Information processing device, information processing method, and program

By granting points and bonuses based on event type, the system enhances player motivation and engagement by rewarding diverse participation in game events.

JP2025123537APending Publication Date: 2025-08-22MIXI INC
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Patent Information

Application Number
JP2025106648
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-06-24
Publication Date
2025-08-22

AI Technical Summary

Technical Problem

Players may lose motivation to participate in game events after initially achieving them and receiving rewards, leading to a decrease in engagement.

Method used

An information processing device that grants points to players for completing events, records these points by event type, and awards bonuses when certain point thresholds are met, encouraging players to engage with diverse event types.

Benefits of technology

The system stimulates player interest in various events by providing rewards based on event type and participation, maintaining engagement and increasing the game's entertainment value.

✦ Generated by Eureka AI based on patent content.

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Abstract

To motivate a player who tries to repeatedly play an event during a game.SOLUTION: An information processing device of the present invention includes: a point giving unit 115 that gives points to a player when the player plays an event in a game and satisfies the achievement condition of the event; a data recording unit 113 as a point recording unit for recording points given to the player for each system to be in association with the system of the event played by the player, out of a plurality of systems set for classifying the events; and a privilege giving unit 116 for giving a privilege to the player when the points recorded for each system satisfy the privilege giving conditions.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] In games, events called quests are held, and if the player of the game fulfills the conditions for achieving the event, a reward may be given to the player. One example of the reward is points, and Patent Document 1 discloses a technology in which points given as a reward are used to obtain benefits that can be used during the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-718 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, for a player who has met the conditions for achieving an event and been awarded points, there is a possibility that the player's motivation to play the same event again and again thereafter may decrease.

[0005] Therefore, an object of the present invention is to stimulate the player's desire to repeatedly play events in a game. [Means for solving the problem]

[0006] An information processing device according to one aspect of the present invention is characterized by having a point granting unit that grants points to a player when the player plays an event in a game and meets the event achievement conditions; a point recording unit that records the points granted to the player for each system in association with the system of the event played by the player out of multiple systems set up for classifying events; and a bonus granting unit that grants a bonus to the player when the points recorded for each system meet the bonus granting conditions. [Effects of the Invention]

[0007] According to one aspect of the present invention, points for achieving events can be acquired by type of event, thereby stimulating the player's desire to play events of various types. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a conceptual diagram of an information processing system for a game including an information processing device according to an embodiment of the present invention. [Figure 2] 1 is a diagram illustrating a hardware configuration of an information processing apparatus according to an embodiment of the present invention. [Figure 3] FIG. 2 is an explanatory diagram illustrating functions of an information processing device according to an embodiment of the present invention. [Figure 4] FIG. 10 is a diagram showing an example of a selection screen for an event to be played (part 1). [Figure 5] FIG. 10 is a diagram showing an example of a selection screen for an event to be played (part 2). [Figure 6] FIG. 10 is a diagram showing an example of a selection screen for an event to be played (part 3). [Figure 7] FIG. 10 is a diagram showing management data regarding points accumulated by each player. [Figure 8] FIG. 10 is a diagram illustrating an example of a graphic object. [Figure 9] FIG. 1 is a diagram showing a flow of information processing according to one embodiment of the present invention (part 1). [Figure 10] FIG. 2 is a diagram showing the flow of information processing according to one embodiment of the present invention (part 2). [Figure 11] FIG. 10 is a diagram showing the flow of information processing according to one embodiment of the present invention (part 3). [Figure 12] FIG. 4 is a diagram showing the flow of information processing according to one embodiment of the present invention (part 4). [Figure 13] FIG. 10 is a diagram showing the correspondence between points accumulated by a player and the status values ​​of characters used by the player in a game. [Figure 14] FIG. 10 is an explanatory diagram of the influence between systems due to an increase or decrease in points. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, one embodiment of the present invention (the present embodiment) will be described in detail with reference to the accompanying drawings. However, the embodiment described below is provided to facilitate understanding of the present invention and is not intended to limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, it goes without saying that the present invention also includes equivalents thereof. Furthermore, the screen designs described in the following explanation and drawings are merely examples, and the example screen configurations, the displayed information, and the specific contents of the GUI (Graphical User Interface) may be changed as appropriate depending on the application of the present invention and the user's requests, etc.

[0010] In this specification, the "predetermined period" is not limited to a period of fixed length of time, but may be a period that varies according to a set rule, and for example, the length of the predetermined period may vary depending on the content of an event (for example, an event described below) that takes place within the predetermined period. Also, in this embodiment, the "predetermined period" is one day, but it is needless to say that it is not limited to this period, and the "predetermined period" may be a period other than one day, for example, one minute to several minutes, one hour to several hours, several days, one week to several weeks, or one month to several months.

[0011] <<About the information processing system for games>> First, an information processing system for a game (hereinafter referred to as a game system S) including an information processing device according to this embodiment will be described with reference to Fig. 1. Fig. 1 is a conceptual diagram of the game system S.

[0012] The gaming system S is constructed so that players can play games, and utilizes communication networks such as the Internet and mobile communication networks. The game can be played by a player operating an information processing terminal, and in this embodiment, it is an online game that uses data communication, and the player can progress by manipulating characters in the game. However, the type of game is not particularly limited, and it may be an offline game that does not require data communication, or a game that does not have characters, and games may include, for example, social games that can be used with only a web browser and an SNS (Social Networking Service) account.

