Server system and program
By integrating additional service management and player behavior analysis functions in the game server system, a personalized reward plan is provided, which solves the unnecessary problem of additional service rewards in the existing technology, and improves the attractiveness of additional services and the fun of the game.
Patent Information
- Application Number
- JP2023188466
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-02
- Publication Date
- 2025-05-16
AI Technical Summary
When providing additional services, existing gaming systems often contain unnecessary rewards, resulting in less attractiveness of additional services.
By integrating management of additional services in the server system, analyzing player game behavior trends and providing personalized reward plans, ensure that the rewards of additional services match the player's game behavior.
Improves players' motivation for additional services, increases new interest in the game, and optimizes the attractiveness of additional services.
Smart Images

Figure 2025076697000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a server system, a program, and the like. [Background technology]
[0002] Traditionally, many subscription-based games have been offered in which a cost is set for a fixed period of time (e.g., a monthly charge), and in response to payment of the cost, a player is permitted to play a game or an option of the game within the fixed period of time.
[0003] In particular, a game system that provides a bonus to be used in a game according to the method of payment of the cost has recently become known (for example, Patent Document 1).
[0004] Also known is a game system that changes the number and type of benefits that a player who has a subscription can acquire, taking into account the game situation (for example, Patent Document 2). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2018-068912 A [Patent Document 2] Patent Publication No. 2021-106657 Summary of the Invention [Problem to be solved by the invention]
[0006] However, in the game systems described in Patent Documents 1 and 2, when optional services are provided as subscriptions that are added in exchange for payment of a fee, they often include benefits (so-called incentives) that are not necessary for players, which reduces the appeal of the optional services.
[0007] The present invention has been made to solve the above-mentioned problems, and its object is to provide optional services with incentives suitable for individual players, thereby increasing the motivation to actively obtain the services, and as a result, to provide a server system etc. that can add new excitement to games. [Means for solving the problem]
[0008] (1) In order to solve the above problems, the present invention provides A server system that allows a terminal device connected via a network to execute a given game, comprising: an option management means for managing an option service in the game that provides an incentive in the game to a player during a given period of time in the game in response to the player fulfilling a given condition; a data management means for managing reference data for identifying individual plans as incentives to be incorporated into the optional service in association with the player's gaming behavior tendencies; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a registration means for registering the acquired game status in a storage means as game status information in association with the player; Based on the registered game status information, the tendency of the game behavior of the player is analyzed. An analysis means for performing an analysis process a specifying means for referring to the reference data based on the tendency of the game behavior of the player analyzed by the analysis process, and specifying two or more of the plans as candidate plans to be incorporated into the optional service; providing means for providing information on the specified plan candidates to the terminal device of the player as optional service related information; The present invention has a configuration comprising:
[0009] With this configuration, the present invention can provide a player with optional services made up of plans with incentives suited to the player, thereby increasing the appeal of optional in-game services that are set in response to the payment of costs such as subscriptions.
[0010] Therefore, the present invention can increase motivation to actively obtain the service, thereby providing new entertainment value to the game.
[0011] In addition, "meeting a given condition" includes, for example, making a given charge, making a payment based on points, in-game currency or items, etc., completing a given task, the player reaching a given level, or the conditions related to the player's login being met.
[0012] The "reference data" may be reference data in which individual plans are predefined as incentives to be incorporated into optional services in correspondence with each of the player's gaming behavior tendencies, or it may be model data for identifying a plan based on the player's gaming behavior tendencies.
[0013] In particular, the model data refers to data that outputs a plan based on input of game behavior tendencies, and indicates model data that has been generated in advance by machine learning such as artificial intelligence (AI).
[0014] Moreover, the term "incentive" refers to a so-called reward in the game, and indicates an advantageous effect (benefit) in the game, including the provision of characters, items, etc. In particular, the "incentive" may be an incentive related to the progress of the game.
[0015] And an "individual plan as an incentive" is the embodiment of an individual advantageous effect in the game.
[0016] Furthermore, "game behavior" refers to a player's behavior in the game, and indicates various actions based on the player's operations.
[0017] In particular, "game behavior" includes various actions during the game, such as battles with enemy characters, attack patterns during those battles, acquisition of items, and actions related to tasks, as well as the time of day the game is played, the timing and number of logins, charges, whether or not options are set, and responses during lottery events or when participating in events such as mini-games.
[0018] In addition to the above, "game behavior tendencies" include the type of main character used, the type of item used frequently, the way of attacking or defending during a battle (the most frequently used techniques (including special techniques), the most frequently used battle locations or environments), the way of progressing through a stage or quest (the most frequently used deck or party, the most frequently used items), and character creation (character creation). This includes trends (for example, favorite parts) and so on.
[0019] In addition, the "game situation" includes, for example, (A1) Information regarding the results of gaming actions that can be identified by parameters including the number of uses, frequency of uses, number of executions, or frequency of executions by a player during a certain period of time (hereinafter referred to as "game action result information"); (A2) Information on game elements related to time elements when a player executes a game (hereinafter referred to as "game situation time element information"); (A3) Information regarding the appearance or function of the player character or item generated by the player (hereinafter referred to as "character characteristic information"); (A4) Information regarding the player's gaming behavior trends in other games related to the player's game (hereinafter referred to as "gaming behavior information of other games"); and (A5) Information on the player's game preferences (hereinafter referred to as "preference information"); At least one of the above is included.
[0020] Furthermore, the term "analysis process" refers to a process of, for example, numerically analyzing or quantitatively analyzing the number of times or frequency of use of each type of gaming action for each gaming action, and identifying the tendency of the gaming action based on the analysis results.
[0021] As an "analysis process", instead of the above, for example, a process of analyzing using model data generated by machine learning such as artificial intelligence (AI) may be executed, which is data for outputting trends in gaming behavior in response to a predetermined input of gaming behavior.
[0022] (2) The present invention also provides a setting means for setting the optional service having at least one plan for each player when the specified plan candidate is selected based on a given instruction, The providing means comprises: The set optional service is provided to the terminal device of the player as the optional service related information.
[0023] With this configuration, the present invention can customize and set optional services having plans that are in line with the game behavior tendencies of each player, and provide them to the player.
[0024] It should be noted that the "given instruction" may be, for example, an instruction selected by the player, or an instruction executed by the game program.
[0025] (3) In order to solve the above problems, the present invention provides A server system that allows a terminal device connected via a network to execute a given game, comprising: an option management means for managing an option service in the game that provides an incentive in the game to a player during a given period of time in the game in response to the player fulfilling a given condition; a data management means for managing reference data for identifying plans as incentives to be incorporated into the optional service in association with the player's gaming behavior tendencies; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a registration means for registering the acquired game status in a storage means as game status information in association with the player; an analysis means for executing an analysis process for analyzing the tendency of the game action of the player based on the registered game situation information; an option candidate specifying means for specifying, as optional service candidates, a plurality of optional service candidates having at least one of the plans, the at least one plan being different from other optional services, by referring to the reference data based on the tendency of the game behavior of the player analyzed by the analysis process; providing means for providing information on the specified optional service candidates to the terminal device of the player as optional service related information; The present invention has a configuration comprising:
[0026] With this configuration, the present invention can provide a player with optional services made up of plans with incentives suited to the player, thereby increasing the appeal of optional in-game services that are set in response to the payment of costs such as subscriptions.
[0027] Therefore, the present invention can increase motivation to actively obtain the service, thereby providing new entertainment value to the game.
[0028] In particular, the present invention can provide subscriptions in multiple patterns that incorporate plans with incentives suitable for the player, so that players who find it troublesome to select a plan can easily set up a plan with incentives suitable for the player.
[0029] (4) The present invention also provides a setting unit for setting the optional service from among a plurality of optional service candidates for each of the players based on a given instruction, The providing means comprises: The set optional service is provided to the terminal device of the player as the optional service related information.
[0030] With this configuration, the present invention can provide subscriptions in multiple patterns that incorporate plans with incentives suitable for the player, and for players who find it troublesome to select a plan, it is possible to easily set a plan (subscription) with incentives suitable for the player.
[0031] (5) The present invention also provides The game incentive is an incentive related to the progress of the game.
[0032] With this configuration, the present invention allows a player to progress through the game with an advantage if an optional service is set for the player, thereby increasing the appeal of optional in-game services that are set in response to payment of a cost such as a subscription.
[0033] In addition, "incentives related to the progress of the game" include, for example, strengthening items used in the game, buff effects (strengthening the abilities of the player character, etc.), and making it easier to obtain experience points.
[0034] (6) The present invention also provides For each plan, certain conditions that should be met are set.
[0035] With this configuration, the present invention can set a plan according to conditions such as the payment of a cost or the completion of a task.
[0036] (7) The present invention also provides The providing means comprises: The optional service-related information is configured to provide information regarding tendencies of game behavior when specifying a plan to be incorporated into the optional service to the terminal device of the player.
[0037] With this configuration, the present invention allows players to easily select a plan, making it easier for them to use optional services.
[0038] It should be noted that the "information regarding game behavior trends" includes, for example, the reason why the plan was identified as a candidate, and the history of past selected plans.
[0039] (8) The present invention also provides The game status information includes: (a) information regarding the results of gaming activity by said player during said period; (b) information regarding the time periods during which the player's games are played; (c) information about the player's gaming behavior trends in other games related to the game; and (d) information about the gaming preferences of such player; The present invention has a configuration including at least one of the above.
[0040] With this configuration, the present invention can accurately recognize the tendencies of the game actions of the players, and can therefore specify and present plan candidates that are in line with the game actions of each player.
[0041] It should be noted that "information regarding the results of game actions" includes, for example, game results, the frequency of interactions with other players in the game, and the generation status of characters generated by the player.
[0042] (9) The present invention also provides The analysis means The analysis process is configured to analyze the game behavior tendency of the player based on game situation information acquired and registered during a given period.
