Program

The program improves quiz game entertainment by personalizing questions based on player information, ensuring fairness and engagement through tailored difficulty and rewards.

JP2025136821APending Publication Date: 2025-09-19COLOPL
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Patent Information

Application Number
JP2024035690
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-08
Publication Date
2025-09-19

AI Technical Summary

Technical Problem

Existing quiz games lack the ability to enhance entertainment value by considering personal information of players, leading to unfairness and reduced interest.

Method used

A program that personalizes quiz questions based on players' personal information such as nationality, age, and language, ensuring questions are not influenced by the game's playing situation, and adjusts question difficulty and rewards accordingly.

Benefits of technology

Enhances fairness and interest by tailoring questions to individual players, increasing satisfaction and engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve the amusement of a quiz game.SOLUTION: In a multi-play quiz game in which a plurality of players participate, a program causes a computer to set questions according to personal information of each player who participates in the quiz game, the personal information not being affected by a play situation of the quiz game.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present disclosure relates to a program. [Background technology]

[0002] Patent document 1 discloses a quiz event management device that manages the progress of a quiz event in which multiple players can participate using communication terminals, and that changes quiz questions according to the answers of participants. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-109126 Summary of the Invention [Problem to be solved by the invention]

[0004] The present disclosure aims to improve the entertainment value of quiz games. [Means for solving the problem]

[0005] A program according to an embodiment of the present disclosure includes: On the computer, In a multi-play quiz game in which a plurality of players participate, questions are asked according to personal information of each player participating in the quiz game, which is not affected by the playing situation of the quiz game. [Effects of the Invention]

[0006] According to the present disclosure, the interest of quiz games can be improved. [Brief explanation of the drawings]

[0007] [Figure 1]FIG. 1 is a diagram illustrating a configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 2 is a block diagram showing the configuration of a server according to an embodiment of the present disclosure. [Figure 3] FIG. 3 is a flowchart for explaining an outline of the flow of operations when a quiz game is provided by the server shown in FIG. [Figure 4] FIG. 4 is a diagram showing an example of an account creation screen displayed on the terminal shown in FIG. [Figure 5] FIG. 5 is a diagram for explaining a specific example of the quiz information shown in FIG. [Figure 6] FIG. 6 is a diagram showing an example of a play screen generated by the game progression unit shown in FIG. 2 when a question is being asked. DETAILED DESCRIPTION OF THE INVENTION

[0008] Hereinafter, embodiments of this technical concept will be described in detail with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. The names and functions of these components are also the same. Therefore, detailed descriptions thereof will not be repeated.

[0009] [Configuration of information processing system] Fig. 1 is a diagram showing the configuration of an information processing system 1 according to an embodiment of the present disclosure. As shown in Fig. 1, the information processing system 1 includes a plurality of terminals 10 used by a plurality of users, and a server (computer) 20, and these devices are connected to each other via a network 13 so as to be able to communicate with each other.

[0010] The terminal 10 is a smartphone, a phablet, a tablet, or the like. The terminal 10 may be a portable terminal, a wearable device worn on the body, or a stationary terminal such as a PC (Personal Computer) or a game console. When the terminal 10 is operated by a user, data related to the quiz game is transmitted and received between the server 20 and the terminal 10. This allows the user to participate in the quiz game.

[0011] The server 20 can provide the multiplayer quiz game to each user by identifying multiple users participating in the multiplayer quiz game and communicating with each user's terminal 10. The server 20 also manages various data of each user and transmits images, audio, text, and other data to the terminal 10 according to the progress of each user's quiz game.

[0012] [Server Configuration] 2 is a block diagram showing the configuration of the server 20 according to the embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit 22, a storage unit 23, and a memory 24.

[0013] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when the control unit 22 generates screen data for a play screen of a quiz game, the communication unit 21 transmits the screen data to the terminal 10. Furthermore, when the communication unit 21 receives operation information indicating the content of a user's operation on the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.