[0013] In addition, events are held in games, and players can participate in the events that are being held. Events, also known as "quests," are events that occur within a game and have set conditions for achievement. For example, challenging a stage prepared for the event is an example of such an event. In this case, the conditions for achieving the event may include clearing the stage, or clearing the stage a certain number of times.

[0014] Furthermore, in this embodiment, in addition to being able to have one player play an event alone, multiple players can also play an event together. That is, the game according to this embodiment is a cooperative play-compatible game (a so-called multiplayer game) in which multiple players can operate their own terminals to play the same event together and simultaneously.

[0015] Cooperative play can be realized using known communications technology. Specifically, when one player (hereinafter referred to as the recruiting player) recruits participants for an event and other players (hereinafter referred to as co-players) apply to participate in the event, a communications path for cooperative play is established, and then various data required for cooperative play is sent and received according to a known communications method. The communications method in this case may be a client-server method via a server, or a P2P (peer-to-peer) method without a server.

[0016] In this embodiment, players who are near the position of the player being recruited and players who are registered as friends (cooperators in the game) of the player being recruited can participate in the event as co-players and play the event together with the player being recruited. However, the qualifications for co-players are not particularly limited and can be set arbitrarily.

[0017] In this embodiment, events are classified by type. "System" is a concept for classifying events according to a predetermined rule, and multiple systems are set. The number of systems is not particularly limited, but three or more is preferable. However, in the following explanation, we will use an example in which there are six systems, and the six systems will be called systems A, B, C, D, E, and F.

[0018] The number of events (number of stages), achievement conditions, difficulty levels, etc., classified into each category may be the same or different between categories. The content of an event may be determined in association with the category. For example, if there are multiple events classified into category A, these events may have common content. Conversely, the content of an event may be determined independently of the category.

[0019] Furthermore, when a player plays an event and meets the conditions for achieving that event, the player is awarded points (hereinafter referred to as "event achievement points") as a reward. Event achievement points can be saved (accumulated) and increase each time they are newly awarded.

[0020] In this embodiment, points for achieving an event are associated with the type of event that the event occurred in. That is, points for achieving an event are awarded in association with the type of event that triggered the awarding of the points, and are accumulated for each type.

[0021] Furthermore, if the accumulated event achievement points satisfy a predetermined condition (hereinafter referred to as a "benefit condition"), a benefit is granted to the player who fulfills the condition. Here, the benefit refers to items and characters (hereinafter referred to as "items") that can be used in the game, or value that can be exchanged for items (e.g., virtual currency that can be used in the game, or items required to conduct a lottery for items in the game). In addition, a benefit that can be temporarily enjoyed during the game (e.g., an effect such as increasing a character's status value) may be granted as a benefit.

[0022] An example of the condition for granting a bonus is that the accumulated points for achieving an event (hereinafter referred to as "accumulated points") reach a certain value. In this embodiment, the bonus condition is set for each system, and when the accumulated points for a certain system meet the bonus condition for that system, a bonus is granted to the player who meets the condition. In other words, in this embodiment, whether the bonus condition is met is determined for each system, and a bonus is granted for each system for which the bonus condition is met. The conditions for granting a privilege determined for each system and the type of privilege granted for each system may be the same for each system, or may differ for each system.

[0023] Regarding the device configuration of the gaming system S, as shown in FIG. 1, the gaming system S is configured by a player terminal 10 and a server 12 being communicably connected via a communication network 14.

[0024] The player terminal 10 is a terminal operated by a player when playing a game. The server 12 is configured by a server computer for a social game (specifically, an SNS server), provides data for game progress to each player's player terminal 10, and manages each player's account information, game progress status, etc. In this embodiment, the server 12 also functions as an information processing device. The communication network 14 is a communication line network between the player terminal 10 and the server 12, and is mainly composed of the Internet and a mobile communication network, and may also include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), etc.

[0025] When cooperative play is performed in a game, each of the multiple player terminals 10 performs data communication with the server 12, and depending on the situation, data communication also occurs between the player terminals 10. Incidentally, although three player terminals 10 are shown in Fig. 1 for convenience of illustration, the number of player terminals 10 constituting the gaming system S is naturally not limited to the above number, and may be at least one. In addition, in this embodiment, the server 12 is configured by one computer, but is not limited to this and may be configured by a plurality of computers.

[0026] <<Configuration of player terminal and server>> Next, the configuration of each of the player terminal 10 and the server 12 will be described. The player terminal 10 is configured by a known device used as a game terminal, specifically a smartphone, mobile phone, PC, tablet terminal, wearable terminal, or dedicated game device with communication function, etc. The player terminal 10 is equipped with a display 10A as shown in Fig. 1, and while playing a game, the player operates the operation unit of the player terminal 10 (specifically, operation buttons, a touch panel, etc.) while viewing images, etc. displayed on the display 10A. In the following description, it is assumed that the display 10A of the player terminal 10 is a touch panel display.

[0027] The server 12 is a device that distributes data necessary for game progress to each player and manages the game progress status of each player. As shown in Fig. 2, the server 12 has a processor 101, a memory 102, a communication interface 103, a storage 104, an input device 105, and an output device 106, and these devices are electrically connected via a bus 107. Fig. 2 is a diagram showing the hardware configuration of the server 12.

[0028] The processor 101 executes a series of information processing related to the game by executing a game application program (hereinafter referred to as a game program) installed in the server 12. The processor 101 is composed of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), etc. The above game program corresponds to the "program" of the present invention.