[0043] With this configuration, the present invention can accurately present, as plan candidates, trends in player behavior that change according to the progress of the game and other circumstances, making it easy for players to select a plan and, as a result, making it easier for players to use optional services.
[0044] (10) The present invention also provides The configuration further includes a selection means for selecting, based on an instruction from the player, either a predetermined first period or a second period that is longer than the first period, as the given period that is the subject of the game status information to be used in the analysis process.
[0045] With this configuration, the present invention can respond to the intention of the player who wants to review the plan in the short term or long term. Since optional services can be set according to the player's needs, it is possible to provide optional services consisting of plans with incentives suitable for individual players.
[0046] (11) The present invention also provides The registration means: registering, in the storage means, at least one of information on a total period during which the optional service is set and a frequency of incentives used by the player in the game through the optional service, as option usage information in association with the player; The analysis means The analysis process is configured to analyze the player's game behavior tendency based on the registered game status information and the registered option usage information.
[0047] With this configuration, the present invention can, for example, allow a player to enjoy incentives the more the player makes use of optional services, making it easier for the player to select a plan and, as a result, making it easier for the player to use optional services.
[0048] Note that the "total period" refers to a period obtained by aggregating a fixed period (i.e., a set period) for which subscriptions are set, and the set period may be the sum of consecutive periods or the sum of non-consecutive periods.
[0049] (12) The present invention also provides The system further comprises an update means for updating the contents of the incentives of the plan included in the set optional service when a given update condition for the player is met.
[0050] With this configuration, the present invention makes it possible for an incentive to be acquired again even if it has already been acquired during a certain period and is no longer available for use, by meeting renewal conditions such as paying a cost, such as a charge, or completing a task within the game.
[0051] Therefore, the present invention makes it easy for players to select a plan, and as a result, makes it easy for players to use optional services.
[0052] It should be noted that the "update condition" includes, for example, payment of additional costs such as additional charges or consumption of game media, or conditions related to a specific game situation such as obtaining a specific item or completing a task.
[0053] (13) In order to solve the above problems, the present invention provides A program for causing a terminal device connected via a network to execute a given game, an option management means for managing an option service in the game for providing an incentive in the game to a player during a given period of time in the game in response to the player fulfilling a given condition; a data management means for managing reference data for identifying individual plans as incentives to be incorporated into the optional services in association with the player's gaming behavior tendencies; A game situation that obtains a given situation regarding the game of the player as a game situation. acquisition means, a registration means for registering the acquired game status in a storage means as game status information in association with the player; an analysis means for executing an analysis process for analyzing the tendency of the game action of the player based on the registered game situation information; A specifying means for specifying two or more of the plans as candidate plans to be incorporated into the optional service by referring to the reference data based on the tendency of the game behavior of the player analyzed by the analysis process; and providing means for providing the identified plan candidates to a terminal device of the player; The present invention has a configuration that causes a computer to function as a
[0054] With this configuration, the present invention can provide a player with optional services made up of plans with incentives suited to the player, thereby increasing the appeal of optional in-game services that are set in response to the payment of costs such as subscriptions.
[0055] Therefore, the present invention can increase motivation to actively obtain the service, thereby providing new entertainment value to the game.
[0056] (14) In order to solve the above problems, the present invention provides A program for causing a terminal device connected via a network to execute a given game, an option management means for managing an option service in the game for providing an incentive in the game to a player during a given period of time in the game in response to the player fulfilling a given condition; a data management means for managing reference data for identifying plans as incentives to be incorporated into the optional services in association with the game behavior tendencies of the players; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a registration means for registering the acquired game status in a storage means as game status information in association with the player; an analysis means for executing an analysis process for analyzing the tendency of the game action of the player based on the registered game situation information; an option candidate specifying means for specifying, as optional service candidates, a plurality of optional service candidates having at least one of the plans, the at least one plan being different from other optional services, by referring to the reference data based on the tendency of the game behavior of the player analyzed by the analysis process; and providing means for providing information on the specified optional service candidates to a terminal device of the player as optional service related information; The present invention has a configuration that causes a computer to function as a
[0057] With this configuration, the present invention can provide a player with optional services made up of plans with incentives suited to the player, thereby increasing the appeal of optional in-game services that are set in response to the payment of costs such as subscriptions.
[0058] Therefore, the present invention can increase motivation to actively obtain the service, thereby providing new entertainment value to the game.
[0059] In particular, the present invention provides a sub-game with a plan that includes incentives tailored to the players. Since subscriptions can be provided in a plurality of patterns, players who find it troublesome to select a plan can easily set a plan with incentives suited to the player. [Brief description of the drawings]
[0060] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration showing the configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 illustrates functional blocks of a server device according to an embodiment. [Diagram 3] FIG. 2 is a diagram illustrating functional blocks of a terminal device according to an embodiment. [Figure 4] FIG. 11 is a diagram illustrating a subscription setting process according to an embodiment. [Diagram 5] FIG. 11 is a diagram illustrating an example of reference data according to an embodiment. [Figure 6] 11 is a diagram for explaining the specification of a plan candidate in a subscription setting process executed by a server device of an embodiment. FIG. [Figure 7] 11 is a diagram for explaining the specification of a plan candidate in a subscription setting process executed by a server device of an embodiment. FIG. [Figure 8] FIG. 11 is a diagram for explaining a subscription setting process as a modified example in an embodiment. [Figure 9] 13 is a flowchart showing the operation of a game control process specialized for setting a subscription in a game process executed by a server device of an embodiment. [Figure 10]10 is a flowchart showing the operation of a game control process related to detection of a game status during game execution and registration of game status information by a server device of an embodiment. [Figure 11] 10 is a flowchart illustrating an operation of a subscription setting process executed by a server device of an embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0061] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.
[0062] [1] Game system First, the outline and general configuration of a game system 1 according to the present embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system 1 according to the present embodiment.
[0063] As shown in FIG. 1, the game system 1 of this embodiment is configured such that a server device 10 that provides game services including subscription optional services and terminal devices 20 (e.g., terminal devices 20A, 20B, 20C) can be connected to the Internet (an example of a network).
[0064] By accessing the server device 10 from the terminal device 20, the user can play a game transmitted from the server device 10 via the Internet. Furthermore, by accessing the server device 10 from the terminal device 20, the user can communicate with other users.
[0065] The server device 10 is an information processing device capable of providing a service that allows a user to play a game using a terminal device 20 connected for communication via the Internet. The server device 10 may also function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple users.
[0066] In addition, when the server device 10 functions as an SNS server, for example, It is now possible to provide games called Social Games that are executed using the NS operating environment (API (Application Programming Interface), platform, etc.).
[0067] In particular, the server device 10 is capable of providing games that are provided on the web browser of the terminal device 20, such as browser games (games that can be launched simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH (registered trademark), CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).
[0068] Social games, unlike existing online games, do not require dedicated client software and include games that can be used with only a web browser and an SNS account. The server device 10 is configured to provide an online game that can be connected to other users' terminals (smartphones, personal computers, game consoles, etc.) via a network and share the same game progress online at the same time.
[0069] On the other hand, the server device 10 may be configured with one (device, processor) or multiple (devices, processors).
[0070] Furthermore, information such as billing information, game information, etc. stored in the memory area of the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), and when functioning as an SNS server, information such as player information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).
[0071] Specifically, the server device 10 of this embodiment is configured to receive input information based on an operation by a user of the terminal device 20 (that is, a player who executes a game), and to perform game processing based on the received input information.
[0072] The server device 10 then transmits the game processing results to the terminal device 20, and the terminal device 20 performs various processes to provide the game processing results received from the server device 10 to the terminal device 20 so that they can be viewed by the user.
[0073] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an image generating device, etc., and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0074] Furthermore, the terminal device 20 is equipped with a web browser that enables browsing of web pages (data in HTML format).
[0075] That is, the terminal device 20 has a communication control function for communicating with the server device 10, and a Web browser function for performing display control using data received from the server device 10 (Web data, data created in HTML format, etc.), as well as transmitting user operation data to the server device 10, and executes various processes for providing a game screen to the user, allowing the user to play the game. However, the terminal device 20 may also acquire game progress control information provided by the server device 10, execute a predetermined game process, and play a game based on the game process.
[0076] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 has a configuration that causes the server device 10 functioning as an SNS server to perform a predetermined process by using an API as necessary, or causes the server device 10 functioning as an SNS server to acquire the player information storage unit 146 managed by the server device 10 functioning as an SNS server, and executes the game.
[0077] [2] Server equipment Next, the server device 10 of the present embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of the present embodiment. The server device 10 of the present embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.
[0078] The server device 10 includes an input unit 120 for use in administrator and other input, a display unit 130 for performing specified displays, an information storage medium 180 in which specified information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for executing processes mainly related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.
[0079] The input unit 120 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 120 in this embodiment is configured with a mouse, a keyboard, and the like.
[0080] The display unit 130 displays an operation screen for a system administrator. For example, the display unit 130 in this embodiment is configured with a liquid crystal display or the like.
[0081] Information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0082] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.
[0083] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by a RAM (VRAM), etc. The information stored in the storage unit 140 may be managed by a database.
[0084] Moreover, the storage unit 140 of this embodiment has a game data storage unit 144, a player information storage unit 146, and a reference data storage unit 148 in addition to the main storage unit 142, and constitutes the storage means of the present invention.
[0085] The game data storage unit 144 stores information about the game including condition information indicating various conditions related to the game (that is, game information).
[0086] In particular, the game data storage unit 144 stores information about the game field on which the game is played, condition information used for various judgments, information about each object on the game field, information for changing each object, various table information, information about each player's player character, and information about each item used in the game.
[0087] The player information storage unit 146 stores a subscription information that provides incentives as special privileges for a fixed period (hereinafter, referred to as a "valid period") under a flat-rate charge. Information about each player and information about each player's game (collectively referred to as "player-related information") is stored, including information about optional services (hereinafter simply referred to as "subscriptions") (hereinafter referred to as "subscription information").
