Control method of server device
The social game system addresses the challenge of enhancing customer acquisition and player participation by using a server device to execute campaigns and guide players through induction routes based on play history or probability, resulting in increased motivation and participation across a broader range of games.
Patent Information
- Application Number
- JP2025057623
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-31
- Publication Date
- 2025-06-19
AI Technical Summary
Conventional social game campaigns struggle to enhance customer acquisition effects and player participation willingness, as players often select only their preferred games, limiting opportunities for playing other games and increasing the difficulty in boosting overall system interest and player motivation.
A social game system that includes a server device connected to player terminal devices, featuring an information storage unit and a control unit that selects target games for campaigns, executes campaigns with rewards, and uses induction routes based on play history or probability to guide players to specific games, thereby encouraging a broader range of game participation.
The system effectively increases player motivation and participation in social games by offering targeted campaigns and rewards, optimizing the flow of players to various games, and enhancing the overall customer acquisition effect.
Smart Images

Figure 2025092664000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a method for controlling a server device, and more particularly to a method for controlling a server device provided in a system effective for attracting players who participate in a social game.
Background Art
[0002] In recent years, games provided from a server device to a mobile terminal operated by a player via a communication network have been well received, and many game titles have been released using a plurality of platforms. These games are diverse in type and category, and among them, in particular, so-called social games that enable a plurality of players to participate in the same game have become popular.
[0003] Such social games utilize a community-type network service called a social networking service (hereinafter referred to as "SNS"), and players (game users) can log in or sign in to a platform provided by an SNS operator, for example, and register in advance for specific games or services as necessary, thereby playing various social games prepared therein.
[0004] In such a social game system in which a wide variety of games are prepared, in order to enhance players' willingness to participate in games and improve the customer acquisition effect, point campaigns or other limited-time events that grant players points and various items that can be used in the social game for a limited period are sometimes held on the platform.
[0005] In addition, as another type of customer acquisition campaign, for example, Patent Document 1 describes a stamp rally type campaign in which a player can download and collect rare character (rare character) data from a character data supply device arranged at a predetermined place such as a game center or a station. A player can download and collect rare character data from a character data supply device arranged at a predetermined place such as a game center or a station. A player can download and collect rare character data from a character data supply device arranged at a predetermined place such as a game center or a station. A player can download and collect rare character data from a character data supply device arranged at a predetermined place such as a game center or a station.
Prior Art Documents
Patent Documents
[0006]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0007] However, in a conventional campaign launched on a platform, although a player can obtain a predetermined game point or the like by participating in the target game of the campaign, the player often only selects a desired game from the set target games, and it is difficult to further improve the customer acquisition effect. In addition, in such a campaign, the opportunity or motivation for the player to play a game other than the game in which the player is interested cannot be sufficiently given to the player. Therefore, it is also difficult to increase the interest and taste of the entire social game system and sufficiently enhance the player's willingness to participate. Furthermore, in a stamp rally as described in Patent Document 1, although a player can collect a character that appears in a specific game by going to a predetermined place, even if such a mechanism is applied to a social game, it is difficult to apply it to many other games. However, in a conventional campaign launched on a platform, although a player can obtain a predetermined game point or the like by participating in the target game of the campaign, the player often only selects a desired game from the set target games, and it is difficult to further improve the customer acquisition effect. However, in a conventional campaign launched on a platform, although a player can obtain a predetermined game point or the like by participating in the target game of the campaign, the player often only selects a desired game from the set target games, and it is difficult to further improve the customer acquisition effect. However, in a conventional campaign launched on a platform, although a player can obtain a predetermined game point or the like by participating in the target game of the campaign, the player often only selects a desired game from the set target games, and it is difficult to further improve the customer acquisition effect. In addition, in such a campaign, the opportunity or motivation for the player to play a game other than the game in which the player is interested cannot be sufficiently given to the player. However, in a conventional campaign launched on a platform, although a player can obtain a predetermined game point or the like by participating in the target game of the campaign, the player often only selects a desired game from the set target games, and it is difficult to further improve the customer acquisition effect. In addition, in such a campaign, the opportunity or motivation for the player to play a game other than the game in which the player is interested cannot be sufficiently given to the player. However, in a conventional campaign launched on a platform, although a player can obtain a predetermined game point or the like by participating in the target game of the campaign, the player often only selects a desired game from the set target games, and it is difficult to further improve the customer acquisition effect. In addition, in such a campaign, the opportunity or motivation for the player to play a game other than the game in which the player is interested cannot be sufficiently given to the player. Therefore, it is also difficult to increase the interest and taste of the entire social game system and sufficiently enhance the player's willingness to participate. However, in a conventional campaign launched on a platform, although a player can obtain a predetermined game point or the like by participating in the target game of the campaign, the player often only selects a desired game from the set target games, and it is difficult to further improve the customer acquisition effect. In addition, in such a campaign, the opportunity or motivation for the player to play a game other than the game in which the player is interested cannot be sufficiently given to the player. Therefore, it is also difficult to increase the interest and taste of the entire social game system and sufficiently enhance the player's willingness to participate. However, in a conventional campaign launched on a platform, although a player can obtain a predetermined game point or the like by participating in the target game of the campaign, the player often only selects a desired game from the set target games, and it is difficult to further improve the customer acquisition effect. In addition, in such a campaign, the opportunity or motivation for the player to play a game other than the game in which the player is interested cannot be sufficiently given to the player. Therefore, it is also difficult to increase the interest and taste of the entire social game system and sufficiently enhance the player's willingness to participate. Furthermore, in a stamp rally as described in Patent Document 1, although a player can collect a character that appears in a specific game by going to a predetermined place, even if such a mechanism is applied to a social game, it is difficult to apply it to many other games. Furthermore, in a stamp rally as described in Patent Document 1, although a player can collect a character that appears in a specific game by going to a predetermined place, even if such a mechanism is applied to a social game, it is difficult to apply it to many other games. In terms of enhancing the customer acquisition effect and players' willingness to participate, it has to be said that it is still insufficient. It couldn't be helped.
[0008] Therefore, the present invention has been made in view of such circumstances, and aims to further enhance players' willingness to participate in social games, and to be able to increase the customer acquisition effect more than before. It aims to provide a control method for a server device provided in a social game system.
Means for Solving the Problem
Means for Solving the Problem
[0009] To solve the above problems, the social game system according to the present invention is first a system including a server device that is connected to a terminal device operated by a player via a communication line and provides a plurality of games to the terminal device using a platform. The server device includes an information storage unit that stores information related to a plurality of games, and a control unit that accesses the information, performs calculations related to the games, and displays game images on the terminal device. Further, the control unit selects or sets at least one of the plurality of games as a target game for a campaign, and executes a campaign to give a predetermined first reward to players who have played the target game. Moreover, the campaign includes a first induction route for the control unit to induce players to a specific game among the target games based on the play history (situation) of each of the target games, and / or a second induction route for the control unit to induce players to a specific game based on a probability preset for each of the target games. Note that the prefixes "first" and "second" To solve the above problems, the social game system according to the present invention is first a system including a server device that is connected to a terminal device operated by a player via a communication line and provides a plurality of games to the terminal device using a platform. The server device includes an information storage unit that stores information related to a plurality of games, and a control unit that accesses the information, performs calculations related to the games, and displays game images on the terminal device. Further, the control unit selects or sets at least one of the plurality of games as a target game for a campaign, and executes a campaign to give a predetermined first reward to players who have played the target game. Moreover, the campaign includes a first induction route for the control unit to induce players to a specific game among the target games based on the play history (situation) of each of the target games, and / or a second induction route for the control unit to induce players to a specific game based on a probability preset for each of the target games. Note that the prefixes "first" and "second" To solve the above problems, the social game system according to the present invention is first a system including a server device that is connected to a terminal device operated by a player via a communication line and provides a plurality of games to the terminal device using a platform. The server device includes an information storage unit that stores information related to a plurality of games, and a control unit that accesses the information, performs calculations related to the games, and displays game images on the terminal device. Further, the control unit selects or sets at least one of the plurality of games as a target game for a campaign, and executes a campaign to give a predetermined first reward to players who have played the target game. Moreover, the campaign includes a first induction route for the control unit to induce players to a specific game among the target games based on the play history (situation) of each of the target games, and / or a second induction route for the control unit to induce players to a specific game based on a probability preset for each of the target games. Note that the prefixes "first" and "second" To solve the above problems, the social game system according to the present invention is first a system including a server device that is connected to a terminal device operated by a player via a communication line and provides a plurality of games to the terminal device using a platform. The server device includes an information storage unit that stores information related to a plurality of games, and a control unit that accesses the information, performs calculations related to the games, and displays game images on the terminal device. Further, the control unit selects or sets at least one of the plurality of games as a target game for a campaign, and executes a campaign to give a predetermined first reward to players who have played the target game. Moreover, the campaign includes a first induction route for the control unit to induce players to a specific game among the target games based on the play history (situation) of each of the target games, and / or a second induction route for the control unit to induce players to a specific game based on a probability preset for each of the target games. Note that the prefixes "first" and "second"
[0010] Moreover, the campaign includes a first induction route for the control unit to induce players to a specific game among the target games based on the play history (situation) of each of the target games, and / or a second induction route for the control unit to induce players to a specific game based on a probability preset for each of the target games. Note that the prefixes "first" and "second" Moreover, the campaign includes a first induction route for the control unit to induce players to a specific game among the target games based on the play history (situation) of each of the target games, and / or a second induction route for the control unit to induce players to a specific game based on a probability preset for each of the target games. Note that the prefixes "first" and "second" Moreover, the campaign includes a first induction route for the control unit to induce players to a specific game among the target games based on the play history (situation) of each of the target games, and / or a second induction route for the control unit to induce players to a specific game based on a probability preset for each of the target games. Note that the prefixes "first" and "second" The modifier is used for the sake of convenience and formality in distinguishing multiple "induction routes". This is the case (the same applies to the prefixes (modifiers) in the "first reward", "second reward", and "third reward" described later).