[0014] The storage unit 23 includes a storage device such as an HDD (Hard Disk Drive) or a flash memory, etc. Specifically, the storage unit 23 stores a program 41, game information 42, user information 43, quiz information 44, etc.

[0015] The program 41 is a program for the server 20 to execute various processes. The game information 42 includes various information used in the progress of the quiz game, such as information used to generate a play screen. The user information 43 includes identification information for each terminal 10, identification information for each user, and personal information for each user. The quiz information 44 includes the contents of multiple questions asked in the quiz game, the correct answers for each question, and the like.

[0016] The memory 24 includes a storage device such as a read-only memory (ROM) or a random access memory (RAM), etc. The memory 24 temporarily stores various data generated in accordance with the operation of the control unit 22.

[0017] The control unit 22 is a processor including, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The control unit 22 operates in accordance with a program 41 to function as a game progression unit 31 and a quiz determination unit 32.

[0018] The game progression unit 31 performs various processes related to the progression of the quiz game. For example, the game progression unit 31 creates user accounts, matches multiple users to participate in the quiz game, and generates play screens. The quiz determination unit 32 determines questions to be asked in the quiz game from among multiple questions included in the quiz information 44 stored in the memory unit 23.

[0019] [Quiz Game Overview] Fig. 3 is a flowchart outlining the flow of operations when a quiz game is provided by the server 20 shown in Fig. 2. First, when a user performs an operation on the terminal 10 to start a quiz game, the terminal 10 outputs a start request to the server 20. Then, upon receiving the start request from the terminal 10, the game progression unit 31 in the server 20 performs processing to create an account for the user (step S11).

[0020] Figure 4 is a diagram showing an example of an account creation screen displayed on terminal 10 shown in Figure 1. The game progression unit 31 generates screen data for the account creation screen G1 as shown in Figure 4 and sends it to terminal 10. As a result, the account creation screen G1 is displayed on terminal 10.

[0021] The account creation screen G1 includes input fields for personal information (hereinafter referred to as "personal information") such as date of birth, sex, nationality, area of ​​residence, parents' nationalities, country of origin, occupation, language spoken, and religion. The account creation screen G1 shown in FIG. 4 displays input fields for some of the specific examples of personal information described above.

[0022] When a user performs an input operation in each input field using terminal 10, terminal 10 transmits input information indicating the input content to server 20. When game progression unit 31 in server 20 receives the input information transmitted from terminal 10 via communication unit 21, it creates an account for the user based on the input information and stores the account in memory unit 23.

[0023] 3, next, when the user performs an operation on terminal 10 to start a quiz game, terminal 10 transmits a request to participate in the quiz game to server 20. Then, when the game progression unit 31 in server 20 receives the participation request from terminal 10 via the communication unit 21, it matches users (hereinafter also referred to as "players") who will participate in the quiz game (step S12). For example, the game progression unit 31 randomly divides multiple players corresponding to the multiple terminals 10 that have transmitted the participation requests into groups of a predetermined number of players.

[0024] When matching players, the game progression unit 31 may use personal information such as the nationality, age, and religion of each player. For example, the game progression unit 31 may perform matching so that the number of nationalities in a group is a maximum of three, or so that all players in a group are of the same age. In addition, some of the multiple players to be matched may be NPCs (non-player characters).

[0025] Next, the quiz determination unit 32 in the server 20 acquires personal information of each of the matched players (step S13), and determines questions to be asked based on the acquired personal information of each player (step S14). Details of how the quiz determination unit 32 determines questions will be described later.

[0026] Next, the game progression unit 31 asks each player the question determined by the quiz determination unit 32 (Step S15). Then, each player answers the asked question by operating their own terminal 10.

[0027] When the game progression unit 31 receives answer information indicating the answers of each player from each terminal 10, it stores the number of correct answers of each player, etc., based on this answer information in memory 24. Then, the game progression unit 31 determines, for example, the player among the multiple players who has the most correct answers as the winner (Step S16).