[0029] The memory 102 is composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory), and provides a working area for the processor 101 by temporarily storing programs and data, and also temporarily stores various data generated by the data processing performed by the processor 101.

[0030] The communication interface 103 is configured by, for example, a communication interface board or the like, and controls data communication of the server 12. The standard of data communication by the communication interface 103 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a 3G, 4G, or 5G mobile communication system, or communication based on LTE (Long Term Evolution). Furthermore, data communication by the communication interface 103 may be wireless or wired.

[0031] Storage 104 stores various data related to the game and is composed of, for example, flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), and USB memory (Universal Serial Bus memory).

[0032] The input device 105 is a device operated by the administrator of the server 12, and may be, for example, a keyboard, a mouse, a touch panel display, or the like. The output device 106 is a device that displays images or text information to the administrator of the server 12 and plays back audio, and various types of displays and speakers are available.

[0033] Next, the configuration of the server 12 will be explained again from a functional perspective with reference to Fig. 3. Fig. 3 is an explanatory diagram of the functions of the server 12. 3, specifically, an operation reception unit 111, a data transmission unit 112, a data recording unit 113, a display processing unit 114, a point granting unit 115, a benefit granting unit 116, a mode setting unit 117, and a system determination unit 118. These functional units are realized by cooperation between the hardware devices of the server 12 and a game program as software installed on the server 12. Each functional unit will be described below.

[0034] [Operation reception section] The operation acceptance unit 111 communicates with the player terminal 10 during game play, thereby receiving data indicating the content of an operation performed by the player, and accepting the operation. The player's operations accepted by the operation acceptance unit 111 include operations for progressing the game, and these operations include operations for recruiting co-players and operations for applying to participate in an event. An operation for recruiting co-players is an operation performed when a player is recruiting participants (i.e., co-players) for an event as a recruited player. An operation for applying to participate in an event is an operation performed when another player applies to participate in an event for which a co-player is being recruited.

[0035] Furthermore, the operations accepted by the operation accepting unit 111 further include an event selection operation, a mode designation operation, and the like. The event selection operation is an operation in which the player selects an event to be played from among the events that are playable at that time. More specifically, the player displays the event selection screen shown in Figures 4 to 6 on the display 10A of the player terminal 10, selects one of the playable events displayed on the selection screen, and touches the event on the screen. 4 to 6 are diagrams showing examples of the event selection screen.

[0036] The mode designation operation is an operation for designating a mode to be applied when selecting an event. In this embodiment, three types of modes are prepared: a "daily mode," a "player selection mode," and a "cooperative play participation mode." The player designates one of these three types of modes through a mode designation screen (not shown).

[0037] In the daily mode, the types of events that can be played on that day are forcibly determined by the server 12, and these types change daily. When this mode is selected, the types of events are divided into those that can be played on that day and those that cannot be played on that day. On the event selection screen, as shown in FIG. 4, only events of the playable type (specifically, events of type A) are displayed in a selectable state, while events of the unplayable type (specifically, events of types B to F) are displayed in gray, making them unavailable for selection by the player. In this embodiment, the type of playable events is determined by the server 12 and is changed daily, but the frequency with which the types are changed can be set to any frequency, for example, the type may be changed every few hours, every few days, or every week.

[0038] In player selection mode, the player can select the type of events that can be played that day. When this mode is selected, the event selection screen displays all events from multiple types A to F as selectable events that can be played that day, as shown in Figure 5. However, there is an upper limit to the number of times a player can select a playable event type in player selection mode, which in this embodiment is set to once per day. The player can select a playable event type for that day as long as the upper limit is not exceeded. The upper limit of the number of selections is not limited to once per day, but can be set to any number of times, for example, the upper limit may be set to two or more times per day.

[0039] In the cooperative play participation mode, the type of event in which a player participates as a cooperative player is determined to be the type selected by the other players who are recruiting players for that event. When this mode is selected, the event selection screen, as shown in Figure 6, displays events whose type has been selected by the other players who are recruiting players ("Mr. T" and "Mr. S" in Figure 6) in a selectable state as playable events. In addition, when selecting an event with the cooperative play participation mode specified, it is naturally assumed that other players are recruiting co-players for the event, and the player must be eligible to participate in the event (for example, be in the vicinity of the recruiting player or be registered as a friend of the recruiting player). Furthermore, as long as there are other players looking for co-players for an event, a player can play an event of the type selected by the other player an unlimited number of times. This encourages players to find other players looking for co-players for an event of their choice and participate in co-play of that event, thereby increasing players' motivation (initiative) to play events together.

[0040] Incidentally, for an event selected under the daily mode or player selection mode, the player will specify either solo play or cooperative play, and the event will be played in the specified mode. On the other hand, for an event selected under the cooperative play participation mode, the player will play cooperatively with other players who are recruited players.

[0041] [Data transmission section] The data transmission unit 112 transmits data for game progress as needed to the player terminal 10 of the player playing the game, and transmits data for presenting the game progress status, etc. to the player. The data for presenting the game progress status, etc. includes point display data, which will be described later.

[0042] Furthermore, when a player is recruiting co-players for an event, the data transmission unit 112 transmits data relating to the event to the player terminals 10 of the other players, and when another player applies to participate in the event, the data transmission unit 112 transmits data representing the application to the player terminal 10 of the player who is the recruiting player.