[0011] Here, a "player" is a user who operates a terminal device, which corresponds to the concept of a so-called client in a client-server system. From the perspective of distinguishing it from the user of the server device (such as a server administrator), it is denoted as a "player". Also, a player generally participates in a game through a so-called player character that acts, behaves, thinks, etc. in a virtual game space on his or her behalf and an appropriate game medium associated therewith. Therefore, in the present invention, when referring to a "player", strictly speaking, it is a concept including a player character.
[0012] A player connects a terminal device that he or she operates to the server device configured as described above via a communication line, plays a plurality of games (social games) provided through the platform, and can also participate in a campaign, for example, a time-limited event held as appropriate. Here, in the present invention, as such a campaign, the control unit selects or sets at least one of the plurality of games as the target game of the campaign. And a player who plays the target game of the campaign is given a predetermined first reward specific (limited) to the campaign. In this case, on the screen of the player's terminal device, the control unit, for example, displays an image notifying the holding of the campaign, a list of the target games of the campaign, and the first reward given when each target game is played. Contents and the like are displayed.
[0013] Here, the "reward" in the "first reward" refers to something that produces a useful effect in advancing the game, or something whose value or values are enhanced by possessing it. Also, typically, the types of rewards are not particularly limited. For example, various game media that a player can use when playing the game, the consideration for obtaining the game media, items and skills (abilities) that can restore the physical strength and damage of players that can be used in battle games or games including various battles, and further, those with rarity and other values and characteristics set therein are included. The same applies to the "reward" in the "second reward" and "third reward" described later.
[0014] Also, the above "game media" refers to content and items (including numerical parameters of points) that a player can possess and manage in a game. For example, a character card associated with the player himself or a character owned by the player, an avatar, a figure, etc. are mentioned. These are things handled in the virtual space (virtual game space) in the game and include things also called so-called "objects" and the like. Furthermore, as the "game media", something that directly reminds one of the player character, or something that indirectly reminds one (for example, the name, appellation, weapon, clothing, outfit, spell, magic, technique, related characters, etc.) of the player character may be sufficient. Further, it may be displayed as a still image, a moving image, or a combination thereof, or may be represented by simple character information that is not an image, and in some cases, it may not be recognizable visually. It may be recognizable only by hearing, such as voice information for example.
[0015] For such campaigns in which players participate, at least one of the above-described first guiding route and second guiding route for guiding players to the target game of the campaign is set (prepared). Among these, in the first guiding route, the control unit, for each of the target games of the campaign, based on the history executed by the player, for example, the number of times of play (the number of times executed) of each target game by an unspecified number of players in that campaign or the previous campaign automatically guides the player to a specific game. For example, if a target game with a relatively large number of plays by the player is prioritized as the specific game and the player is guided to that specific game, the player can play a specific game that is popular in the campaign without hesitation. Also, by doing so, it is possible to optimize the adjustment of the flow rate (inflow rate) of players to the target games in the campaign. For example, it is possible to accurately and easily perform adjustments such as increasing the inflow rate of players for a specific game that has made a great contribution to the campaign. From the above viewpoints, specifically, it is also preferable that the control unit determines the priority (priority order) when guiding the player to the specific game based on the total number of plays of each of the target games by an unspecified number of players in the first guiding route. More specifically, it may be such that the control unit sets the priority of a game with a relatively large total number of plays among the target games higher than the above priority of a game with a relatively small total number of plays among the target games.
[0016]
[0017] In this case, in order to obtain data on the total number of plays of the target game, for example, in order to enable easy movement from a specific game to another specific game, a URL for movement (transition) between specific games is displayed on the game screen (such as the screen at the end of the game), and the "total number of plays" of the specific game in which the URL was displayed can be grasped by the number of times the player clicks on the URL (so-called the number of times the URL is stepped on). In order to enable easy movement from a specific game to another specific game, a URL for movement (transition) between specific games is displayed on the game screen (such as the screen at the end of the game), and the "total number of plays" of the specific game in which the URL was displayed can be grasped by the number of times the player clicks on the URL (so-called the number of times the URL is stepped on). In order to enable easy movement from a specific game to another specific game, a URL for movement (transition) between specific games is displayed on the game screen (such as the screen at the end of the game), and the "total number of plays" of the specific game in which the URL was displayed can be grasped by the number of times the player clicks on the URL (so-called the number of times the URL is stepped on). In order to enable easy movement from a specific game to another specific game, a URL for movement (transition) between specific games is displayed on the game screen (such as the screen at the end of the game), and the "total number of plays" of the specific game in which the URL was displayed can be grasped by the number of times the player clicks on the URL (so-called the number of times the URL is stepped on). In order to enable easy movement from a specific game to another specific game, a URL for movement (transition) between specific games is displayed on the game screen (such as the screen at the end of the game), and the "total number of plays" of the specific game in which the URL was displayed can be grasped by the number of times the player clicks on the URL (so-called the number of times the URL is stepped on).
