Information processing device and program
The integration of virtual and real-world spot management systems in games allows players to exchange points for items at actual locations, effectively attracting customers and increasing engagement.
Patent Information
- Application Number
- JP2025038558
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-11
- Publication Date
- 2025-05-30
- Estimated Expiration
- 2039-05-27
AI Technical Summary
Current games lack a mechanism to attract customers to actual stores, limiting the potential for increased foot traffic and engagement.
An information processing apparatus that enables players to exchange points for items at real-world locations by moving near virtual spots, integrating real and virtual spot management systems to facilitate point accumulation and item exchange.
Enhances customer attraction to real-world spots by incentivizing players to visit these locations, thereby increasing foot traffic and engagement.
Smart Images

Figure 2025083477000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus and a program.
Background Art
[0002] Currently, there is known a game in which the game progresses by moving a player operated by a user on a map according to the actual movement of the user. For example, Patent Document 1 discloses a location game in which the game progresses in a virtual world according to the movement of a user in the real world.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such a game, if it is possible to attract users to a predetermined spot such as an actual store existing on the map, the game can be activated, and an increase in the number of customers visiting the actual store can also be expected.
[0005] However, in currently provided games, there is no game having a mechanism capable of expanding customer attraction to an actual store.
[0006] Therefore, an object of the present invention is to provide a technology capable of expanding customer attraction to a predetermined spot.
Means for Solving the Problems
[0007] An information processing apparatus according to an aspect of the present invention includes a first spot information storage unit that stores position information of a first spot and information regarding an item that can be exchanged at the first spot, a player information storage unit that stores information regarding points available at the first spot possessed by a player, an acquisition unit that acquires position information of a terminal used by the player, and an exchange control unit that controls to enable an exchange process between points possessed by the player and the item when the position of the terminal is within a predetermined range from the first spot.
Effects of the Invention
[0008] According to the present invention, it is possible to provide a technology capable of expanding customer attraction to a predetermined spot.
Brief Description of the Drawings
[0009]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Modes for Carrying Out the Invention
[0010] Embodiments of the present invention will be described with reference to the accompanying drawings. In each figure, those with the same reference numerals have the same or similar configurations.
[0011] <System Configuration> FIG. 1 is a diagram showing an example of the system configuration of the game system 1 according to the present embodiment. The game system 1 shown in FIG. 1 includes a game server 10 and one or more terminals 20. The game server 10 and the terminal 20 are communicably connected to each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication. The game server 10 and the terminal 20 may be referred to as information processing apparatuses.
[0012] The game server 10 is a device that undertakes some of the functions in providing the game to the terminal 20, such as managing various types of information regarding the player and executing some of the processes of the game. The game server 10 may be composed of one or more physical servers or the like, or may be configured using a virtual server operating on a hypervisor, or may be configured using a cloud server.
[0013] The terminal 20 is a terminal that provides the game to the player, and the player can execute the game according to the present embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet terminal, a personal computer, an arcade game device, or a consumer game device.
[0014] <Game Outline> Next, the outline of the game provided by the game system 1 according to the present embodiment will be described. This game is a social-network game in which the player forms a deck with a character selected from a plurality of characters the player possesses, and clears various quests using the formed deck.
[0015] In the game, there are various items (hereinafter referred to as "game items") for promoting the game advantageously. A player can obtain game items at various times, such as when clearing a quest, when making a payment at a shop (store) existing in the game, or when the player himself / herself moves near a spot where game items can be obtained. Here, the "spot where game items can be obtained" is a virtually provided location, hereinafter referred to as "virtual spot". The virtual spot may be associated with some existing location such as a landmark, or may be associated with a specific location in a park or an empty lot, etc.
[0016] Also, in this game, when a player moves near a virtual spot, in addition to (or instead of) game items, the player can obtain "points" that can be exchanged for items at a predetermined spot that actually exists. The "predetermined spot that actually exists" is, for example, a convenience store, a supermarket, a restaurant, and an amusement facility, etc., but is not limited thereto. Hereinafter, the "predetermined spot that actually exists" where points can be exchanged for items is referred to as "real spot" for convenience.
[0017] A user who has obtained a certain amount of points or more can exchange the points for predetermined items by moving near a real spot. The predetermined items that can be exchanged are, for example, products and services sold at the real spot, or coupons (electronic coupons) that can be exchanged for them, and game items, etc.