[0043] [Data recording section] The data recording unit 113 records various data related to the game, such as data for game progress and management data for managing the progress of each player's game. The management data includes data relating to the character used by the player in the game, data relating to items given to the player, and data relating to the player's game play history.

[0044] Furthermore, in this embodiment, the management data recorded in the data recording unit 113 includes data for managing the points (accumulated points) that each player has accumulated for achieving events, as shown in Fig. 7. Fig. 7 is a diagram showing management data regarding the accumulated points of each player. As can be seen from Figure 7, the data recording unit 113 records the accumulated points of each player for each system. Explaining in more detail, when a player plays an event and fulfills the achievement conditions, points are awarded to the player for achieving the event, and the data recording unit 113 records the awarded points for each system in association with the system of the event played by the player. In this way, the data recording unit 113 of this embodiment functions as the point recording unit of the present invention. In the present invention, "recording" means that, if there are points that have been awarded in the past, the points are added to the past points and recorded as cumulative points.

[0045] [Display processing section] The display processing unit 114 executes a process (hereinafter referred to as a point display process) of displaying, on the display 10A provided in the player terminal 10 of each player, a graphic object indicating the accumulated points recorded for each system for each player. More specifically, the display processing unit 114 creates point display data in the point display process and transmits the data to the player terminal 10 of the corresponding player. When the point display data is received and expanded by the player terminal 10, a point confirmation screen shown in Fig. 8 is displayed on the display 10A, and a graphic object G indicating the accumulated points of the player (hereinafter also referred to as the checker) who owns the player terminal 10 by system is displayed on the screen. Fig. 8 is a diagram showing an example of the point confirmation screen on which the graphic object G is displayed.

[0046] The graphic object G shows the points recorded for each system for the reviewer, and in this embodiment is a radar chart-type graph as shown in Fig. 8. According to the graphic object G shown in Fig. 8, it can be seen that, for example, the cumulative points that the reviewer has accumulated by playing events in system A are 110P, and the cumulative points that the reviewer has accumulated by playing events in system B are 300P. Note that examples of the graphic object G are not limited to the radar chart shown in FIG. 8, but may be other graphs such as bar graphs and line graphs, or may be graphics other than graphs (for example, character images that change according to accumulated points).

[0047] Furthermore, when the accumulated points change due to the addition of new points or the like, the display processing unit 114 may execute a presentation process to change the shape of the graphic object G in conjunction with the change in the accumulated points. For example, the display processing unit 114 may execute a presentation process to move the position of one of the six vertices of the graphic object G, which is a radar chart, that corresponds to the changed accumulated points by the amount of the change in points.

[0048] [Points Assignment Department] When a player plays an event and fulfills the achievement condition of the event, the point granting unit 115 grants points (event achievement points) to the player. In this embodiment, the point granting unit 115 grants event achievement points for each system, and more specifically, grants points for the system of the event whose achievement condition has been fulfilled. For example, when a player plays an event of system A and fulfills the achievement condition of the event, the point granting unit 115 grants a predetermined number of points for system A to the player. The points (number of points) awarded for each event may be determined uniformly, or may vary depending on the difficulty of the achievement conditions for the event.

[0049] In this embodiment, when a player plays an event collaboratively with other players, the points awarded for fulfilling the conditions for that event are determined according to the number of people playing the event collaboratively. For example, if there is only one person playing collaboratively (i.e., in the case of a solo player), the points awarded for fulfilling the conditions are 30P, and if there are two, three, and four people playing collaboratively, the points awarded are 40P, 50P, and 60P, respectively. As described above, the more participants in an event there are, the more points the point allocator 115 allocates to each participant for fulfilling the achievement conditions of the event. This can increase players' motivation (initiative) to play the event together.

[0050] Incidentally, each time the point giving unit 115 gives new points for achieving an event, the display processing unit 114 executes display processing. This allows the player to check the newly given points for achieving the event ("Currently Acquired P" in FIG. 8) and the accumulated points that have been accumulated so far on the points confirmation screen.

[0051] [Benefits Granting Department] The benefit granting unit 116 grants a predetermined benefit to a player when the accumulated points accumulated for each event system (in other words, the points recorded for each system in the data recording unit 113) satisfy a benefit granting condition. Here, "granting a benefit" means transmitting data for enabling the granted benefit to be used in the game as data for game progression to the player terminal 10 of the player to whom the benefit is granted.

[0052] In this embodiment, multiple conditions for granting a bonus are set for each system, and more specifically, multiple condition values ​​for points are set, for example, three condition values ​​are set: 100 P, 200 P, and 300 P. When the points for each system reach one of the three condition values, the bonus granting unit 116 grants a bonus to the player for that system.

[0053] The condition values ​​set as the conditions for granting a special benefit can be determined arbitrarily, and as mentioned above, they may be the same or different between the systems. The number of condition values ​​for each system is not limited to three, and can be any number, and may be the same or different between the systems.

[0054] As described above, in this embodiment, a bonus condition is set for each system, and a bonus is awarded for each system when the bonus condition is met. In addition, multiple bonus conditions are set for each system, and a bonus is awarded each time one of the conditions is met (specifically, when the accumulated points reach one of the three condition values).

[0055] In this embodiment, as shown in FIG. 8, an indicator I indicating whether the bonus awarding condition is met is displayed for each system on the points confirmation screen. Specifically, the indicator I is made up of a fractional value displayed for each system and three circles arranged horizontally. The fractional value is expressed with the maximum condition value of 300 as the denominator and the current accumulated points as the numerator. The three circles correspond to each of the multiple condition values ​​set as the bonus awarding condition, and from the left, the circles correspond to 100P, 200P, and 300P. Circles corresponding to condition values ​​that the accumulated points have already reached are lit as shown in FIG. 8, and circles corresponding to condition values ​​that the accumulated points have not yet reached are unlit (dark).