[0018] On the other hand, in the second induction route, for each of the target games, a probability of inducing a player (induction probability) is preset by the control unit. When a player participates in a campaign, the control unit induces the player to a specific game based on the induction probability. For example, in the target game of the campaign, but for those games with relatively few plays in this campaign or the previous campaign, by setting a high induction probability, the concentration of players on popular specific games can be avoided, and for example, a specific game intended by the SNS operator can be made for the player to play. Also, for the player, there is an advantage that they can experience games belonging to unexperienced fields or categories that they have never experienced before. On the other hand, in the second induction route, for each of the target games, a probability of inducing a player (induction probability) is preset by the control unit. When a player participates in a campaign, the control unit induces the player to a specific game based on the induction probability. For example, in the target game of the campaign, but for those games with relatively few plays in this campaign or the previous campaign, by setting a high induction probability, the concentration of players on popular specific games can be avoided, and for example, a specific game intended by the SNS operator can be made for the player to play. Also, for the player, there is an advantage that they can experience games belonging to unexperienced fields or categories that they have never experienced before. On the other hand, in the second induction route, for each of the target games, a probability of inducing a player (induction probability) is preset by the control unit. When a player participates in a campaign, the control unit induces the player to a specific game based on the induction probability. For example, in the target game of the campaign, but for those games with relatively few plays in this campaign or the previous campaign, by setting a high induction probability, the concentration of players on popular specific games can be avoided, and for example, a specific game intended by the SNS operator can be made for the player to play. Also, for the player, there is an advantage that they can experience games belonging to unexperienced fields or categories that they have never experienced before. On the other hand, in the second induction route, for each of the target games, a probability of inducing a player (induction probability) is preset by the control unit. When a player participates in a campaign, the control unit induces the player to a specific game based on the induction probability. For example, in the target game of the campaign, but for those games with relatively few plays in this campaign or the previous campaign, by setting a high induction probability, the concentration of players on popular specific games can be avoided, and for example, a specific game intended by the SNS operator can be made for the player to play. Also, for the player, there is an advantage that they can experience games belonging to unexperienced fields or categories that they have never experienced before. On the other hand, in the second induction route, for each of the target games, a probability of inducing a player (induction probability) is preset by the control unit. When a player participates in a campaign, the control unit induces the player to a specific game based on the induction probability. For example, in the target game of the campaign, but for those games with relatively few plays in this campaign or the previous campaign, by setting a high induction probability, the concentration of players on popular specific games can be avoided, and for example, a specific game intended by the SNS operator can be made for the player to play. Also, for the player, there is an advantage that they can experience games belonging to unexperienced fields or categories that they have never experienced before. On the other hand, in the second induction route, for each of the target games, a probability of inducing a player (induction probability) is preset by the control unit. When a player participates in a campaign, the control unit induces the player to a specific game based on the induction probability. For example, in the target game of the campaign, but for those games with relatively few plays in this campaign or the previous campaign, by setting a high induction probability, the concentration of players on popular specific games can be avoided, and for example, a specific game intended by the SNS operator can be made for the player to play. Also, for the player, there is an advantage that they can experience games belonging to unexperienced fields or categories that they have never experienced before. On the other hand, in the second induction route, for each of the target games, a probability of inducing a player (induction probability) is preset by the control unit. When a player participates in a campaign, the control unit induces the player to a specific game based on the induction probability. For example, in the target game of the campaign, but for those games with relatively few plays in this campaign or the previous campaign, by setting a high induction probability, the concentration of players on popular specific games can be avoided, and for example, a specific game intended by the SNS operator can be made for the player to play. Also, for the player, there is an advantage that they can experience games belonging to unexperienced fields or categories that they have never experienced before. On the other hand, in the second induction route, for each of the target games, a probability of inducing a player (induction probability) is preset by the control unit. When a player participates in a campaign, the control unit induces the player to a specific game based on the induction probability. For example, in the target game of the campaign, but for those games with relatively few plays in this campaign or the previous campaign, by setting a high induction probability, the concentration of players on popular specific games can be avoided, and for example, a specific game intended by the SNS operator can be made for the player to play. Also, for the player, there is an advantage that they can experience games belonging to unexperienced fields or categories that they have never experienced before. On the other hand, in the second induction route, for each of the target games, a probability of inducing a player (induction probability) is preset by the control unit. When a player participates in a campaign, the control unit induces the player to a specific game based on the induction probability. For example, in the target game of the campaign, but for those games with relatively few plays in this campaign or the previous campaign, by setting a high induction probability, the concentration of players on popular specific games can be avoided, and for example, a specific game intended by the SNS operator can be made for the player to play. Also, for the player, there is an advantage that they can experience games belonging to unexperienced fields or categories that they have never experienced before.
[0019] Note that such an induction probability may be set based on, for example, the number of plays of each target game by an unspecified number of players in this campaign or the previous campaign (the number of times executed), or may be arbitrarily set regardless of the execution history of such players. Note that such an induction probability may be set based on, for example, the number of plays of each target game by an unspecified number of players in this campaign or the previous campaign (the number of times executed), or may be arbitrarily set regardless of the execution history of such players. Note that such an induction probability may be set based on, for example, the number of plays of each target game by an unspecified number of players in this campaign or the previous campaign (the number of times executed), or may be arbitrarily set regardless of the execution history of such players. Note that such an induction probability may be set based on, for example, the number of plays of each target game by an unspecified number of players in this campaign or the previous campaign (the number of times executed), or may be arbitrarily set regardless of the execution history of such players.
[0020] As described above regarding the transition between specific games, the control unit If there are multiple targets, the first and / or second guidance routes may be different from each other. Set a game (or multiple separate target games) as a specific game in succession and assign players to each of them. Alternatively, the player may be guided to a plurality of specific games in succession.
[0021] Furthermore, the control unit is configured to control a plurality of target games, and players can play different target games (multiple target games). When a player plays a specific game (a number of separate games) consecutively, or Campaigns (even campaigns held at the same time may be held at different times) If you participate in a promotion (which may be a promotion for multiple consecutive games) multiple times, you will play a single eligible game. The second reward, which is different in degree or type from the first reward, is given to the player when the player This may be configured to give the bonus to players who wish to participate in the campaign. The "level of reward" can be determined based on, for example, the rarity of the reward, the skill level ( Examples of skills include the strength of the skill and the type of points.
[0022] The control unit also stores information about the play history of multiple games played by players who have participated in the campaign. It may also be useful to select or set the target game and / or the specific game based on the With this configuration, historical analysis data such as the compatibility between the player and the game and the number of times the game has been played can be obtained. The results can be analyzed (e.g., regression analysis) to tailor the game to the individual player's preferences. In this way, the player is matched with the campaign target games and / or specific games. As a result, the satisfaction of the players and their motivation to participate can be further increased. do.
[0023] Furthermore, when the play history of a specific game by the player satisfies a predetermined condition, the control unit may be configured to give the player a third reward that is different in degree or type from the first reward given when playing a single target game. For example, set a puzzle arrangement (simulated bingo card) like a bingo card, regarding the target game of the campaign as elements of bingo. Then, when the player plays a plurality of identical or different specific games, and a predetermined arrangement (aligned linearly vertically, horizontally, or diagonally, etc.) is completed in the puzzle arrangement (i.e., when a predetermined condition is satisfied), an example is that the control unit gives the player a third reward. In other words, a so-called secondary game (bingo in the above example) using the target game of the campaign or associated with the target game is implemented in the campaign, and based on the result, the player may be given a third reward.
[0024] Also, the control method of the social game system according to the present invention is a method for effectively controlling the social game system according to the present invention described above, that is, a terminal device operated by a player is connected via a communication line, and a server device that provides a plurality of games to the terminal device using a platform, an information storage unit that stores information related to the plurality of games, and a control unit that accesses the information, performs calculations related to the games, and displays images of the games on the terminal device.
[0025] And in this method, at least one game among the plurality of games is controlled by the control unit. Select or set a game as the target game of the campaign, and give a predetermined first reward (points or game items) to the player who has played the target game Execute a campaign. Also, in the campaign, the control unit has a first induction route for inducing the player to a specific game among the target games based on the respective play histories (situations) of the target games And / or a second induction route for inducing the player to the specific game based on a preset probability for each of the target games
[0026] Furthermore, the program according to the present invention is connected to a terminal device operated by a player via a communication line, and uses a platform to provide a plurality of games to the terminal device, and is accessible to an information storage unit that stores information related to the plurality of games
[0027] In addition, the social game system according to the present invention includes, in addition to the server device described above, a player It may also be an overall system including a terminal device operated by the ear.
[0028] Further, the present invention may be configured as follows. That is, the invention according to claim 1 is a control method for a server device that provides games to a player's terminal device, the terminal device displaying a plurality of games, associating the number of plays of each game with the player and storing it as a play history, and awarding a reward to the player based on a combination of the number of plays of two or more of the plurality of games based on the play history including an awarding step.
[0029] Further, in the invention according to claim 2, in the awarding step, when at least two of the plurality of games satisfy one or more conditions regarding the number of plays of each game, the reward is awarded. The control method for a server device according to claim 1.
[0030] Furthermore, the invention according to claim 3 further includes a step of setting an arrangement in which each of the plurality of conditions is positioned, and in the awarding step, when the plurality of conditions satisfied by the number of plays have a predetermined positional relationship in the arrangement, the reward is awarded. The control method for a server device according to claim 2.
[0031] Furthermore, the invention according to claim 4 is a server device that provides games to a player's terminal device, including a control unit that displays a plurality of games on the terminal device, and the control unit associates the number of plays of each game with the player and stores it as a play history, and awards a reward to the player based on a combination of the number of plays of two or more of the plurality of games based on the play history.