[0018] <Hardware Configuration> FIG. 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 include a processor 11 such as a CPU (Central Processing Unit) and a GPU (Graphical Processing Unit), a memory, a storage device 12 such as an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (Interface) 13 that performs wired or wireless communication, an input device 14 that accepts input operations, and an output device 15 that outputs information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone, etc. The output device 15 is, for example, a display and / or a speaker, etc.
[0019] <Functional block configuration> FIG. 3 is a diagram showing an example of the functional block configuration of the game server 10. The game server 10 includes a storage unit 100, a terminal control unit 101, and a game control unit 102. The storage unit 100 can be realized using the storage device 12 provided in the game server 10. Also, the terminal control unit 101 and the game control unit 102 can be realized by the processor 11 of the game server 10 executing a program stored in the storage device 12. Further, the program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, but may be a storage medium such as a USB memory or a CD-ROM, etc.
[0020] The storage unit 100 stores a real spot management DB (DataBase) 100a, a virtual spot DB 100b, and a player management DB 100c.
[0021] An example of the real spot management DB 100a is shown in A of FIG. 4. The real spot management DB 100a is a DB (first spot information storage unit) that stores by associating the location information of the real spot with the information regarding the items that can be exchanged at the real spot. The "real spot identifier" indicates information that uniquely identifies the real spot. The "category" is the category of the real spot, and may be, for example, the name of a company operating a convenience store or a supermarket, the name of an operating organization, a brand name, etc. The "spot name" is the name of the real spot, and may be, for example, a specific store name, a facility name, etc. In the example of A in FIG. 4, the real spot identifier is composed of, for example, a company name (Company A, Company B, etc.) and a store name (Store A1, Store A2, Store B1, Store B2, etc.), but this is only an example and is not limited thereto.
[0022] The "installation location information" indicates the location where the real spot exists. The installation location information may be expressed by an address or may be expressed by latitude and longitude. The "item" indicates an item that can be exchanged at the real spot and the number of points required for the exchange. The "additional information" indicates various information regarding the real spot, such as the business hours of the real spot and the time zone during which items can be exchanged.
[0023] In B of FIG. 4, an example of the virtual spot DB 100b is shown. The virtual spot DB 100b is a DB (second spot information storage unit) that stores the position information of the virtual spot. "Spot ID" indicates an identifier that uniquely identifies the virtual spot. "Installation position information" indicates the position where the virtual spot exists. The installation position information may be expressed by an address or may be expressed by latitude and longitude. "Status information" indicates the status of the virtual point. In the present embodiment, the virtual point may be controlled to be in either a normal state or an activated state. The activated state is intended to bring an advantageous effect for the player to play the game as compared with the normal state. Whether it is the normal state or the activated state may be switched according to the passage of time or may be fixedly determined. For example, at a virtual point in the activated state, more game items may be obtained than at a virtual spot in the normal state. "Setting information" indicates information indicating whether points can be awarded. If a flag indicating that points are not awarded is set in the setting information, points are not awarded even if the user approaches the virtual spot. On the other hand, if a flag indicating that points are to be awarded is set, points are awarded when the user approaches the virtual spot. Note that the setting information may be set for each category of the real spots described later.
[0024] In C of FIG. 4, an example of the player management DB 100c is shown. The player management DB 100c is a DB (player information storage unit) that stores information regarding points that can be used at real spots and are possessed by the player. "Player ID" indicates an identifier that uniquely identifies the player. "Nickname" indicates the name (call name) set by the player in the game. "Points per category" indicates the number of points obtained by the player at the virtual spot.
[0025] Here, in the present embodiment, the points may be common regardless of the category of the real spot, or may be associated with any one of the categories of the real spot. In the latter case, the points may be exchangeable for items only at the real spots of the category with which the points are associated. In the examples of A and C in FIG. 4, there are real spots belonging to Company A and real spots belonging to Company B among the real spots, and the number of points acquired by the user is recorded for each category.
[0026] Suppose a player owns 100 points that can be used at the real spots of Company A (hereinafter referred to as "first points") and 10 points that can be used at the real spots of Company B (hereinafter referred to as "second points"). In this case, when the player moves near the real spot of Company A, all or part of the 100 first points can be exchanged for items, but the 10 second points cannot be used. Also, when the player moves near the real spot of Company B, all or part of the 10 second points can be exchanged for items, but the 100 first points cannot be used. Note that the expressions of the first points and the second points are for indicating that the real spots available for use by the points are different, and there may be more types of points (third points, fourth points, etc.).
[0027] The terminal control unit 101 controls the processing to be executed on the terminal 20 side by generating information necessary for executing this game and transmitting it to the terminal 20.
