Game program, information processing unit, and information processing method

By integrating identification information from costumed characters and user terminals into game processing, the game program enhances the gaming experience for users interacting with costumed characters in real-world events, addressing the issue of low motivation due to lack of virtual reflection.

JP2025078739AActive Publication Date: 2025-05-20THE POKEMON CO
View PDF 20 Cites 0 Cited by

Patent Information

Application Number
JP2025033493
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-04
Publication Date
2025-05-20
Estimated Expiration
2041-07-26

AI Technical Summary

Technical Problem

Users interacting with costumed characters in real-world events do not experience significant changes in their gaming experiences, leading to low motivation for event participation, as the interactions are not adequately reflected in the virtual game world.

Method used

A game program that acquires identification information from both the costume and the user's terminal upon interaction, and uses this information to control game processing, thereby changing the game behavior and enhancing the user's experience.

Benefits of technology

This solution ensures that users' interactions with costumed characters in real-world events are seamlessly integrated into their gaming experiences, increasing motivation and engagement during event participation.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025078739000001_ABST
    Figure 2025078739000001_ABST
Patent Text Reader

Abstract

To reflect an exchange result with a costume to a virtual world in a game, in a user participating in an event.SOLUTION: A first step for acquiring the first identification information from a terminal provided in a costume, a second step for acquiring first user identification information, and a third step for controlling game processing of a game program, based on the first identification information and the first user identification information, are executed.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present disclosure relates to a game program, an information processing device, and an information processing method. [Background technology]

[0002] A kigurumi is a general term for a life-sized stuffed toy that covers the entire human body, and is made using special clothing and materials. A human (performer) enters the kigurumi and changes his / her appearance by covering his / her entire body with special clothing that represents anthropomorphized animals, monsters, or imaginary creatures (characters). Kigurumi are often used at various events, amusement parks, television programs, etc. Patent Document 1 discloses a kigurumi that imitates a mascot character. Patent Document 2 discloses a kigurumi performance support device that outputs a kigurumi performance according to the surrounding situation. Patent Document 3 discloses a communication device that can transmit request information to nearby users according to the mood of the users around the kigurumi. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6434184 [Patent Document 2] Patent No. 6667878 [Patent Document 3] Re-table 2018 / 087968 Summary of the Invention [Problem to be solved by the invention]

[0004] It is conceivable that a user may interact with a costumed character in an event that includes a costumed character of a game or the like. For a user playing a game in which the character appears, even if the user interacts with the costumed character in the real world, there is no effect on the character in the game, game progress, quests, etc., and therefore the user has little motivation to participate in the event. For a user who participates in an event, there is an issue that the results of the interaction with the costumed character are not sufficiently reflected in the virtual world in the game. Therefore, the present disclosure has been made to solve the above-mentioned problems, and its purpose is to provide a game program, an information processing device, and an information processing method that change the behavior of the game when the user interacts with a mascot in the real world, thereby providing the user with a more interesting experiential service. [Means for solving the problem]

[0005] A game program to be executed by a computer having a processor and a memory unit, the game program causing the processor to execute a first step of acquiring first identification information corresponding to the costume based on detection of the approach of the costume and a first user terminal, a second step of acquiring first user identification information corresponding to the first user terminal, and a third step of controlling game processing of the game program executed on the first user terminal based on the first identification information and the first user identification information. Effect of the Invention

[0006] According to the present disclosure, when a user interacts with a mascot in the real world, the game's behavior changes, making the user's event participation experience more interesting. [Brief description of the drawings]

[0007] [Figure 1] 1 is a diagram showing an overall configuration of an information processing system 1. FIG. [Diagram 2] FIG. 2 is a block diagram showing the functional configuration of the server 10. [Diagram 3] FIG. 2 is a block diagram showing the hardware configuration of the user terminal 20. [Figure 4] 2 is a block diagram showing a hardware configuration of the costumed terminal 30. FIG. [Diagram 5] FIG. 2 is a schematic diagram showing a costume 32. [Figure 6] FIG. 2 is a diagram illustrating a configuration of a stamp 41. [Figure 7] FIG. 13 is a diagram showing the data structure of an identification information database 1011. [Figure 8] 10A shows the data structure of user information database 1012, FIG. 10B shows the data structure of deck database 1013, and FIG. 10C shows the data structure of log information database 1014. FIG. [Figure 9] FIG. 13 is a diagram showing the data structure of an individual performance database 1015. [Figure 10] (A) is a diagram showing the data structure of the repeat additional effect database 1016, (B) is a diagram showing the data structure of the rare additional effect database 1017, (C) is a diagram showing the data structure of the attribute additional effect database 1018, and (D) is a diagram showing the data structure of the attribute additional effect database 1019. [Figure 11] 10A shows the data structure of a game control database 1021, FIG. 10B shows the data structure of a repeat addition control database 1022, and FIG. 10C shows the data structure of an attribute addition control database 1023. [Figure 12] 13 is a flowchart showing the operation of the server 10 in a performance output process. [Figure 13] 13 is a diagram showing an example of a display screen of the performance content on the user terminal 20. FIG. [Figure 14] FIG. 13 is a diagram showing an example of a display screen of a friend's user terminal 20. [Figure 15] 13 is a flowchart showing the operation of a game control process by the server 10. [Figure 16](A) is a diagram showing an example of a display screen according to control content A, (B) is a diagram showing an example of a display screen according to control content B, (C) is a diagram showing an example of a display screen according to repeat addition control A, and (D) is a diagram showing an example of a display screen according to attribute addition control A in user terminal 20. [Figure 17] FIG. 1 is a block diagram showing a basic hardware configuration of a computer. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In all the drawings explaining the embodiment, the same reference numerals are given to common components, and repeated explanations are omitted. Note that the following embodiment does not unduly limit the contents of the present disclosure described in the claims. In addition, not all of the components shown in the embodiment are essential components of the present disclosure. In addition, each figure is a schematic diagram and is not necessarily illustrated strictly.

[0009] <Outline of Information Processing System 1> 1 is a diagram showing the overall configuration of an information processing system 1. The information processing system 1 in the present disclosure is an information processing system that outputs different performances for each type or individual of mascot costumes at an event in which multiple mascot costumes participate.

[0010] <Basic configuration of information processing system 1> FIG. 1 shows an information processing system 1 in the present disclosure. The information processing system 1 is configured with a server 10, a plurality of user terminals 20A, 20B, 20C, and costumed terminals 30A, 30B, 30C provided in a plurality of costumes, all of which are connected via a network N. FIG. 2 is a block diagram showing the functional configuration of the server 10. FIG. 3 is a block diagram showing the hardware configuration of the user terminal 20. FIG. 4 is a block diagram showing the hardware configuration of the costumed terminal 30. FIG. 5 is a schematic diagram showing a costumed suit 32. FIG. 6 is a diagram showing the configuration of a stamp 41.

[0011] The server 10 is an information processing device that provides a production service at an event in which a costumed person participates. The user terminal 20 is an information processing device operated by a participating user (hereinafter, "user") who receives the production service at the event. The costumed person terminal 30 is an information processing device operated by a performer 33 who wears a costumed person 32.

[0012] Each information processing device is composed of a computer equipped with a calculation device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the server 10, the user terminal 20, and the costumed terminal 30, explanations that overlap with the basic hardware configuration and basic functional configuration of the computer to be described later will be omitted.

[0013] The configuration and operation of each device will be described below.

[0014] <Server 10 Overview> The server 10 is an information processing device operated by a service provider that provides a performance service at an event that a costumed person participates in. It is a computer that detects interactions between a costumed person and a user and outputs performance contents to a user terminal and a costumed person terminal.

[0015] <Functional configuration of Server 10> FIG. 2 shows the functional configuration realized by the hardware configuration of the server 10.

[0016] <Configuration of the storage unit of the server 10> The memory unit 101 of the server 10 includes an identification information database 1011, a user information database 1012, a deck database 1013, a log information database 1014, an individual effect database 1015, a repeat addition effect database 1016, a rare addition effect database 1017, an attribute effect database 1018, an attribute addition effect database 1019, a game control database 1021, a repeat addition control database 1022, and an attribute addition control database 1023. Each database may be distributed among multiple servers. Also, some of the databases may be distributed among the user terminal 20 and the costumed terminal 30. Any configuration is acceptable as long as the system can function as a storage unit.

[0017] 7 is a diagram showing the data structure of the identification information database 1011. The identification information database 1011 is a database having columns of individual code, notification availability, species code, and rarity, with identification information as a key.

[0018] The identification information is an item for identifying the identification device 40, and a different value is stored for each type or individual of the costume 32. The identification information may include information for identifying the performer of the costume 32. The individual code is an item for identifying an individual of the costume 32, and a different value is stored for each identification information. The notification possibility stores setting information (notification possibility information) for whether or not the information that the costume 32 has interacted with the user is notified to friend users associated with the user or surrounding users. If the notification possibility value is TRUE, notification is made, and if the notification possibility value is FALSE, notification is not made. The species code is an item for identifying the type of the costume 32, and a different value is stored for each type of the costume 32. The appearances of the costumes 32 with a common species code are formed in approximately the same shape. However, since the costumes 32 with the same species code have approximately the same shape in appearance but different individual codes, it is possible to provide different performance services to the user for each individual. The rarity is an item indicating the rarity of the costume 32, and the same value is stored for the same type of costume 32. The rarity information for each individual costume 32 is stored in the rare additional effect database 1017.

