12 receive data for progressing the game from the server 10, and display images (videos) indicated by the data on the display of the player terminal 11 or the user terminal 12 or on a display device such as a TV connected to the player terminal 11 or the user terminal 12, and output audio from a speaker or the like. That is, in this embodiment, the player terminal 11 and the user terminal 12 also function as a display unit and an audio output unit.
[0044] Furthermore, the player terminal 11 and the user terminal 12 accept operations performed by the player or user while playing the game, and transmit information according to the content of the operations to the server 10. For example, the player performs a game play operation to play the game on the player terminal 11, and transmits information based on the game play operation to the server 10. Meanwhile, the user performs a voting operation to vote on the user terminal 12, and transmits information based on the voting operation to the server 10. In addition to the above, the user can also select a desired reward, and in this case, the user terminal 12 transmits information based on the reward selection operation to the server 10.
[0045] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will be explained again from the functional aspect. As shown in Fig. 6, the server 10 has a storage unit 30, an information acquisition unit 40, a display control unit 50, and a game processing unit 60. Of these, the storage unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by the cooperation of the hardware devices constituting the server 10 and the programs installed in the server 10. When the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.
[0046] [Storage] The storage unit 30 stores information necessary for the game progress and various information necessary for playing the game. Specifically, as shown in Fig. 6, the storage unit 30 includes a game information storage unit 31, a player information storage unit 32, and a user information storage unit 33.
[0047] The game information storage unit 31 stores information related to the progress of the game, such as a game program. It also stores various information related to the game, such as game participation conditions and match information such as match pairings. As shown in FIG. 7, information related to the match, which is one type of game information, is stored in association with an identification ID or the like that identifies each match. For example, the match information includes information that identifies the competition in which the match is held (tournament name), the match date and time, matchup information, odds, and voting deadline. The matchup information includes information such as match ranks (first round, second round to final round, etc.), tournament positions (such as the first match of block A), and match cards. Information other than the above may also be included in the match information.
[0048] The player information storage unit 32 stores information about a player (player information) for each player. As shown in FIG. 8, the player information is linked to a player name (identification ID or game account name) that identifies each player, and various information is stored. For example, the player information includes the player's rank, information about the character operated by the player, and information about past battle records. The character information includes identification information such as the character's name, appearance, and values of each parameter. In addition, the player information may include information other than the above, such as personal information of the player such as contact information, total play time (game play time), play history (date and time of game play and number of game plays), information about items owned (identification information and number of items owned), payment history, total amount charged, and information about other players or other users registered as friends.
[0049] The user information storage unit 33 stores information about users (user information) for each user. As shown in FIG. 9, the user information is linked to a user name (identification ID or game account name) that identifies each user, and various information is stored. For example, the user information includes information about the owned value (the number of values owned), information about voting, and information about acquired rewards. The information about voting includes an identification ID for identifying a vote, the voting date and time, the voted match, the voted player predicted to win, the amount of value specified for the vote, and the like. The information about acquired rewards includes identification information such as the name of the reward and the number of rewards owned. In addition, the user information may include information other than the above, such as personal information of the user such as contact information, total viewing time (game viewing time), viewing history (date and time of game viewing and number of game viewings), voting results, information about items owned (identification information and number of items owned), payment history, total amount charged, and information about other players or other users registered as friends, and the like.
[0050] [Information acquisition department] The information acquisition unit 40 acquires information (data) based on operations performed by players and users on the player terminal 11 or the user terminal 12, by communicating with the player terminal 11 or the user terminal 12. As shown in FIG. 6, the information acquisition unit 40 has a first information acquisition unit 41 and a second information acquisition unit 42.
[0051] The first information acquisition unit 41 acquires information based on operations performed by the player on the player terminal 11 by communicating with the player terminal 11. The information acquired by the first information acquisition unit 41 includes information based on game play operations performed by the player to play the game. It also includes various selections, designations, instructions, requests, commands, permission or refusal, registration, and other input operations performed by the player at various scenes during the game or before and after the game. Furthermore, the information acquired by the first information acquisition unit 41 includes information based on operations related to joint play, such as solicitation for joint play, application for joint play, and operations related to approval or refusal of the application.