[0028] The game control unit 102 provides functions to be performed on the game server 10 side among various functions necessary for executing this game. The game control unit 102 includes an acquisition unit 1021, an exchange control unit 1022, a granting unit 1023, and a display control unit 1024.
[0029] The acquisition unit 1021 has a function of acquiring the location information of the terminal 20 used by the player.
[0030] The exchange control unit 1022 has a function of controlling to enable the exchange process between the points (first points or second points) held by the player and items when the location of the terminal 20 (player's location) is within a predetermined range from the real spot (first spot). Also, when the exchange process is executable and an instruction is received from the player, the exchange control unit 1022 exchanges the points held by the player for the item specified by the player.
[0031] Further, the real spot management DB 100a (first spot information storage unit) may include information indicating a predetermined time zone for each real spot. The exchange control unit 1022 may control to enable the exchange process between the points held by the player and items when the location of the terminal 20 is within a predetermined range from the real spot and the current time is included in the predetermined time zone corresponding to the real spot. On the other hand, when the current time is not included in the predetermined time zone corresponding to the real spot, the exchange control unit 1022 may control not to execute the exchange process between the points held by the player and items.
[0032] Also, the exchange control unit 1022 may control to enable the use of coupons related to the real spot when the location of the terminal 20 is within a predetermined range from the real spot. On the other hand, when the location of the terminal 20 is outside the predetermined range from the real spot, the exchange control unit 1022 may control not to enable the use of coupons related to the real spot.
[0033] The awarding unit 1023 has a function of awarding points to the player when the position of the terminal 20 is within a predetermined range from the virtual spot (the second spot). Further, the awarding unit 1023 may change the type of points awarded to the player according to conditions based on at least one of the location and time. For example, the awarding unit 1023 may award the first points to the player in the first period and award the second points to the player in the second period different from the first period.
[0034] Also, the virtual spot DB 100b (virtual spot information storage unit) includes setting information indicating whether points can be awarded or not, and the awarding unit 1023 may award points to the player when the position of the terminal 20 is within a predetermined range from the virtual spot and the virtual spot is set to be able to award points.
[0035] The display control unit 1024 has a function of controlling the content to be displayed on the game screen of the terminal 20. For example, the display control unit 1024 may superimpose and display the position of the terminal 20 and the real spots existing on the map screen on the map screen. Also, the display control unit 1024 may superimpose and display the position of the terminal 20, the real spots existing on the map screen, and the virtual spots existing on the map screen on the map screen.
[0036] Also, the display control unit 1024 may switch the display mode on the map screen between the state where the virtual spot is activated and the state where it is not activated.
[0037] FIG. 5 is a diagram showing an example of the functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be realized by using the storage device 12 provided in the terminal 20. Further, the communication unit 201, the UI unit 202, and the game control unit 203 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage device 12. Further, the program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0038] The storage unit 200 stores game data necessary for the game control unit 203 to execute the present game. The game data stores character image data, game scenarios, and the like.
[0039] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13.
[0040] The UI unit 202 has a function of receiving various inputs from the player and a function of displaying various game screens on the display. Further, the UI unit 202 displays a game screen according to an instruction from the game server 10.
[0041] The game control unit 203 provides various functions necessary for executing the present game in cooperation with the game server 10. For example, the game control unit 203 provides a function of acquiring various information (icon image data, text data, etc.) for drawing on the game screen from the game server 10.
[0042] Regarding the functional block configuration described above, all or part of the acquisition unit 1021, the exchange control unit 1022, the granting unit 1023, and the display control unit 1024 included in the game server 10 may be provided in the game control unit 203 of the terminal 20.
[0043] <Processing Procedure> FIG. 6 is a flowchart showing an example of a processing procedure performed by the game server 10 according to the present embodiment. Using FIG. 6, the processing procedure when a player acquires points at a virtual spot and uses the acquired points at a real spot will be described.
[0044] Note that the flowchart shown in FIG. 6 is repeatedly executed while a mode in which it is possible to acquire or use points is being executed in this game (that is, while a map screen that superimposes the position of the player, the position of the real spot, and the position of the virtual spot is being displayed on the screen of the terminal 20).
[0045] In step S100, the exchange control unit 1022 determines whether the position of the terminal 20 acquired by the acquisition unit 1021 is within a predetermined range from the virtual spot and whether the player has performed an operation to acquire a game item and points. If the operation has been performed, the process proceeds to step S101, and if not, the process proceeds to step S102.