[0088] The reference data storage unit 148 stores reference data used when determining a plan to be incorporated into an optional subscription service, the reference data correlating the plan that provides the player with an in-game incentive (i.e., in-game reward) with the player's gaming behavior tendencies.
[0089] In particular, game behavior refers to a player's behavior in the game, and indicates various actions based on the player's operations.
[0090] In addition, game actions in this embodiment include various actions during the game, such as battles with enemy characters, attack patterns during such battles, acquisition of items, and actions related to tasks, as well as the time of day the game is played, the timing and number of logins, charges, whether or not options are set, and responses during lottery events or responses when participating in events such as mini-games.
[0091] The processing unit 100 performs various processes using a main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0092] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for making a computer function as each unit of this embodiment (programs for making a computer execute the processes of each unit).
[0093] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in an information storage medium, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes for providing various services in response to requests from the terminal device 20.
[0094] Specifically, the processing unit 100 of this embodiment has at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a player management unit 104, a subscription management unit 105, a situation detection unit 106, a behavioral analysis processing unit 107, an incentive control unit 108, a timer management unit 109, and an information provision unit 110.
[0095] The communication control unit 101 performs processing for transmitting and receiving data via a network with the terminal device 20. That is, the server device 10 performs various processing based on information received by the communication control unit 101 from the terminal device 20 and the like.
[0096] In particular, the communication control unit 101 of this embodiment performs processing to transmit a game screen to the terminal device 20 of a player based on a request from the terminal device 20 of that player.
[0097] In addition, the communication control unit 101 executes various processes for accepting instructions inputted by the player to the terminal device 20 .
[0098] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 uses a communication protocol such as HTTP (Hypertext Transfer Protocol). Through the protocol, the terminal device 20 performs a process of transmitting data in response to a request from the Web browser 211 installed in the terminal device 20, and a process of receiving data transmitted by the Web browser 211 of the terminal device 20.
[0099] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. In addition, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.
[0100] The game management unit 103 works in conjunction with the terminal device 20 to construct a game space as a virtual space, and executes various game processes related to various competitive games such as battle games in which multiple players compete against each other and fight or engage in combat, action games, RPGs, sound games, or sports games, based on player operations input via the terminal device 20.
[0101] Furthermore, the game management unit 103 executes various game processes based on player instructions transmitted from the terminal device 20 .
[0102] In particular, the game management unit 103 controls the movement within the game space and each action in the game of the player character operated by each player in response to the player's operation input entered into the terminal device 20, while executing the actions of other related characters and objects and various game processes.
[0103] It should be noted that the game management unit 103 may execute various game processes for a single player character, or may execute various game processes for multiple player characters, based on instructions from one player.
[0104] The player management unit 104 registers and manages items owned by the player and benefits (including incentives) acquired by the player as player-related information in the player information storage unit 146, and also manages the player character set by the player during the game or the deck in which the player character is set.
[0105] The subscription management unit 105 manages each piece of subscription information stored in the player information storage unit 146, and also manages players for which subscriptions have been set (hereinafter referred to as "subscription-set players").
[0106] In particular, the subscription management unit 105 manages various subscription plans set for each subscription-set player.
[0107] Furthermore, when the subscription management unit 105 divides the validity period into fixed periods such as every week, every month, or every three months (hereinafter also referred to as "seasons"), it manages whether or not a subscription has been set and the plans to be incorporated for each validity period (i.e., for each season), as well as whether or not a subscription has been set in past or future validity periods and the plans to be incorporated using historical information, etc.
[0108] The situation detection unit 106 executes a game situation detection process to detect (acquire) a given situation of each player, including a subscription-enabled player, as a game situation.
[0109] The behavior analysis processing unit 107 executes a behavior analysis process for analyzing the tendency of each player's game behavior based on the game situation of each player detected by the game situation detection process.
[0110] The incentive control unit 108 manages incentives as benefits given to a subscribed player according to the subscription set for that subscribed player during game execution or the like.
[0111] The timer management unit 109 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 109 works in conjunction with the game management unit 103 and outputs the current time and a preset time to each unit. The timer management unit 109 is also used to synchronize with each terminal device.
[0112] The information providing unit 110 generates various kinds of game information for causing the terminal device 20 to process the game, and provides the information to the corresponding terminal device 20 .
[0113] In particular, when setting a subscription for a player, the information providing unit 110 provides information about the subscription as game information (optional service related information).
[0114] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is a diagram showing functional blocks of the terminal device 20 of this embodiment. The terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.
[0115] The input unit 260 is a device for inputting input information from the player, and outputs the input information from the player to the processing unit 200 .
[0116] The input unit 260 of this embodiment includes a detection unit 262 that detects input information (input signal) from the player.
[0117] For example, the input unit 260 is composed of a lever, a button, a steering wheel, a microphone, a touch panel display, a keyboard, a mouse, and the like.
[0118] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by a RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main memory unit 271 used as a work area, and an image buffer 272 in which the final display image, etc. are stored. Note that a configuration in which some of these components are omitted may also be used.
[0119] Information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0120] The processing unit 200 performs various processes of this embodiment based on programs (data) stored in the information storage medium 280. The information storage medium 280 can store programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).
[0121] In this embodiment, programs and game data for causing a computer to function as each part of this embodiment, which are stored in the information storage medium 180 and memory unit 140 possessed by the server device 10, are received via the network, and the received programs and data are stored in the information storage medium 280.
[0122] The programs and data received from the server device 10 may be stored in the storage unit 270. The case where the programs and data are received in this way to function the network system is also included within the scope of the present invention.
[0123] The display unit 290 outputs the image generated by this embodiment, and the function thereof can be realized by a CRT, an LCD, a touch panel display, an HMD (head mounted display), or the like.
[0124] The sound output unit 292 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, or the like.
[0125] The communication unit 296 performs various controls for communicating with the outside (for example, other terminals, servers), and the functions thereof can be realized by hardware such as various processors or communication ASICs, programs, and the like.
[0126] The processing unit 200 (processor) performs processing such as game processing, display control, image generation processing, or sound generation processing based on information about the game acquired from the server device 10 via the communication unit 296, input information acquired from the input unit 260, or programs, etc.
[0127] The processing unit 200 performs various processes using a main memory unit 271 in a memory unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0128] The processing unit 200 includes a communication control unit 210, a Web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Note that a configuration in which some of these components are omitted may also be used.
[0129] The communication control unit 210 performs processing for transmitting and receiving data to and from each server device 10. In addition, the communication control unit 210 performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.
[0130] The communication control unit 210 may store and manage destination information (IP address, port number) of the server in the information storage medium 280. The communication control unit 210 may communicate with the server device 10 when receiving input information for starting communication from the player.
[0131] In particular, the communication control unit 210 performs processing to transmit player identification information and operation information to the server device 10 and receive information related to the game (player information, game card information, the player's web page, game screen, etc.) from the server device 10.
[0132] The communication control unit 210 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 210 of this embodiment performs a process of receiving a game screen from the server device 10.
[0133] The Web browser 211 is an application program for viewing Web pages (game screens), and downloads HTML files, image files, and the like from the Web server (server device 10), analyzes the layout, and controls the display. The user 211 transmits data to the Web server (server device 10) using an input form (links, buttons, text boxes, etc.).
[0134] The Web browser 211 of this embodiment can realize a browser game. For example, the Web browser 211 may execute a program written in JavaScript (registered trademark), FLASH, Java (registered trademark), or the like, received from a Web server (server device 10).
[0135] The terminal device 20 can display information from a Web server specified by a URL via the Internet using the Web browser 211. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the Web browser 211.
[0136] The game processing unit 212 performs various game calculation processes, such as a process for starting a game when a game start condition is satisfied, a process for executing a game, and a process for ending a game when a game end condition is satisfied.
[0137] The game processing unit 212 may then perform processing to place and set various objects (objects composed of primitives such as polygons, free-form surfaces, or subdivision surfaces) representing display items such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the object space.
[0138] Here, the object space is a virtual space, including both two-dimensional space and three-dimensional space. The two-dimensional space is a space in which an object is arranged, for example, in two-dimensional coordinates (X, Y), and the three-dimensional space is a space in which an object is arranged, for example, in three-dimensional coordinates (X, Y, Z).
[0139] In addition to setting the game cards as deck data, the game processing unit 212 also performs game processing including controlling the sending and receiving of various information at login, executing game processing based on the player's operation when executing a game in real time in conjunction with the server device 10, and playing received automatic calculation data when executing a game by automatic calculation.
[0140] Furthermore, the display control unit 213 performs processing for displaying on the display unit 290. For example, the display control unit 213 may use the Web browser 211 for display.
[0141] The drawing unit 220 performs drawing processing based on various processes (e.g., game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 213. The image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image.
[0142] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .
[0143] [4] Method of the present embodiment [4.1] Overview Next, an overview of the method (subscription setting process) of this embodiment will be described with reference to FIG.
[0144] FIG. 4 is a diagram for explaining the process for setting a subscription in a player in this embodiment (hereinafter referred to as "subscription setting process").
[0145] The server device 10 of this embodiment is configured to work in conjunction with the terminal device 20 and provide game information such as the player character, other characters, the game space or parts of it, game parameters, background music, and the game scenario to the terminal device 20 for each player, and to execute games such as fighting games, combat games, and other competitive games, RPGs, or simulation games based on the operations of each player input via the terminal device 20.
[0146] In addition, the server device 10 is configured to set optional services (i.e., subscriptions) in the game that provide the player with incentives in the game during a given period in the game depending on the player's fulfillment of given conditions (such as payment of a cost, completion of a task, or fulfillment of given conditions for the player), and to grant various incentive benefits based on the set subscriptions while the game is progressing.
[0147] Specifically, the server device 10 of this embodiment constitutes a server system that is connected via a network and performs game progress control for executing a given game, including subscription management, on a terminal device 20 operated by a player.