[0019] 8(A) is a diagram showing the data structure of the user information database 1012. The user information database 1012 is a database having columns of location information and friend IDs, with the user ID as a key.

[0020] The location information is an item that indicates the location of the user terminal 20. The location information, such as latitude and longitude, which is a detection value of a location information sensor possessed by the user terminal 20, is periodically acquired from the user terminal 20 and stored. The friend ID is an item that indicates the user ID of the user's friend. The user can add and delete friend IDs by performing a predetermined friend operation on the user terminal 20.

[0021] 8(B) is a diagram showing the data structure of deck database 1013. Deck database 1013 is a database that uses a user ID as a key and has columns for character code, species code, and character attribute.

[0022] The character code is an item indicating an in-game character owned by the user. A character code is stored in the character code. The species code is an item for identifying the species of the character stored in the character code, and a code common to the species code of the costume 32 is stored. The character code of the in-game character is associated with the species of the costume 32 via the deck database 1013. The character attribute is an item indicating the in-game attribute of each character stored in the character code. The in-game attribute is information that specifies the compatibility between characters in the progress of the game and the compatibility between the character and the in-game environment, and increases the interest of the game by making the progress of the game advantageous or disadvantageous depending on the combination of compatibility.

[0023] 8(C) is a diagram showing the data structure of the log information database 1014. The log information database 1014 is a database having columns of species code, individual code, and log information (identification date and time, identification order, and number of acquisitions) with user IDs as keys. The log information database 1014 stores the history of acquisition of identification information from the identification device 40 at the user terminal 20 for each user ID.

[0024] The seed code and individual code store the seed code and individual code of the costume 32 related to the acquired identification information. The identification date and time is an item that stores the date and time when the identification information was acquired. The identification order is an item that stores the order in which the identification information was acquired. Specifically, the identification order is incremented and stored each time identification information is acquired. The number of acquisitions is an item that counts and stores the number of times identification information for each seed code has been acquired.

[0025] 9 is a diagram showing the data structure of the individual performance database 1015. The individual performance database 1015 is a database having columns of performance content A and performance content B, with the individual code as a key.

[0026] The performance content A is an item that stores performance information for performing a performance on the user terminal 20 for each individual costumed character 32. For example, the performance information stored in the performance content A is an object (instance) of a "user terminal performance class" having properties such as "display image", "message", "character effect", "background effect", and "animation".

[0027] The performance content B is an item that stores performance information for performing a performance on the costumed terminal 30 for each individual costumed person 32. For example, the performance information stored in the performance content B is an object (instance) of a "Costume Terminal Performance Class" having properties such as "LED color", "blinking pattern", "sound effect", "audio", and "costume action".

[0028] 10(A) is a diagram showing the data structure of repeat additional effect database 1016. Repeat additional effect database 1016 is a database having columns of repeat additional effect A and repeat additional effect B, with the number of acquisitions as a key. Repeat additional effect database 1016 stores additional effect contents according to the number of acquisitions for each individual costume 32 in user terminal 20.

[0029] Repeat additional performance A is an item that stores performance information for performing additional performances in user terminal 20 according to the number of times each individual costume 32 is acquired. For example, repeat additional performance A stores an object of a user terminal performance class. Repeat additional performance B is an item that stores performance information for performing additional performances at the costumed terminal 30 according to the number of acquisitions for each individual costumed person 32. For example, repeat additional performance B stores an object of the costumed terminal performance class.

[0030] 10B is a diagram showing the data structure of the rare additional effect database 1017. The rare additional effect database 1017 is a database having columns of rarity, rare additional effect A, and rare additional effect B, with an individual code as a key. The rare additional effect database 1017 stores the rarity and additional effect content for each individual costume 32.

[0031] The rare additional effect A is an item that stores effect information for performing additional effects in the user terminal 20 according to the rarity of each individual costume 32. For example, the rare additional effect A stores an object of the user terminal effect class. The rare additional effect B is an item that stores effect information for performing additional effects on the costumed terminal 30 according to the rarity of each individual costumed person 32. For example, the rare additional effect B stores an object of the costumed terminal effect class.

[0032] 10(C) is a diagram showing the data structure of the attribute performance database 1018. The attribute performance database 1018 is a database having columns of attribute information, attribute performance A, and attribute performance B, with a seed code as a key. The attribute performance database 1018 stores the in-game attributes and additional performance contents for each individual costume 32.

[0033] Attribute performance A is an item that stores performance information for performing additional performances in the user terminal 20 according to the attributes of each individual member of the costume 32. For example, in attribute performance A, an object of the user terminal performance class is stored. Attribute performance B is an item that stores performance information for performing additional performances at the costumed terminal 30 according to the attributes of each individual costumed person 32. For example, attribute performance B stores an object of the costumed terminal performance class.

[0034] 10(D) is a diagram showing the data structure of attribute-added performance database 1019. Attribute-added performance database 1019 is a database having columns of costumed character attributes, user attributes, attribute-added performance A, and attribute-added performance B. Attribute-added performance database 1019 stores additional performance contents according to combinations of costumed character attributes and user attributes.

[0035] The attribute-added performance A is an item that stores performance information for performing additional performance in the user terminal 20 according to a combination of the attributes of the costume 32 and the attributes of the game characters held in the user's deck. For example, the attribute-added performance A stores an object of the user terminal performance class. The attribute addition performance B is an item in which performance information for performing additional performances in the costumed terminal 30 according to a combination of the attributes of the costumed 32 and the attributes of the game characters held in the user's deck is stored. For example, the attribute addition performance B stores an object of the costumed terminal performance class.

[0036] 11(A) is a diagram showing the data structure of the game control database 1021. The game control database 1021 is a database having columns of character code, attribute information, control content A, and control content B, with a seed code as a key.

[0037] Control content A is an item that stores control information for acquiring new in-game characters in the user terminal 20 and controlling the performance of the in-game characters. Control content B is an item that stores control information for adding (releasing) new quests in which the in-game characters in the user terminal 20 can progress through the game and for increasing or decreasing the reward when a quest is cleared. A quest is an in-game event for which an achievement condition is set.

[0038] 11(B) is a diagram showing the data structure of the repeat addition control database 1022. The repeat addition control database 1022 is a database having columns for character addition control and event addition control, with the number of acquisitions as a key. The repeat addition control database 1022 stores additional control content according to the number of acquisitions for each individual costume 32 in the user terminal 20.

[0039] The character addition control is an item in which control information for performing additional control over the in-game characters in the user terminal 20 according to the number of times each individual costumed character 32 is acquired is stored. The quest additional control is an item in which control information for performing additional control on the quest in the user terminal 20 according to the number of times each individual costume 32 is acquired is stored.

[0040] 11C is a diagram showing the data structure of the attribute addition control database 1023. The attribute addition control database 1023 is a database having columns for costumed attributes, user attributes, character addition control, and quest addition control. The attribute addition control database 1023 stores additional control contents for characters and quests according to combinations of costumed attributes and user attributes.

[0041] The character addition control is an item in which control information is stored for performing additional control over in-game characters in the user terminal 20 according to a combination of the attributes of the costume 32 and the attributes of the game characters held in the user's deck. The quest additional control is an item in which control information is stored for performing additional control over quests in the user terminal 20 according to a combination of the attributes of the costume 32 and the attributes of the game characters held in the user's deck.

[0042] <Configuration of the control unit of the server 10> The control unit 103 of the server 10 includes the following functional units: a transmission / reception unit 1031, a performance output unit 1032, a game control unit 1033, and a friend notification unit 1034. Each control unit may be provided in a distributed manner in a plurality of servers. Also, each control unit may be provided in a distributed manner in part in the user terminal 20 and the costumed terminal 30, and any configuration may be used as long as the function of the control unit can be exercised as a system.

[0043] The transmitting / receiving unit 1031 transmits and receives various data. The performance output unit 1032 acquires the user ID and identification information from the user terminal 20 via the transmission / reception unit 1031, queries the storage unit 101, and transmits performance content to the user terminal 20 and the costumed terminal 30.

[0044] The game control unit 1033 acquires the user ID and identification information from the user terminal 20 via the transmission / reception unit 1031, queries the storage unit 101, and transmits control content A and control content B to the user terminal 20.

[0045] The friend notification unit 1034 queries the memory unit 101 based on the user ID obtained from the user terminal 20, and notifies the user ID of a friend user associated with the user ID or user IDs located around the user ID that the user is interacting with a mascot.

[0046] <Overview of User Terminal 20> The user terminal 20 is an information processing device operated by a participating user who receives production services at an event in which a costumed person is participating. The user terminal 20 is a computer or information terminal such as a smartphone, a mobile phone, a PHS, a computer, a PDA, a wristwatch, a smart watch, a head mounted display, or an image generating device.

[0047] The user terminal 20 is realized by the user installing a game program (hereinafter, a game) in the storage unit of the terminal owned by the user. Note that the user terminal 20 may be a dedicated terminal with a game installed in the storage unit provided to the user by the event organizer. The user interacts with the costumed character via the user terminal 20. The user can receive the performance content received from the server 10 via an output device included in the user terminal 20, thereby receiving the performance service according to the present disclosure.

