Information processing apparatus, information processing method and program
By introducing a task system in the game, requiring players to watch advertisements when completing tasks and grant task rewards after meeting specific conditions, the problem of insufficient motivation of players in the existing technology is solved, and the participation of advertising viewing and the attractiveness of the game is improved.
Patent Information
- Application Number
- JP2025029289
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-26
- Publication Date
- 2025-05-13
- Estimated Expiration
- 2040-03-03
AI Technical Summary
The prior art is difficult to motivate players who are already active in the game to watch advertisements.
By introducing a task system into the game, players are required to watch specified advertising content when completing tasks, and reward players with task rewards after specific conditions are met.
It effectively improves players' motivation to watch advertisements, and through the task reward mechanism, players actively participate in advertisement viewing during the game, increasing the participation and attractiveness of the game.
Smart Images

Figure 2025074158000001_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] There is known a system that gives a player a reward by having the player view an advertisement in a game. For example, Patent Document 1 describes a system in which a player who has viewed an advertisement is given the right to play a game, and when the player plays the game, a reward is given according to the game result. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-224134 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, the technology of Patent Document 1 only grants the right to play the game to players who have viewed advertisements, and therefore does not provide players who are already playing the game with any motivation to view various content, including advertisements.
[0005] Therefore, an object of the present invention is to provide a technique that can increase a player's motivation to view content. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention has a reception unit that receives a quest selection from a player, an execution unit that executes the quest received from the player, a display control unit that displays specified content on a terminal used by the player after the quest selection is received from the player and until the quest is completed, if the player permits the display of specified content, and a grant unit that grants a reward related to the quest to the player after the specified content has been displayed until a specified condition is satisfied. Effect of the Invention
[0007] According to the present invention, it is possible to provide a technique that can increase a player's motivation to view content. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. [Diagram 3] FIG. 2 is a diagram illustrating an example of a functional block configuration of a game server. [Figure 4] FIG. 2 is a diagram illustrating an example of a functional block configuration of a terminal. [Diagram 5] 13 is a flowchart illustrating an example of a processing procedure executed by a game server. [Figure 6] 13 is a flowchart illustrating an example of a processing procedure executed by a game server. [Figure 7] FIG. 13 is a diagram showing an example of a screen that prompts a user to view a video advertisement. [Figure 8] FIG. 13 is a diagram showing an example of a screen inviting participants to a multiplayer game. [Figure 9] FIG. 13 is a diagram showing an example of a screen that prompts a user to view a video advertisement. [Figure 10] FIG. 13 is a diagram showing an example of a screen that prompts a user to view a video advertisement. [Figure 11] FIG. 13 is a diagram showing an example of a quest selection screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings, in which the same reference numerals denote the same or similar configurations.
[0010] <System configuration> Fig. 1 is a diagram showing an example of a system configuration of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 (game device) and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.
[0011] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various information related to players and executing some of the game processing. The game server 10 may be composed of one or more information processing devices, or may be composed of a virtual server (such as a cloud server).
[0012] The terminal 20 is a terminal that provides a game to a player, and the player can execute the game according to this embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 notifies the game server 10 of its own position detected using a GPS (Global Positioning System) or the like.
[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1 (hereinafter referred to as "this game"), the player can obtain new characters and items by organizing a deck with characters selected from a plurality of characters owned and clearing quests using the organized deck. In addition, the player can challenge quests with higher difficulty by developing a stronger character by synthesizing the plurality of characters obtained, or by strengthening the attributes of the character using items.
[0014] The characters that the player acquires are stored in a storage facility called a "box." The size of the box (the maximum number of characters that the player can possess) expands (increases) as the game progresses.
[0015] Here, a quest is a term that means a mission that must be cleared by satisfying certain predetermined conditions. A quest may also be called an exploration or a task. A player who participates in a quest can clear the quest by satisfying the certain conditions, and when the player clears a quest, an item is given to the player and the story of the game progresses.
[0016] A deck is a term that means a group of multiple characters. When a player wants to carry out a quest, he or she selects characters with the appropriate abilities to complete the quest, organizes a deck, and then plays the quest.