[0028] [Quiz information details] 5 is a diagram illustrating a specific example of the quiz information 44 shown in FIG. 5. As shown in FIG. 5, each question included in the quiz information 44 is associated with a quiz number, the content of the question, a correct answer, and attributes. The attributes are information indicating players who are predicted to have an advantage in the question, i.e., players who are predicted to have a high rate of correct answers to the question. For example, the attributes include nationality, area of ​​residence, occupation, language spoken, gender, age, religion, and the like.

[0029] Specifically, the question in quiz number "1" is "Who was the first Prime Minister of Japan?" and is advantageous for players whose nationality or region of residence is Japanese and who are in their teens or older. In other words, it is predicted that players whose nationality or region of residence is Japanese and who are in their teens or older will have a high rate of correct answers to this question. For this reason, the attributes "Japan" and "Teens or older" are associated with this question.

[0030] The question in quiz number "2" is "What is eaten in China during New Year's?", and is advantageous for players whose nationality or region of residence is China. For this reason, the attribute "China" is associated with this question.

[0031] The question for quiz number "3" is "What song was popular in America in the 2000s?" and is advantageous for players whose nationality or region of residence is America and who are over 30 years old. For this reason, the attributes "America" ​​and "over 30 years old" are associated with this question.

[0032] On the other hand, question number 4 is "What is the highest mountain in the world?", and is a question that does not create an advantage or disadvantage between players. In other words, it is predicted that there will be no significant difference in difficulty between players with different attributes, and that there will be little difference in the rate of correct answers. For this reason, this question is associated with an attribute called "common question." Hereinafter, questions that have the attribute "common question" will also be simply referred to as "common question."

[0033] The question with quiz number "5" is "120 + (25 × 6) =?", and like the question with quiz number "4", it is a question that does not give any advantage or disadvantage to the players. For this reason, this question is associated with the attribute "common question."

[0034] In addition to questions 4 and 5, the common questions include questions on content learned in the educational curriculum and questions on content for which there are few differences in knowledge depending on place of origin or age. Specifically, questions on shapes and spot-the-difference questions are included in the common questions.

[0035] [How to decide the problem] 2 again, the quiz determination unit 32 determines questions to be posed to the matched players. At this time, as described above, the quiz determination unit 32 acquires information about the origin of each player and personal information such as the age or generation of each player, and determines questions according to the personal information of each player. The personal information acquired at this time is information that is not affected by the playing status of the quiz game, and does not include information about the player's rank in the quiz game, acquired items or points, etc.

[0036] The personal information acquired at this time may be the content entered by the player when creating an account, or may be content other than the content entered by the player. For example, the quiz determination unit 32 may identify the area where the player lives based on the IP address of the player's terminal 10 or the like, and acquire the area as personal information.

[0037] (Example 1) When all players have the same nationality It is assumed that the quiz determination unit 32 determines that all players have the same nationality based on the acquired personal information of each player. In this case, the quiz determination unit 32 determines, for example, a question to which the nationality is associated as an attribute as the question to be asked. Specifically, if all players have the nationality of Japan, the quiz determination unit 32 determines, as the question to be asked, a question to which "Japan" is associated as an attribute, such as the question with quiz number "1" shown in FIG. 3.

[0038] (Example 2) When multiple players have different nationalities Assume that the quiz determination unit 32 determines, based on the acquired personal information of each player, that there are multiple players of different nationalities among the multiple matched players. In this case, the quiz determination unit 32 does not ask questions that are advantageous or disadvantageous depending on the nationality of the player. In other words, the quiz determination unit 32 determines questions so that all questions to be asked are common questions, such as questions with quiz number "4" or quiz number "5" shown in FIG. 3.

[0039] Furthermore, the quiz determination unit 32 may adjust the number of common questions and questions advantageous to players of each nationality to be asked. Specifically, it is assumed that the nationalities corresponding to the matched players are divided into three countries, and 10 questions are asked to these players. In this case, the quiz determination unit 32 determines the questions so that, for example, of the 10 questions, four common questions are asked and two questions each having an attribute for each country are asked (a total of six questions).