[0148] In addition, the server device 10 of this embodiment is configured to manage reference data used when setting up a subscription for a player, in which individual plans are predefined as incentives to be incorporated into optional services in correspondence with each of the player's gaming behavior tendencies.
[0149] As shown in FIG. 4, the server device 10 of the present embodiment (A1) acquiring a given situation regarding a player's game as a game situation; (A2) Registering the acquired game situation as game situation information in the storage unit 140 in association with the player; (A3) executing a behavior analysis process for analyzing the tendency of the player's game behavior based on the registered game status information; (A4) referring to reference data based on the tendency of the player's game behavior analyzed by the behavior analysis process, and identifying two or more plans as candidate plans to be incorporated into the optional service; (A5) providing information on the identified plan candidates to the player's terminal device 20 as optional service related information; It has a configuration.
[0150] Furthermore, in addition to the above, the server device 10 of this embodiment has a configuration in which, when a specified plan candidate is selected based on a given instruction such as a player's instruction, as shown in FIG. 4, an optional service having at least one plan is set for each player, and the set optional service is provided to the player's terminal device 20 as optional service related information.
[0151] Note that Figure 4 shows an example of registering multiple pieces of game status information, including a game status such as "player character A has defeated an enemy character," in the memory unit 140, identifying tendencies in the player's game behavior based on the registered game status information, identifying plan candidates A, B, C, etc. and presenting them to the terminal device 20, and setting up a subscription having plans A and C based on the presented plan candidates.
[0152] With this configuration, the server device 10 of the present embodiment can provide incentives suitable for the player. Since optional services configured from the plans that the player has can be offered to the player, the appeal of optional services in the game that are set in response to the payment of costs such as subscriptions can be increased.
[0153] Furthermore, the server device 10 of the present embodiment can increase the motivation to actively obtain the service, thereby providing new interest to the game.
[0154] In this embodiment, a subscription option service is used as a given service related to a game owned by a player, but the present invention is not limited to subscriptions and can be applied to any service provided within a game on the condition that the player pays the cost.
[0155] [4.2] Player-related information and incentives [4.2.1] Player-related information, including subscription information Next, the player-related information including the subscription information of this embodiment will be described.
[0156] The player-related information includes subscription information for each player, which has information on whether or not a subscription is set (hereinafter referred to as "subscription setting information") and its history (hereinafter referred to as "subscription history information"), and is stored in the player information storage unit 146.
[0157] For example, the player-related information may include, for each player: (A1) The player’s nickname, player ID, and if the player belongs to a team, the name of the team and its ID (hereinafter referred to as “affiliation information”), (A2) Information regarding individual and team performance, such as current level (player level), points, experience points, energy parameter values (life energy value, stamina value, and power value), rewards acquired, or game time (hereinafter also referred to as "performance information"); (A3) Information on the characteristics (presence or absence of abilities and parameters that define each ability) and attributes (including level) of the player character (in the case of multiple player characters, information on the characteristics and attributes of each of the characters); (A4) Information regarding billing, such as billing history and billing amount, (A5) Item-related information including information on items held by the player character (hereinafter referred to as "item information") and information on items held in the past; (A6) Information regarding login (access) history (hereinafter referred to as "access history information"); (A7) Information on incentives as acquired benefits (hereinafter also referred to as "acquired incentive information"); (A8) Information regarding other players with whom you have a certain relationship, such as registered friends or followers (hereinafter also referred to as "related players") (hereinafter referred to as "related player information"); (A9) For example, information indicating a type of subscription, such as a subscription ID (hereinafter referred to as "subscription type information"), subscription information consisting of subscription setting information and subscription history information, and (A10) Player's game status information, etc.
[0158] In particular, the subscription information is set for the player on the condition that the player pays a predetermined charge or other cost during a period (i.e., a valid period) set in the game. It is an option that can be held.
[0159] The subscription information also includes information on at least one plan for which an incentive is provided (hereinafter referred to as "plan information").
[0160] In particular, each plan information specifies an incentive as a benefit that embodies an individual advantageous effect in the game, and the conditions for granting the incentive.
[0161] For example, the subscription information may be acquired by the player as a game item such as a ticket, or it may be acquired by the player as "the right to receive preferential treatment" without the aid of a game item such as a ticket, and only information regarding whether or not the player has that right is stored in association with the player information.
[0162] Subscription information is an option in the game service that is acquired and set by the player by making a charge, including payment with in-game currency or points, or by free of charge, such as by being transferred from another player or being acquired through a lottery event.
[0163] In addition, the subscription information is set for the player based on the player's instructions or automatically at a specified timing, and when the subscription information is set for the player, the player or the player character operated by the player can enjoy various preferential treatment contents.
[0164] In this embodiment, setting subscription information includes using (consuming) held subscription tickets and activating held authorities, and in such cases, when subscription tickets or authorities are acquired, they may be set in the player at the same time as they are acquired.
[0165] Furthermore, in this embodiment, the subscription functions as a valid option within the validity period, which is a period (also called a season) that indicates a predetermined division in the game from the start timing of a specified game to the specified end timing regardless of game events.
[0166] Furthermore, a subscribed player, who is a player for whom subscription information has been set (i.e., a player who has a subscription), is able to enjoy advantageous effects in the game compared to a non-subscribed player who does not have that subscription (i.e., a normal player).
[0167] [4.2.2] Incentives Next, an incentive as a privilege in this embodiment will be described.
[0168] The incentives in this embodiment are so-called in-game rewards, and are advantageous effects (benefits) in the game that are given to the subscribed player, including the provision of characters, items, and the like.
[0169] In particular, incentives are provided to a subscribed player according to the provision conditions when the provision conditions stipulated in the plan are met during the validity period.
[0170] In other words, an incentive is associated with each provision condition, and when the provision condition is met in a game played by a subscription-setting player to whom a plan is set, The corresponding incentives will be provided to the subscribing player.
[0171] In addition, the conditions for provision may be when an acquisition instruction is simply received by the player, or may be conditions related to the game situation, such as when experience points reach a predetermined value, when a specific item is obtained, or when a specified task is completed.
[0172] In addition, the incentives of this embodiment are not limited to the above. (A1) Granting parameters that change according to the game progress, such as experience points, in-game currency, points, and stamina values, (A2) Making it easier to acquire items, (A3) Making tasks easier; (A4) Making the odds of winning a lottery event more favorable for players, such as by increasing the odds of winning a rare item in the lottery event or decreasing the odds of losing, (A5) Reducing the parameters consumed during the game (charge amount, consumed points, and the player character's physical strength (energy value)), (A6) Awarding trophies, medals and titles; and (A7) Changing the abilities or attributes of a player character; etc. may be used.
[0173] [4.2.3] Reference data Next, the reference data of this embodiment will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of the reference data of this embodiment.
[0174] The reference data is data used when a process for identifying a plan candidate (hereinafter referred to as the "plan candidate identification process") is executed, and is data for identifying a plan candidate based on game situation information, and is stored in the reference data storage unit 148. For example, the reference data is associated with the plan ID as shown in FIG. (A1) a tendency of a player's game behavior identified by a behavior analysis process; (A2) the type of incentive to be given to the player; (A3) The conditions under which the incentive is provided to the subscription setting player during a specified period (hereinafter referred to as the "Provision Conditions"); is prescribed.
[0175] It should be noted that "the player's gaming behavior tendencies identified by behavior analysis processing" refer to gaming behavior tendencies that may be identified by behavior analysis processing executed based on game status information, and may indicate, for example, the type of player character that is used most frequently during a specified period, the type of item acquired in greatest number of instances, or the most frequently used command.
[0176] The provision conditions include inputting a selection instruction for a subscription-setting player, clearing a task, making a payment, and the like.
[0177] On the other hand, the reference data may be data generated by machine learning such as AI, and may be model data that identifies (outputs) a tendency of gaming behavior in response to an input of gaming behavior.
[0178] In particular, the model data refers to model data that is generated by machine learning, such as artificial intelligence (AI), to generate a plan to be output based on input of game behavior tendencies.
[0179] In addition, the model data as reference data in this embodiment acquires a player's evaluation each time a plan defining an incentive for an input of a gaming behavior tendency is specified (output), and learns and improves its accuracy.
[0180] [4.3] Detecting the game state Next, a process for detecting a game status (hereinafter, referred to as a "game status detection process"), which is executed by the server device 10 in this embodiment and is a prerequisite for the subscription setting process, will be described.
[0181] (Basic principles of game state detection processing) The status detection unit 106 executes a game status detection process for each player, including the subscribed player, during the valid period to detect, as the game status, an indicator or state related to the game of each player, a gaming action with respect to the game, or a characteristic of the player with respect to the game at a predetermined timing.
[0182] That is, the situation detection unit 106 detects the game situation, thereby acquiring the game situation.
[0183] Specifically, the situation detection unit 106 detects the following as the game situation: (A1) Information regarding the results of gaming actions that can be identified by parameters including the number of uses, frequency of uses, number of executions, or frequency of executions by a player during a certain period of time (hereinafter referred to as "game action result information"); (A2) Information on the player's game behavior regarding the time element when playing the game (hereinafter referred to as "game situation time element information"); (A3) Information regarding the appearance or function of the player character or item generated by the player (hereinafter referred to as "character characteristic information"); (A4) Information regarding the player's gaming behavior trends in other games related to the player's game (hereinafter referred to as "gaming behavior information of other games"); and (A5) Information on the player's game preferences (hereinafter referred to as "preference information"); Detect (acquire).
[0184] Then, the situation detection unit 106 registers the detected game situation as game situation information in the player information storage unit 146 (player-related information) in association with the player.
[0185] (Detection of game action result information) The situation detection unit 106 detects the following as the game action result information: (A1-1) Parameters that change as the game progresses for an individual player or player character, such as level and experience points (hereinafter referred to as "game parameters"); (A1-2) Parameters related to the actions of a player or a player character, such as the number of times of use, the frequency of use, the number of times of execution, or the frequency of execution (hereinafter referred to as "action parameters"); or (A1-3) at least one of the presence or absence of a game action of a player or a player character and the type of the game action; Detect etc.