[0056] [Mode setting section] The mode setting unit 117 selects and sets one of the three modes to be applied when the player selects an event, based on the mode designation operation accepted by the operation accepting unit 111. Furthermore, if the player repeatedly performs the mode designation operation in one day, the mode setting unit 117 sets a mode each time, and as a result, the mode applied for that day changes.

[0057] [System Determination Section] The system determination unit 118 determines the system of events that the player can play in the mode set by the mode setting unit 117. For example, when the daily mode is set, the system determination unit 18 periodically determines and changes the system of events that the player can play on that day from among a plurality of systems (systems A to F). Note that in this embodiment, the system of events determined in the daily mode is changed every day, and more specifically, systems A to F are switched in order one day at a time.

[0058] When the player selection mode is set, the player selects one event of the desired type on the selection screen shown in Fig. 5, and the operation reception unit 111 receives the selection operation. The type determination unit 118 determines the type of events that the player can play on that day in accordance with the selection operation received by the operation reception unit 111. However, in this embodiment, as described above, the upper limit of the number of selection operations is set to once per day. Therefore, when the player selection mode is set, the system determination unit 118 determines the system of events that can be played on that day in accordance with the player's selection operations, within the range that does not exceed the upper limit (once per day).

[0059] When the cooperative play participation mode is selected, the player performs an operation on the selection screen shown in Fig. 6 to apply to participate in an event that is recruiting co-players, and the operation reception unit 111 receives the operation. The lineage determination unit 118 identifies the lineage selected by other players who are recruiting players for the event in which the player will participate as a co-player, based on the participation application operation received by the operation reception unit 111. Then, the lineage determination unit 118 determines the lineage of the event in which the player will participate as a co-player to be the lineage of the event selected by the other players who are recruiting players.

[0060] <<Information Processing Flow According to This Embodiment>> Next, the information processing flow for event play according to this embodiment will be described. The information processing flow for event play described below employs the information processing method of the present invention; in other words, each step in the flow described below corresponds to a component of the information processing method of the present invention. In the following, a specific example of the information processing flow when a certain player (hereinafter, player P) plays an event in a game will be described.

[0061] The information processing flow for event play according to this embodiment is carried out through communication between the computer serving as the server 12 and the player terminal 10 of the player P, and the main steps therein are carried out by the server 12 and proceed according to the procedures shown in Figures 9 to 12. Figures 9 to 12 are diagrams showing the flow of steps carried out by the server 12 in the information processing flow for a game according to this embodiment.

[0062] In the case where player P plays an event, the server 12 performs the steps shown in Fig. 9 in accordance with the flow shown in the figure. Specifically, first, the player P specifies a mode to be applied when selecting an event, and the operation receiving unit 111 of the server 12 receives this specification operation (S001). Thereafter, player P selects an event in the specified mode and plays the event, and the server 12 executes information processing to progress the selected event (S002, S003, S004).

[0063] To explain steps S002 to S004 in more detail, in the case where an event is played in daily mode (S002), the system of events that can be played on that day is determined by the system determination unit 118 of the server 12 according to the day on which the event is played (S021), as shown in FIG. 10. The events of the determined type are displayed on the display 10A of the player terminal 10 in a selectable state on the event selection screen shown in Fig. 4. In this state, the player P selects an event to be played from the displayed events. The operation accepting unit 111 of the server 12 accepts the event selection operation (S022). This determines the event to be played. Furthermore, when player P is looking for co-players to play the event in a cooperative play (S023), the operation reception unit 111 receives applications to participate in the event from other players who will become co-players (S024). Note that when player P plays the event alone, step S024 is omitted. When the above steps are completed, the server 12 transmits data for playing the determined event, and player P then starts playing the event (S025).

[0064] In the case of playing an event in player selection mode (S003), as shown in Fig. 11, when starting to play the event, the player P performs a selection operation, and the operation acceptance unit 111 of the server 12 accepts the selection operation (S031). This selection operation is performed by displaying the event selection screen shown in Fig. 5 on the display 10A of the player terminal 10, displaying events of all categories in a selectable state on the screen, and the player P selecting one event of the desired category from among them and touching it on the screen. Thereafter, the system determination unit 118 of the server 12 determines the system of the event to be played in accordance with the selection operation received by the operation reception unit 111 (S032). In other words, the system of the event selected by the player P becomes the system of the event to be played. As mentioned above, in this embodiment, an upper limit is set on the number of times that player P can select and decide the type of event to be played, and in player selection mode, the type of event to be played is decided in accordance with player P's selection operation, within the range that does not exceed this upper limit. Furthermore, for an event whose type has been selected by player P, if the player is looking for a co-player (S033), the operation acceptance unit 111 accepts an application to participate in the event from another player who will become a co-player, as in the case of the daily mode (S034). Note that if player P plays the event alone, step S034 is omitted. When the above steps are completed, the server 12 transmits data for playing the determined event, and player P then starts playing the event (S035).