[0032] Furthermore, the invention according to claim 5 is a computer that provides a game to a terminal device of a player. and displaying a plurality of games on the terminal device by the data, and counting the number of times each game has been played. A step of storing the game as a play history in association with the player; The number of times that the plurality of games are played is determined based on a combination of the number of times that the plurality of games are played. and a step of granting a reward to the layer. Effect of the Invention
[0033] In the present invention, in a campaign in which a special reward is given to a player, The third reward will be awarded based on the number of times each of the target games is played. Therefore, according to the present invention, rewards are given according to the number of plays. This can further increase players' motivation to participate. [Brief description of the drawings]
[0034]
Figure 1
Figure 2
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Mode for Carrying Out the Invention
[0035] Hereinafter, embodiments of the present invention will be described in detail. Note that the following embodiments are examples for explaining the present invention, and are not intended to limit the present invention only to those embodiments. Further, the present invention can be variously modified without departing from its gist. Furthermore, those skilled in the art can adopt embodiments in which each element described below is replaced with an equivalent one, and such embodiments are also included in the scope of the present invention. Additionally, unless otherwise specified, the positional relationships such as up, down, left, and right shown as necessary are based on the display in the drawings. Furthermore, various dimensional ratios in the drawings are not limited to the ratios shown in those drawings. Also, hereinafter, for ease of understanding, embodiments in which the present invention is realized using an information processing apparatus for games will be described as an example, but as described above, the present invention is not limited thereto.
[0036] FIG. 1 is a schematic configuration diagram (system block diagram) showing a preferred embodiment of a social game system according to the present invention. Further, FIG. 2 is a schematic configuration diagram (system configuration diagram) showing a preferred embodiment of a social game system according to the present invention. As shown in these figures, the server device 100 provided in the social game system 1 is a server computer connected to the network 200, and in that server computer, a predetermined server When the program operates, it exhibits server functions. Also, the server device 100 and terminal devices 2 such as client computers 21 and mobile terminals 22 that are also wired and / or wirelessly connected to the network 200 are set to be able to communicate with each other, thereby constituting the social game system 1. Note that the server device 100 itself is also an
[0037] example of the social game system according to the present invention. Also, the network 200 is a communication line or communication network related to information processing including, for example, the Internet, and its specific configuration is not particularly limited as long as data can be transmitted and received between the server device 100 and the terminal devices 2. For example, it includes a base station to which the terminal
[0038] device 2 is wirelessly connected, a mobile communication network connected to the base station, an Internet connected to the server device, and a gateway device that connects the mobile communication network and the Internet. The server device 100 has an arithmetic processing unit 101 such as a CPU or MPU, a ROM 102 and a RAM 103 as storage devices, an external interface 104 to which an input unit 105 and an external memory 106 are Device devices responsible for input / output such as the ray monitor 111 and the speaker device 112 may be omitted as necessary and even if they are provided, they do not have to be constantly connected to the transmission line 120 .
[0039] The arithmetic processing unit 101 controls the operation of the entire server device 100, transmits and receives control signals and information signals (data) to and from the other components described above, and performs various arithmetic operations necessary for game execution . Therefore, the arithmetic processing unit 101 performs arithmetic operations such as addition, subtraction, multiplication, and division using a numerical arithmetic unit or the like on a high-speed accessible storage area such as a so-called register, logical operations such as logical sum, logical product, and logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, bit rotation, etc., and further, as necessary, saturation operations, trigonometric function operations, vector operations, etc. are configured to be possible .
[0040] Also, generally, an IPL (Initial Program Loader) that is first executed after power-on is recorded in the ROM 102. By executing this, the server program and game program recorded on the disk or memory device housed or connected to the slot drive 108 are once read into the RAM 103 by the arithmetic processing unit 101, and the program is executed by the arithmetic processing unit 101. Further, the ROM 102 records an operating system program and other various data necessary for controlling the operation of the entire server device 100 .
[0041] Furthermore, the RAM 103 stores server programs, game programs, and various data It is for temporarily storing, and as described above, the server program read out, the game program, and other data necessary for the progress of the game and communication between a plurality of terminal devices 2 are held in the RAM 103. Further, the arithmetic processing unit 101 sets a variable area in the RAM 103 and directly performs arithmetic operations using the numerical arithmetic unit on the value stored in the variable area, or once duplicates or transfers and stores the value stored in the RAM 103 in a register and directly performs arithmetic operations on the register, and further performs processes such as writing back the arithmetic operation results to the RAM 103.
[0042] Also, the input unit 105 connected via the external interface 104 receives various operation inputs performed by the user (game provider, SNS operator) of the server device 1 00. As the input unit 105, in addition to a keyboard, a touch pad, and a touch panel, for example, a voice input device can be adopted, and the type of the device is not particularly limited as long as it can perform various operation inputs, determination operations, cancellation operations, instruction inputs for menu display, etc.
[0043] Furthermore, in the RAM 103 and the external memory 106 detachably connected via the external interface 104, data indicating the operating status of the server device 100, the access status of each terminal device 2, the play status and progress status (past achievements, etc.) of the game in each terminal device 2, data of the communication log (record) between the terminal devices 2, etc. are stored in a rewritable manner.
[0044] Also, the image processing unit 107 processes various data read from the slot drive 108 by the arithmetic processing unit 101 or by the image processing unit 107 itself, and then the processing The subsequent image information is recorded in a frame memory or the like. The image information recorded in this frame memory is converted into a video signal at a predetermined synchronization timing and output to a display monitor 111 connected to the image processing unit 107. As a result, various image displays become possible. Also, the image information related to the game is sent from the image processing unit 107 and / or the arithmetic processing unit 101 to each terminal device 2 through cooperative processing with the arithmetic processing unit 101 and the like. Furthermore, the audio processing unit 109 converts various data read from the slot drive 108 into an audio signal and outputs it from a speaker device 112 connected to the audio processing unit 109. Also, the audio information (sound effects and music information) related to the game is sent from the audio processing unit 109 and / or the arithmetic processing unit 101 to each terminal device 2 through cooperative processing with the arithmetic processing unit 101 and the like.
[0045] Moreover, the network interface 110 is for connecting the server device 100 to the network 200, and is compliant with, for example, various standards used for building a LAN, an analog modem, an ISDN modem, an ADSL modem, a cable modem for connecting to the Internet or the like using a cable television line, and an interface for connecting these to the arithmetic processing unit 101 via a transmission path 120. is composed of. In the social game system 1 configured in this way, a preferred embodiment of a campaign implemented according to the program of the present invention will be described below. Note that various processes (display of images and screens, determination, calculation, etc.) in the following procedures are performed by the server device 100. are sent.
[0046] Furthermore, the network interface 110 is for connecting the server device 100 to the network 200, and is compliant with, for example, various standards used for building a LAN, an analog modem, an ISDN modem, an ADSL modem, a cable modem for connecting to the Internet or the like using a cable television line, and an interface for connecting these to the arithmetic processing unit 101 via a transmission path 120. is composed of. In the social game system 1 configured in this way, a preferred embodiment of a campaign implemented according to the program of the present invention will be described below. Note that various processes (display of images and screens, determination, calculation, etc.) in the following procedures are performed by the server device 100. is composed of. is composed of an interface for connecting these to the arithmetic processing unit 101 via a transmission path 120.
[0047] In the social game system 1 configured in this way, a preferred embodiment of a campaign implemented according to the program of the present invention will be described below. Note that In a preferred embodiment of a campaign implemented according to the program of the present invention, the following will be described. Note that In the following procedures, various processes (display of images and screens, determination, calculation, etc.) are performed by the server device 100. It is executed based on a control command by the arithmetic processing unit 101. That is, the arithmetic processing unit 101 functions as the "control unit" in the present invention. In addition to the above-described ROM 102 and RAM 103, and the external memory 106, various storage media in which information related to the game is recorded correspond to the "information storage unit" in the present invention.
[0048] The player usually operates the terminal device 2 (client computer 21 or mobile terminal 22; tablet terminal, smartphone, etc.) and connects the terminal device 2 to the server device 100 via a network 200 such as the Internet. On the screen 2a of the terminal device 2, for example, as an initial screen, a platform screen provided by the server device 100 is displayed. The player inputs login information such as his / her ID number and password. When the arithmetic processing unit 101 of the server device 10 0 recognizes the login information, it displays a player-specific my application screen, my page screen, my home screen, etc. associated with the ID number on the terminal device 2. When the arithmetic processing unit 101 of the server device 100 recognizes the login information, it displays a player-specific my application screen, my page screen, my home screen, etc. associated with the ID number on the terminal device 2. For example, on this my application screen, etc., a list of icons indicating the game titles of the application software registered by the player, currently ongoing campaigns, and other notifications (announcements) to the player are displayed in a banner format, and the player can select a desired one from among them. The content associated with each banner is set to be hierarchically displayable. For example, when the player selects "campaign", the player can proceed to the hierarchical display (page) of the campaign.