[0017] When a player performs a quest, a certain parameter that the player possesses, called "stamina," is consumed. The amount of stamina consumed differs for each quest. The upper limit of stamina is set according to the player's level, experience points, etc. Stamina consumed by playing a quest is automatically restored over time.
[0018] Players can challenge quests together with other players. Hereinafter, challenging a quest together with multiple players will be referred to as "multiplay." When playing multiplay, the player (host player) selects the quest they want to play, and then recruits other players (guest players) who want to play multiplay. When the other players agree to participate in multiplay, the quest begins.
[0019] When a player executes a quest, the player can use one or more special items that can give the player an advantage in the quest. Hereinafter, the items are referred to as "quest support items." The quest support items that the player can use are determined in advance for each quest. When the player uses a quest support item, a predetermined parameter that the player possesses is consumed. Hereinafter, the predetermined parameter consumed when using a quest support item is referred to as "medals." The amount of medals consumed differs for each quest support item. Medals are awarded to the player each time the player clears a quest. When the player uses a quest support item, for example, an effect is activated, such as increasing the HP (hit points) of the character in the deck, or increasing the number of items awarded at the end of the quest by a predetermined number (for example, two), or increasing the number by a predetermined multiple (for example, double).
[0020] In this game, when a quest is executed, the player is suggested to view a predetermined content. In addition, when the player views the predetermined content, a reward for the quest is given to the player. In this embodiment, the predetermined content is assumed to be, for example, a still image advertisement or a video advertisement (commercial), but is not limited thereto. In addition, the reward for the quest is a reward that allows the player to advantageously proceed through the quest, for example, activating the effect of the above-mentioned quest support item without consuming medals owned by the player, or giving an amount of stamina that allows the player to perform the quest, etc. Note that the reward is not limited to these rewards as long as it allows the player to advantageously proceed through the quest. In addition, in this game, an upper limit may be set for the number of times that a reward can be given to one player within a predetermined period (for example, 12 hours, 24 hours, etc. from a predetermined timing). Hereinafter, the remaining number of times that a reward can be given within a predetermined period is referred to as the "remaining number". Note that in this embodiment, a reward is given every time the player views a predetermined content, so that the remaining number is synonymous with the number of times that the player can view the predetermined content within a predetermined period.
[0021] <Hardware configuration> 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 each have a CPU (Central Processing Unit) 11, a storage device 12 such as a memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (Interface) 13 for wired or wireless communication, an input device 14 for accepting input operations, and an output device 15 for outputting information. The input device 14 is, for example, a keyboard, a touch panel, a mouse and / or a microphone, etc. The output device 15 is, for example, a display and / or a speaker, etc.
[0022] <Function block configuration> (Game Server) FIG. 3 is a diagram showing an example of a functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a game control unit 110. The storage unit 100 can be realized by using a storage unit 12 included in the game server 10. The game control unit 110 can be realized by the processor 11 of the game server 10 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0023] The storage unit 100 stores a player management DB and a possessed character management DB. The player management DB manages game data possessed by each player. The player management DB stores, for example, an ID (player ID) that uniquely identifies a player in the game, the name (nickname) of the player, the current position of the terminal 20 used by the player, a stamina value, a box size (maximum number of characters that can be possessed), and the like. The possessed character management DB manages characters possessed by each player. The possessed character management DB stores, for example, an ID (character ID) that uniquely identifies a character possessed by a player, and various parameters (level, luck (luck), HP (hit points), attack power, speed, and the like) that indicate the strength of the character.
[0024] The game control unit 110 provides various functions necessary for executing the game. The game control unit 110 includes a reception unit 111, an execution unit 112, a display control unit 113, an assignment unit 114, and a management unit 115.
[0025] The reception unit 111 receives a selection of a quest to be executed (played) from the player.
[0026] The execution unit 112 executes a quest accepted from a player. In this embodiment, when the player views a predetermined content, a reward for the quest is given to the player. At this time, when the execution unit 112 gives a reward for the quest to the player, the execution unit 112 controls so that the player can play the quest more advantageously than when the reward is not given to the player.