[0065] In the case of playing an event in the cooperative play participation mode (S004), as shown in FIG. 12, when play of the event begins, the event selection screen shown in FIG. 6 is displayed on the display 10A of the player terminal 10, and events for which other players are currently recruiting co-players and their types are displayed in a selectable manner on the screen. Player P selects an event to play from the displayed events (i.e., an event in which to participate as a co-player). The operation acceptance unit 111 of the server 12 accepts the selection operation as an application to participate in that event (S041). The system determination unit 118 of the server 12 determines the system of the event in which player P will participate as a co-player, based on the participation application accepted by the operation acceptance unit 111 (S042). Specifically, the system of the event in which player P will participate as a co-player is determined to be the system selected by another player who is a recruited player for that event. Furthermore, the data transmission unit 112 of the server 12 transmits an application for player P to participate in the event to the player terminals 10 of other players who are recruiters for the event in which player P will participate as a co-player (S043). When the above steps are completed, the server 12 transmits data for playing the determined event, and the player then begins playing the event (S044).

[0066] Returning to the process flow shown in FIG. 9, after player P plays an event, the server 12 determines whether player P has met the achievement conditions of the event (S005), and if the achievement conditions have been met, it further determines whether the event was a cooperative play (S006). If the conditions for achieving the event are met and the event is a solo play rather than a cooperative play, the point giving unit 115 of the server 12 gives the points for solo play to the player P (S007).

[0067] If the conditions for achieving the event are met and the event is a cooperative play, the point awarding unit 115 awards points to the player P according to the number of people who played the event cooperatively (S008). The points awarded in this case are set to be greater than the points awarded in step S007, i.e., the points awarded in the case of a solo play.

[0068] If the conditions for achieving the event are not met, the information processing flow for the event play (strictly speaking, the information processing flow for one event) ends at that point.

[0069] Thereafter, the data recording unit 113 of the server 12 records the points awarded to the player P for achieving the event in association with the series of events for which the player P played and fulfilled the achievement conditions (S009). For example, the points awarded to the player P for fulfilling the achievement conditions of the event of series A will be recorded in association with series A.

[0070] Furthermore, the display processing unit 114 of the server 12 executes a display process in conjunction with the point allocation (S010). Point display data generated in this display process is transmitted to the player terminal 10 of the player P, and is received and displayed by the player terminal 10. As a result, the point confirmation screen shown in Fig. 8 is displayed on the display 10A of the player terminal 10 of the player P, and on this screen are displayed a graphic object G indicating the points allocated to the player P this time for achieving the event and the points recorded for the player P for each system (i.e., the accumulated points) for each system.

[0071] Furthermore, the server 12 determines whether the accumulated points recorded for each system satisfy a bonus awarding condition set for each system (specifically, whether the accumulated points reach a condition value) (S011). If the bonus awarding condition is satisfied, the bonus awarding unit 116 of the server 12 awards a bonus to the player P (S012). In this embodiment, the bonus awarding unit 116 awards a bonus for each system, and in this step S012, a bonus corresponding to the system that satisfies the bonus awarding condition is awarded. In this embodiment, a plurality of privilege granting conditions are set for each system, and the privilege granting unit 116 grants a privilege corresponding to the system that satisfies the privilege granting condition and according to the content of the privilege granting condition.

[0072] When the series of steps described above is completed, the information processing flow for the event play (strictly speaking, the information processing flow for one event) is completed. After that, whenever the player P repeatedly plays the event, the series of steps described above is repeatedly performed.

[0073] As described above, in this embodiment, points that can be earned when the achievement conditions of an event are met are accumulated for each system, and whether the accumulated points meet the conditions for granting a bonus is determined for each system. If the conditions for granting a bonus are met, a bonus is awarded for each system. As a result, it is possible to stimulate the player's desire to play events of various types, and the entertainment value of the game can be increased.

[0074] <<Summary>> The server 12 as an information processing device according to this embodiment has a point awarding unit 115 that awards points to a player when the player plays an event in the game and fulfills the event achievement conditions, a data recording unit 113 as a point recording unit that records the points awarded to the player for each category in association with the category of event played by the player out of multiple categories set for categorizing events, and a bonus awarding unit 116 that awards a bonus to the player when the points recorded for each category fulfill the bonus awarding conditions. As described above, this can stimulate the player's desire to play events of various categories.

[0075] To explain the above effect in more detail, as explained in the section on the problem to be solved by the invention, in conventional games, a player may be given a reward such as points when he or she plays an event and fulfills the conditions for achieving that event. However, for a player who has already earned a reward, there is a possibility that the player's motivation to play the same event again may decrease. In contrast, in this embodiment, points obtained when the conditions for achieving an event are met (event achievement points) are recorded for each category, and a benefit is awarded when the points recorded for each category meet the conditions for awarding a benefit. This allows the player to play a variety of events evenly, and can maintain the player's motivation to continue playing events for a longer period of time.

[0076] Furthermore, regarding a preferred configuration for the above-mentioned information processing device, when the points recorded for each system satisfy the bonus awarding conditions set for each system, the bonus awarding unit 116 may award the bonus to the player for each system. In this case, by accumulating points for completing events in each category, players can acquire benefits for each category, further stimulating the player's desire to play events in various categories.

[0077] Furthermore, regarding a preferred configuration of the above-mentioned information processing device, when a player plays an event together with other players, the point awarding unit 115 may award points to the player according to the number of people who played the event together. In this case, it is possible to stimulate the players' motivation to play the event together.