[0040] Furthermore, the quiz determination unit 32 may determine a plurality of questions so that the same number of questions tailored to each nationality are set, and common questions are not set.

[0041] (Example 3) When multiple players are of different ages It is assumed that the quiz determination unit 32 determines, based on the acquired personal information of each player, that there are multiple players of different ages among the multiple matched players. In this case, the quiz determination unit 32 determines, for example, a common question as the question to be asked.

[0042] Furthermore, the quiz determination unit 32 may be configured to adjust the number of common questions and questions tailored to the age of the players. For example, suppose that a matched group includes players in their teens, players in their 30s, and players in their 50s, and 10 questions are to be asked. In this case, the quiz determination unit 32 determines the questions so that, of the 10 questions, four are common questions and two questions each have an attribute for each age group (a total of six questions).

[0043] In addition, the quiz determination unit 32 may determine, as questions other than the common questions, questions tailored to the youngest age group of players included in the group (for example, teenagers), that is, questions having the attribute "teenager."

[0044] In addition, the quiz determination unit 32 may determine, as questions other than the common questions, questions that are tailored to the median age group of each player included in the group (for example, 30s), that is, questions that have the attribute "30s."

[0045] Furthermore, the quiz determination unit 32 may determine a plurality of questions so that the same number of questions are set for each age group, and common questions are not set.

[0046] In the above specific examples 2 and 3, we have explained the case where multiple players have different nationalities or ages, but the quiz determination unit 32 can determine questions in a similar manner even when multiple players have different attributes other than nationality or age.

[0047] For example, if all of the matched players are Japanese, but some of the players speak English and others speak Japanese, the quiz determination unit 32 determines, as questions to be asked, both questions that are advantageous to players who speak Japanese and questions that are advantageous to players who speak English.

[0048] Furthermore, the quiz determination unit 32 may predict or identify the religion of each player based on the personal information of each player, and determine questions so that questions with content that is not religiously appropriate are not asked.

[0049] Furthermore, the quiz determination unit 32 is not limited to a configuration in which it determines all of the questions to be asked at once. For example, the quiz determination unit 32 may be configured to determine some of the multiple questions to be asked and determine the remaining questions depending on the correct answer rate of each player for the asked questions, etc. Specifically, in a situation in which the correct answer rate of Japanese players is high at the time when multiple questions have been asked, the quiz determination unit 32 may determine the remaining questions so that questions that are advantageous to players other than Japanese players are applied.

[0050] Furthermore, the total number of questions to be asked does not have to be determined in advance. For example, questions may be asked continuously until one or more players have answered 10 questions correctly. In such a case, it is desirable that the quiz determination unit 32 determines questions so that questions advantageous to each player are asked in order.

[0051] Specifically, it is assumed that the nationalities corresponding to the matched players are divided into Japan, China, and the U.S. In this case, the quiz determination unit 32 determines questions so that, for example, one question advantageous to Japanese players, one question advantageous to Chinese players, and one question advantageous to Americans are asked in that order.

[0052] Alternatively, the quiz determination unit 32 may be configured to determine candidate questions to be asked rather than making the final decision on the questions to be asked. In this case, the game progression unit 31, for example, presents the player with multiple candidate questions determined by the quiz determination unit 32 and asks the question selected by the player.

[0053] Furthermore, when an NPC is included in part of the matched players, the quiz determination unit 32 determines the question based on, for example, personal information of the players other than the NPC.

[0054] [Question details] (How questions are presented) Figure 6 is a diagram showing an example of a play screen when a question is being asked, generated by the game progression unit 31 shown in Figure 2. Once the question to be asked has been determined by the quiz determination unit 32, the game progression unit 31 generates a quiz screen G2 for asking the determined question, as shown in Figure 6, and transmits screen data for the quiz screen G2 to each player's device 10. As a result, the quiz screen G2 is displayed on each player's device 10.