[0046] In step S101, the granting unit 1023 grants the player a game item that can be acquired at a virtual spot where the position of the terminal 20 is within the predetermined range, and points corresponding to the category of the virtual spot. The granting unit 1023 may randomly determine the game item to be granted and the number of points to be granted. The granting unit 1023 adds the number of points granted to the "number of points by category" in the player management DB 100c.
[0047] Note that the awarding unit 1023 may award points to the player only for the points corresponding to the category of the real spot displayed on the map screen displayed on the terminal 20. For example, when a real spot of Company A exists on the map screen and a player within a predetermined range from the virtual spot performs an operation to acquire points, the awarding unit 1023 may award points corresponding to Company A (first points) to the player. Also, for example, when real spots of Company A and Company B exist on the map screen and a player within a predetermined range from the virtual spot performs an operation to acquire points, the awarding unit 1023 may award both (or either one) of the points corresponding to Company A (first points) and the points corresponding to Company B (second points) to the player.
[0048] Further, when the virtual spot within a predetermined range from the position of the terminal 20 is in an inactive state (a state in which a predetermined effect is not exerted), the awarding unit 1023 may set the probability of awarding points to the player to be higher (or lower) than the probability of awarding points to the player when the virtual spot is in an active state (a state in which a predetermined effect is exerted). Alternatively, the awarding unit 1023 may award at least one or more points to the player in the state where the virtual spot is inactive (or active). When the probability of awarding points in the state where the virtual spot is inactive is set higher than the probability of awarding points in the state where the virtual spot is active, players will also appear at the inactive virtual spots, so it is possible to prevent players from gathering at the active virtual spots.
[0049] In step S102, the exchange control unit 1022 determines whether the position of the terminal 20 acquired by the acquisition unit 1021 is within a predetermined range from the real spot and whether the player has performed an operation of using points at the real spot. If the operation has been performed, the process proceeds to step S103; if not, the process proceeds to step S104.
[0050] In step S103, the exchange control unit 1022 searches the real spot management DB 100a to obtain the items that can be exchanged at real spots within a predetermined range from the position of the terminal 20 and the number of points required for the exchange. Further, the exchange control unit 1022 accepts an exchange instruction from the player for items whose category-based point number held by the player is equal to or greater than the number of points required for the exchange. When the exchange is completed, the exchange control unit 1022 subtracts the number of points corresponding to the exchanged item from the player management DB 100c.
[0051] Note that the exchange control unit 1022 may allow the number of times of exchanging points for items at real spots without limitation, or may limit and allow it to a predetermined number of times within a predetermined period. For example, it may be limited to only N times (N is an integer of 1 or more) per day.
[0052] In step S104, the display control unit 1024 determines whether the mode of obtaining or using points continues in the game. If it continues, it returns to step S100. If it does not continue, the process ends.
[0053] <Example of screen display> FIG. 7 and FIG. 8 are diagrams showing an example of a screen displayed on the terminal 20. A in FIG. 7 is an example of a map screen. On the map screen, real spots CP1 to CP5, virtual spots GP1 to GP5, and the player position P are displayed. Further, the virtual spot GP4 is in an activated state, and the virtual spots GP1 to GP3 and GP5 are in an unactivated state.
[0054] On the map screen shown in A of FIG. 7, when the player touches any icon of the real spots CP1 to CP5, the screen transitions to the screen displaying the detailed information of the real spot shown in B and C of FIG. 7.
[0055] On the screens shown in B of FIG. 7 and C of FIG. 7, there are a display area A1 for displaying a list of items that can be exchanged for real spots, a display area A2 for displaying detailed information of real spots (such as the brand name of convenience stores, store names, business hours, and regular holidays), a display area A3 for displaying the number of points available at real spots (that is, the number of points corresponding to the category of real spots), and a display area AD for displaying coupons available at real spots.
[0056] The screen shown in B of FIG. 7 shows an example of display when the position between the current position of the player (the current position of terminal 20) and the real spot to be displayed in detail is outside a predetermined range. On the other hand, the screen shown in C of FIG. 7 shows an example of display when the position between the current position of the player (the current position of terminal 20) and the real spot to be displayed in detail is within a predetermined range. On the screen shown in B of FIG. 7, buttons B1 to B5 for specifying items to be exchanged are grayed out and controlled so that items cannot be exchanged. On the other hand, on the screen shown in C of FIG. 7, buttons B1 to B5 for specifying items to be exchanged are actively displayed and controlled so that the player can accept the specification of the item to be exchanged.