[0078] Furthermore, a preferred configuration for the above information processing device is that it further includes a display processing unit 114 that executes a process to display a graphic object G indicating the points recorded for each system on the terminal (i.e., the player terminal 10) that the player operates when playing an event. In this case, the player can check the points (accumulated points) that he / she has accumulated by achieving events up to now for each category, and can also understand which category has the most (or least) accumulated points. This further stimulates the player's motivation to play a variety of events evenly, for example, by giving priority to events in categories with fewer accumulated points.

[0079] The information processing device of the present invention may further include a system determination unit 118 that determines the system of events that the player can play. In this case, the system determination unit 118 can periodically determine and change the system of events that the player can play from among multiple systems. By periodically changing the system of playable events in this way, the player will not finish playing events in a short period of time (for example, one to several days), but will play events of various systems evenly over a relatively long period of time.

[0080] Furthermore, in the above configuration, the type determination unit 118 can determine the type of events that the player can play within a predetermined period of time in response to a selection operation performed by the player. By setting the type of playable events in this way in response to a selection operation performed by the player, the player can play events of the desired type and earn points. This effect is particularly effective in situations where the type of playable events changes periodically. Specifically, in a situation where the types of playable events change, a player who has forgotten to play an event of a certain type (for example, type A) must wait until the next opportunity (i.e., the time when the event of type A becomes playable again) to play the event of type A again. This may also cause a decrease in the player's motivation to play the event. On the other hand, if the type of playable event could be determined based on the player's selection operation, the player would be able to play an event in type A without having to wait for the next opportunity, which would help to maintain the player's motivation to play the event.

[0081] In the above configuration, it is preferable that an upper limit is set on the number of selection operations that a player can perform within a predetermined period of time, and the system determination unit 118 determines the system of events that the player can play within the predetermined period of time in accordance with the selection operations, within a range that does not exceed the upper limit. In this case, the number of times a player can select a type of playable event is limited, so that the player can play a variety of types of events, while being allowed to play events of the type selected by the player within an upper limit.

[0082] Furthermore, in the above configuration, when another player recruits a co-player to play an event together with the other player, and the player participates in the event as a co-player, the lineage determination unit 118 may determine the lineage of the event in which the player will participate as a co-player to be the lineage selected by the other player. In this case, a player can earn points for a desired event by participating in an event that is looking for co-players. This effect is particularly effective in situations where the types of events available change regularly. In other words, in a situation where the types of playable events change, even if a player forgets to play an event in type A, if another player is recruiting co-players for the event in type A, the player can play the event in type A without having to wait until the next opportunity (i.e., the time when the event in type A becomes playable again). This can maintain the player's motivation to play the event.

[0083] In this embodiment, an example of an information processing method using the information processing device of the present invention has been described. In this information processing method, when a player plays an event in a game and meets the event achievement conditions, the computer awards points to the player, associates the points awarded to the player with the event type played by the player out of multiple types set up for classifying events, and records the points for each type. When the points recorded for each type meet the bonus award conditions, the player is awarded a bonus. This can stimulate the player's desire to play events of various types.

[0084] The information processing method according to this embodiment is realized by the server 12 alone, or by a combination of the player terminal 10 and the server 12. Here, the server 12 may be a server computer for an ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processes (excluding input and display of information) related to playing an event, giving and recording points, and giving benefits are executed by the server 12, so that the player terminal 10 is only required to perform operations for progressing the event and display images, etc.

[0085] Furthermore, in this embodiment, a program (specifically, a game program) that causes a computer that is the server 12 to function as an information processing device has been described. This program is executed by a computer, and when a player plays an event in a game and meets the conditions for achieving the event, the computer awards points to the player, and records the points awarded to the player for each system in association with the system of the event played by the player out of multiple systems set up for classifying events, and when the points recorded for each system meet the conditions for awarding a bonus, the computer awards a bonus to the player. By executing this program on a computer, it is possible to stimulate the player's desire to play various types of events.

[0086] The above program may be obtained by reading it from a computer-readable recording medium, or may be obtained by receiving (downloading) it via a network such as the Internet or an intranet.

[0087] <<Other embodiments>> Up to this point, the information processing device, information processing method, and program of the present invention have been described using specific examples, but the above-described embodiment is merely an example, and other embodiments may be considered. For example, in the above embodiment, the server 12 functions as the information processing device of the present invention, but some or all of the functions of the server 12 as an information processing device may be provided in the player terminal 10, and for example, functions corresponding to the point granting unit 115 and the benefit granting unit 116 may be provided in the player terminal 10.

[0088] In the above embodiment, the conditions for granting a bonus are set for each system, and when the conditions for granting a bonus are met for any system, the bonus corresponding to that system is granted, but this is not limited to this. Specifically, conditions relating to multiple systems may be set as the conditions for granting a bonus. For example, the condition for granting a bonus may be that the accumulated points for all of systems A, B, and C have reached a condition value.

[0089] Furthermore, in the above embodiment, the points recorded for each system (strictly speaking, accumulated points) are used (accumulated) to acquire benefits, but this is not limited thereto, and cases where accumulated points are used for purposes other than acquiring benefits are also conceivable. For example, the accumulated points for each system may be reflected in the performance of the character used by the player in the game (more specifically, the character's characteristics, properties, and abilities, special effects during game play, and numerical values ​​indicating these, etc.), and specifically, as shown in Figure 13, the accumulated points for each system may be reflected in the corresponding status value (ability value). Figure 13 shows the relationship between the points accumulated by a player and the status values ​​of the characters used by the player in the game. For example, Figure 13 shows that the accumulated points of System A affect the status value 1 of the character shown in Figure 13.