[0027] The display control unit 113 displays the predetermined content on the terminal 20 used by the player during the period from when the selection of a quest is accepted from the player until the quest is completed and when the player has permitted the display of the predetermined content. More specifically, the display control unit 113 may display the predetermined content during the period from when the selection of a quest is accepted from the player until the quest is started. Furthermore, the display control unit 113 may display the predetermined content while a quest is being executed. When displaying the predetermined content while a quest is being executed, the predetermined content may be displayed when a condition for displaying the predetermined content is satisfied.
[0028] Here, the reward given to the player is a reward for one or more items (quest support items) that can be used in a quest, and the display control unit 113 may display a predetermined content determined based on the number of the one or more items. Furthermore, when displaying the predetermined content, the display control unit 113 may display a content with a longer display time or increase the number of contents to be displayed as the number of one or more items (e.g., the number of quest support items) that are preset as items that can be used in a quest accepted by the acceptance unit 111 from the player (a quest played by the player) increases.
[0029] In addition, the quest is a quest to be played collaboratively with other players (i.e., a quest that can be played in multiplayer), and the display control unit 113 may display on the screen for recruiting other players when executing the quest that the effects of one or more items preset for the quest accepted by the acceptance unit 111 from the player are activated (a state in which a quest support item has been used) on the screen for recruiting other players.
[0030] After the predetermined content is displayed until a predetermined condition is satisfied, the granting unit 114 grants the player a reward for the quest. Here, the predetermined condition may be, for example, viewing the predetermined content for at least a predetermined period of time (for example, at least 10 seconds or 20 seconds from the start), viewing the entirety of the predetermined content (until the end), etc.
[0031] Furthermore, the granting unit 114 may grant the player a predetermined amount of a predetermined parameter (for example, an amount of stamina that allows a quest to be performed once) as a reward. Furthermore, when a predetermined content is displayed until a predetermined condition is satisfied, the granting unit 114 may grant the player an amount of a predetermined parameter obtained by multiplying the "remaining number" by a predetermined amount (for example, when the remaining number is 2, the amount of stamina obtained by multiplying the amount of stamina that allows a quest to be performed once by two). Note that, when the remaining number is 0, the granting unit 114 does not grant a reward to the player.
[0032] In addition, when the player's storage area (free space in a box) for storing game objects (characters) acquired through a quest is insufficient, the granting unit 114 may expand the player's storage area as a reward.
[0033] The management unit 115 manages the remaining number of times that a reward can be given to a player. In addition, when the giving unit 114 gives a reward to a player, the management unit 115 subtracts (subtracts) the remaining number. For example, assume that in this game, the upper limit of the number of times that a reward can be given by referring to a specific content within 24 hours from midnight is set to three times. In this case, the management unit 115 manages that the remaining number is three at midnight, and subtracts one from the remaining number each time the specific content is displayed on the player's terminal 20 and a reward is given to the player. When a specific period has passed (for example, when midnight has passed), the management unit 115 resets the remaining number to an initial value (3 in this case).
[0034] (Terminal) FIG. 4 is a diagram showing an example of a functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be realized by using the storage unit 12 included in the terminal 20. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0035] The storage unit 200 stores game data necessary for the game control unit 203 to execute the game. The game data includes image data of characters, a game scenario, and the like.
[0036] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13 .
[0037] The UI unit 202 has a function of accepting various inputs from the player and displaying various game screens on the display. The UI unit 202 also displays the game screens according to instructions from the game server 10.
[0038] The game control unit 203 provides various functions necessary for executing the game by cooperating with the game server 10. For example, the game control unit 203 provides a function for acquiring various information (icon image data, text data, etc.) for drawing on the game screen from the game server 10.
[0039] With regard to the functional block configuration described above, all or a part of the reception unit 111, execution unit 112, display control unit 113, granting unit 114, and management unit 115 included in the game server 10 may be configured to be provided in the game control unit 203 of the terminal 20.
[0040] <Processing Procedure> Next, a process procedure for the game server 10 to display a predetermined content on the game screen from when a quest is selected by a player until the execution of the quest is completed will be specifically described. In the following description, the predetermined content is assumed to be a video advertisement (CM) introducing a product or the like.