[0048] <Hardware Configuration of User Terminal 20> 3 shows the hardware configuration of the user terminal 20. The user terminal 20 includes a storage unit 201, a control unit 202, a touch screen 203, a voice processing unit 204, a microphone 2041, a speaker 2042, a position information sensor 205, a camera 206, and a motion sensor 207.

[0049] The touch screen 203 is a multi-touch compatible touch screen. A multi-touch compatible touch screen is a display 2032 equipped with a touch-sensitive device 2031 that can detect contact positions at multiple points made by a finger, a pen tip, or the like. There are various contact detection methods for the touch sensitive device 2031, but in this embodiment, a capacitive type will be described as an example.

[0050] <Functional Configuration of User Terminal 20> The control unit 202 of the user terminal 20 receives signals from the touch-sensitive device 2031, the microphone 2041, the position information sensor 205, the camera 206, and the motion sensor 207 as input signals, and can refer to the data stored in the memory unit 201 and perform various information processing based on programs.

[0051] The control unit 202 of the user terminal 20 can output the results of processing by the control unit 202 to the user via the display 2032 and the speaker 2042. <Configuration of the Storage Unit of the User Terminal 20> The storage unit 201 of the user terminal 20 stores a game program 2011 , game information 2012 , and a user ID 2013 . All or part of each piece of data may be provided in the server 10, and any configuration may be used as long as the system can fulfill the functions of the storage unit 201 of the user terminal 20.

[0052] The game program 2011 is a program for implementing a game. The game information 2012 and the user ID 2013 are data that are referenced when the game program 2011 is executed.

[0053] The user ID 2013 is information for identifying a user who operates the user terminal 20. The user ID includes information for identifying a user who is using the user terminal 20, such as a session ID.

[0054] <Configuration of the control unit of the user terminal 20> The control unit 202 of the user terminal 20 includes the following functional units: a transmission / reception unit 2021, a game control unit 2022, and a data management unit 2023. All or part of each control unit may be provided in the server 10, and any configuration may be used as long as the system can achieve the functions of the control unit 202 of the user terminal 20.

[0055] The transmission / reception unit 2021 transmits and receives various data. The control unit 202 controls various processes related to the game by executing a game program 2011 stored in the storage unit 201. By executing the game program 2011, the control unit 202 functions as a transmission / reception unit 2021, a game control unit 2022, and a data management unit 2023.

[0056] The game control unit 2022 performs various determination processes related to the progress of the game. The game control unit 2022 performs arithmetic processes necessary for providing the game. The game control unit 2022 executes arithmetic processes described in the game program 2011 in response to the user's operation of the touch screen 203, input signals from the microphone 2041, the position information sensor 205, the camera 206, and the motion sensor 207, and data related to the content of the presentation received from the server 10.

[0057] The game control unit 2022 instructs the data management unit 2023 to add, update, or delete records in the game information 2012. The game control unit 2022 instructs the transmission / reception unit 2021 to transmit various data or programs.

[0058] The data management unit 2023 manages various data stored in the storage unit 201 in accordance with instructions from the game control unit 2022. For example, the data management unit 2023 adds, updates, or deletes records in the game information 2012 in accordance with instructions from the game control unit 2022.

[0059] <Game Overview> In this embodiment, the game realized by the game program 2011 will be described as an example of a game in which a game is executed in which a playable character operated by a user fights an enemy character.

[0060] The game is not limited to a specific genre, and may be any genre of game, such as a game based on a sport such as tennis, table tennis, dodgeball, baseball, soccer, or hockey, a puzzle game, a quiz game, a role-playing game, an adventure game, a shooting game, a simulation game, a training game, or an action game.

[0061] Furthermore, the game is not limited to a specific play format, and may be a game of any play format, such as a single-play game played by a single user, a multiplayer game played by multiple users, a competitive game in which multiple users compete against each other, or a cooperative game in which multiple users cooperate with each other.

[0062] The game information 2012 is information common to users. The game information 2012 may be, for example, The game information 2012 may include information for defining various game spaces. The "game space" is a space in which objects of game characters operable by users are arranged. The game information 2012 may include various setting information related to objects common to users, such as background objects such as trees, rocks, and buildings arranged in the game space, and the arrangement positions, sizes, colors, and shapes of objects of non-player characters (NPCs). The game information 2012 may include setting values ​​of performance parameters of non-player characters. The game information 2012 may include information related to quests. The game information 2012 may include information related to the winning probability of a lottery held in the game space. A quest is an event in a game for which an achievement condition is set. An achievement condition may be set for each quest. In addition to the achievement condition, a failure condition may be set for a quest. In the following, the object of a character arranged in the game space may be simply referred to as a "character".

[0063] The game information 2012 may include, for example, information about operable characters (hereinafter referred to as game characters), information about owned assets, information indicating the progress of the game, etc. Here, examples of owned assets include in-game currency, items, character equipment, etc.

[0064] In this embodiment, the "multi-play function" refers to a function for progressing the game in a synchronized manner among multiple users. When multiple users are logged in to the game, the server 10 and the user terminal 20 perform various processes to support the multi-play function.

[0065] <Preparation space> The preparation space is a game space in which enemy characters do not appear. The preparation space is a game space for allowing the user to prepare for a quest. When the control unit 202 is progressing the game in the preparation space and the user performs an input operation indicating a command to start a quest, the control unit 202 transitions the game space from the preparation space to the battle space.

[0066] The battle space is a game space in which a game character and an enemy character encounter and fight. Combat between a game character and an enemy character will be described in detail later. <Battle Space> Combat in the battle space will now be described in detail. In a "battle" in the game according to this embodiment, the game characters of the user and other users and the enemy character perform attack actions against each other.

[0067] Performance parameters (e.g., attack power, defense power, agility, etc.) including at least a vitality value are set for game characters and enemy characters. The parameter setting values ​​of game characters are included in deck database 1013, and the parameter setting values ​​of enemy characters are included in game information 2012.

[0068] In the battle space, the game control unit 2022 causes the game character owned by the user of the user terminal 20 used by the user to perform an attack action in response to an input operation received by the touch screen 203. Then, the game control unit 2022 determines whether or not the attack of the game character hits any enemy character, that is, whether or not the attack is successful. Furthermore, when the game control unit 2022 determines that the attack of the game character is successful, it calculates a damage value to be inflicted on the enemy character that is the target of the attack. Furthermore, the game control unit 2022 subtracts the calculated damage value from the vitality value of the enemy character. Alternatively, the game control unit 2022 compares the total damage to the enemy characters, including the calculated damage value, with the vitality value of the enemy character.

[0069] When the vitality value of the enemy character becomes 0 or less, or when the total damage to the enemy character becomes equal to or greater than the vitality value of the enemy character, the game control unit 2022 determines that the enemy character has been defeated.

[0070] In the battle space, the game control unit 2022 causes the enemy character to perform an attacking action. The game control unit 2022 also determines whether the attack by the enemy character is successful, in the same manner as the attacking action of the game character, and also calculates a damage value if the attack on the game character is successful.

[0071] When the game character's vitality value becomes 0 or less, or when the total damage to the game character becomes equal to or greater than the game character's vitality value, the game control unit 2022 determines that the game character is unable to fight. In this case, even if the touch screen 203 accepts an input operation related to the game character, the game control unit 2022 does not cause the game character to perform an action corresponding to the input operation.

[0072] When an enemy character is defeated by play in the battle space, the game control unit 2022 gives a reward to the user. The reward includes at least one of an equipment item equipped by the game character, a material item for acquiring the equipment item, an enhancement item for enhancing the equipment item, and an attribute item for giving an attribute to the game character.

[0073] <Outline of the Mascot Terminal 30> The costumed terminal 30 is an information processing device operated by a performer 33 wearing a costume 32 at an event in which the costumed person participates. The costumed terminal 30 is a computer or information terminal such as a smartphone, a mobile phone, a PHS, a computer, a PDA, a wristwatch, a smart watch, a head-mounted display, or an image generating device.

[0074] The costumed terminal 30 is a dedicated terminal with a predetermined program installed in the storage unit provided to the performer by the event organizer, and the performer wears it. The costumed terminal 30 may be fixed to the costume. The costumed person 32 provides the performance content received from the server 10 to the user via an output device connected to the costumed person terminal 30, thereby providing the performance service according to the present disclosure.

[0075] <Hardware configuration of the costume terminal 30> 4 shows the hardware configuration of the costumed terminal 30. The costumed terminal 30 is connected to a microphone 3031, a camera 3032, a position information sensor 3033, and a motion sensor 3034 as an input device 303. The costumed terminal 30 is connected to a light-emitting unit 3041, a display 3042, a speaker 3043, and an actuator 3044 as an output device 304. The costumed terminal 30 is connected to the input device 303 and the output device 304 by wired or wireless connection. The input device 303 and the output device 304 may be fixed to the costume 32. In this case, the costumed terminal 30 may be configured not to be fixed to the costume 32, but to be installed outside the costume 32, and to communicate and control the input device 303 and the output device 304 fixed to the costume 32 via wired or wireless communication.

[0076] The light-emitting unit 3041 is composed of an LED. The costumed terminal 30 can change its appearance by controlling the light-emitting unit 3041 or the display 3042 to make the whole or part of the costume light up or blink, or to change the color or light intensity.

[0077] The costumed terminal 30 can output the cry of the animal or other creature that the costumed person imitates by controlling the speaker 3043. Specifically, it can output the cry of the animal or creature that the costumed person imitates, and the lines of the character. The sound of the costumed person may be stored in the storage unit 301 in advance, and the control unit 302 may synthesize the sound of the costumed person to speak the name, etc.