[0090] In the above embodiment, when points are recorded and accumulated for each system, the points for each system are accumulated independently of each other. However, this is not limited to this, and for example, when the points for one system increase or decrease, the points for other systems associated with that system may also increase or decrease in conjunction with that system. To explain this using the case shown in Figure 14 as an example, when the number of points in one of two systems (for example, system A and system D) that are positioned opposite each other in the above-mentioned graphical object (for example, the number of points in system A) increases, the number of points in the other system (for example, the number of points in system D) may be reduced by an amount corresponding to the increase. On the other hand, for two systems (for example, systems A and B) that are adjacent to each other in a graphics object, the increase or decrease in points of each system may not affect the other system. FIG. 14 is an explanatory diagram of the influence between systems due to an increase or decrease in points. By adopting the above-described point increase / decrease system (rules), the interest of the game can be improved, and players' motivation to play various types of events can be further stimulated. [Explanation of symbols]

[0091] 10 Player terminal (information processing terminal) 10A Display 12 Servers 14 Communication Networks 101 processors 102 memory 103 Communication Interface 104 Storage 105 Input Devices 106 Output Devices 107 Bus 111 Operation reception section 112 Data transmission / reception unit 113 Data recording unit (point recording unit) 114 Display processing unit 115 Points Awarding Department 116 Benefits Granting Department 117 Mode setting section 118 System Determination Department G Graphic Object I indicator S Gaming System

Claims

1. a point awarding unit that awards points to a player when the player plays an event in the game and fulfills an achievement condition of the event; a point recording unit that associates the points awarded to the player with the category of the event played by the player among a plurality of categories set for classifying the events, and records the points for each category; a reward awarding unit that awards a reward to the player when the points recorded for each system satisfy a reward awarding condition, When the player plays the event jointly with other players, the point granting unit grants the player points according to the number of players who played the event jointly.

2. 2 . The information processing device according to claim 1 , wherein when the points recorded for each of the systems satisfy the condition for granting a bonus determined for each of the systems, the bonus granting unit grants the bonus to the player for each of the systems.

3. 3. The information processing device according to claim 1, further comprising a display processing unit that executes processing to display, on a terminal operated by the player when playing the event, a graphic object that indicates the points recorded for each of the systems for each of the systems.

4. further comprising a system determination unit that determines the system of the event that the player can play; The information processing device according to claim 1 , wherein the system determination unit periodically determines and changes the system of the event that the player can play from among a plurality of systems.

5. further comprising a system determination unit that determines the system of the event that the player can play; The information processing device according to claim 1 , wherein the category determination unit determines the category of the event that the player can play within a predetermined period of time in accordance with a selection operation performed by the player.

6. an upper limit on the number of times the player may perform the selection operation within the predetermined period is determined; The information processing device according to claim 5 , wherein the system determination unit determines the system of the event that the player can play within the predetermined period in accordance with the selection operation, within a range that does not exceed the upper limit.

7. further comprising a system determination unit that determines the system of the event that the player can play; 4. The information processing device according to claim 1, wherein, when another player recruits a co-player to play the event together with the other player and the player participates in the event as the co-player, the lineage determination unit determines the lineage of the event in which the player will participate as the co-player to be the lineage selected by the other player.

8. a point awarding unit that awards points to a player when the player plays an event in the game and fulfills an achievement condition of the event; a point recording unit that associates the points awarded to the player with the category of the event played by the player among a plurality of categories set for classifying the events, and records the points for each category; a reward awarding unit that awards a reward to the player when the points recorded for each system satisfy a reward awarding condition; a system determination unit that determines the system of the event that the player can play, The information processing device, wherein the system determination unit periodically determines and changes the system of the event that the player can play from among a plurality of systems.

9. By computer, When a player plays an event in the game and fulfills an achievement condition of the event, points are awarded to the player; the points awarded to the player are associated with the category of the event played by the player among a plurality of categories set for classifying the events, and are recorded for each category; When the points recorded for each system satisfy a condition for granting a benefit, a benefit is granted to the player; When the player plays the event together with other players, the points are awarded to the player according to the number of players who played the event together.

10. By computer, When a player plays an event in the game and fulfills an achievement condition of the event, points are awarded to the player; the points awarded to the player are associated with the category of the event played by the player among a plurality of categories set for classifying the events, and are recorded for each category; When the points recorded for each system satisfy a condition for granting a benefit, a benefit is granted to the player; an information processing method comprising periodically determining and changing the system of the event that the player can play from among a plurality of systems;

11. A program executed by a computer, causing a computer to award points to a player when the player plays an event in the game and fulfills an achievement condition for the event; causing a computer to associate the points awarded to the player with the category of the event played by the player among a plurality of categories set for classifying the events, and record the points for each category; causing the computer to award a benefit to the player when the points recorded for each system satisfy a benefit awarding condition; A program causing a computer to, when the player plays the event jointly with other players, award the points to the player according to the number of players who played the event jointly.

12. A program executed by a computer, causing a computer to award points to a player when the player plays an event in the game and fulfills an achievement condition for the event; causing a computer to associate the points awarded to the player with the category of the event played by the player among a plurality of categories set for classifying the events, and record the points for each category; causing the computer to award a benefit to the player when the points recorded for each system satisfy a benefit awarding condition; A program that causes a computer to periodically determine and change the type of event that the player can play from among a plurality of types.

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