[0052] The second information acquisition unit 42 acquires information based on the operation performed by the user on the user terminal 12 by communicating with the user terminal 12. In particular, the second information acquisition unit 42 corresponds to the vote acceptance unit of the present invention, and the information acquired by the second information acquisition unit 42 includes information based on the voting operation performed by the user to cast a vote and information based on the reward selection operation performed to select a reward. That is, the second information acquisition unit 42 accepts from the user a vote that is a prediction for the outcome of a predetermined match among one or more matches for which voting is possible, and that is a bet of a value designated from among the values held by the user. The information also includes various selections, designations, instructions, requests, commands, permission or refusal, registration, and other input operations performed by the user at various scenes during or before and after the game. Furthermore, the information acquired by the second information acquisition unit 42 includes information based on operations related to joint play, such as a call for joint play, an application for joint play, and an operation related to the acceptance or refusal of the application.
[0053] [Display control section] The display control unit 50 communicates with the player terminal 11 or the user terminal 12 to deliver information (data) necessary for the progress of the game at each scene during the game or before and after the game to the player terminal 11 or the user terminal 12, and displays a game screen, i.e., a screen reflecting the results of information processing by the game processing unit 60 described later. The display control unit 50 has a first display control unit 51 and a second display control unit 52, as shown in Fig. 6.
[0054] The first display control unit 51 displays, on the player's player terminal 11, a game play screen which is a live image showing the player playing the game, and a screen for the player to make various selections, designations, instructions, requests, commands, permission or refusals.
[0055] The second display control unit 52 displays, on the user's user terminal 12, a game play screen which is a live image showing the players playing the game, a match selection screen G1 (Figure 3) for accepting votes from users, a voting screen G2 (Figure 4) and a voting screen G3 (Figure 4), as well as screens for the user to make various selections, designations, instructions, requests, commands, permission or refusals.
[0056] [Game Processing Unit 60] The game processing unit 60 executes information processing necessary for the progress of the game, specifically, executes information processing for progressing the game according to various information acquired by the information acquisition unit 40. Furthermore, the game processing unit 60 includes a management unit 61, a value updating unit 62, a return unit 63, and a reward granting unit 64, as shown in FIG.
[0057] The game processing unit 60 performs processing to progress the game by, for example, changing various parameters based on the information acquired by the first information acquisition unit 41. For example, in the case of a fighting game, the game processing unit 60 controls the character operated by the player to move or attack other characters based on the information acquired by the first information acquisition unit 41. When an attack by a character hits another character, the game processing unit 60 reduces parameters such as physical strength associated with the other character based on parameters such as the character's attack power and the defense power of the other character. The game processing unit 60 also updates information associated with the user who cast the vote based on the information acquired by the second information acquisition unit 42.
[0058] The management unit 61 manages the value usable for voting in association with each user who holds the value. Specifically, a predetermined amount of value is granted to each of the multiple users before the start of a voteable match. When granting value to a user before the start of a voteable match, the value is granted under more favorable conditions than after the start of a voteable match. When the value held by a user is less than a predetermined amount, the value can be granted to the user in exchange for a consideration. When granting value to a user after the start of a voteable match, the value can be granted to the user up to the amount of value held by the user before the start of a voteable match.
[0059] The value update unit 62 updates the value held by the user based on the competition results of the match in which the user bet. Specifically, when a bet is made, the value held by the user is reduced by the amount of value specified by the user. Then, based on the competition results, it is determined whether the bet was a winning bet, and if the bet was a winning bet, the value held by the user is increased based on the amount of value and odds specified by the user for the bet. On the other hand, if the bet was a losing bet, the reduced value is maintained unless a part or all of the value is returned by the return unit 63 described later.
[0060] If the user's vote is unsuccessful and a predetermined condition is satisfied, the return unit 63 returns to the user a part or all of the value designated by the user in the vote. At this time, the return rate may be changed according to the progress of the competition.
[0061] When an ending condition is met, such as when there are no more matches available for voting, the reward granting unit 64 determines a reward based on the amount of value held by the user at that time, and grants the reward to the user. Note that the content of the reward may be selected by the user himself.