[0041] Fig. 5 is a flow chart showing an example of a processing procedure executed by the game server 10. In the processing procedure shown in Fig. 5, after a quest is selected by a player, before the quest is started, a message is displayed on the game screen asking whether or not to view a video advertisement, and if the player allows viewing of the video advertisement, the video advertisement is displayed on the game screen and a reward is given to the player. When the display of the video advertisement ends, execution of the quest is started.
[0042] First, the reception unit 111 receives a selection of a quest from the player on a quest selection screen (S10). Next, the reception unit 111 receives a selection of a deck to be used in the quest and a selection of a quest support item to be used in the quest on a deck selection screen (S11). Since the player can freely choose whether or not to use a quest support item, if the player does not wish to use a quest support item, the reception unit 111 will only receive the selection of a deck.
[0043] Next, the display control unit 113 displays a guide to encourage the player to view a video advertisement on the game screen before the quest is executed (S12). If the guide is selected on the game screen (S13-YES), the process proceeds to step S14. If the guide is not selected on the game screen (S13-NO), the process proceeds to step S16.
[0044] Next, the display control unit 113 displays the video advertisement on the game screen (S14). Next, the granting unit 114 grants a reward to the player after the video advertisement is displayed on the game screen until a predetermined condition is satisfied (S15). Note that if the video advertisement is not displayed on the game screen until the predetermined condition is satisfied (for example, the player skips viewing the video advertisement midway), the granting unit 114 proceeds to the processing procedure of step S16 without granting a reward to the player.
[0045] Next, the execution unit 112 starts executing the quest selected in the processing procedure of step S10 (S16).
[0046] Fig. 6 is a flowchart showing an example of a processing procedure executed by the game server 10. In the processing procedure shown in Fig. 6, after a quest is executed and before the quest is finished, whether or not the execution of the quest is interrupted and a video advertisement is displayed on the game screen. If the player permits the viewing of the video advertisement, the video advertisement is displayed on the game screen. If the display of the video advertisement is finished or if the player does not permit the viewing of the video advertisement, the execution of the quest is resumed.
[0047] First, the reception unit 111 receives a selection of a quest from the player on a quest selection screen (S20). Next, the reception unit 111 receives a selection of a deck to be used in the quest and a selection of a quest support item to be used in the quest on a deck selection screen (S21). Since the player can freely choose whether or not to use a quest support item, if the player does not wish to use a quest support item, the reception unit 111 will only receive the selection of a deck.
[0048] Next, the execution unit 112 starts execution of the quest selected in the processing procedure of step S10 (S22). The display control unit 113 causes the quest screen to be displayed on the player's terminal 20.
[0049] Next, the game control unit 110 (which may be referred to as a determination unit) determines whether or not an advertisement display condition (a condition for displaying a predetermined content) is satisfied during the execution of the quest. If the advertisement display condition is satisfied (S23-YES), the process proceeds to step S24. If the advertisement display condition is not satisfied (S23-NO), the process proceeds to step S28.
[0050] Next, the display control unit 113 displays a guide to encourage the player to view a video advertisement on the game screen during the quest (S24). If the guide is selected on the game screen (S25-YES), the process proceeds to step S26. If the guide is not selected on the game screen (S25-NO), the process proceeds to step S28.
[0051] Next, the display control unit 113 displays the video advertisement on the game screen (S26). Next, the granting unit 114 grants a reward to the player after the video advertisement is displayed on the game screen until a predetermined condition is satisfied (S27). Note that if the video advertisement is not displayed on the game screen until the predetermined condition is satisfied (for example, the player skips viewing the video advertisement midway), the granting unit 114 proceeds to the processing procedure of step S28 without granting a reward to the player.
[0052] If the end condition of the quest is satisfied (for example, if the player defeats the boss character), the execution unit 112 ends the quest (S28-YES). If the end condition of the quest is not satisfied, the process returns to step S23.
[0053] In the above-described processing procedure, the case where the advertisement display condition is satisfied may be, for example, a case where it is determined that the quest is difficult to clear. Specifically, it may be a case where the HP of any character in the deck falls below a predetermined value (for example, below 20% of the maximum HP) or falls to zero. Or, it may be a case where the number of recovery items held falls below a predetermined number or the number of recovery items held becomes zero during the execution of the quest.