[0078] The costumed terminal 30 can move parts (portions) of the costume, such as the ears and tail of the costume, by controlling the actuator 3044. Specifically, the costumed terminal 30 can selectively control the movement of parts formed as part of the costume 32, such as the ears, mouth, eyes, eyebrows, cheeks, whiskers, and tail of the costume, by controlling the actuator 3044. In other words, the costumed terminal 30 can change the parts to be moved and the way of moving them.

[0079] <Functional configuration of the costume terminal 30> The control unit 302 of the costumed terminal 30 receives a signal from the input device 303 as an input signal, refers to the data stored in the storage unit 301, and can perform various processes based on a program. The control unit 302 of the costumed terminal 30 can output the results of the processing by the control unit 302 to the outside via the output device 304.

[0080] The costumed terminal 30 controls the light-emitting unit 3041, display 3042, speaker 3043 and actuator 3044 in accordance with the performance information received from the server 10, and causes the costumed terminal 30 to perform a performance that is highly interesting to users participating in the event.

[0081] The performance information is information that indicates the performance to be performed for the costume 30, and is control information for performing performances such as blinking specific light-emitting parts of the costume 30, making a sound, or wagging a tail, for example. <Configuration of the storage unit of the costumed terminal 30> The storage unit 301 of the costumed terminal 30 stores a costumed program 3011 and a costumed ID 3012. All or part of each piece of data may be provided in the server 10, and any configuration may be used as long as the system can fulfill the functions of the storage unit 301 of the costumed terminal 30.

[0082] The costumed person program 3011 is a program for realizing the control of the costumed person 32. The costumed person ID 3012 is data that is referenced when the costumed person program 32 is executed.

[0083] The costumed person ID 3012 is information for identifying a costume in which the costumed person terminal 30 is provided. The costumed person ID includes information for identifying a costume in which the costumed person terminal 30 is provided, such as a session ID.

[0084] <Configuration of the control unit of the costumed terminal 30> The control unit 302 of the costumed terminal 30 comprises the functional units of a transmission / reception unit 3021 and a costumed control unit 3022. In addition, all or part of each control unit may be provided in the server 10, and any configuration may be used as long as the function of the control unit 302 of the costumed terminal 30 can be exerted as a system.

[0085] The transmitting / receiving unit 3021 transmits and receives various data. The control unit 302 executes a costumed person program 3011 stored in the storage unit 301 to control various controls related to the costumed person 32. The control unit 302 executes the costumed person program 3011 to function as the transmitting / receiving unit 3021 and the costumed person control unit 3022.

[0086] <Summary of Kigurumi 32> Fig. 5 is a schematic diagram showing the costume 32. Fig. 5(A) is a diagram showing the costume 32 as viewed approximately from the front, and Fig. 5(B) is a diagram showing the costume 32 as viewed approximately from the back.

[0087] <Composition of 32 Mascot Costumes> The costume 32 is outerwear that covers the body of the performer 33. The costume 32 has a space formed inside for the performer 33 to enter. In this state, when the performer 33 makes various movements, the costume 32 also makes the same movements. 5, the costume 32 covers the entire body of the performer 33, but it is sufficient if it is configured to cover at least a part of the performer 33. The costume 32 has an appearance that represents a character such as an animal or a monster, and is made of, for example, boa fabric or nylon fabric.

[0088] The costume 32 may be configured to blow external air into the internal space by a blower (not shown) to inflate the costume and maintain its shape. The blower may be disposed on the inside surface of the costume 32 or carried by the performer 33 on his back, for example.

[0089] A peephole 35 is formed in the costume 32, and the performer 33 inside can see the surroundings through the peephole 35. The peephole 35 is formed, for example, as the eyes or mouth of the character so that the audience is not aware of the presence of the performer 33 inside. Note that, for example, a configuration may be used in which surrounding images captured by a camera placed in an area not noticeable to the audience, such as the eyes or mouth, are displayed on a glasses-type terminal worn by the performer 33.

[0090] The costume 32 is provided with a performance output mechanism (not shown) that outputs the performance of the costume. For example, a mechanism for moving parts such as the ears, mouth, and tail of the costume, a mechanism for illuminating the whole or part of the costume, a mechanism for outputting sound, etc. are provided. The performance output mechanism may be configured to receive power from a battery 34 arranged in a dedicated pocket of innerwear 36 worn by the performer 33, for example.

[0091] The battery 34 is a secondary battery or the like, and supplies power to a load section of a performance output mechanism of the costumed terminal 30. The battery 34 is placed in a special pocket located on the performer 33's back, for example.

[0092] <Outline of the Identification Device 40> The identification devices 40A, 40B, and 40C are devices that have different identification information for each type or individual of the costume. Based on the identification information held by the identification devices 40A, 40B, and 40C, the costumes 32A, 32B, and 32C equipped with the respective identification devices can be identified. In this embodiment, the identification information held by 40A, 40B, and 40C is different from each other, but the same identification information may be held for each type of costume.

[0093] <Configuration of Identification Device 40> 6 is a diagram showing the configuration of a stamp 41, which is an example of an identification device 40 of the present invention. The stamp 41 comprises an electrode 42, a handle 43, and a seal surface 44. The seal surface 44 of the stamp 41 is provided on the side opposite to the side on which the handle 43 is provided. The seal surface 44 and the cross section of the main body of the stamp 41 parallel to the seal surface 44 are formed in the shape of a rectangular square stamp.

[0094] The stamp 41 has five electrodes 42, which are pressure plates that detect the arrangement information of the stamp 41 by simultaneously contacting the multi-touch compatible touch screen 203 of the user terminal 20. The five electrodes 42 are fixed to the imprint surface 44 to maintain a predetermined positional relationship with each other, and when they are simultaneously contacted with the user terminal 20, the contact positions and positional relationship are recognized. Three of the five electrodes 42 are arranged near three vertices of the rectangle of the imprint surface 44. With such an arrangement of the electrodes 42, the up, down, left, and right of the stamp 41 can be recognized regardless of the orientation of the imprint surface 44 of the stamp 41 when it is contacted with the touch screen 203. The electrodes 42 are circular, formed of a conductive material, and have a convex structure relative to the imprint surface 44. The electrodes 42 are formed of a conductive material. In addition, it is preferable that the electrodes 42 and the main body 40a are made of a semi-transparent material. Since the electrodes 42 are made of a conductive and semi-transparent material, an image to be displayed when the stamp 41 is pressed against the touch screen 203 can be drawn on the imprinting surface 44, so that when the stamp 41 is brought into contact with the user terminal 20, the drawn image appears as if it has been imprinted on the user terminal. It is preferable that the parts other than the electrodes are filled with an insulating (non-conductive) material such as resin so that the imprinting surface is substantially flat. This can prevent wobbling during imprinting due to the existence of vertices where no electrodes are placed, and ensure that all the electrodes are simultaneously in contact with the touch screen. It is preferable that the color of the electrodes and the color of the material filling the parts other than the electrodes are the same color (for example, transparent). This makes it difficult to see the electrode positions, and prevents unauthorized copying of the stamp.

[0095] The handle 43 is a portion to be held when stamping the stamp 41. The handle 43 is made of a conductive material. The stamping surface 44 is a portion for arranging the electrodes 42, and is made of a conductive material. The above-described configuration of the stamp 41 is a suitable material and configuration for the stamp 41 to be used for a capacitive touch screen. If the user terminal 20 employs a touch screen of another type, the stamp 41 may be made of a material and configuration having characteristics suitable for the type of touch screen. If conductivity is not required, the stamping surface 44 of the stamp 41 may be provided with a plurality of non-conductive pressing portions that enable simultaneous contact with the touch screen 203.

[0096] <Operation of the Identification Device 40> Electrodes 42 are arranged on stamp surface 44 of stamp 41 so as to give the touch screen 203 an effect similar to that of touching multiple points with a finger or the tip of a pen. The arrangement information of electrodes 42 is set so as to differ for each type or individual of the costume. For this reason, the type or individual of the costume that has been stamped with the stamp can be identified by the arrangement information of electrodes 42.

[0097] <Modifications of the User Terminal 20 and the Identification Device 40> The identification device 40 may be an NFC (Near Field Communication) tag. In this case, the NFC tag stores different identification information for each type or individual of the costume, and the user terminal 20 only needs to be equipped with a reader for reading the stored contents of the NFC tag.

[0098] The identification device 40 may be realized as a part of the costumed terminal 30. In this case, the identification device 40 may be configured to transmit the identification information to the user terminal 30 by short-range wireless communication such as Bluetooth (registered trademark).

[0099] As described above, the identification device 40 may take any form as long as it is configured to properly identify a user who has interacted with the costume 32 and transmit identification information for identifying the costume 32 to the user terminal 20 of that user.

[0100] <Operation of Information Processing System 1 (First Example)> Each process of the information processing system 1 in the first embodiment will be described below with reference to Fig. 12 and Fig. 13. In an event where multiple costumed characters participate, a user who is an event participant searches for and interacts with a costumed character of his / her choice. When interacting, a performer 33 in a costumed character 32 stamps a stamp 41 held in the right hand of the costumed character on a user terminal 20 held by the participating user. The participating user can enjoy the performance services of the user terminal 20 and the costumed character 32 through a series of interaction events with the costumed characters.