[0049] For example, on this my application screen, etc., a list of icons indicating the game titles of the application software registered by the player, currently ongoing campaigns, and other notifications (announcements) to the player are displayed in a banner format, and the player can select a desired one from among them. The content associated with each banner is set to be hierarchically displayable. For example, when the player selects "campaign", the player can proceed to the hierarchical display (page) of the campaign. The content associated with each banner is set to be hierarchically displayable. For example, when the player selects "campaign", the player can proceed to the hierarchical display (page) of the campaign. The content associated with each banner is set to be hierarchically displayable. For example, when the player selects "campaign", the player can proceed to the hierarchical display (page) of the campaign. The content associated with each banner is set to be hierarchically displayable. For example, when the player selects "campaign", the player can proceed to the hierarchical display (page) of the campaign. The content associated with each banner is set to be hierarchically displayable. For example, when the player selects "campaign", the player can proceed to the hierarchical display (page) of the campaign.
[0050] (First induction route) In the present invention, at least one of a first guidance route and a second guidance route is set (prepared) to guide a player to a target game of a campaign. That is, the arithmetic processing unit 101 includes a first guidance means and a second guidance means for realizing these routes. Here, first, for each of the target games of the campaign, the arithmetic processing unit 101 uses the history executed by the player, for example, the number of times each target game was played (executed) by an unspecified number of players in that campaign or the previous campaign, to automatically guide the player to a specific game. An example of the "first guidance route" will be described below. FIGS. 3 and 4 are schematic diagrams showing a configuration example of a game screen in a campaign held (implemented) in the social game system 1. Both figures show a part of an image that can be continuously scrolled and displayed on the screen 2a of the player's terminal device 2. The image shown in FIG. 3 includes, for example, a campaign title 31 displayed in text, a content display area 32 of the campaign, and a service text 33 that displays the numerical value of the game points held by the player at that time and other appropriate notifications (notices) related to the campaign. The content display area 32 of the campaign includes, for example, in addition to the game points held by the player,
[0051] icons H1, H2, H3 of game items that can be exchanged using the game points (first rewards) that can be obtained by participating in the campaign, a hierarchical display (page) associated with the content of those game items, a banner 34, and other appropriate service texts.
[0052] In addition, in the image shown in FIG. 4 that is continuously displayed with the image shown in FIG. 3, the content related to the campaign target game and its target game is displayed. In one of the target games of the campaign For the display area 4A corresponding to a certain game A, for example, the title 41a of the game A, the conditions 42a1, 42a2 for obtaining game points as the first reward by playing game A, and when those conditions 42a1, 42a2 are satisfied (cleared), the respective number of points 43a1, 43a2 that can be obtained are displayed. Similarly, in the display area 4B corresponding to game B, which is one of the other target games, for example, the title 41b of the game B, the conditions 42b1, 42b2 for obtaining game points as the first reward by playing game B, and when those conditions 42b1, 42b2 are satisfied ( cleared), the respective number of points 43b1, 43b2 that can be obtained are displayed.
[0053] Examples of the conditions 42a1, 42a2, 42b1, 42b2 for obtaining game points include defeating enemy characters appearing in battle (in a raid battle, so-called raid bosses, or in a guild battle, the opposing guild), clearing dungeons and quests, obtaining capsule toys like so-called gacha, exchanging various comments and messages with other players, etc. Also, together with the text for explaining those contents, icons etc. symbolizing those contents may be displayed simultaneously. Furthermore, the number of points 43a1, 43a2, 43b1, 43b2 that can be obtained depends on the conditions 42a1, 42a2, 42b1, 42 b2 for obtaining game points. It is appropriately set according to the difficulty of b2. Thus, in this embodiment, a plurality of target games for the campaign are set.
[0054] For the player, when the titles 41a and 41b of games A and B are, for example, banner-displayed and links to games A and B are associated (posted) therewith, by clicking on those banner displays, the player can select the game to be played and play that game. Or, when those games A and B are registered as my apps, once moving to the my app screen and then selecting the target game, the player can also play that game. Games A, B, etc. selected from among the target games in this way correspond to the "specific games" in the present invention. And when the player satisfies the conditions 42a1 and 42a2 for obtaining the game points displayed in FIG. 4 in game A, the arithmetic processing unit 101 awards the player the game points displayed as the point numbers 43a1 and 43a2. This is the same when playing game B.
[0055] In this embodiment, as the "first guidance route", for each of games A, B, etc. which are target games of the campaign, the arithmetic processing unit 101 automatically identifies the player based on the history executed by the player, for example, the number of times of playing each target game (the number of times executed) by an unspecified number of players in that campaign or the previous campaign, and guides the player to a specific game. Here, FIG. 5 is a schematic diagram showing a configuration example of a game screen when executing a target game of a campaign held (implemented) in the social game system 1, An example of an image when the player selects Game A from the target game and ends the play is shown When the player satisfies the conditions 42a1 and 42a2 for obtaining the game points shown in FIG. 4 in Game A the arithmetic processing unit 101 awards the player the game points shown as point numbers 43a 1 and 43a2.
[0056] In the image shown in FIG. 5, for example, the title 41 of Game A displayed as text, the content display area 42 including appropriate text including the title end, the numerical value of the game points held by the player at that time, and appropriate recommended content such as promoting the play of another target game are included in the service text 43. Also, near the service text 43 a URL 44 for moving (transitioning) between specific games is displayed so that the player can move to another specific game, for example, Game B, from Game A with a simple screen operation This URL 44 may be the string itself indicating the location or may be an icon display in an appropriate banner format or the like as appropriate. When the player clicks on the URL 44, the arithmetic processing unit 101 displays the game image in Game B on the screen 2a of the terminal device 2, and the player can continue to play Game B When the player finishes playing Game B, an image shown in FIG. 5 corresponding to Game B is also displayed on the screen 2a of the terminal device 2 as well.
[0057] In this way, when the player continuously plays games A, B, etc., which are the target games of the campaign, by passing through the URL 44 for moving between specific games as shown in FIG. 5 the arithmetic processing unit 101 can display the game image in Game B on the screen 2a of the terminal device 2, and the player can continue to play Game B When the player finishes playing Game B, an image shown in FIG. 5 corresponding to Game B is also displayed on the screen 2a of the terminal device 2 as well.
[0058] In this way, when the player continuously plays games A, B, etc., which are the target games of the campaign as shown in FIG. 5, by passing through the URL 44 for moving between specific games For each target game, the arithmetic processing unit 101 can accumulate and grasp data on the number of times played by an unspecified number of players. That is, in this campaign, the number of times a player clicks on URL 44 (so-called the number of times stepping on the URL) is grasped as the "total number of plays" of Game A, which is the specific game in which that URL 44 is displayed. When an image display as shown in FIG. 5 is also displayed for other specific games such as Game B, data on the "total number of plays" in this campaign can also be collected for that Game B, etc. Note that, for example, if four games, Games A, B, C, and D, are set as target games from among a plurality of games provided on the platform, on the end screens of each of these games (specific games) played by the player, URLs 44 of other games may be displayed in order from A to D, or the next game may be randomly extracted from among A to D and the URL 44 of that game may be displayed. As such, when the target games are Games A, B, C, and D and the campaign progresses to a certain extent, statistically significant amounts of data on the total number of plays at that time by an unspecified number of players for each of those Games A, B, C, and D are obtained. And if the total number of plays of Games A, B, C, and D are, for example, 10,000 times, 500 times, 1,000 times, and 500 times respectively, the arithmetic processing unit 101 can determine the appearance probability of URL 44 of another game displayed on the end screen of each game based on those total number of plays, for example, as follows.
[0059] For example, among a plurality of games provided on the platform, if four games, Games A, B, C, and D, are set as target games, on the end screens of each of these games (specific games) played by the player, URLs 44 of other games may be displayed in order from A to D, or the next game may be randomly extracted from among A to D and the URL 44 of that game may be displayed.
[0060] As such, when the target games are Games A, B, C, and D and the campaign progresses to a certain extent, statistically significant amounts of data on the total number of plays at that time by an unspecified number of players for each of those Games A, B, C, and D are obtained. ----------------------------------------------------------------- Target game Total number of plays Probability of occurrence ----------------------------------------------------------------- A 10000 50% B 500 5% C 1000 10% D 5000 35% -----------------------------------------------------------------
[0061] An example of an operation sequence of the social game system 1 (hereinafter, referred to as the “first operation sequence”) will be described below. The operation sequence explained below is for the terminal device. The storage unit of the device 2 (hereinafter referred to as the "terminal storage unit") and the storage unit of the server device 100 (hereinafter referred to as the " Based on the program stored in the server memory unit, the terminal device 2 mainly A control unit (hereinafter referred to as a "terminal control unit") and a control unit of the server device 100 (hereinafter referred to as a "server The control unit 100 cooperates with the terminal device 2 and the server device 100 to execute the will be done.