[0186] In particular, the status detection unit 106 detects one or more current or past parameters of the relevant player or player character as game parameters, such as player level, player character level, charge amount (total charge amount within a specified period or cumulative charge amount from the start of the game), experience points, points, amount of in-game currency, and number of items held.
[0187] In addition, the situation detection unit 106 detects the number or frequency of a player's operations or movements of a player character, such as the number or frequency of a specific item being acquired, or the number or frequency of a player interacting with other players in the game, as the game situation.
[0188] Furthermore, the situation detection unit 106 detects one or more game actions as the game situation, such as current or past game elements of the relevant player or player character, such as the presence or absence (including the number of items or characters possessed) and the type of items or characters possessed by the player or player character.
[0189] (Detection of game situation time element information) The situation detection unit 106 detects, as game situation temporal element information, temporal elements (timing, period, etc.) related to the player's operations and the movement of the player character, such as login timing, time period during which the game was played, or timing of acquiring a specific item.
[0190] Specifically, the status detection unit 106 detects the player's operations or the movements of the player character related to timing time elements or continuous time elements, such as logging in, executing (playing) the game, charging, and participating in events such as lottery events and mini-games, as the game status.
[0191] In particular, in terms of a timing element, the situation detection unit 106 may detect an operation or movement of a player or a player character at a given timing as a game situation.
[0192] In addition, the situation detection unit 106 may detect the situation of a player accessing the game as a game situation, in terms of a continuous time element.
[0193] For example, the situation detection unit 106 detects various timing factors such as (A2A-1) Login timing (specific login timing such as the first login timing or multiple login timings), (A2A-2) Billing timing (billing timing for benefits, such as the first billing timing), and (A2A-3) The timing when the charge reaches a specified amount, (A2A-4) When the game started, (A2A-5) The timing when a specified level is reached, and (A2A-6) The timing of obtaining a specific item, etc. is detected as the game situation.
[0194] In addition, for example, the situation detection unit 106 detects the following as a continuous time element: (A2B-1) Number of logins (number of accesses), (A2B-2) Login frequency (number of consecutive logins or number of accesses per day), and (A2B-3) Time of access to the game (within the validity period, total time from the start of the game, and within a specific period), (A2B-4) The time of day when the player plays the game (morning, mid-day, or night, etc.); Detect etc.
[0195] (Detection of character and other characteristic information) The situation detection unit 106 detects each part (including the appearance) constituting the player character or item used by the player, which is generated by the player, and their ability types and abilities. Force values, their appearances, etc. are detected as game conditions.
[0196] Specifically, when generating a player character or item, the situation detection unit 106 detects character characteristic information such as parts that took a long time to create, parts that were acquired by paying, the amount charged for each acquired part, and an evaluation value for the appearance design.
[0197] (Detection of gaming behavior information from other games) The situation detection unit 106 detects game behavior information relating to the playing tendencies of the player in other games he or she plays.
[0198] Specifically, the situation detection unit 106 acquires other game behavior information for other games that are linked to the game in question in association with the player ID, in the same manner as for the game in question.
[0199] (Detection of preference information) The situation detection unit 106 detects (obtains) information on the player's preferences regarding the game (hereinafter referred to as "preference information") by, for example, inquiring of the player using a questionnaire or the like at the start of the game or during the game.
[0200] For example, the situation detection unit 106 obtains information on the player's expected game behavior in the game (i.e., game behavior information) based on a predetermined number of questions, such as "I want to attack aggressively myself," "I like to help my teammates," or "I love money."
[0201] [4.4] Behavior analysis processing Next, a behavior analysis process executed by the server device 10 of the present embodiment will be described.
[0202] (Basic principles of behavior analysis processing) The behavior analysis processing unit 107 executes a behavior analysis process for analyzing the tendency of each player's game behavior based on the game situation information detected by the situation detection unit 106 and registered for each player.
[0203] In particular, the behavior analysis processing unit 107 identifies trends in game behavior, such as the type of main character used, the type of frequently used item, how to attack or defend during a battle (techniques (including special moves) that are used frequently, locations or environments where battles are most common), how to progress through a stage or quest (decks or parties that are used frequently, items that are used frequently), and character creation tendencies (parts that are favored).
[0204] In addition, in order to accurately present the player's behavioral tendencies, which change depending on the progress of the game and other circumstances, as plan candidates, the behavior analysis processing unit 107 executes a behavior analysis process to analyze the player's game behavioral tendencies based on the game status information acquired and registered during game execution.
[0205] The behavior analysis processing unit 107 then analyzes the tendency of the player's gaming behavior during a predetermined period during which the game is being played (hereinafter, referred to as the "analysis period").
[0206] Specifically, the behavior analysis processing unit 107 numerically analyzes parameters such as the number of times or frequency of use of each type of gaming behavior during the period being analyzed for each gaming behavior, and analyzes the tendency of the gaming behavior based on the analyzed values.
[0207] For example, when the game is executed for the first time, the behavior analysis processing unit 107 executes a tutorial The period may be used as the analysis period, or if the game is played over multiple seasons, the previous season (which may be the season immediately preceding or the season before that) may be used as the analysis period.
[0208] The behavior analysis processing unit 107 then compiles the player's characteristics based on the game situation information for a predetermined period, and analyzes the tendency of the game behavior based on the compilation result.
[0209] On the other hand, the behavior analysis processing unit 107 may perform behavior analysis processing using model data generated by machine learning such as artificial intelligence (AI), which outputs trends in gaming behavior in response to input of gaming behavior.
[0210] In this case, the behavior analysis processing unit 107 generates model data that outputs a tendency of a gaming behavior in response to an input of a gaming behavior by learning using machine learning or the like.
[0211] Then, the action analysis processing unit 107 inputs each game action stored in association with the player into the generated model data, thereby identifying the game action of the player.
[0212] In the present embodiment, the model data acquires a player's evaluation each time a gaming behavior tendency is identified (output) in response to a gaming behavior input, and learns and improves accuracy.
[0213] (Numerical behavior analysis processing) The behavior analysis processing unit 107 executes a given calculation on the game parameters for each game behavior during the analysis period detected by the situation detection unit 106 and registered for each player, or on the time elements of the game behavior.
[0214] Then, the behavior analysis processing unit 107 compares the calculation results for each game behavior to identify the tendency of the player's game behavior during the analysis period.
[0215] For example, the behavior analysis processing unit 107 calculates the number of times a plurality of player characters have been used, and identifies the player character that has been used the most, thereby identifying the tendency of the player to prefer using the player character.
[0216] Also, for example, the behavior analysis processing unit 107 calculates the number of interactions with other players, and if the number is equal to or exceeds a certain value, identifies the player as one who tends to prefer online mode over offline mode.
[0217] It should be noted that even if the game situation information is about another game, the behavior analysis processing unit 107 identifies the tendency of the player's game behavior as described above.
[0218] (Aggregative behavioral analysis processing) The behavior analysis processing unit 107 compiles information on the characteristics of the player, such as the character, during the analysis period detected by the situation detection unit 106 and registered for each player.
[0219] Then, the behavior analysis processing unit 107 identifies the player's game behavior preferences using the results of the compilation of the character and other characteristic information during the analysis period.
[0220] For example, the behavior analysis processing unit 107 tallies the time spent creating a character for each part of the character from the character feature information.
[0221] In this case, the behavior analysis processing unit 107 identifies the part with the longest total time as the player's favorite part.
[0222] Also, for example, the behavior analysis processing unit 107 acquires color information for each part of the character from the character feature information, etc., and tallies the area used for each color.
[0223] In this case, the behavior analysis processing unit 107 identifies the color that is used the most as the player's favorite color.
[0224] In addition, in the case of game behavior information for directly identifying a trend of game behavior, such as a questionnaire result, the behavior analysis processing unit 107 identifies a trend of game behavior based on the acquired game behavior information, regardless of the analysis target period.
[0225] For example, the behavior analysis processing unit 107 may identify gaming behavior trends using table data for identifying gaming behavior trends in correspondence with each item of the questionnaire results, or may score the questionnaire results and identify gaming behavior trends based on the results of the scores.
[0226] (Selection of analysis period) The behavior analysis processing unit 107 may set an analysis target period for identifying game situation information to be used in the behavior analysis process, according to an instruction from the player or the like.
[0227] That is, based on the player's instructions, the behavior analysis processing unit 107 may select either a predetermined first period or a second period that is longer than the first period as a given period that is the subject of the game status information to be used in the behavior analysis processing, and set the selected period as the period to be analyzed.
[0228] Specifically, the behavior analysis processing unit 107 allows a player who wants to review the plan in the short term to select short term (for example, January), and a player who wants to understand the long term plan to select long term (for example, one year).
[0229] [4.5] Subscription setting process Next, a process for setting a subscription (hereinafter referred to as a "subscription setting process") executed by the server device 10 of the present embodiment will be described with reference to Figs. 6 and 7.
[0230] 6 and 7 are diagrams for explaining the specification of plan candidates in the subscription setting process executed by the server device 10 of the present embodiment.
[0231] (Basic principles of subscription setup process) The subscription management unit 105 executes a plan candidate specification process for specifying plans as plan candidates to be incorporated into optional services, based on the tendency of the player's gaming behavior analyzed by the behavior analysis process.
[0232] Then, the subscription management unit 105 presents the plan candidates identified by the information provision unit 110 to the player, and when the identified plan candidate is selected based on a given instruction such as an instruction from the player, executes a subscription setting process to set, for each player, an original optional service that has multiple plans, each with a specified incentive, and that is valid for a specified validity period.
[0233] For example, as shown in FIG. 6, when a plurality of plans are presented to a player, the subscription management unit 105 identifies each plan that constitutes a subscription based on an instruction from the player.