[0101] Fig. 12 is a flowchart showing the operation of the rendering output process by the server 10. Fig. 13 is a diagram showing an example of a display screen of the user terminal 20 showing rendering contents.

[0102] <Performance output processing> In step S101, the user selects a predetermined icon from the display screen of the touch screen 203 of the user terminal 20, and starts the game program 2011. From the display screen of the started game, the user selects the stamp button, and the stamp screen shown in Fig. 6(B) is displayed.

[0103] In step S102, the performer 33 in the costume 32 touches the stamp surface 44 of the stamp 41 held in his right hand to the touch screen 203 of the user terminal 20. The control unit 202 reads the arrangement information of the electrodes 42 provided on the stamp surface 44 of the stamp 41 touched to the touch screen 203. In this embodiment, the sequence information is "0010 0100".

[0104] In step S103, the transmitting / receiving unit 2021 of the user terminal 20 transmits the array information and the user ID 2013 in the storage unit 201 to the communication unit 109 of the server 10 via the communication unit 209.

[0105] In step S104, the transmitting / receiving unit 1031 of the server 10 receives the array information and the user ID from the user terminal 20 via the communication unit 109. The performance output unit 1032 of the server 10 searches the identification information database 1011 using the array information "0010 0100" as a key, and obtains "BEAR-001", "TRUE", "CDBEAR", and "C" as the individual code, notification possibility, species code, and rarity values, respectively.

[0106] In step S105, the performance output unit 1032 of the server 10 searches the individual performance database 1015 using the individual code "BEAR-001" as a key, and obtains "display image: BEAR-001" as the value of performance content A, which is the performance content related to the user terminal 20, and "LED color: pink, blinking pattern: A, sound effect: A, costume movement: A", which is the performance content related to the costume terminal 30.

[0107] FIG. 13(A) is a diagram showing an example of a display screen of the user terminal 20 for the performance content A. As shown in FIG. The effect content A is information including an effect instruction for the game control unit 2022 of the user terminal 20 to display an image designated as "BEAR-001" in the image display area 71 of the display screen 70 of the user terminal 20. Performance content B is information including performance instructions that cause the costume control unit 3022 of the costume terminal 30 to cause the light-emitting unit 3041 of the costume terminal to emit light in a pink flashing pattern of "A," control the speaker 3043 to produce the sound effect of "A," and control the actuator 3044 to perform operation "A."

[0108] In step S106, the performance output unit 1032 of the server 10 searches the log information database 1014 using the user ID and individual code as keys, and acquires log information (identification date and time, identification order, acquisition count). The performance output unit 1032 of the server 10 searches the repeat additional performance database 1016 using the number of times log information is acquired (number of times identification information is acquired) as a key, and acquires repeat additional performance A, which is additional performance content related to the user terminal 20, and repeat additional performance B, which is additional performance content related to the costumed terminal 30. The number of times the log information is acquired may be the number of times acquired over the entire period, or the number of times acquired within a fixed period of time. By limiting the number of times acquired within a fixed period of time, it is possible to motivate users to interact with multiple mascots within a fixed period of time, and it is possible to smoothly manage the event. Also, if there is no corresponding record in the repeat additional effect database 1016, the repeat additional effect A and the repeat additional effect B are set to null values.

[0109] 13B is a diagram showing an example of a display screen of the repeat additional effect A on the user terminal 20. It is assumed that there is no additional effect other than the effect content A and the repeat additional effect A (null value). The repeat addition effect A is information that includes, in addition to the effect content A, a performance instruction that causes the game control unit 2022 of the user terminal 20 to draw the message "Thank you always!" in the message area 72 of the user terminal 20 and to draw the background of "Effect A" in the background area 73.

[0110] In step S107, the performance output unit 1032 of the server 10 generates and acquires a repeat additional performance C, which is additional performance content related to the user terminal 20, and a repeat additional performance D, which is additional performance content related to the costumed terminal 30, based on the identification order of the individual codes in the log information. In this case, the individual codes to be adopted may be limited to only the individual codes of the nearest constant number. The identification order of the individual codes may be determined by using information in the identification date and time column instead of the identification order column of the log information database 1014. In this case, the individual codes to be adopted may be limited to only those whose identification dates and times are within a certain period of time. In addition, the repeat additional effect C and the repeat additional effect D may be generated for a combination of individual codes regardless of the identification order. If there is only one line of log information, repeat addition effect C and repeat addition effect D are set to null values.

[0111] 13(C) is a diagram showing an example of a display screen of the repeat additional effect C on the user terminal 20. It is assumed that there are no additional effects (null values) other than the effect content A and the repeat additional effect C. In this example, it is assumed that the user previously acquired the identification information of "RABBIT-003" and the acquisition record is stored in the log information database. At this time, the display image "RABIT-003" related to the previously acquired identification information "RABBIT-003" is displayed superimposed on the display frame 74 in the upper left of the image display area 71 of the user terminal 20.

[0112] In step S108, the performance output unit 1032 of the server 10 searches the rare additional performance database 1017 using the individual code as a key, and obtains the rarity, the rare additional performance A which is additional performance content related to the user terminal 20, and the rare additional performance B which is additional performance content related to the costumed terminal 30. The effect output unit 1032 of the server 10 overwrites the rarity value determined for each species obtained in step S104 with the rarity value for each individual stored in the rare additional effect database 1017, and sets it as the new rarity value. If there is no corresponding record in the rare additional effect database 1017, the rare additional effect A and the rare additional effect B are set to null values.

[0113] 13(D) is a diagram showing an example of a display screen of the rare additional effect A on the user terminal 20. It is assumed that there are no additional effects other than effect content A and the rare additional effect A (null value). In this example, the target individual code is conveniently set to "BEAR-002". In this case, the rare addition effect A is information including an effect instruction for the game control unit 2022 of the user terminal 20 to draw the background of "Effect B" in the background area 73 of the user terminal 20.

[0114] In step S109, the performance output unit 1032 of the server 10 searches the attribute performance database 1018 using the seed code as a key, and obtains attribute information, attribute performance A which is additional performance content related to the user terminal 20, and attribute performance B which is additional performance content related to the costumed terminal 30. If the corresponding record does not exist in the attribute effect database 1018, attribute effect A and attribute effect B are set to null values.

[0115] 13(E) is a diagram showing an example of a display screen of attribute effect A on the user terminal 20. It is assumed that there is no additional effect other than effect content A and attribute effect A (null value). The attribute effect A is information including an effect instruction for the game control unit 2022 of the user terminal 20 to draw the background of “effect G” in the background area 73 of the user terminal 20 .

[0116] In step S110, the performance output unit 1032 of the server 10 searches the deck database 1013 using the user ID as a key, and acquires the seed code and character attributes for each character included in the deck of the user ID.

[0117] In step S111, the performance output unit 1032 of the server 10 searches the attribute-added performance database 1019 using the attribute information acquired in step S109 and the character attributes acquired in step S110 as keys for the costumed character attribute and user attribute columns, respectively, and acquires attribute-added performance A, which is additional performance content related to the user terminal 20, and attribute-added performance B, which is additional performance content related to the costumed character terminal 30.

[0118] 13(F) is a diagram showing an example of a display screen of attribute-added effect A on the user terminal 20. It is assumed that there are no additional effects other than effect content A and attribute-added effect A (null value). The attribute addition effect A is information including an effect instruction for the game control unit 2022 of the user terminal 20 to draw the background of “Effect J” in the background area 73 of the user terminal 20 .

[0119] In step S110, if the deck contains multiple characters, one or more attribute-adding effects A and attribute-adding effects B may be obtained for some or all of the character attributes. Also, if there is no corresponding record in the deck database 1013 and the attribute-added effect database 1019, attribute-added effect A and attribute-added effect B are set to null values.

[0120] In step S112, repeat additional effect A, repeat additional effect C, rare additional effect A, attribute additional effect A, and attribute additional effect A are superimposed on effect content A. Specifically, the performance content A sent to user terminal 20 is an object (instance) of a "user terminal performance class" having properties such as "display image," "message," "character effect," "background effect," "animation," etc. Performance content A is overwritten through steps S106 to S111 by repeat added performance A, repeat added performance C, rare added performance A, attribute added performance A, and attribute added performance A, which are also objects of the "user terminal performance class" that are acquired.

[0121] For example, when the object "Display image: BEAR-002" of performance content A obtained in step S105 is overwritten by the object "Message: Thank you as always! See you again!" of repeat-added performance A, performance content A becomes an object with two properties: "Display image: BEAR-002, Message: Thank you as always! See you again!".

[0122] Similarly, on the performance content B, a repeat additional performance B, a repeat additional performance D, a rare additional performance B, an attribute additional performance B, and an attribute additional performance B are superimposed. Specifically, the performance content B transmitted to the user terminal 20 is an object (instance) of the "Costume terminal performance class" having properties such as "LED color," "blinking pattern," "sound effect," "audio," "costume movement," etc. Performance content B is overwritten by repeat additional performance B, repeat additional performance D, rare additional performance B, attribute additional performance B, and attribute additional performance B, which are also objects of the "user terminal performance class" acquired through steps S106 to S111. For example, when the object "LED color: pink, blinking pattern: A, sound effect: A, costume movement: A" of performance content B obtained in step S105 is overwritten by the object "blinking pattern: B, sound effect: B, audio: B" of repeat-added performance B, performance content A becomes the object "LED color: pink, blinking pattern: B, sound effect: B, audio: B, costume movement: A."