[0062] The above describes the configurations of the server 10, the player terminal 11, and the user terminal 12. Generally, the server 10, the player terminal 11, and the user terminal 12 have various functions other than those described above, but here, only the characteristic functions that provide the operational effect in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions, etc. will be omitted.
[0063] <Information processing flow according to one embodiment of the present invention> Next, with reference to Fig. 10, the flow of information processing (hereinafter referred to as information processing flow) executed in the information processing system S configured as described above will be described. The information processing flow employs the information processing method of the present invention, and is realized by using the information processing system S functioning as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order of steps may be changed, without departing from the spirit of the present invention.
[0064] [Information processing flow] This information processing flow is a process for accepting votes from users, updating the held value, and granting rewards, and is the basis for the progress of the competition-related service. For example, this information processing flow proceeds along the flow shown in FIG.
[0065] When the server 10 (more specifically, the game processing unit 60 and the value updating unit 62) determines that a bet on a prediction for the outcome of a specific match among the matches available for betting by the user, in which the user has bet a specified value from among the values held by the user, has been accepted (S101: YES), that is, when the second information acquiring unit 42 acquires information based on a voting operation from the user terminal 12 of the user via the network 14, the server 10 deducts the amount of the specified value from the value held by the user (S102). Specifically, the information on the specified value is stored in the user information storage unit 33 and updated.
[0066] Next, when the server 10 (more specifically, the game processing unit 60 and the value updating unit 62) determines that the user's bet based on the game result has been successful (S103: YES) after the end of the match, it pays back to the user a value calculated based on the amount of value specified by the user in the bet and the odds as a dividend (S104), and increases the value held by the user (S105). Specifically, the information on the granted value is stored in the user information storage unit 33 and updated.
[0067] On the other hand, when the server 10 (more specifically, the game processing unit 60 and the value updating unit 62) determines based on the competition result that the user's vote based on the prediction was incorrect (S103: NO), it then determines whether or not a predetermined condition is satisfied (S106). If it determines that the predetermined condition is satisfied (S106: YES), the server 10 (more specifically, the game processing unit 60 and the return unit 63) returns a part or all of the value specified in the vote to the user (S107), and the server 10 (more specifically, the game processing unit 60 and the value updating unit 62) increases the value held by the user according to the returned value (S105). Specifically, the information on the returned value is stored in the user information storage unit 33 and updated. If it determines that the predetermined condition is not satisfied (S106: NO), the server 10 proceeds directly to the next process.
[0068] Next, when the server 10 (more specifically, the game processing unit 60 and the reward granting unit 64) determines that the end condition is met, such as when the competition ends and there are no more games available for voting (S108: YES), it determines a reward based on the amount of value held by the user at that time (S109), grants the determined reward to the user (S110), and ends the process. Specifically, it stores information on the granted reward in the user information storage unit 33 and ends the process. On the other hand, when it determines that the end condition is not met (S108: NO), it returns to a state in which the next vote can be accepted.
[0069] It should be noted that if the server 10 (more specifically, the game processing unit 60 and the value updating unit 62) determines that no votes have been received from the user (S101: NO), it ends the process. The above is an example of the information processing flow of the present invention.
[0070] <Other embodiments> Up to this point, specific examples have been given of the information processing device, information processing method, and program of the present invention, but the above-described embodiments are merely examples, and the present invention is not limited to the above-described embodiments, and other embodiments may also be considered.
[0071] In the above embodiment, e-sports has been described as an example of a competition, but the competition to which the present invention can be applied is not limited to games played in a virtual space such as e-sports. For example, it may be a sport played in the real world, or a card game using physical cards, or a board game using physical pieces or stones such as chess, shogi, or go, which is played in the real world. It may also be a competition in ability to solve problems such as mathematics, or practical skills such as using a calculator or bookkeeping.
[0072] In the above embodiment, the prize or reward is given to the player according to the competition result such as the final ranking of the competition, but the present invention is not limited to this. For example, when players compete against each other, the type and amount of the prize or reward may be set for each match based on the number of users watching the match (the number of viewers, the number of accesses, the number of PVs, etc.), the viewing time of the users, or the total amount of value specified in the votes of the users, and the set prize or reward may be distributed to each player according to the competition result of the match. For example, a high amount of prize or reward is set for a match that is watched by many users and gets excited, and the prize or reward is distributed between the winning player and the losing player at a ratio of 2:1, etc. This can encourage many players to participate in the competition.