[0234] In addition, Figure 6 shows an example in which a plan set for subscription by subscription setting players 1 and 2 is selected from among the identified plan candidates (monthly plans with different incentives for the first and second halves of the term).
[0235] In particular, FIG. 6 shows an example in which, on player 1, plan candidates B and D are not presented, and identified plans A (early), C (late), and E (late) are selected for setting up as subscriptions, and, on player 2, plan candidate A is not presented, and identified plans B (early) and C (early) are selected for setting up as subscriptions.
[0236] Then, the subscription management unit 105 registers a subscription having at least one plan set in association with each player in the player information storage unit 146 as subscription information.
[0237] At this time, the subscription management unit 105 registers the subscription information, including the plan ID of each plan included in the subscription, in the player information storage unit 146.
[0238] In addition, when the subscription management unit 105 sets a subscription in a player, it causes the information providing unit 110 to generate display control information for displaying an indication that a subscription has been set in the corresponding subscription-setting player, and provides the display control information to the corresponding terminal device 20.
[0239] Furthermore, the subscription management unit 105 basically performs subscription setting processing to set up a subscription for a relevant player by charging or paying a cost using specific items, points, or in-game currency.
[0240] In particular, the subscription management unit 105 of this embodiment may set a cost for each plan, and in this case, the subscription is set by paying the total cost of the selected plan.
[0241] In this case, for example, the subscription management unit 105 first allows the user to select multiple cost payments (in the case of billing, allows the user to set a 1,000 yen course and a 3,000 yen course, etc.), and then sets the subscription by incorporating the selected plan with the set cost as the upper limit.
[0242] On the other hand, if a subscription is set at the start of the game, the game management unit 103 performs various game progress controls on the relevant player as a subscription-setting player from the start of the game.
[0243] In addition, when the validity period of a subscription has already begun and a subscription is set during the validity period, the game management unit 103 performs various game progress controls for the relevant player as a subscription-setting player after the subscription is set.
[0244] (Plan candidate identification process) The subscription management unit 105 executes a plan candidate identification process that refers to the reference data based on the player's gaming behavior tendencies analyzed by the behavior analysis process as described above, and identifies two or more plans as plan candidates to be incorporated into the subscription, which is an optional service.
[0245] In particular, as shown in FIG. 7, the subscription management unit 105 refers to the reference data for each of the identified player's gaming behavior tendencies, and identifies plans having given incentives for each of the gaming behavior tendencies as candidate plans.
[0246] In addition, Figure 7 shows an example in which, among multiple pre-established plan candidates (monthly plans with different incentives for the first and second periods) in the plan candidate identification process, as a result of the behavioral analysis process, plan candidates B and D are not identified, and plan candidates A, C, and E are identified as candidates for the player.
[0247] For example, as described above, when a player character that is preferred to be used is identified as a tendency of game behavior, the subscription management unit 105 identifies, as a candidate plan, a plan that has an incentive for the player character, such as preferentially granting high-grade items to the player character, or granting items that enhance the ability values of the player character.
[0248] In addition, when the subscription management unit 105 identifies a player as having a tendency to prefer online mode over offline mode as a gaming behavior tendency, as described above, the subscription management unit 105 identifies as a candidate plan a plan that has an incentive to have the effect of enhancing the abilities of the player character when playing a game in collaboration with another player registered as a friend.
[0249] Furthermore, for example, if the subscription management unit 105 determines, as a tendency of game behavior as described above, that the player character's most favorite part is "costume," the subscription management unit 105 determines, as a candidate plan, a plan that has an incentive to preferentially grant items that are options for the costume, such as accessories.
[0250] In addition to the above, for example, when the subscription management unit 105 identifies a player as having a tendency to play games at a specific time at night as described above, the subscription management unit 105 identifies, as a candidate plan, a plan that has an incentive to preferentially grant items or magic to substitute for tasks performed at other times.
[0251] The subscription management unit 105 may specify multiple plans of the same type as plan candidates.
[0252] For example, the subscription management unit 105 may identify multiple candidate plans of the same type divided into multiple levels (such as Matsu, Bamboo, and Plum), or may prepare multiple plans of different types, such as a "long-distance attack expansion set" and a "money-making assistance set," based on the player's gaming behavior tendencies.
[0253] On the other hand, the subscription management unit 105 may perform a plan candidate identification process using model data generated by machine learning such as artificial intelligence (AI), for example, to output plan candidates in response to an input such as a tendency of gaming behavior.
[0254] In this case, the subscription management unit 105 receives the input of the tendency of gaming behavior. Model data that outputs candidate plans with stipulated incentives is generated using machine learning or other techniques.
[0255] Then, the behavior analysis processing unit 107 inputs the identified tendency of the game altitude into the generated model data, thereby identifying a candidate plan to be presented to the player.
[0256] In the present embodiment, the model data acquires a player's evaluation each time a plan candidate is specified (output) in response to an input of a gaming behavior tendency, and learns and improves its accuracy.
[0257] [4.6] Incentive control processing Next, the incentive control process of this embodiment will be described.
[0258] The incentive control unit 108 controls the provision of incentives for each subscription-setting player.
[0259] In particular, the incentive control unit 108 refers to the subscription information set for each subscribed player in order to give the subscribed player an advantage in progressing through the game, and grants the corresponding subscribed player an incentive as a corresponding benefit based on the game status of each subscribed player, the operation input instructions, or both.
[0260] Furthermore, the incentive control unit 108 may provide an incentive related to the progress of the game as a corresponding benefit to the corresponding subscription-setting player as an in-game incentive.
[0261] In this embodiment, incentives related to the progress of the game include strengthening items used in the game, buff effects (strengthening the abilities of the player character, etc.), and making it easier to obtain experience points.
[0262] [4.7] Information provision processing Next, the information providing process of this embodiment will be described.
[0263] The information providing unit 110 executes an information providing process for providing various game information related to the control and display of the game during the game.
[0264] In particular, when a subscription-setting player sets up a subscription, the information providing unit 110 provides information regarding the plan candidate identified as described above to the corresponding terminal device 20 as optional service-related information in order to present the plan candidate to the corresponding player.
[0265] At this time, the information providing unit 110 may provide, as optional service related information, information on the tendency of gaming behavior when identifying a candidate plan to be incorporated into the subscription to the player's terminal device.
[0266] That is, the information providing unit 110 presents to the player the reason why the incentive was selected for each of the incentive contents defined in the plan candidates presented to the player.
[0267] The basis for this embodiment includes the player's gaming behavior tendencies identified by behavioral analysis processing, and a history indicating whether the candidate plan has been used by the player in the past (including the time of use, if so).
[0268] For example, in an RPG game, if it is determined that a player has a tendency to frequently restore the stamina of party members, and a corresponding plan candidate specifies the provision of an item with a global recovery effect as an incentive, the information providing unit 110 will present the plan candidate to the player while providing game information to the terminal device 20 to show, as a basis for showing information regarding the tendency of gaming behavior, such as "the highest usage rate in the currently cleared stage" or "the highest deficiency rate during stage challenge."
[0269] [4.8] Variations [4.8.1] Variation 1 Next, a first modification (subscription update process) regarding subscription update of the present embodiment will be described.
[0270] (Subscription renewal process overview) This modification is characterized in that a process for updating a subscription, including reviewing a plan, is executed in the above embodiment (hereinafter, referred to as a "subscription update process").
[0271] Specifically, the server device 10 may execute a subscription renewal process based on an instruction from the player in accordance with the player's wishes.
[0272] That is, when a given update condition for the player is met, the server device 10 updates the contents of the incentives in the plan included in the set optional service.
[0273] Specifically, the subscription management unit 105 executes a subscription update process to update the subscription when an additional cost, such as an additional charge or consumption of game media, is paid, or when a certain game status condition, such as obtaining a specific item or completing a task, is met.
[0274] As part of the subscription renewal process, the subscription management unit 105 may reset incentives such as items that have already been granted to the player and set them to be grantable again, or may review the plan specified in the subscription (cancel a specific plan, add another plan, or replace a specific plan with the other plan).
[0275] (Subscription renewal process that resets incentives) When executing a subscription renewal process that resets the incentive, the subscription management unit 105 resets the incentive that has already been granted so that it can be granted again, provided that a given renewal condition is met.
[0276] For example, if the incentive for the plan set in the subscription is a finite item or effect, the incentive item etc. cannot be acquired until the next subscription validity period has expired (or until the subscription is renewed the following month, in the case of a monthly subscription).
[0277] Therefore, in such a case, the subscription management unit 105 is configured to be able to provide an incentive before the validity period of the next subscription arrives, provided that the renewal conditions are met.
[0278] Specifically, when the subscription management unit 105 determines that an update condition includes payment of additional costs such as additional charges or consumption of game media, or a condition related to a specific game situation such as acquisition of a specific item or completion of a task, the subscription management unit 105 executes a subscription update process that resets the incentive on the condition that the player pays the additional costs.
[0279] Furthermore, after the reset, as in the above embodiment, if the conditions for granting an incentive, such as the game situation, are met, the subscription management unit 105 identifies the reset incentive, and updates the registration in the player information storage unit 146 by associating it with the player in order to grant the identified incentive to the player.
[0280] (Subscription renewal process, including plan revision) When executing a subscription renewal process that includes a plan review, the subscription management unit 105 cancels a specific plan already set in the subscription, adds another plan, or replaces the specific plan with the other plan, assuming that given renewal conditions are met, in the same manner as in the subscription renewal process that resets incentives.
[0281] For example, depending on the progress of the game, such as an improvement in the player's level, the contents of the subscription plan that has already been set may no longer suit the player's actual situation.
[0282] In such a case, the subscription management unit 105 may execute a subscription update process to review the plan defined in the subscription, based on an instruction from the player.
[0283] Specifically, the subscription management unit 105, based on the already registered game status information, identifies new tendencies in the player's gaming behavior through behavior analysis processing, as in the above embodiment, and identifies candidate plans based on the identified tendencies in the gaming behavior.