[0123] The overlapping of the production contents is not limited to the above embodiment. It is also possible to overwrite multiple production contents with a time shift without completely overwriting. For example, for production content A, the first predetermined seconds may be production content A, the next few seconds may be overwritten by repeat additional production A of production content A, the next few seconds may be overwritten by repeat additional production C, the next few seconds may be overwritten by rare additional production A, the next few seconds may be overwritten by attribute production A, and the next few seconds may be overwritten by attribute additional production A. In this way, by overlapping the production contents, multiple additional production contents can be provided to the user with a time shift, and the interest of the production service can be further improved.

[0124] Thereafter, the transmitting / receiving unit 1031 of the server 10 transmits the superimposed performance content A and performance content B to the transmitting / receiving units of the user terminal 20 and the costumed terminal 30, respectively.

[0125] In step S113, the transmitting / receiving unit 2021 of the user terminal 20 receives the effect content A transmitted from the server 10. The game control unit 2022 of the user terminal 20 controls the display 2032 and the speaker 2042 based on the effect content A to cause the user terminal 20 to perform an effect.

[0126] In step S114, the transmitter / receiver 3021 of the costumed terminal 30 receives the performance content B transmitted from the server 10. The costumed control unit 3022 of the costumed terminal 30 controls the light-emitting unit 3041, display 3042, speaker 3043, and actuator 3044 of the output device 304 based on the performance content B, and causes the costumed suit 32 to perform a performance.

[0127] In step S115, the friend notification unit 1034 of the server 10 searches the user information database 1012 using the user ID "USER1" as a key, and obtains the location information "Q" linked to the user ID and the friend user IDs "USER2", "USER4", and "USER5".

[0128] In step S116, if the notification permission acquired in step S104 is "yes", the friend notification unit 1034 of the server 10 transmits the user ID "USER1" and notification information to the user IDs "USER2", "USER4", and "USER5". On the other hand, if the notification availability is "no", no transmission will be made.

[0129] In step S117, based on the received user IDs and notification information, the game control unit 2022 of the user terminals 20 of the user IDs "USER2", "USER4", and "USER5" notifies "USER2", "USER4", and "USER5" on the display 2032, respectively, that "USER1" is participating in an event with a costumed person.

[0130] 14(A) is a diagram showing an example of a display screen of a friend's user terminal 20. As an example, the game control unit 2022 of the user terminal 20 with the user ID "USER2" displays "USER1 is holding an event with Bear!" in the notification display area 76 of the display screen 70 of the user terminal 20 based on the notification information received from the server 10.

[0131] In addition, in step S115, instead of referencing the friend ID, a search may be made from the location information in the user information database 1012 for users who are within a predetermined distance from the location information "Q" of the user ID "USER1", and the searched users may be used as the friend's user ID.

[0132] 14(B) is a diagram showing an example of a display screen of a friend's user terminal 20. As an example, the game control unit 2022 of the user terminal 20 of a user located within a predetermined range from "USER1" displays "A bear encounter event has occurred nearby!" in the notification display area 76 of the display screen 70 of the user terminal 20, based on the notification information received from the server 10.

[0133] <Operation of Information Processing System 1 (Second Example)> Each process of the information processing system 1 in the second embodiment will be described below with reference to Fig. 15 and Fig. 16. In an event where multiple mascots participate, a user who is an event participant searches for and interacts with a mascot that suits his / her taste. When interacting, a performer 33 in a mascot 32 stamps a stamp 41 fixed to the mascot on a user terminal 20 held by the participating user. Through a series of interaction events with mascots, the participating user can be more strongly motivated to participate in the interaction event as the game operation on the user terminal 20 changes.

[0134] Fig. 15 is a flowchart showing the operation of the game control processing by the server 10. Fig. 16 is a diagram showing an example of a display screen of the user terminal 20 for the game control processing.

[0135] The processing in steps S201 to S204 is similar to steps S101 to S104 in the first embodiment, and therefore a description thereof will be omitted. The processing in steps S213 to S215 is similar to steps S115 to S117 in the first embodiment, and therefore a description thereof will be omitted.

[0136] <Game control processing>

[0137] In step S205, the game control unit 1033 of the server 10 searches the game control database 1021 using the seed code "CDBEAR" as a key, and obtains the character code value "Bear", the value of control content A which is control information related to the in-game character in the game on the user terminal 20 as "Character acquisition: Bear parameter control: Bear attack power +4 (6 hours)", and the value of control content B which is control information related to the quest as "Quest unlocked: Bear cave (LV1) Reward increase: Defeat wolf (2x)".

[0138] FIG. 16A is a diagram showing an example of a display screen according to control content A. The game control unit 2022 of the user terminal 20 displays the acquired game character “Bear” in the image display area 81 of the game display screen 80 of the user terminal 20 based on the control content A, and displays the content of the parameter control in the bonus display area 82.

[0139] FIG. 16B is a diagram showing an example of a display screen according to control content B. Based on the control content B, the game control unit 2022 of the user terminal 20 displays the newly released quest 85 in the quest display area of ​​the game display screen 80 of the user terminal 20 so that the user can select it, and displays the reward bonus content 86 for the quest that is the target of the increased reward.

[0140] In step S206, the game control unit 1033 of the server 10 searches the log information database 1014 using the user ID and individual code as keys, and acquires log information (identification date and time, identification order, acquisition count). The game control unit 1033 of the server 10 searches the repeat addition control database 1022 using the number of times log information is acquired as a key, and acquires repeat addition control A, which is additional control information related to the in-game characters in the game on the user terminal 20, and repeat addition control B, which is additional control information related to the quest. The number of times the log information is acquired may be the number of times acquired over the entire period, or the number of times acquired within a fixed period of time. By limiting the number of times acquired within a fixed period of time, it is possible to motivate users to interact with multiple mascots within a fixed period of time, and it is possible to smoothly manage the event. Moreover, if there is no corresponding record in the repeat addition control database 1022, the repeat addition control A and the repeat addition control B are set to null values.

[0141] 16C is a diagram showing an example of a display screen according to repeat addition control A. It is assumed that there is no additional control content other than control content A and repeat addition control A (null value). Based on the repeat addition control A, the game control unit 2022 of the user terminal 20 displays the content of the parameter control modified by the repeat addition control A in the bonus display area 82 of the game display screen 80 of the user terminal 20.

[0142] In step S207, the game control unit 1033 of the server 10 generates and acquires a repeat additional control C, which is additional control information related to the in-game character in the game on the user terminal 20, and a repeat additional control D, which is additional control information related to the quest, based on the identification order of the individual codes in the log information. In this case, the individual codes to be adopted may be limited to only the individual codes of the nearest constant number. The identification order of the individual codes may be determined by using information in the identification date and time column instead of the identification order column of the log information database 1014. In this case, the individual codes to be adopted may be limited to only those whose identification dates and times are within a certain period of time. Also, the repeat addition control C and the repeat addition control D may be generated for a combination of individual codes regardless of the identification order. If there is only one line of log information, the repeat addition control C and the repeat addition control D are set to null values.

[0143] In step S208, the game control unit 1033 of the server 10 searches the attribute effect database 1018 using the seed code as a key, and acquires attribute information.

[0144] In step S209, the game control unit 1033 of the server 10 searches the deck database 1013 using the user ID as a key, and acquires the seed code and character attributes for each character included in the deck of the user ID.

[0145] In step S210, the game control unit 1033 of the server 10 searches the attribute addition control database 1023 using the attribute information acquired in step S108 and the character attributes acquired in step S109 as keys for the costume attribute and user attribute columns, respectively, and acquires attribute addition control A, which is additional control information related to the in-game character in the game on the user terminal 20, and attribute addition control B, which is additional control information related to the quest. In step S209, if the deck contains multiple characters, one or more attribute addition controls A and B may be obtained for some or all of the character attributes. Furthermore, if no corresponding record exists in the deck database 1013 and the attribute addition control database 1023, the attribute addition control A and the attribute addition control B are set to null values.

[0146] 16(D) is a diagram showing an example of a display screen according to attribute addition control A in the user terminal 20. It is assumed that there is no additional control content other than control content A and attribute addition control A (null value). Based on the attribute addition control A, the game control unit 2022 of the user terminal 20 displays the content of the parameter control modified by the attribute addition control A in the bonus display area 82 of the game display screen 80 of the user terminal 20. At this time, if there is an assigned attribute, the assigned attribute is displayed in the attribute display area 83.

[0147] In step S211, the repeat addition control A, the repeat addition control C, and the attribute addition control A are superimposed on the control content A. Specifically, the control content A transmitted to the user terminal 20 is an object (instance) of a "character control class" having properties such as "character acquisition", "parameter control", "additional attribute", etc. The control content A is modified through steps S206 to S210 by the acquired objects, that is, repeat addition control A, repeat addition control C, and attribute addition control A.

[0148] For example, when the object of control content A acquired in step S205, "Character acquisition: Bear parameter control: Bear attack power +4 (6 hours)," is modified by the object of repeat addition control A, "Parameter control: Double," performance content A becomes an object with two properties, "Character acquisition: Bear parameter control: Bear attack power +8 (6 hours)."