[0054] The timing at which a quest starts may be the timing at which various selections required to execute the quest (selection of a deck, selection of a quest auxiliary item, etc.) are completed and the quest screen is displayed on the screen of terminal 20. The timing at which a quest ends may be the timing at which an item, a new character, etc. is given to the player based on the results of executing the quest and the quest selection screen is displayed again.
[0055] <Screen display example> Fig. 7 is a diagram showing an example of a screen that prompts the player XX to view a video advertisement. The example in Fig. 7 is an example of a deck selection screen A100 that is displayed after the player XX has completed the selection of a quest, and allows the player XX to select a deck and a quest support item. The deck selection screen A100 shown in Fig. 7 displays items A111, A112, A113, and A114 as quest support items that can be used in a quest. The player XX can select any quest support item that he or she wishes to use in a quest from among the quest support items A111, A112, A113, and A114.
[0056] Here, a video advertisement display button A115 is displayed on the deck selection screen A100. When the video advertisement display button A115 is pressed by the player XX, a video advertisement A120 is displayed on the deck selection screen A100, as shown on the right side of FIG.
[0057] When the player XX views the video advertisement A120 until a predetermined condition is satisfied, the granting unit 114 grants a reward to the player XX. In the example of Fig. 7, the granting unit 114 grants the player XX a reward of "activating the effects of all quest support items without consuming medals." In other words, by viewing the video advertisement, the player XX can advance in the quest more advantageously than if he or she did not view the video advertisement.
[0058] 7, there are four quest support items (A111, A112, A113, and A114) that can be used in the quest, but the number of usable quest support items varies from quest to quest. Depending on the quest, there may be cases where only one quest support item is set to be usable, or five or more quest support items are set to be usable.
[0059] The display control unit 113 may change the length or number of video advertisements to be displayed depending on the number of quest support items that can be used in a quest. For example, a video advertisement of the number of quest support items times a predetermined number of seconds may be displayed, or video advertisements of the same number as the number of quest support items may be displayed consecutively. That is, in the example of Fig. 7, the display control unit 113 may display a video advertisement A120 of a length of the predetermined number of seconds times four, or four video advertisements A120.
[0060] 8 is a diagram showing an example of a screen inviting players to participate in a multiplay (a screen inviting other players to participate in a quest). When the effect of the quest support item is activated, the display control unit 113 displays an icon indicating that the effect of the quest support item is activated on the screen inviting players to participate in a multiplay. The display control unit 113 may display an icon indicating that the effect of the quest support item is activated on the screen inviting players to participate in a multiplay in either case of a case in which the effect of the quest support item is activated by the player paying medals and using the quest support item, or a case in which the effect of the quest support item is activated by the player watching a video advertisement.
[0061] The example of FIG. 8 shows a screen example when player XX opens a screen inviting players to participate in a multi-play. The screen shows that in a quest in which player AA is inviting players to participate in a multi-play, the effects of quest support items A211 and A212 are activated because player AA paid medals or watched a video advertisement. In addition, in a quest in which player BB is inviting players to participate in a multi-play, the effects of quest support items A221, A222, and A223 are activated because player BB paid medals or watched a video advertisement. In addition, in a quest in which player CC is inviting players to participate in a multi-play, the effects of the quest support items are not activated. This allows player XX to recognize that if player AA, player BB, and player DD participate in a quest inviting players to participate in a multi-play, player XX can advance the quest advantageously due to the effects of the quest support items, but if player CC participates in a quest inviting players to participate in a quest, player XX cannot receive the effects of the quest support items. Note that the effect to be activated may be displayed only on the terminal 20 of the host player who is inviting players to participate in the multiplayer game, and the effect to be activated may not be displayed on the terminal 20 of the guest player who is inviting players to participate in the multiplayer game in response to the host player's invitation. The effect to be activated at the start of the quest may be displayed on the terminal 20 of the guest player.