[0073] In the above embodiment, the server computer (i.e., server 10) that processes and distributes game data functions as the information processing device of the present invention, but this is not limited to the above, and some of the functions of the server 10 may be provided in the player terminal 11 or the user terminal 12. For example, some or all of the functions of the game processing unit 60 may be provided in the player terminal 11 or the user terminal 12. Also, in this embodiment, the processing of game data and the distribution of game data are performed by a single server, but they may be separated into a game data processing server and a game data distribution server. In other words, the game system and the distribution system may be configured separately.
[0074] In the above embodiment, player information, user information, etc. are stored and possessed in a server computer for distributing game data (i.e., server 10), but it is also possible to provide a separate database server (not shown) and store the information all together in that database server, or to store the information on the player terminal 11 or user terminal 12 side.
[0075] The form of the game is not particularly limited. The game includes, for example, a social game that can be used only with a web browser and an SNS (Social Networking Service) account. In the above embodiment, players and users can enjoy all functions free of charge in principle, but some functions may be limited and the limited functions may be available by paying a certain fee. For players and users who have paid a certain fee, various conditions may be set to give them an advantage in using the competition-related service. The fee may be a pay-per-use system, or may be effective for the user for a certain period (for example, one month or one year) once the fee is paid (subscription).
[0076] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.
[0077] [1] The information processing device of this embodiment has a management unit that manages value that can be used for voting in association with each user who holds the value, a vote acceptance unit that accepts votes from users that are predictions for the outcome of a specific match out of one or more matches available for voting, in which the users bet a specified value from among the values they hold, a value updating unit that updates the value held by the users based on the outcome of the specific match, and a reward granting unit that grants a reward to the user based on the value held by the user when a termination condition is satisfied. According to the information processing device, a user can bet on a predetermined match by betting on the value that the user holds, and when all the matches that can be voted on have ended, the user can receive a reward based on the value that the user holds. This allows the user to enjoy the match right up to the last match, even if multiple matches are being played.
[0078] [2] In the above information processing device, the management unit assigns a predetermined amount of value to each of the multiple users before the start of a betting match. This allows users to receive a predetermined amount of value available for voting before the start of a voteable match, allowing users to enjoy the game even more right up to the final match, even if multiple matches are being played.
[0079] [3] In the above information processing device, when the management unit grants value to a user before the start of a betting match, the management unit grants the value under more favorable conditions than after the start of the betting match. This allows a user to receive a predetermined amount of value usable for voting under more favorable conditions before the start of a voteable match than after the start of a voteable match, and even after the start of a voteable match, the user can receive a predetermined amount of value usable for voting under less favorable conditions than before the start of a voteable match, so that even when multiple matches are being played, the user can enjoy the game even more right up to the last match.
[0080] [4] In the above information processing device, the management unit can impart value to the user in exchange for a consideration when the value held by the user is less than a predetermined amount. This allows a user to receive (purchase) a predetermined amount of value in exchange for a payment when the value the user owns falls below a predetermined amount, allowing the user to enjoy the game even more right up to the final game, even when multiple games are being played.
[0081] [5] In the above-mentioned information processing device, when the management unit grants value to a user after the start of a voteable match, the management unit is capable of granting value to the user up to the amount of value held by the user before the start of the voteable match. This allows a user to receive a predetermined amount of value available for voting even after the start of a voteable match, although this is limited to the amount of value the user held before the start of the voteable match, allowing the user to enjoy the game even more right up to the final match, even when multiple matches are being played.
[0082] [6] In the above information processing device, the vote acceptance unit can accept votes for matches from the user until the value held by the user is lost or the cumulative number of matches for which the user has voted reaches a threshold value. This allows users to select and vote for matches from among all matches until the value held by the users is lost or the cumulative number of matches voted for reaches a threshold value, so that even if multiple matches are being held, users can enjoy the game even more right up to the last match.