[0062] The player instructs the terminal device 2 to execute a program via the operation unit of the terminal device 2. The terminal device 2 starts processing based on the program. The terminal control unit realized by the above-mentioned is a terminal control unit that controls the start of a game by a player via an operation unit of the terminal device 2. When instructed, a campaign screen (for example, the screen shown in FIG. 3 and FIG. 4) is acquired. The request is sent to the server device 100 via a communication unit of the terminal device 2 (hereinafter referred to as the "terminal communication unit"). (Step S100).
[0063] From the terminal device 2 through the communication unit of the server device 100 (hereinafter referred to as the "server communication unit"). When the server control unit receives a request to obtain a campaign screen, it creates display data for displaying the campaign screen (step S101). Then, the server control unit transmits the created display data to the terminal device 2 via the server communication unit (step S102 ). )
[0064] When the terminal control unit receives display data from the server device 100 via the terminal communication unit, it creates drawing data based on the received display data. Also, the terminal control unit outputs the created drawing data to the display unit of the terminal device 2 to display the campaign screen (step S 103).
[0065] When the game start is instructed by the player via the operation unit of the terminal device 2 on the campaign screen, the terminal control unit transmits a request to obtain a game screen to the server device 100 via the terminal communication unit (step S104).
[0066] When the server communication unit receives a request to obtain a game screen from the terminal device 2, the server control unit creates display data for displaying the game screen (step S105). Then the server control unit transmits the created display data to the terminal device 2 via the server communication unit (step S106).
[0067] When the terminal control unit receives display data from the server device 100 via the terminal communication unit, it creates drawing data based on the received display data. Also, the terminal control unit outputs the created drawing data to the display unit of the terminal device 2 to display the game screen (step S107 ).
[0068] In the game screen, when the player instructs the progress of the game via the operation unit of the terminal device 2 the terminal control unit sends a request for acquiring the game screen to the server device 100 via the terminal communication unit (step S108).
[0069] When the server communication unit receives a request for acquiring the game screen from the terminal device 2, the server control unit advances the game based on the instruction by the player included in the received request for acquiring the game screen and the state of the game stored in the server storage unit (step S109). Then, the server control unit determines whether the play end condition is satisfied (step S11 0). When the play end condition is not satisfied (step S110 - No), the server control unit creates display data for displaying a game screen indicating continuation of play (step S 111).
[0070] On the other hand, when the play end condition is satisfied (step S110 - Yes), the server control unit awards a predetermined game point to the player (step S112). Also, the server control unit refers to the appearance probability of the URL44 of each game stored in the server storage unit and determines the URL44 of the next game based on the appearance probability (step S113). Then the server control unit creates display data for displaying a game screen indicating the end of play (for example, the screen shown in FIG. 5) (step S114).
[0071] The server control unit transmits the created display data to the terminal device 2 via the server communication unit (step S115).
[0072] When the terminal control unit receives the display data from the server device 100 via the terminal communication unit The terminal control unit creates drawing data based on the received display data. The drawing data is output to the display unit of the terminal device 2, and the game screen is displayed (step S116 ).
[0073] On the game screen, the player issues an instruction to start the game via the operation unit of the terminal device 2. When the request is received, the terminal control unit transmits a request to acquire the game screen to the server device via the terminal communication unit. 100 (step S117).
[0074] When a request to acquire a game screen is received from the terminal device 2 via the server communication unit, the server The control unit increments the total number of times the immediately preceding game has been played that is stored in the server storage unit. In addition, the server control unit increments the total prepaid Based on the number of times, the appearance probability of the URL 44 of each game is updated (step S119). Then, the server control unit creates display data for displaying the game screen (step S 120). The server control unit also transmits the created display data to the terminal device via the server communication unit. The received signal is transmitted to device 2 (step S121).
[0075] In this way, in the "first guide route" of this embodiment, the total number of plays by the player is relatively Relatively many target games, in other words, games that are popular among players in the campaign The more popular the game is or the more contribution the game has made to the campaign, the more players will be given priority. This allows the player to select a specific game from among the target games. You can play the popular games in the campaign without any hesitation. This allows for optimal adjustment of the flow of players to the target games during the campaign. This becomes possible. As a result, it is possible to further increase the player's willingness to participate in the campaign and thus in the social game, and significantly enhance the customer acquisition effect compared to the conventional case.
[0076] In the campaign of this embodiment, the player may continue to play the same target game, or conversely, may not continue to play the same target game in this way (i.e., prohibit loop play of the same game). To set it like the latter, for example, when displaying the image when playing Game A shown in FIG. 5, Game A may be excluded from the target of the UR L44 for moving between specific games. Or, after setting URLs linking to all target games such as Games A, B, C, D, etc., when displaying the image shown in FIG. 5, the URL 44 for linking to the same specific game (Game A in the case of FIG. 5) may be excluded from the display target.
[0077] Also, in this "first induction route", contrary to prioritizing the target games with a relatively large total number of plays as described above, target games with a relatively small total number of plays may be prioritized to induce the player to that target game. That is, in this case, based on the example of the total number of plays described above, the appearance probability of the URL 44 may be determined, for example, as follows. By doing so, similar to the description of the induction probability in the "second induction route" described later, it is possible to avoid the concentration of players on specific games that are popular in the campaign, and for the player, it is possible to experience games belonging to unexperienced fields or categories that the player has never experienced before. - ———————————————————————————————————— Target Game, Total Number of Plays, Appearance Probability ———————————————————————————————————— A 10000 5% B 500 50% C 1000 35% D 5000 10% ————————————————————————————————————
[0078] Furthermore, the relationship between the above target game and the appearance probability may be based on, for example, the actual value of the total number of plays in the previous campaign or, optionally, may be preset in advance prior to the campaign to be implemented in the future. Also, using the preset value related to the relationship between such a target game and the appearance probability as an initial value, during the implementation of the campaign, data on the actual number of plays for each target game is collected, and based on this, it is also suitable to review the relationship between the target game and the appearance probability. That is, using the number of plays of each target game in the campaign it is also possible to adjust the inflow of players to a specific game in real time by feed - forward control and / or feedback control . (Second Inductive Route) On the other hand, in the "Second Inductive Route", for each of the target games A, B, C, and D the probability of inducing a player (inducing probability) is preset in advance by the arithmetic processing unit 101, and players who participate in the campaign are induced to a specific game
[0079] (Second Inductive Route) based on that inducing probability. In this case, in the ROM 102 and RAM 103 of the server device 100, and external memory 106 and various storage media on which information related to the campaign is recorded, for example, the following external memory 106 and various storage media on which information related to the campaign is recorded, for example, the following Store a correspondence table between the target game and the induction probability as shown below. -――――――――――― Target Game | Induction Probability -――――――――――― A | 20% B | 10% C | 60% D | 10% -―――――――――――
[0080] And when the player participates in the campaign, the arithmetic processing unit 101 guides the player to each game A, B, C, D based on the induction probability set in the above correspondence table. At this time, the arithmetic processing unit 101, for example, after displaying the campaign introduction images of each game on the screen 2a of the player's terminal device 2 as shown in FIG. 4, gives priority to displaying the image of game C with a relatively high induction probability without leaving it to the player's selection, so that the player can play that game C.
[0081] Hereinafter, another example of the operation sequence of the social game system 1 (hereinafter referred to as the "second operation sequence") will be described. Note that the processing after step S203 is the same as that of the first operation sequence, so the description will be omitted below.
[0082] The player instructs the terminal device 2 to execute the program via the operation unit of the terminal device 2. The terminal device 2 starts processing based on the program. That is, when the start of the game is instructed by the player via the operation unit of the terminal device 2, the terminal control unit realized by the program sends a request for acquiring the campaign screen to the server device 100 via the terminal communication unit. (Step S200).
[0083] When a request for acquiring a campaign screen is received from the terminal device 2 via the server communication unit, The server control unit refers to a correspondence table between games and induction probabilities stored in the server storage unit. Then, the display order of each game is determined based on the induction probability (step S201). Then, the server control unit creates display data for displaying the campaign screen (step In addition, the server control unit transmits the created display data to the terminal via the server communication unit. The result is transmitted to the terminal device 2 (step S203).