[0284] Then, the subscription management unit 105 replaces the currently set plan with or adds a plan candidate selected from the plan candidates presented to the player based on the player's instructions, etc., and sets a new subscription.
[0285] At this time, the subscription management unit 105 may simply delete the plan that has already been set.
[0286] Furthermore, when executing a subscription renewal process including a plan review, a period may be set for registering game status information for identifying the player's gaming behavior trends.
[0287] In this case, the subscription management unit 105 may set the previous season as the analysis target period, or may set the period from the start of the current season to the present time.
[0288] In addition, if the subscription is monthly, the subscription management unit 105 may use the period from the start of the season to the 20th as the analysis period, and perform subscription renewal processing, including reviewing the plan, for the period from the start of the season to the 21st to the end of the month.
[0289] [4.8.2] Variation 2 Next, a second modification regarding incentives in this embodiment will be described.
[0290] In addition to the above embodiment, this modified example is characterized in that the content of the incentives for a subscription in a given period is changed depending on the total period obtained by adding up the validity periods for each subscription set, or the frequency with which the incentives for the subscription are acquired (used).
[0291] In other words, in this modified example, the server device 10 is configured to change the content of the incentive to be more favorable to the player the longer the subscription is continued or the more the incentive included in the subscription is used in the game.
[0292] Specifically, in this case, the subscription management unit 105 registers, in association with the player, at least one of the following information as option usage information in the player information storage unit 146: the total period for which the subscription is set and the frequency of incentives used by the player in the game through the subscription.
[0293] In particular, the subscription management unit 105 registers, in the player information storage unit 146, usage information for a total period obtained by aggregating a certain period (i.e., a set period) for which subscriptions are set as a total period, which is the sum of consecutive periods of the set period, or a total period of non-consecutive periods.
[0294] Furthermore, the behavior analysis processing unit 107 executes a behavior analysis process for analyzing the player's game behavior tendency based on the registered option usage information together with the registered game status information.
[0295] For example, if the fixed period of the subscription is determined monthly, the subscription management unit 105 calculates the total period for which the subscription is set and registers it in the player information storage unit 146 each time a subscription is set.
[0296] Then, when the behavior analysis processing unit 107 performs behavior analysis processing, if it detects a subscription-setting player whose total period has reached four months, it identifies a plan candidate and identifies a plan that includes an incentive for continuous use of the subscription.
[0297] In addition, the incentive for continued use of the subscription may be an incentive that has a more advantageous effect on the player than normal incentives, or may be a special incentive.
[0298] Furthermore, when the subscription management unit 105 identifies such a subscription-setting player who continues to use the service, the subscription management unit 105 may automatically grant a specific incentive when setting up the subscription.
[0299] [4.8.3] Variation 3 Next, a third modification (subscription setting process based on subscription candidates) relating to subscription setting of this embodiment will be described with reference to FIG.
[0300] FIG. 8 is a diagram for explaining a subscription setting process as Modification 3 in this embodiment.
[0301] (Overview of subscription configuration process based on subscription candidates) This variant is characterized in that, instead of identifying two or more plan candidates to be incorporated into an optional service as in the above embodiment, multiple optional services (i.e., subscription) candidates having the plan, at least one of which is different from the other optional services, are identified as optional service candidates (hereinafter also referred to as "subscription candidates").
[0302] In other words, in this modified example, the server device 10 is capable of providing subscriptions in multiple patterns incorporating plans with incentives suitable for the player, with the cost limit set by the player as the upper limit, and is configured to enable a player who finds plan selection troublesome to easily set a plan (subscription) with incentives suitable for the player.
[0303] Specifically, as shown in FIG. 8, the server device 10 (A1) acquiring a given situation regarding a player's game as a game situation; (A2) Registering the acquired game situation as game situation information in the storage unit 140 in association with the player; (A3) executing a behavior analysis process for analyzing the tendency of the player's game behavior based on the registered game status information; (A4) referring to the reference data based on the tendency of the player's game behavior analyzed by the analysis process, identifying a plurality of subscription candidates having at least one plan, where at least one plan is different from other subscriptions, as subscription candidates (i.e., subscription candidates); (A5) providing information on the identified subscription candidates to the player's terminal device 20 as optional service-related information; It has a configuration.
[0304] Furthermore, in addition to the above, the server device 10 of this modified example has a configuration for setting a subscription from among a plurality of subscription candidates based on a given instruction, such as an instruction from a player, as shown in FIG. 8, and providing the set subscription to the player's terminal device 20 as optional service-related information.
[0305] Note that Figure 8 shows an example of registering multiple game status information, including the game status "player character A has defeated the enemy character," in the memory unit 140, identifying the player's game behavior tendencies based on the registered game status information, identifying plan candidates A, B, C, etc. and presenting them to the terminal device 20, and identifying subscription candidates A and B having plans A and B based on the presented plan candidates, and adopting subscription candidate A from among the subscription candidates.
[0306] With this configuration, the server device 10 of this embodiment can provide the player with optional services consisting of plans with incentives suitable for the player, thereby increasing the appeal of optional in-game services that are set in response to payment of costs such as subscriptions.
[0307] Furthermore, the server device 10 of the present embodiment can increase the motivation to actively obtain the service, thereby providing new interest to the game.
[0308] As in the present embodiment, a given service related to a game owned by a player is not limited to an optional subscription service, but can be any service provided within the game on the condition that the player pays the cost.
[0309] (Subscription setting process) As in this embodiment, the subscription management unit 105 executes a plan candidate identification process to identify plans as plan candidates to be incorporated into optional services (i.e., subscriptions) based on the player's gaming behavior tendencies analyzed by the behavior analysis process.
[0310] Then, the subscription management unit 105 executes, as a subscription setting process, a process of setting a plurality of subscriptions having at least one plan that incorporates the identified plan candidate.
[0311] At this time, the subscription management unit 105 identifies a plurality of subscription candidates with different plans, with the cost set by the player as the upper limit, and presents the identified plurality of subscription candidates to the player via the information providing unit 110.
[0312] The subscription management unit 105 then sets the subscription candidate designated by the player in the relevant player as an original optional service that is valid for a predetermined validity period.
[0313] Furthermore, the subscription management unit 105 registers, in the player information storage unit 146, a subscription having at least one plan set in association with each player, as subscription information.
[0314] At this time, the subscription management unit 105 registers the subscription information, including the plan ID of each plan included in the subscription, in the player information storage unit 146.
[0315] In addition, when the subscription management unit 105 sets a subscription in a player, it causes the information providing unit 110 to generate display control information for displaying an indication that a subscription has been set in the corresponding subscription-setting player, and provides the display control information to the corresponding terminal device 20.
[0316] Furthermore, the subscription management unit 105 basically performs subscription setting processing to set up a subscription for a relevant player by charging or paying a cost using specific items, points, or in-game currency.
[0317] In particular, the subscription management unit 105 of this embodiment may set a cost for each plan, and in this case, the subscription is set by paying the total cost of the selected plan.
[0318] When a subscription is set at the start of a game, the game management unit 103 performs various game progress controls on the relevant player as a subscription-setting player from the start of the game.
[0319] In addition, when the validity period of a subscription has already begun and a subscription is set during the validity period, the game management unit 103 performs various game progress controls for the relevant player as a subscription-setting player after the subscription is set.
[0320] [5] Operation of this embodiment [5.1] Game control processing Next, the operation of a process specialized for setting a subscription in the game process executed by the server device 10 of this embodiment (hereinafter referred to as a "game control process") will be described with reference to FIG.
[0321] FIG. 9 is a flowchart showing the operation of a game control process specialized for setting a subscription in the game process executed by the server device 10 of this embodiment.
[0322] This operation is performed from logging in to a game until the game is terminated, and is specialized for setting up a subscription.
[0323] This operation is executed for each player, and is the operation when a subscription is set for each season.
[0324] In addition, this operation assumes that the communication line between the server device 10 and the terminal device 20 has already been connected, provision of the game service is started upon login, and a game such as a competitive game is executed upon the start of the game.
[0325] Note that this operation assumes that for players who continue to use the service, subscription information and game status information have already been stored in the player information storage unit 146 as part of player-related information.
[0326] First, when the communication control unit 101 logs in to the game based on instructions from the terminal device 20 (step S101), the game management unit 103 transmits and receives data to and from the terminal device 20 based on the player's instructions, and performs various initial settings related to the game, such as selection of a player character (step S102).
[0327] Next, the subscription management unit 105 determines whether or not the initial settings include an instruction to request setting of a subscription (step S103).
[0328] At this time, if the subscription management unit 105 determines that the initial settings include a subscription setting instruction, it executes a subscription setting process (step S104) and proceeds to the process of step S105, and if it determines that the initial settings do not include a subscription setting instruction, it proceeds directly to the process of step S106. Details of the subscription setting process in this operation will be described later.
[0329] Next, when the game management unit 103 detects an instruction to start the game (step S106), the game management unit 103 starts game processing based on an instruction from the player via the terminal device 20 (step S107).
[0330] At this time, if the game is to be continued, the game management unit 103 resumes the game processing from the point where it was previously ended, and if the game is to be started from the beginning, the game management unit 103 executes the game processing from the beginning.
[0331] Next, the game management unit 103 determines whether or not an instruction to end the game has been detected (step S108).
[0332] At this time, if an instruction to end the game is detected, the game management unit 103 waits for a logout instruction to be received (step S109) and ends this operation, otherwise it proceeds to the process of step S110.
[0333] Next, the game management unit 103 determines whether or not a subscription setting instruction has been received during execution of the game (step S110).
[0334] At this time, if the game management unit 103 determines that a subscription setting instruction has been received, it executes a subscription setting process (step S111) and proceeds to the processing of step S108, and if it determines that a subscription setting instruction has not been received, it proceeds directly to the processing of step S108.