[0062] FIG. 9 is a diagram showing an example of a screen that prompts the player XX to view a video advertisement. The example of FIG. 9(a) shows an example of a case where, after the player XX has completed the selection of a quest, if the player XX does not have enough stamina to execute the selected quest, a warning screen A310 and a video advertisement display button A311 that prompts the player XX to view a video advertisement are displayed. When the player XX presses the video advertisement display button A311, the display control unit 113 displays the video advertisement. When the player XX has viewed the video advertisement until a predetermined condition is satisfied, the granting unit 114 may grant the player XX an amount of stamina that allows the player XX to execute the quest once as a reward. Alternatively, the granting unit 114 may grant the player XX an amount of stamina that is obtained by multiplying the amount of stamina that allows the player XX to execute the quest once by the remaining number. For example, when the remaining number of the player XX is three times, the granting unit 114 may grant the player XX an amount of stamina that is obtained by multiplying the amount of stamina that allows the player XX to execute the quest once by three times as a reward.
[0063] 9B shows an example of a screen A400 of a shop where stamina can be restored by accepting a charge. A video advertisement display button A411 that encourages viewing of a video advertisement may also be displayed on the screen A400 of the shop.
[0064] Fig. 10 is a diagram showing an example of a screen that prompts the player to view a video advertisement. The example of Fig. 10(a) shows an example of a case where a warning screen A510 and a video advertisement display button A511 that prompts the player to view a video advertisement are displayed when there is insufficient free space in a box that stores the granted character on a screen on which a character is granted when a quest is cleared. When the video advertisement display button A511 is pressed by the player XX, the display control unit 113 displays the video advertisement. When the player XX views the video advertisement until a predetermined condition is satisfied, the granting unit 114 may expand the box of the player XX as a reward to be granted to the player XX.
[0065] 10B shows an example of a shop screen A600 that expands a box by accepting a charge. A video advertisement display button A611 that encourages viewing of a video advertisement may also be displayed on the shop screen A600.
[0066] When expanding a box storing a player's characters, a second expansion number expanded by viewing a video advertisement once may be set to be smaller than a first expansion number expanded by charging or using a predetermined item once. An upper limit for the number of expansions of the box storing characters is set, and if adding the first expansion number to the number of characters stored in the player's current box exceeds the upper limit, and adding the second upper limit falls within the upper limit, only the expansion of the box by viewing a video advertisement may be presented to the player.
[0067] Fig. 11 is a diagram showing an example of a quest selection screen. As shown in Fig. 11, a quest selection button A710 that prompts the player XX to view a video advertisement may also be displayed on the quest selection screen. When the player XX presses the quest selection button A710, the display control unit 113 displays the video advertisement. When the player XX views the video advertisement until a predetermined condition is satisfied, the granting unit 114 grants, for example, a new item or the like to the player XX as a reward.
[0068] <Summary> According to the embodiment described above, it is possible to provide a technique that can increase a player's motivation to view content.
[0069] The above-described embodiments are intended to facilitate understanding of the present invention, and are not intended to limit the present invention. The flow charts, sequences, elements included in the embodiments, and their arrangements, materials, conditions, shapes, sizes, etc. are not limited to those illustrated, and can be changed as appropriate. In addition, configurations shown in different embodiments can be partially replaced or combined with each other.
[0070] <Additional Notes> <Appendix 1> a reception unit that receives a quest selection from a player; an execution unit that executes the quest accepted from the player; a display control unit that displays a predetermined content on a terminal used by the player when the player permits display of the predetermined content during a period from when a selection of the quest is received from the player until the quest is completed; a rewarding unit that rewards the player with a reward related to the quest after the predetermined content has been displayed until a predetermined condition is satisfied; An information processing device having the above configuration.
[0071] According to Appendix 1, it is possible to provide a technology that can increase the player's motivation to view content. <Appendix 2> the execution unit, when granting a reward related to the quest to the player, allows the player to play the quest more advantageously than when the reward is not granted to the player; 2. An information processing device according to claim 1.
[0072] According to Appendix 2, a player who is granted a quest-related reward for viewing content will be able to progress through the quest with an advantage, thereby increasing the player's motivation to view the content.
[0073] <Appendix 3> the reward being related to one or more items available for the quest; the display control unit displays the predetermined content determined based on the number of the one or more items. 3. An information processing device according to claim 2.
[0074] According to Appendix 3, it becomes possible for a player to view content according to the number of items available for a quest.