[0084] In this way, for example, a game that is part of a campaign can be played without the campaign being cancelled. Certain games (as mentioned above) that were played relatively infrequently in the campaign or previous campaign In this example, by setting a high probability of being induced to a game (such as Game C), the popularity of that campaign will increase. This allows you to avoid high concentration of players in specific games. The company can reliably allow the player to play the specific game that the company intends, while For the player, it is an inexperienced field or category that the player has never experienced before. In this way, players can experience the types of games that belong to the category. This will further increase the motivation to participate in the campaign and social games. It is possible to appropriately adjust the flow of players to the target games in the campaign. This will further increase players' motivation to participate in the campaign and in social games. Moreover, the effect of attracting customers can be significantly increased compared to the past.
[0085] In addition, in both the "first guide route" and the "second guide route", Set A, B, C, D, etc. as consecutive specific games and configure to continuously guide players to these multiple specific games. And in such a case, or when a player has continuously participated in a campaign (it can be a campaign held simultaneously or at a staggered time), etc., when the player clears games A, B, C, D individually and meets a predetermined condition, a reward (the first reward) and another reward (the second reward) with a different degree or type can be given to the player as a compensation for continuous play. Moreover, when a player has continuously participated in a campaign (it can be a campaign held simultaneously or at a staggered time), etc., when the player clears games A, B, C, D individually and meets a predetermined condition, a reward (the first reward) and another reward (the second reward) with a different degree or type can be given to the player as a compensation for continuous play. When a player has continuously participated in a campaign (it can be a campaign held simultaneously or at a staggered time), etc., when the player clears games A, B, C, D individually and meets a predetermined condition, a reward (the first reward) and another reward (the second reward) with a different degree or type can be given to the player as a compensation for continuous play. Moreover, when a player has continuously participated in a campaign (it can be a campaign held simultaneously or at a staggered time), etc., when the player clears games A, B, C, D individually and meets a predetermined condition, a reward (the first reward) and another reward (the second reward) with a different degree or type can be given to the player as a compensation for continuous play. Furthermore, when a player clears games A, B, C, D individually and meets a predetermined condition, a reward (the first reward) and another reward (the second reward) with a different degree or type can be given to the player as a compensation for continuous play. Moreover, when a player clears games A, B, C, D individually and meets a predetermined condition, a reward (the first reward) and another reward (the second reward) with a different degree or type can be given to the player as a compensation for continuous play. Furthermore, the earlier a player clears a series of specific games, the more of the second reward, which is different in degree or type from the first reward, the player can obtain. Moreover, the earlier a player clears a series of specific games, the more of the second reward, which is different in degree or type from the first reward, the player can obtain. Moreover, the earlier a player clears a series of specific games, the more of the second reward, which is different in degree or type from the first reward, the player can obtain. Moreover, the earlier a player clears a series of specific games, the more of the second reward, which is different in degree or type from the first reward, the player can obtain.
[0086] In these cases, for example, as shown in Figure 4, when the conditions 42a1, 42a2, etc. displayed on the screen 2a of the terminal device 2 are cleared, the number of points 43a1, 43a2, etc. that can be obtained is given as the second reward. In these cases, for example, as shown in Figure 4, when the conditions 42a1, 42a2, etc. displayed on the screen 2a of the terminal device 2 are cleared, the number of points 43a1, 43a2, etc. that can be obtained is given as the second reward. Moreover, in these cases, for example, when the conditions 42a1, 42a2, etc. displayed on the screen 2a of the terminal device 2 are cleared, the number of points 43a1, 43a2, etc. that can be obtained is given as the second reward. Moreover, in these cases, for example, when the conditions 42a1, 42a2, etc. displayed on the screen 2a of the terminal device 2 are cleared, the number of points 43a1, 43a2, etc. that can be obtained is given as the second reward. Moreover, in these cases, for example, when the conditions 42a1, 42a2, etc. displayed on the screen 2a of the terminal device 2 are cleared, the number of points 43a1, 43a2, etc. that can be obtained is given as the second reward. Moreover, in these cases, for example, when the conditions 42a1, 42a2, etc. displayed on the screen 2a of the terminal device 2 are cleared, the number of points 43a1, 43a2, etc. that can be obtained is given as the second reward. Moreover, in these cases, for example, when the conditions 42a1, 42a2, etc. displayed on the screen 2a of the terminal device 2 are cleared, the number of points 43a1, 43a2, etc. that can be obtained is given as the second reward.
[0087] Moreover, in either the "first induction route" or the "second induction route", for the target game or The selection or setting of a specific game may be performed based on the play histories of a plurality of games by players who have participated in the campaign. For example, the arithmetic processing unit 101 analyzes the tendency of games that the player prefers to play based on history data such as the types of games and play times that the player has played so far, and sets a game that is compatible with the player as the target game or specific game of the campaign. Such games include, for example, games in the same category / genre (field) as the games that the player who has participated in the campaign prefers to play during normal times other than the campaign or during the holding of other events. Also, not limited to games in the same category or the same genre, the play history of the player is analyzed using techniques such as data mining including statistical techniques and behavior analysis techniques, and a game determined to have a significant correlation is set as a game (group) with good compatibility for the player. By doing so, the target game and / or specific game of the campaign can be finely matched to each player according to the preferences of each player. As a result, the satisfaction of the social game executed on the player's campaign and its platform, and thus the participation intention, can be further improved. In particular, data such as play history used in the above-described latter analysis method can be collected in large quantities and easily by the server device 101 of the SNS operator that provides the platform. Therefore, matching by analysis using techniques such as such data mining is extremely useful for further enhancing the player's participation intention in the campaign. For example, based on history data such as the types of games and play times that the player has played so far, the arithmetic processing unit 101 analyzes the tendency of games that the player prefers to play, and sets a game that is compatible with the player as the target game or specific game of the campaign. Such games include, for example, games in the same category / genre (field) as the games that the player who has participated in the campaign prefers to play during normal times other than the campaign or during the holding of other events. Also, not limited to games in the same category or the same genre, the play history of the player is analyzed using techniques such as data mining including statistical techniques and behavior analysis techniques, and a game determined to have a significant correlation is set as a game (group) with good compatibility for the player. By doing so, the target game and / or specific game of the campaign can be finely matched to each player according to the preferences of each player. As a result, the satisfaction of the social game executed on the player's campaign and its platform, and thus the participation intention, can be further improved. In particular, data such as play history used in the above-described latter analysis method can be collected in large quantities and easily by the server device 101 of the SNS operator that provides the platform. Therefore, matching by analysis using techniques such as such data mining is extremely useful for further enhancing the player's participation intention in the campaign. For example, based on history data such as the types of games and play times that the player has played so far, the arithmetic processing unit 101 analyzes the tendency of games that the player prefers to play, and sets a game that is compatible with the player as the target game or specific game of the campaign. Such games include, for example, games in the same category / genre (field) as the games that the player who has participated in the campaign prefers to play during normal times other than the campaign or during the holding of other events.
[0088] Also, not limited to games in the same category or the same genre, the play history of the player is analyzed using techniques such as data mining including statistical techniques and behavior analysis techniques, and a game determined to have a significant correlation is set as a game (group) with good compatibility for the player. By doing so, the target game and / or specific game of the campaign can be finely matched to each player according to the preferences of each player. As a result, the satisfaction of the social game executed on the player's campaign and its platform, and thus the participation intention, can be further improved. In particular, data such as play history used in the above-described latter analysis method can be collected in large quantities and easily by the server device 101 of the SNS operator that provides the platform. Therefore, matching by analysis using techniques such as such data mining is extremely useful for further enhancing the player's participation intention in the campaign. For example, based on history data such as the types of games and play times that the player has played so far, the arithmetic processing unit 101 analyzes the tendency of games that the player prefers to play, and sets a game that is compatible with the player as the target game or specific game of the campaign. Such games include, for example, games in the same category / genre (field) as the games that the player who has participated in the campaign prefers to play during normal times other than the campaign or during the holding of other events. Also, not limited to games in the same category or the same genre, the play history of the player is analyzed using techniques such as data mining including statistical techniques and behavior analysis techniques, and a game determined to have a significant correlation is set as a game (group) with good compatibility for the player.