[0335] As described above, details of the subscription setting process in this operation will be described later.
[0336] [5.2] Game execution process Next, the operation of the game control process related to detection of the game status during game execution and registration of game status information by the server device 10 of this embodiment will be described with reference to FIG.
[0337] FIG. 10 is a flowchart showing the operation of a game control process related to detection of a game status during game execution and registration of game status information by the server device 10 of this embodiment.
[0338] This operation is executed whether the player is a subscription-set player or a normal player.
[0339] In addition, in this operation, the incentive is granted at the timing desired by the player based on the player's selection.
[0340] First, when the game management unit 103 receives an instruction to start a game (step S201), the game management unit 103 starts or resumes game processing (step S202).
[0341] Next, the situation detection unit 106 determines whether or not it is time to detect the game situation (step S203).
[0342] At this time, if the situation detection unit 106 determines that it is time to detect the game situation, it registers the corresponding game situation as game situation information in the player information storage unit 146 in association with the corresponding player (step S204), and proceeds to processing in step S206.
[0343] On the other hand, if the situation detection unit 106 determines that it is not time to detect the game situation, the process proceeds directly to step S206.
[0344] Next, the game management unit 103 determines whether or not an instruction to end the game has been received (step S206).
[0345] At this time, if the game management unit 103 has received an instruction to end the game, it ends this operation and returns to the processing of step S108 in the main processing, and if the game management unit 103 has not received an instruction to end the game, it proceeds to the processing of step S203.
[0346] [5.3] Subscription setting process Next, the operation of the subscription setting process executed by the server device 10 of the present embodiment will be described with reference to FIG.
[0347] FIG. 11 is a flowchart showing the operation of the subscription setting process executed by the server device 10 of the present embodiment.
[0348] First, when the behavior analysis processing unit 107 receives an instruction to execute a subscription setting process (step S301), the behavior analysis processing unit 107 acquires game status information of the player-related information stored in the player information storage unit 146 in association with the relevant player (step S302).
[0349] Next, the behavior analysis processing unit 107 executes a behavior analysis process based on the acquired game situation information to identify the tendency of the game behavior of the player (step S303).
[0350] Next, the subscription management unit 105 refers to the reference data based on the tendency of the player's gaming behavior identified by the behavior analysis process, and identifies two or more plan candidates to be incorporated into the subscription (step S304).
[0351] Next, the information providing unit 110 provides the information necessary to set up a subscription including the identified plan candidate as game information to the corresponding terminal device 20 via the communication control unit 101, and waits to receive instruction input from the player (step S305).
[0352] Next, when the communication control unit 101 receives a command input from the player (step S306), the subscription management unit 105 sets a subscription including two or more plans based on the received command input from the player (step S307), and terminates this operation.
[0353] The subscription management unit 105 and the information providing unit 110 may repeatedly provide information and receive operation input instructions from the terminal device 20 until the subscription setting is completed.
[0354] [6] Other The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited as a broadly defined or synonymous term in the description in the specification or drawings can be replaced with a broadly defined or synonymous term in other descriptions in the specification or drawings.
[0355] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device.
[0356] Furthermore, in this embodiment, each game process is executed by the server device 10, but some of the functions of the processing unit 100 of the server device 10 and a game program that executes those functions may be executed by the terminal device 20, and the above-mentioned game processes may be executed in conjunction with the server device 10.
[0357] Furthermore, in this embodiment, the server device 10 may be realized by a single game device having the functions of the server device 10, that is, a device (standalone) that operates independently without relying on other devices such as a server device.
[0358] It is also possible to connect a plurality of such game terminal devices by wire or wirelessly, with one game device functioning as the server device 10, and to realize the system using a plurality of game devices.
[0359] In addition, in this embodiment, the game system of the present invention is applied to a server device 10 that operates in conjunction with a terminal device 20 via a network, but it can also be applied to a tablet-type information terminal device, a personal computer, or a game device installed in an amusement park.
[0360] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods and results, or configurations with the same purpose and effect). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.
[0361] Although the embodiments of the present invention have been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]
[0362] 10: Server device 20: Terminal device 100: Processing section 101: Communication control unit 102: Web processing unit 103: Game Management Department 104: Player management section 105: Subscription Management Department 106: Situation detection unit 107: Behavior analysis processing unit 108: Incentive control unit 109: Timer management unit 110: Information provision department 120: Input section 130: Display section 140: Storage section 142: Main memory 144: Game data storage unit 146: Player information storage unit 148: Reference data storage unit 180: Information storage medium 196: Communications Department 200: Processing section 210: Communication control section 211: Web browser 212: Game processing unit 213: Display control unit 220: Drawing section 230: Sound processing section 260: Input section 262:Detection unit 270: Storage section 271: Main memory 272: Image buffer 280: Information storage medium 290: Display section 292: Sound output section 296: Communications Department
Claims
1. A server system that allows a terminal device connected via a network to execute a given game, comprising: an option management means for managing an option service in the game for providing an incentive in the game to a player during a given period of time in the game in response to the player fulfilling a given condition; a data management means for managing reference data for identifying individual plans as incentives to be incorporated into the optional service in association with the player's gaming behavior tendencies; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a registration means for registering the acquired game status in a storage means as game status information in association with the player; an analysis means for executing an analysis process for analyzing the tendency of the game action of the player based on the registered game situation information; a specifying means for referring to the reference data based on the tendency of the game behavior of the player analyzed by the analysis process, and specifying two or more of the plans as candidate plans to be incorporated into the optional service; providing means for providing information on the specified plan candidates to the terminal device of the player as optional service related information; A server system comprising:
2. 2. The server system according to claim 1, a setting unit for setting the optional service having at least one plan for each of the players when the specified plan candidate is selected based on a given instruction, The providing means comprises: a server system that provides the set optional service to the terminal device of the player as the optional service related information.
3. A server system that allows a terminal device connected via a network to execute a given game, comprising: an option management means for managing an option service in the game for providing an incentive in the game to a player during a given period of time in the game in response to the player fulfilling a given condition; a data management means for managing reference data for identifying plans as incentives to be incorporated into the optional service in association with the player's gaming behavior tendencies; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a registration means for registering the acquired game status in a storage means as game status information in association with the player; an analysis means for executing an analysis process for analyzing the tendency of the game action of the player based on the registered game situation information; an option candidate specifying means for specifying, as optional service candidates, a plurality of optional service candidates having at least one of the plans, the at least one plan being different from other optional services, by referring to the reference data based on the tendency of the game behavior of the player analyzed by the analysis process; The information on the specified optional service candidates is set as optional service related information. providing means for providing the game to the terminal device of the player; A server system comprising:
4. 2. The server system according to claim 1, a setting unit for setting the optional service from among a plurality of optional service candidates for each of the players based on a given instruction, The providing means comprises: a server system that provides the set optional service to the terminal device of the player as the optional service related information.
5. 4. The server system according to claim 1, A server system, wherein the game incentive is an incentive related to a progress status of the game.
6. 4. The server system according to claim 1, A server system in which given conditions to be met are set for each of the plans.
7. 4. The server system according to claim 1, The providing means comprises: a server system that provides, as the optional service related information, information regarding tendencies of game behavior when specifying a plan to be incorporated into the optional service to the terminal device of the player;
8. 4. The server system according to claim 1, The game status information includes: (a) information relating to the results of gaming actions by said player during said period of time; (b) information regarding the time period during which the player plays the game; (c) information regarding the player's gaming behavior trends in other games related to the game; and (d) information about the player's gaming preferences; A server system including at least one of the above.
9. 4. The server system according to claim 1, The analysis means The server system executes the analysis process for analyzing the player's game behavior tendency based on game status information acquired and registered during a given period.
10. 10. The server system according to claim 9, The server system further comprises a selection means for selecting, based on an instruction from the player, either a predetermined first period or a second period that is longer than the first period, as the given period that is the subject of the game status information to be used in the analysis process.
11. 4. The server system according to claim 1, The registration means: registering, in the storage means, at least one of information on a total period during which the optional service is set and a frequency of incentives used by the player in the game through the optional service, as option usage information in association with the player; The analysis means Based on the registered game status information and the registered option usage information, and executing the analysis process for analyzing the game behavior tendencies of the player.
12. 5. The server system according to claim 2, The server system further comprises an update means for updating contents of incentives of a plan included in the set optional service when a given update condition for the player is met.
13. A program for causing a terminal device connected via a network to execute a given game, an option management means for managing an option service in the game for providing an incentive in the game to a player during a given period of time in the game in response to the player fulfilling a given condition; a data management means for managing reference data for identifying individual plans as incentives to be incorporated into the optional services in association with the player's gaming behavior tendencies; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a registration means for registering the acquired game status in a storage means as game status information in association with the player; an analysis means for executing an analysis process for analyzing the tendency of the game action of the player based on the registered game situation information; a specification means for specifying two or more of the plans as candidate plans to be incorporated into the optional service by referring to the reference data based on the tendency of the game behavior of the player analyzed by the analysis process; and providing means for providing the identified plan candidates to a terminal device of the player; A program that causes a computer to function as a
14. A program for causing a terminal device connected via a network to execute a given game, an option management means for managing an option service in the game for providing an incentive in the game to a player during a given period of time in the game in response to the player fulfilling a given condition; a data management means for managing reference data for identifying plans as incentives to be incorporated into the optional services in association with the game behavior tendencies of the players; a game status acquisition means for acquiring a given status related to the game of the player as a game status; a registration means for registering the acquired game status in a storage means as game status information in association with the player; an analysis means for executing an analysis process for analyzing the tendency of the game action of the player based on the registered game situation information; an option candidate specifying means for specifying, as optional service candidates, a plurality of optional service candidates having at least one of the plans, the at least one plan being different from other optional services, by referring to the reference data based on the tendency of the game behavior of the player analyzed by the analysis process; and providing means for providing information on the specified optional service candidates to a terminal device of the player as optional service related information; A program that causes a computer to function as a
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