[0149] In addition, when the object of control content A acquired in step S205, "Character acquired: Bear, parameter control: Bear attack power +4 (6 hours)," is modified by the object of attribute addition control A, "Parameter control: 1.5x, Additional attribute: Water," control content A becomes an object with three properties, "Character acquired: Bear, parameter control: Bear attack power +6 (6 hours), Additional attribute: Water."

[0150] Similarly, for control content B, repeat addition control B, repeat addition control D, and attribute addition control B are superimposed. Specifically, the control content B transmitted to the user terminal 20 is "Quest release", "Reward increase" The control content B is an object (instance) of a "quest control class" having properties such as the above. Through steps S206 to S210, the control content B is modified by the repeat addition control B, the repeat addition control D, and the attribute addition control B, which are objects acquired.

[0151] For example, when the object of control content B acquired in step S205, "Quest unlocked: Bear cave (LV1) Reward increase: Defeat wolf (2x)," is modified by the object of repeat addition control B, "Quest unlocked: LV2 Reward increase: 4x," control content B becomes an object with two properties, "Quest unlocked: Bear cave (LV2) Reward increase: Defeat wolf (4x)."

[0152] If the control content A includes information regarding the acquisition of an in-game character, the game control unit 1033 of the server 10 adds a record of the user ID corresponding to the user terminal 20, the character code, the species code, and the character attributes to the deck database 1013, and registers the in-game character in the user's deck.

[0153] Thereafter, the transmitting / receiving unit 1031 of the server 10 transmits the superimposed control content A and control content B to the transmitting / receiving unit of the user terminal 20.

[0154] In step S212, the transmitting / receiving unit 2021 of the user terminal 20 receives the control content A and the control content B transmitted from the server 10. The game control unit 2022 of the user terminal 20 controls the setting of the game information 2012 based on the control content A and the control content B. The data management unit 2023 of the user terminal 20 updates the data of the game information 2012 based on the control content A and the control content B.

[0155] For example, if control content B includes information about unlocking a quest, the game control unit 2022 of the user terminal 20 updates the game information 2012 to make the target quest selectable by the user. Also, if control content B includes information about increasing the reward for the quest, the data management unit 2023 of the user terminal 20 updates the game information 2012 to increase the reward for the target quest.

[0156] Fig. 16(D) is a diagram showing an example of a display screen according to control content A. As shown in Fig. 16(D), instead of acquiring an in-game character and unlocking a quest, the game control unit 2022 and the data management unit 2033 may be controlled to grant the user an in-game item for acquiring an in-game character and unlocking a quest.

[0157] In this embodiment, the acquisition of characters, the unlocking of quests, the increase in quest rewards, and the increase in character performance parameters have been described, however, depending on the compatibility between the costume 32 and the attributes of the characters held in the costume 32 and the user's deck, character loss, quest closure, reduction in quest rewards, and reduction in character performance parameters may also be performed.

[0158] In step S211, when changing the reward for a user's quest, the date and time when the user cleared the quest may be obtained, and the changed reward may be controlled so as to be valid only if the cleared date and time is within the event period. Although users can receive a bonus in the form of a quest reward change through interaction with the mascot 32 during the event period, the users do not necessarily complete the quest during the event period. By limiting the validity period of the quest reward change bonus to the event period, it is possible to motivate users to complete the quest during the event period.

[0159] In step S211, when changing the reward for a user's quest, the date and time when the user cleared the quest may be obtained, and the changed reward may be controlled so as to be valid only if the cleared date and time is within the event period. Although users can receive a bonus in the form of a quest reward change through interaction with the mascot 32 during the event period, the users do not necessarily complete the quest during the event period. By limiting the validity period of the quest reward change bonus to the event period, it is possible to motivate users to complete the quest during the event period.

[0160] In step S211, when changing the reward for a user's quest, location information of the user at the time the user cleared the quest may be obtained, and the changed reward may be controlled so as to be valid only if the location information is within the event venue. Although the user can receive a bonus in the form of a change in reward for a quest through interaction with the mascot 32 within the event venue, the user does not necessarily complete the quest within the event venue. By limiting the effective area of ​​the quest reward change bonus to within the event venue, the user can be motivated to complete the quest within the event venue.

[0161] In the game control processing disclosed herein, the game control processing is performed for one specific game, but the processing may be configured so that interaction with the mascot 32 selectively affects multiple games, all games, or some of the games. In that case, for example, the multiple different games are configured to have different game control databases 1021, repeat addition control databases 1022, and attribute addition control databases 1023. On the other hand, the multiple different games share the log information database 1014. This allows the interaction between the user and the costumed character 32 to be used in the game control processing of the multiple different games. In this case, the user may be allowed to select whether or not to share the log information database 1014 in a plurality of different games. Also, the user may be allowed to select whether or not to use the results of the interaction with the mascot 32 in other games during game control processing in a specific game.

[0162] <Operation of Information Processing System 1 (Third Example)> Each process of the information processing system 1 in the third embodiment will be described. In an event where multiple costumed people participate, users who are event participants search for and interact with their favorite costumed people. When interacting, a performer 33 in a costumed person 32 stamps a stamp 41 fixed to the costumed person on a user terminal 20 held by the participating user.

[0163] In the third embodiment, the user can operate the user terminal 20 to check on the display 2032 of the user terminal 20 which mascots he or she has interacted with and which mascots he or she has not interacted with.

[0164] The user selects a predetermined icon from the display screen of the touch screen 203 of the user terminal 20, and starts the game program 2011. From the display screen of the started game, the user selects the costume encyclopedia button.

[0165] The transmitting / receiving unit 2021 of the user terminal 20 transmits the user ID 2013 to the communication unit 109 of the server 10 via the communication unit 209 .

[0166] The transmitting / receiving unit 1031 of the server 10 receives the user ID from the user terminal 20 via the communication unit 109 . The performance output unit 1032 of the server 10 searches the log information database 1014 using the user ID as a key, and acquires the species codes and individual codes of the costumes that the user has interacted with. The performance output unit 1032 of the server 10 refers to the identification information database 1011, and acquires the individual codes and species codes of all the costumes.

[0167] The transmitting / receiving unit 1031 of the server 10 transmits to the user terminal 20 the seed code and individual code of the costumed person with whom the user has interacted, as well as the individual codes and seed codes of all costumed people.

[0168] The transmitter / receiver 2021 of the user terminal 20 receives the seed code and individual code of the mascot with which the user has interacted, transmitted from the server 10, as well as the individual codes and seed codes of all mascots. The game control unit 2022 of the user terminal 20 displays the mascots with whom the user has interacted in the past by associating an image of the mascot's appearance with a stamped mark indicating the interaction. This allows the user to check the mascots with whom the user has interacted in the past. The game control unit 2022 of the user terminal 20 displays an image of the appearance of a costume with which the user has not interacted, without associating it with a stamped mark. This allows the user to check a costume with which the user has not interacted in the past.

[0169] In this way, by displaying a list on the user terminal 20 in which mascots who have already interacted and mascots who have not yet interacted can be distinguished, the user can be encouraged to newly interact with mascots with whom he has not yet interacted.

[0170] <Basic computer hardware configuration> 17 is a block diagram showing the basic hardware configuration of a computer. The computer comprises a processor, a main memory device, an auxiliary memory device, and a communication interface. These are electrically connected to each other by a communication bus.

[0171] A processor is hardware that executes a set of instructions written in a program and is composed of an arithmetic unit, registers, peripheral circuits, etc.

[0172] The main storage device is used to temporarily store programs and data to be processed by the programs, etc. For example, it is a volatile memory such as a dynamic random access memory (DRAM).

[0173] An auxiliary storage device is a storage device for saving data and programs, such as flash memory, HDD (Hard Disc Drive), magneto-optical disk, CD-ROM, DVD-ROM, and semiconductor memory.

[0174] A communication interface is an interface for inputting and outputting signals for communicating with an external device using a wired or wireless communication standard.

[0175] <Basic functional configuration of a computer> The functional configuration of a computer realized by the basic hardware configuration of the computer (FIG. 17) will be described below. The computer includes a control unit, a communication unit, and a storage unit.

[0176] The processor reads the program from the auxiliary storage device, loads it into the main storage device, and executes processing according to the program. This allows the control unit to function as various functional units. In addition, when the program is distributed to a computer via a network, the computer that receives the program may load the program into the main storage device and execute processing according to the program.

[0177] The communication unit is realized by a communication interface. The communication unit realizes a function for communicating with other computers via a network. The communication unit can receive information transmitted from other computers and transmit information to other computers. The network is composed of the Internet, a LAN, various mobile communication systems constructed by wireless base stations not shown, and the like. For example, 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can be connected to the Internet by a predetermined access point (for example, Wi-Fi (registered trademark)), and the like are included. When connecting wirelessly, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), and the like may be used as a communication protocol. When connecting by wire, the communication unit may be connected by a USB (Universal Serial Bus) cable or the like.

[0178] The storage unit is realized by a main storage device and an auxiliary storage device. The storage unit realizes the function of storing data, programs, and various databases. The processor can allocate a memory area corresponding to the storage unit in the main storage device or the auxiliary storage device according to the program.

[0179] <Additional Notes> The matters described in the above embodiments will be supplemented below.