[0075] <Appendix 4> The one or more items are items preset for each quest, the display control unit, when displaying the predetermined content, displays content having a longer display time or increases the number of contents to be displayed as the number of the one or more items preset in the quest accepted from the player increases. 4. The information processing device according to claim 3.
[0076] According to Supplementary Note 4, the more items that are set as available items for each quest, the longer the content or the more pieces of content that the player can view.
[0077] <Appendix 5> The quest is a quest to be played cooperatively with another player, the display control unit causes a screen for recruiting other players to display, when executing the quest, that an effect of the one or more items preset for the quest accepted from the player is in a state of being activated, on the screen for recruiting other players; 5. The information processing device according to claim 4.
[0078] According to Appendix 5, since other players can check whether the item's effect is activated before joining the quest, it is possible to increase the likelihood that other players will join the quest that the player hosts.
[0079] <Appendix 6> a management unit that manages the remaining number of times that a reward can be given to the player within a predetermined period of time; the management unit, when the granting unit has granted the reward to the player, decrementing the remaining number; When the remaining number is 0, the granting unit does not grant the reward to the player. 6. The information processing device according to any one of claims 1 to 5.
[0080] According to Appendix 6, by allowing unlimited viewing of content, it is possible to prevent the game balance from being disrupted.
[0081] <Appendix 7> The quest is executed by consuming a predetermined parameter possessed by the player, the granting unit grants a predetermined amount of the predetermined parameter to the player as the reward; 7. The information processing device according to claim 6.
[0082] According to Addendum 7, by viewing the content, a player is awarded certain parameters that are consumed when completing a quest, thereby increasing the player's motivation to view the content.
[0083] <Appendix 8> the granting unit grants to the player the predetermined parameter in an amount obtained by multiplying the remaining number by the predetermined amount when the predetermined content corresponding to the remaining number is displayed until a predetermined condition is satisfied. 8. The information processing device according to claim 7.
[0084] According to Appendix 8, by viewing the content, the player is given more of the specified parameters consumed when performing a quest, the more the remaining number of times that rewards are awarded, thereby increasing the player's motivation to view the content.
[0085] <Appendix 9> the granting unit, when a storage area of the player for storing the game object acquired through the quest is insufficient, grants, as the reward, an expansion of the storage area of the player. An information processing device according to any one of appendix 1 to 8.
[0086] According to Addendum 9, even if there is insufficient space to store game objects, the space can be expanded by viewing content, thereby increasing the player's motivation to view content.
[0087] <Appendix 10> An information processing method performed by an information processing device, accepting a quest selection from a player; executing the quest accepted from the player; a step of displaying the predetermined content on a terminal used by the player, when the player has permitted the display of the predetermined content, from when the selection of the quest is accepted from the player until the quest is completed; after the predetermined content has been displayed until a predetermined condition is satisfied, granting a reward related to the quest to the player; An information processing method comprising:
[0088] According to Appendix 10, it is possible to provide a technology that can increase the player's motivation to view content. <Appendix 11> On the computer, accepting a quest selection from a player; executing the quest accepted from the player; a step of displaying the predetermined content on a terminal used by the player, when the player has permitted the display of the predetermined content, from when the selection of the quest is accepted from the player until the quest is completed; after the predetermined content has been displayed until a predetermined condition is satisfied, granting a reward related to the quest to the player; A program for executing.
[0089] According to Supplementary Note 11, it is possible to provide a technique that can increase a player's motivation to view content. [Explanation of symbols]
[0090] 1...game system, 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...storage unit, 110...game control unit, 111...reception unit, 112...execution unit, 113...display control unit, 114...assignment unit, 115...management unit, 200...storage unit, 201...communication unit, 202...UI unit, 203...game control unit
Claims
[Claim 1] a reception unit that receives a quest selection from a player; an execution unit that executes the quest accepted from the player; a display control unit that displays a predetermined content on a terminal used by the player when the player permits display of the predetermined content during a period from when a selection of the quest is received from the player until the quest is completed; a rewarding unit that rewards the player with a reward related to the quest after the predetermined content has been displayed until a predetermined condition is satisfied; An information processing device having the above configuration.
Citation Information
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