[0057] The coupons displayed in the display area AD may be coupons that can be used without being exchanged for points, unlike items that require exchange for points. Also, they may be coupons that are commonly available at each real spot, rather than coupons that can only be used at specific real spots. The game server 10 may obtain the coupon data to be displayed in the display area AD, for example, from an advertising server connected to the game server 10. When the user taps the coupon they want to use, a screen showing the details of the coupon may be displayed. The user can receive discounts, etc. by presenting the screen to a store clerk, etc.
[0058] On the screen shown in C of FIG. 7, when the player touches any of the buttons B1 to B5, the player transitions to the screen shown in A of FIG. 8 that accepts a selection of whether to exchange points for items. When the player touches button B10, the points and items are exchanged, and the player transitions to the screen shown in B or C of FIG. 8. When the player touches button B11, the exchange of points and items is not performed.
[0059] B of FIG. 8 shows an example of a screen that displays the code required when receiving the exchanged item at a storefront or the like. C of FIG. 8 shows an example of a screen that displays the two-dimensional code required when receiving the exchanged item at a storefront or the like. The player can receive the product by showing these screens to the store clerk at the actual store corresponding to the real spot.
[0060] <Summary> According to this embodiment, the user can exchange the points acquired at the virtual spot for items at the real spot (predetermined spot). As a result, players who want to obtain items will gather at the real spot, so it becomes possible to expand the customer attraction to the real spot.
[0061] Also, according to this embodiment, the screen of the terminal 20 is configured to display coupons available at the real spot. As a result, players who want to use the coupons will gather at the real spot, so it becomes possible to further expand the customer attraction to the real spot.
[0062] The embodiments described above are for facilitating the understanding of the present invention and are not for limiting and interpreting the present invention. The flowcharts, sequences, each element included in the embodiments, and their arrangements, materials, conditions, shapes, sizes, etc. described in the embodiments are not limited to those illustrated and can be changed as appropriate. Also, it is possible to partially replace or combine the configurations shown in different embodiments.
Explanation of Reference Numerals
[0063] 1…Game system, 10…Game server, 11…Processor, 12…Memory device, 13…Communication IF, 14…Input device, 15…Output device, 20…Terminal, 100…Memory section, 101…Terminal control section, 102…Game control section, 200…Memory section, 201…Communication section, 202…UI section, 203…Game control section, 1021…Acquisition section, 1022…Exchange control section, 1023…Grant section, 1024…Display control section
Claims
1. a first spot information storage unit that stores location information of a first spot and information regarding an item that can be exchanged at the first spot; a player information storage unit configured to store information regarding points possessed by a player and available for use at the first spot; an acquisition unit that acquires location information of a terminal used by the player; an exchange control unit that controls an exchange process of exchanging the points owned by the player for the item when the position of the terminal is within a predetermined range from a first spot; An information processing device comprising:
2. a second spot information storage unit that stores position information of a second spot where points can be acquired; If the position of the terminal is within a predetermined range from the second spot, the player is given points. and an assigning unit that assigns the The information processing device according to claim 1 .
3. The second spot information storage unit includes setting information indicating whether or not points can be awarded, the awarding unit awards points to the player when a position of the terminal is within a predetermined range from a second spot and the second spot is set to be able to award points; The information processing device according to claim 2 .
4. the awarding unit sets a probability of awarding points to the player when a second spot within a predetermined range from a position of the terminal is not exerting a predetermined effect to be higher than a probability of awarding points to the player when the second spot is exerting a predetermined effect; 4. The information processing device according to claim 2 or 3.
5. The first spot information storage unit includes information indicating a predetermined time period for each first spot, the exchange control unit controls to execute an exchange process of exchanging the points possessed by the player for the item when a location of the terminal is within a predetermined range from a first spot and a current time is included in a predetermined time period corresponding to the first spot; The information processing device according to any one of claims 1 to 4.
6. the exchange control unit controls the use of a coupon related to a first spot when the location of the terminal is within a predetermined range from the first spot; The information processing device according to any one of claims 1 to 5.
7. a display control unit that displays the location of the terminal and a first spot present on the map screen on a map screen, The information processing device according to any one of claims 1 to 6.
8. On the computer, storing location information of a first spot and information regarding an item exchangeable at the first spot; storing information about points available to the player at the first spot; acquiring location information of a terminal used by the player; a step of controlling an exchange process of the points possessed by the player for the item when the position of the terminal is within a predetermined range from a first spot; A program for executing the above.
Citation Information
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