[0055] At this time, the game progression unit 31 may adjust the wording of the question depending on each player's personal information related to their nationality, region of residence, language used, etc. For example, among multiple matched players, suppose that one player's language normally uses "meters" as a unit of length, while another player's language normally uses "yards" as a unit of length.

[0056] In such a case, when a question about length, such as "How tall is Mount Everest?" is asked, the game progression unit 31 generates a quiz screen G2 so that the question is asked using "meters" for a player who normally uses "meters" as a unit of length. Furthermore, the game progression unit 31 generates a quiz screen G2 so that the question is asked using "yards" for a player who normally uses "yards" as a unit of length. Note that FIG. 6 shows a quiz screen G2 generated for a player who normally uses "meters."

[0057] The game progression unit 31 may also set different correct answers depending on the attributes of the player. For example, suppose a question is asked such as, "What is eaten during New Year's in your country?" In this case, the game progression unit 31 may set "mochi" (rice cake) as the correct answer for a player of Japanese nationality, and "gyoza" (dumplings) as the correct answer for a player of Chinese nationality.

[0058] (Reward for correct answers) If the player answers a question correctly, the game progression unit 31 may award the player a reward. The reward may include rewards such as points in the quiz game, items that can be used in the quiz game, and the like.

[0059] In this case, the game progression unit 31 can change the benefit according to the attributes of each player. For example, if a player who is at a disadvantage in a question answers the question correctly, the benefit granted to that player may be greater than the benefit granted to another player who is not at a disadvantage in the question and answers the question correctly.

[0060] Specifically, suppose a question having "Japan" as an attribute is presented, and a player whose nationality is other than Japanese answers the question correctly. In this case, the game progression unit 31 awards, for example, 3 points to the player. On the other hand, if another player whose nationality is Japanese answers the question correctly, the game progression unit 31 awards, for example, 1 point to the other player.

[0061] Also, for example, suppose a question having an attribute of "teenager" is asked. In this case, the quiz determination unit 32 will award 1 point if a player in their teens answers the question correctly, 2 points if a player in their 30s answers the question correctly, and 3 points if a player in their 50s answers the question correctly.

[0062] (Other support functions) The quiz screen G2 may display the percentage of correct answers and the average time it takes to input an answer for each nationality of the matched players.

[0063] The quiz screen G2 may also be distributed to users other than the players participating in the quiz game. In this case, the server 20 can receive hints for answering questions from multiple users who are viewers of the quiz screen G2.

[0064] The server 20 may then acquire personal information such as the country of origin of each viewer who has posted a hint, and by comparing the personal information of each viewer with the personal information of the player challenging the quiz game and the attribute information of the question asked, determine which of the hints from the viewer to present to that player.

[0065] Furthermore, the same action may have different meanings depending on the country, and some actions may be perceived as inappropriate. For this reason, the server 20 may change the actions of the avatar (character) operated by the player in the quiz game depending on the player's country of origin or the country where the player is currently located. Instead of changing the actions, the server 20 may display text on the quiz screen G2 or output sound that appropriately conveys the actions.

[0066] Furthermore, a message may be sent to each player by displaying a graphic such as a stamp on the quiz screen G2. As with the avatar's movements, the meaning conveyed by such a graphic may differ from country to country, and some graphics may be perceived as inappropriate. For this reason, the server 20 may change the graphic so that the meaning of the graphic is conveyed appropriately depending on the player's country of origin or the country where the player is currently located. Alternatively, instead of changing the graphic, the server 20 may display text on the quiz screen G2 or output sound so that the meaning of the graphic is conveyed appropriately.

[0067] [Additional Notes] The contents according to the embodiments of the present disclosure are listed as follows. [assignment] To improve the interest of a quiz game.

[0068] [Solution] (Item 1) On the computer, In a multi-play quiz game in which a plurality of players participate, questions are asked according to personal information of each player participating in the quiz game, which is not affected by the playing situation of the quiz game.

[0069] With this configuration, it is possible to set questions with a high degree of fairness, taking into consideration the personal information of each player participating in the quiz game, thereby increasing the satisfaction of each player and making the quiz game more interesting.