[0089] Furthermore, when the play history of a specific game by the player satisfies a predetermined condition, the first reward given when playing each of the games A, B, C, and D described above and a third reward with a different degree or type may be given to the player. In this case, for example, in games A, B, C, and D which are the target games of the campaign, conditions for obtaining game points, etc. are set up by imitating the elements of bingo and setting up a puzzle arrangement P (pseudo bingo card) like a bingo card as shown in an example in FIG. 6. In the figure, A 1 to A5 indicate that they are conditions in game A. Similarly, B1, C1 and C2, and D1 respectively indicate that they are conditions in games B, C, and D. At this time, when the player plays a plurality of the same or different specific games and satisfies their predetermined conditions, a predetermined arrangement (vertical, horizontal, or diagonal arrangement, etc. ; in the illustrated example, lines such as A1 - A2 - D1, A2 - A5 - B1, A1 - A5 - C2) in the puzzle arrangement is completed, bingo is achieved. And depending on the completion of such bingo and further the number of bingos, an extremely large number of points compared to the points (point numbers 43
[0090] a1, 43a2, etc. shown in FIG. 4) as the first reward obtained in the campaign are given as the third reward. Or, similar to the second reward described above, an item with a higher rarity (so-called super rare item, etc.) can be used as the third reward in exchange for achieving bingo in the example shown in FIG. 6. This makes it possible to further enhance the player's willingness to participate in the campaign. When such a bingo is completed, and further depending on the number of bingos, an example can be cited where a much larger number of points are given as the third reward than the points (point numbers 43 a1, 43a2, etc.) as the first reward obtained in the campaign. Or, similar to the second reward described above, an item with a higher rarity (so-called super rare item, etc.) can be used as the third reward in exchange for achieving bingo in the example shown in FIG. 6. This makes it possible to further enhance the player's willingness to participate in the campaign. super rare item, etc.) can be used as the third reward in exchange for achieving bingo in the example shown in FIG. 6. This makes it possible to further enhance the player's willingness to participate in the campaign. This makes it possible to further enhance the player's willingness to participate in the campaign.
[0091] Note that, as described above, the present invention is not limited to the above-described embodiments and the modification examples already described, and various modifications are possible as long as the gist thereof is not changed. For example, although the configuration of the server device 100 shown in FIG. 1 has differences in processing capabilities and the like, it is also applicable to the client computer 21 and the mobile terminal 22 which are terminal devices 2. Conversely, it is also possible to use the client computer 21 and the mobile terminal 22 as the server device 100. That is, any of the computer devices connected via the network 200 can function as a server device. Furthermore, in the server device 100, a large-capacity storage device such as a hard disk or an SSD may be used to perform the same functions as the memory devices loaded in the ROM 102, the RAM 103, the external memory 106, and the slot drive 108. Those storage devices may or may not be redundantized by RAID or the like, and may not be connected to the arithmetic processing unit 101 via the transmission path 120. For example, as part of cloud computing, it may be connected to another external device or the like via the network 200.
[0092] In addition, as the network interface in the server device 100 and the terminal device 2, either a wireless LAN device or a wired LAN device may be used, and they may be installed inside or may be of an external device type such as a LAN card. Furthermore, as the terminal device 2, a game machine connectable to the network 200 may be used, and alternatively, for example, a communication karaoke device may also be used.
[0093]
[0094] In addition, the induction probability for each target game (Games A, B, C, D) in the correspondence table set in the "second induction route" may be set based on the total number of plays of each of Games A, B, C, D by an unspecified number of players obtained in the "first induction route". In this case, in the example in the above-mentioned "first induction route", in order to increase the inflow of players to Game B with a relatively small total number of plays, the induction probability to Game B can be set to be larger than the induction probability to Game C. Also, for example, players with a larger number of friend registrations in SNS communities or each game, or players with more experience of cooperating with friends or other players (so-called "helpers", etc.), the second reward and / or the third reward, which are different from the first reward in terms of degree and / or type, may be given in a larger amount or in a more diverse form.
Industrial Applicability
[0095] As described above, the social game system, its control method, and program of the present invention can further enhance the player's willingness to participate in social games, accurately induce players in a campaign, and optimize the adjustment of the inflow volume of players to each game. Therefore, it can be widely and effectively used in the activities of design, manufacture, sales, etc. of games in general (especially those including elements of social games), software and hardware related technologies related to the distribution, provision, implementation, etc. of such games, particularly in a server-client type network configuration.
[0096] The invention described in the claims of the original application of the present application immediately before the division is appended below. [1] A method for controlling a server device capable of communicating with a player's terminal device, comprising: In a plurality of first games, when a first condition in each first game is achieved, giving a first reward to the player; In a second game associated with the play history of the plurality of first games, when the play history satisfies a second condition, giving a second reward to the player, the method for controlling a server device. [2] The method for controlling a server device according to [1] above, wherein the determination of whether or not the second condition is achieved in the second game is made based on the combination of the first conditions achieved in the plurality of first games. [3] The method for controlling a server device according to [2] above, further comprising: setting one or more combinations each including a plurality of first conditions in the plurality of first games, which are necessary for the achievement of the second condition in the second game; when at least one of the first conditions included in at least one of the one or more combinations is achieved in the plurality of first games described above, determining that the second condition is achieved in the second game; [4] The method for controlling a server device according to any one of [1] to [3] above, wherein the second game is a bingo game in which a plurality of first conditions in the plurality of first games are arranged. [5] A server device capable of communicating with a player's terminal device, In a plurality of first games, when a first condition in each first game is satisfied, a first reward is given to the player layer, and in a second game associated with the play history of the plurality of first games, when the play history satisfies a second condition, a second reward is given to the player A server device comprising a control unit for giving. [6] On a server device capable of communicating with a player's terminal device, In a plurality of first games, when a first condition in each first game is satisfied, the step of giving a first reward to the player And, in a second game associated with the play history of the plurality of first games, when the play history satisfies a second condition, the step of giving a second reward to the player, and execute Let a program.
Explanation of Signs
[0097] 1: Social game system 2: Terminal device 2a: Screen 4A, 4B: Display area 21: Client computer (terminal device) 22: Mobile terminal (terminal device) 31: Campaign title 32: Content display area 33: Service text 34: Banner 41: Title of Game A 41a: Title of Game A 41b: Title of Game B 42, Content display area 42a1, 42a2, 42b1, 42b2: Campaign conditions 43: Service text 43a1, 43a2, 43b1, 43b2: Number of points 100: Server device (social game system) 101: Arithmetic processing unit (control unit) 102: ROM (information storage unit) 103: RAM (information storage unit) 104: External interface 105: Input unit 106: External memory 107: Image processing unit 108: Slot drive 109: Audio processing unit 110: Network interface 111: Display monitor 112: Speaker device 120: Transmission path 200: Network (communication line) A, B, C, D: Target game A1~A5, B1, C1, C2, D1: Conditions H1, H2, H3: Icons P: Puzzle array
Claims
1. One or more computers, A first means for executing a game among a plurality of games provided on a platform; and a second means for displaying an interface for guiding the player to one of the plurality of games after the first game has been executed.
2. 2. The game control program of claim 1, wherein the interface is a URL to one of the games.
3. 3. The game control program according to claim 1, wherein the second means displays an interface for guiding the player to play any one of the plurality of games with a predetermined probability.
4. 3. The game control program according to claim 2, wherein the predetermined probability is determined according to the number of times each of the plurality of games has been played, the number of times being guided by the interface.
5. 3. The game control program according to claim 1, wherein the predetermined probability is determined according to the number of times each of the plurality of games has been played.
6. 6. The game control program according to claim 4, wherein the predetermined probability is higher as the number of times each of the plurality of games is played increases.
7. 6. The game control program according to claim 4, wherein the predetermined probability is lower as the number of times each of the plurality of games is played increases.
8. 8. The game control program according to claim 1, wherein the any one of the games is a game different from the certain game.
9. 8. The game control program according to claim 1, wherein the any one of the games is two or more games excluding the certain game among the plurality of games.
10. 8. The game control program according to claim 1, wherein the any one of the games is two or more games including the certain game among the plurality of games.
11. A first means for executing a game among a plurality of games provided on a platform; and second means for displaying an interface for guiding the player to one of the plurality of games after the first game is executed.
12. A first means executes a game among a plurality of games provided on a certain platform; A game control method comprising: a step in which a second means displays an interface for guiding the player to any one of the plurality of games after the first game is executed.
Citation Information
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