[0180] (Appendix 1) A game program to be executed by a computer having a processor and a memory unit, the game program causing the processor to execute a first step (S202) of acquiring first identification information corresponding to the costume based on detection of the approach of the costume and a first user terminal, a second step (S203) of acquiring first user identification information corresponding to the first user terminal, and a third step (S212) of controlling game processing of the game program executed on the first user terminal based on the first identification information and the first user identification information. This allows the user to receive a more enjoyable experience-based service.

[0181] (Appendix 2) The game program according to Appendix 1, which executes a fourth step (S213) of acquiring second user identification information corresponding to the second user terminal based on the first user identification information, and a fifth step (S215) of outputting notification information to the second user terminal based on the first identification information, the first user identification information, and the second user identification information. This allows event participants to share interactions with a specific user's mascot, making event participation by multiple people more exciting.

[0182] (Appendix 3) The second user identification information is information about a second user who is located within a predetermined distance from the first user identification information (S213). This allows surrounding users to share a particular user's interaction with the mascot, making event participation by multiple people more exciting.

[0183] (Appendix 4) A fifth step is a game program described in Appendix 2 or 3, in which notification availability information regarding the costume is obtained, and if the notification availability information is in a first state, notification information is output to the user, and if the notification availability information is in a second state, notification information is not output to the user (S214), and the first state is different from the second state. This allows the user to participate in the event more comfortably without being bothered by a large amount of notification information.

[0184] (Appendix 5) a seventh step (S202) of acquiring second identification information different from the first identification information from the second costume; and a third step of controlling game processing of the game program based on a combination of the first identification information and the second identification information (S207). A game program according to any one of appendices 1 to 4. This allows the user to experience a more special presentation by having different unique game processes performed according to the combination of multiple different costumes.

[0185] (Appendix 6) The game program described in Appendix 5, wherein the third step is a step (S207) of controlling game processing of the game program based on the first identification information and the second identification information when the identification date and time of the first identification information and the identification date and time of the second identification information are within a predetermined period. This makes it possible to encourage users who participate in the event to interact with multiple mascots 32 within a specified period of time, thereby motivating users to actively interact with the mascots 32.

[0186] (Appendix 7) The game program according to claim 5 or 6, wherein a third step is a step (S207) of controlling game processing of the game program based on an acquisition order of the first identification information and the second identification information. This allows the user to enjoy the game more by having different unique game processes performed according to the identification order of a plurality of different costumes.

[0187] (Appendix 8) A game program as described in any of Appendices 1 to 7, which executes a ninth step (S208) of acquiring first attribute information regarding the costume based on first identification information, and a tenth step (S209) of acquiring second attribute information based on first user identification information, and a third step is a step (S210) of controlling game processing of the game program based on the first attribute information and the second attribute information. This allows the user to enjoy the game more, as different and unique game processes are performed according to the combination of the costume attributes and the attributes of the character the user owns.

[0188] (Appendix 9) A game program described in any of Appendices 1 to 8, wherein the costume has a stamp with multiple pressure points, and the first step is a step (S202) of obtaining first identification information by detecting multiple contact positions of the pressure points of the stamp using a first user terminal having a touch panel capable of detecting individual contact positions when touched at multiple positions. This allows game processing to be reliably controlled for a specific user through interaction involving direct contact between the user and the costumed person 32. In the case of non-contact communication methods such as wireless methods, interaction with the costumed person 32 that is not intended by the user may be erroneously detected, or complicated pre-settings may be required to establish communication, so this is particularly suitable for events where an unspecified number of people participate.

[0189] (Appendix 10) The third step is a step of controlling game processing including at least one of processes 1 to 5 based on the first identification information (S205), namely, process 1. the user acquires a character corresponding to the costume (S205), process 2. the user is allowed to select at least one game content from a plurality of game contents corresponding to the costume (S205), process 3. the reward corresponding to the costume is changed (S205), process 4. the performance parameters of the character corresponding to the costume are changed (S205), and process 5. an item that changes the performance parameters of the character corresponding to the costume is granted (S205). The game program described in Appendix 1. This allows the user to earn various in-game rewards through interaction with the costumed character 32. The user can receive a more interesting and experiential service.

[0190] (Appendix 11) The third step is a step of controlling the game processing of the game program so that, when the reward corresponding to the costume is changed based on the first identification information, the changed reward is awarded when the user achieves the condition for awarding the reward and the date and time of achievement is within the event period. This can motivate users to complete the quests within the event period.

[0191] (Appendix 12) The third step is a step of controlling the game processing of the game program so that, when the reward corresponding to the costume is changed based on the first identification information and the user fulfills the condition for granting the reward, if the location information of the first user terminal is within the event venue, the game program described in any of Appendices 1 to 10. This can motivate users to complete quests within the event venue.

[0192] (Appendix 13) An information processing device comprising a processor and a memory unit, wherein the game program causes the processor to execute a first step (S202) of acquiring first identification information from a terminal provided in a costume, a second step (S203) of acquiring first user identification information, and a third step (S212) of controlling game processing of the game program based on the first identification information and the first user identification information.

[0193] (Appendix 14) An information processing method for causing a computer having a processor and a memory unit to execute information processing, the information processing method causing the processor to execute a first step (S202) of acquiring first identification information from a terminal provided in a costume, a second step (S203) of acquiring first user identification information, and a third step (S212) of controlling game processing of the game program based on the first identification information and the first user identification information. [Explanation of symbols]

[0194] 1 Information processing system, 10 Server, 101 Memory unit, 103 Control unit, 20A, 20B, 20C User terminal, 201 Memory unit, 202 Control unit, 30A, 30B, 30C Costume terminal, 301 Memory unit, 302 Control unit, 40A, 40B, 40C Identification device

Claims

1. A game program to be executed by a computer having a processor and a storage unit, The game program causes the processor to A first step of acquiring first identification information corresponding to the costume based on detection of an approach of the costume and a first user terminal; a second step of acquiring first user identification information corresponding to the first user terminal; a third step of controlling game processing of the game program executed on the first user terminal based on the first identification information and the first user identification information; A game program that executes the above.

2. a fourth step of acquiring second user identification information corresponding to the second user terminal based on the first user identification information; a fifth step of outputting notification information to the second user terminal based on the first identification information, the first user identification information, and the second user identification information; Execute the The game program according to claim 1.

3. 3. The game program according to claim 2, wherein the second user identification information is information about a second user who is located within a predetermined distance from the first user identification information.

4. A fifth step is to obtain notification capability information regarding the costume, and output the notification information to the user when the notification capability information is in a first state, and not output the notification information to the user when the notification capability information is in a second state; The first state is different from the second state.

4. The game program according to claim 2 or 3.

5. A seventh step of acquiring second identification information different from the first identification information from the second costume; Run the command, a third step of controlling game processing of the game program based on a combination of the first identification information and the second identification information; The game program according to any one of claims 1 to 4.

6. a third step of controlling game processing of the game program based on the first identification information and the second identification information when the identification date and time of the first identification information and the identification date and time of the second identification information are within a predetermined period of time; The game program according to claim 5.

7. a third step of controlling game processing of the game program based on an acquisition order of the first identification information and the second identification information; 7. The game program according to claim 5 or 6.

8. A ninth step of acquiring first attribute information related to the costume based on the first identification information; A tenth step of acquiring second attribute information based on the first user identification information; Run the command, a third step of controlling a game process of the game program based on the first attribute information and the second attribute information; A game program according to any one of claims 1 to 7.

9. The costume includes a stamp having a plurality of pressing portions, The first step is a step of acquiring first identification information by detecting a plurality of contact positions of a pressing portion of the stamp using a first user terminal having a touch panel capable of detecting each contact position when the touch panel is touched at a plurality of positions. A game program according to any one of claims 1 to 8.

10. The third step includes: Process 1. The user acquires a character corresponding to the costume. Process 2. Allowing the user to select at least one game content from a plurality of game contents corresponding to the costume; Process 3. Changing the reward corresponding to the costume. Process 4. Changing the performance parameters of the character corresponding to the costume; Process 5. An item that changes the performance parameters of the character corresponding to the costume is given. A step of controlling a game process including at least one of processes 1 to 5. The game program according to claim 1.

11. The third step is: When the reward corresponding to the costume is changed based on the first identification information, a step of controlling a game process of the game program so as to award a changed reward when the user achieves the reward award condition and the achievement date and time falls within an event period; A game program according to any one of claims 1 to 10.

12. The third step is: When the reward corresponding to the costume is changed based on the first identification information, and when the user achieves the reward granting condition, if the location information of the first user terminal is within an event venue, controlling game processing of the game program so as to grant the changed reward to the user corresponding to the first user identification information. A game program according to any one of claims 1 to 10.

13. An information processing device including a processor and a storage unit, The processor, A first step of acquiring first identification information from a terminal provided in the costume; A second step of obtaining a first user identification; a third step of controlling game processing of the game program based on the first identification information and the first user identification information; An information processing device that executes the above.

14. An information processing method for causing a computer including a processor and a storage unit to execute information processing, The information processing method includes: A first step of acquiring first identification information from a terminal provided in the costume; A second step of obtaining a first user identification; a third step of controlling game processing of the game program based on the first identification information and the first user identification information; An information processing method for executing the above.

Citation Information

Patent Citations

  • Stage effect executing method

    JP1995201205A

  • Attraction system

    JP2000350874A

  • Facility guidance system and method

    JP2005202849A

  • Video game control system and video game control server

    JP2008073265A

  • Audio signal reception type vocalizing toy and vocalizing toy apparatus

    JP2009213874A