[0070] (Item 2) 2. The program of claim 1, wherein the personal information includes at least one of information about the player's origin and information about the player's age or generation.

[0071] With this configuration, questions can be posed with a high degree of fairness among multiple players participating in the quiz game, even if they have different nationalities, places of origin, native languages, and ages.

[0072] (Item 3) On the computer, A program as described in item 1, which prevents players from answering certain questions that are disadvantageous depending on their origin if the information about the player's origin among the personal information differs among multiple players participating in the quiz game.

[0073] This configuration prevents the process of determining questions from becoming too complicated and increases equality between players of different nationalities, places of origin, native languages, etc.

[0074] (Item 4) On the computer, The program described in item 1, wherein if the information about the player's origin among the personal information differs among multiple players participating in the quiz game, the number of applications for certain questions that are disadvantageous depending on the player's origin is adjusted.

[0075] This configuration can increase equality between players of different nationalities, places of origin, native languages, etc. Also, for example, by including an equal number of questions appropriate to each player's country of origin among the multiple questions posed, questions of varying difficulty levels will be presented to each player, further increasing the interest of the quiz game.

[0076] (Item 5) On the computer, The program described in item 1, in which, if the information regarding the player's origin among the personal information differs among multiple players participating in the quiz game, the benefits given to each player who correctly answers a predetermined question that is disadvantageous depending on the player's origin are changed depending on the information regarding the player's origin.

[0077] With this configuration, for example, the points that can be obtained when a question is answered correctly can be changed according to the difficulty level for the player, thereby further improving the fairness and entertainment value of the quiz game.

[0078] (Item 6) On the computer, The program described in item 1, wherein if the information about the player's origin among the personal information differs among multiple players participating in the quiz game, the wording of the questions provided to each player is adjusted according to the information about each player's origin.

[0079] With this configuration, for example, when a question is asked that includes units of length, the representation can be adjusted between a player who uses "meters" and a player who uses "yards," thereby increasing equality between players.

[0080] The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media.

[0081] Furthermore, each operation performed by the control unit 22 in the server 20 in the above embodiment may be executed by one processor or multiple processors. For example, some or all of the operations performed by the control unit 22 may be executed by the terminal 10 shown in FIG.

[0082] Furthermore, the above-described embodiments are merely examples for facilitating understanding of the present invention, and are not intended to limit the present invention. The present invention can be modified, improved, or partially deleted from the configuration of the embodiments without departing from the spirit of the present invention, and it goes without saying that the present invention also includes equivalents thereof. [Explanation of symbols]

[0083] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progression unit, 32: Quiz determination unit, 41: Program, 42: Game information, 43: User information, 44: Quiz information

Claims

1. On the computer, A program for a multiplayer quiz game in which a plurality of players participate, in which questions are asked according to personal information of each player participating in the quiz game, the personal information being unaffected by the playing status of the quiz game.

2. The program of claim 1 , wherein the personal information includes at least one of information about the player's origin and information about the player's age or generation.

3. On the computer, 2. The program according to claim 1, wherein if information about a player's origin among the personal information differs among multiple players participating in the quiz game, a predetermined question that is disadvantageous depending on the player's origin is not allowed to be answered.

4. On the computer, The program according to claim 1, wherein, if the information regarding the player's origin among the personal information differs among multiple players participating in the quiz game, the number of applications for certain questions that are disadvantageous depending on the player's origin is adjusted.

5. On the computer, 2. The program according to claim 1, wherein, when information regarding the origin of a player among the personal information differs among multiple players participating in the quiz game, the benefit given to each player who correctly answers a predetermined question that is disadvantageous depending on the player's origin is changed depending on the information regarding the player's origin.

6. On the computer, 2. The program according to claim 1, wherein, if information regarding the origin of a player among the personal information differs among multiple players participating in the quiz game, the wording of questions provided to each player is adjusted according to the information regarding the origin of each player.

Citation Information

Patent Citations

  • Quiz event system and quiz event managing device

    JP2002109126A