[0083] [7] In the above-mentioned information processing device, when one or more matches for which voting is available are held in a tournament format, the voting acceptance unit enables votes for some of the matches in the same round to be accepted from the user when there are multiple matches in the same round. This allows users to vote for some of the matches in the same round when matches are played in a tournament format. Therefore, as the tournament progresses from round XX to the semi-finals and finals and the number of matches decreases, votes from other users are concentrated, resulting in more and more excitement, so that users can enjoy the game even more until the last match, even when multiple matches are played.
[0084] [8] In the above information processing device, a multiplier is set for each of one or more matches for which betting is available, and the value update unit updates the value held by the user based on the value specified by the user for a specified match and the multiplier set for the specified match. This allows the user to update the value he or she owns based on the value specified and the multiplier set for each match. Therefore, for example, if the multiplier for later matches is set high, the excitement will increase as the tournament progresses, so that even if multiple matches are held, users can enjoy the tournament all the way to the last match.
[0085] [9] In the above-mentioned information processing device, the value updating unit updates the value held by the user based on the odds of each of the multiple voting targets, which are set based on the value specified for each of the multiple voting targets, and the value specified for a voting target selected by the user from among the multiple voting targets. In this way, the value held by the user is updated based on the specified value and the odds that change depending on the voting status of other users. Therefore, for example, a highly popular match where many users vote will become more and more exciting, so that even if multiple matches are being played, users can enjoy the match even more until the last match.
[0086]
[10] In the above-mentioned information processing device, if the user's vote is unsuccessful and specified conditions are satisfied, the return unit returns a portion of the value specified by the user in the vote to the user, and if there are many remaining matches available for voting, the return unit returns the value to the user under more favorable conditions than if there are only a few remaining matches. As a result, even if a user's bet is unsuccessful, particularly when there are many remaining games available for voting, a portion of the value designated for the bet is returned under favorable conditions, allowing the user to enjoy the game even more right up to the last game, even when multiple games are being played.
[0087]
[11] Furthermore, according to the information processing method of this embodiment, a computer manages value that can be used for voting in association with each user who holds the value, and the computer accepts votes from the users that are predictions for the outcome of a specified match among one or more matches for which voting is available, in which the users bet a specified value from the value they hold, and the computer updates the value held by the users based on the outcome of the specified match, and when a termination condition is satisfied, the computer grants a reward to the users based on the value held by the users. According to the above information processing method, a user can bet on a predetermined match by betting on the value he / she owns, and when all the matches available for betting have ended, he / she can receive a reward based on the value he / she owns. This allows the user to enjoy the match right up to the last match, even if multiple matches are being played.
[0088]
[12] Furthermore, according to the program of this embodiment, a computer manages value that can be used for voting in association with each user who holds the value, accepts votes from users that are predictions for the outcome of a specific match out of one or more matches for which voting is available, in which the users bet a specified value from the value they hold, updates the value held by the users based on the outcome of the specific match, and, when a termination condition is met, grants a reward to the users based on the value they hold. According to the above program, users can bet on a certain match by betting on their own value, and when all the matches available for voting have ended, they can receive rewards based on their own value. This allows users to enjoy the game right up to the last match, even if multiple matches are being played. [Explanation of symbols]
[0089] 10 Server 11 Player terminal 12 User terminal 14 Network 21 Processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 Game information storage unit 32 Player information storage unit 33 User information storage unit 40 Information acquisition department 41 1st Information Acquisition Department 42 2nd Information Acquisition Department 50 Display control unit 51 First display control unit 52 Second display control unit 60 Game Processing Unit 61 Management Department 62 Value Update Department 63 Return Department 64 Reward Department 71 Selection button 72 Selection button 73 Selection button 74 Voting Button 75 Voting Button G1 Match Selection Screen G2 voting screen G3 voting screen S Information Processing System
Claims
[Claim 1] a management unit that manages the value that can be used for voting by associating it with each user who owns the value; a betting acceptance unit that accepts from a user a bet on a prediction for an outcome of a predetermined game among one or more games for which voting is available, the betting being made by the user betting a designated value among the values held by the user; a value updating unit that updates a value held by a user based on the result of the predetermined match; a reward granting unit that grants a reward to the user based on the value held by the user when the termination condition is satisfied; An information processing device having the above configuration.
Citation Information
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