Information processing device, information processing method, program and information processing system

The system addresses the nuisance of game-linked icons by rewarding users with playback restrictions lifted based on second application usage history, increasing engagement with digital content.

JP2025140759APending Publication Date: 2025-09-29MIXI INC
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Patent Information

Application Number
JP2024040329
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-14
Publication Date
2025-09-29

AI Technical Summary

Technical Problem

Game devices that display event guidance icons linked to games can be a nuisance for users not interested in playing, reducing motivation to engage with associated digital content.

Method used

An information processing system with a restriction management unit that removes playback restrictions on digital content by consuming a predetermined value, adjusting the value required to lift restrictions based on the usage history of a second application.

Benefits of technology

Increases motivation to use the second application by granting rewards for using the first application based on the usage history of the second application, enhancing user engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing device which can enhance use willingness of a second application associated with a digital content reproduced by a first application.SOLUTION: An information processing device includes a restriction management unit and a value management unit. The restriction management unit releases restriction to a reproduction restriction unit by consumption of a predetermined value, when the reproduction restriction unit is set in at least a part of a first digital content as a reproduction object by a first application reproducing digital contents. The value management unit changes the magnitude of a predetermined value required for releasing the restriction to the reproduction restriction unit set in the first digital content, according to a use history of a second application different from the first application.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

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

[0002] There are game devices that sequentially display electronic book content (hereinafter also referred to as "electronic books") on a display in response to operations by a player who is browsing the electronic books. Among these game devices, there is a game device that can execute a game linked to an event guidance icon displayed in a predetermined frame image of the electronic book when the event guidance icon is selected by a user. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5331145 Summary of the Invention [Problem to be solved by the invention]

[0004] Playing a game by selecting an event guidance icon displayed on a predetermined frame image of an electronic book can also give the user reading the book content the enjoyment of playing the game. On the other hand, for users who are not interested in the game, the display of the event guidance icon linked to the game is nothing but a nuisance.

[0005] An object of the present invention is to provide an information processing device, an information processing method, a program, and an information processing system that can increase motivation to use a second application associated with digital content played by a first application. [Means for solving the problem]

[0006] One embodiment of the present invention is an information processing device having a restriction management unit and a value management unit, wherein the restriction management unit, when a playback restriction unit is set on at least a portion of a first digital content to be played by a first application that plays digital content, removes the restriction on the playback restriction unit by consuming a predetermined value, and the value management unit changes the amount of the predetermined value required to remove the restriction on the playback restriction unit set on the first digital content in accordance with the usage history of a second application that is different from the first application. [Effects of the Invention]

[0007] According to one aspect of the present invention, a profit that can be used for playing a first application can be granted according to the usage history of a second application. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of the configuration of an information processing system assumed in a first embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of a functional configuration of a server. [Figure 3] 10 is a diagram illustrating an example of a data structure of user information. [Figure 4] 10 is a diagram illustrating an example of the data structure of electronic book management information. [Figure 5] 10 is a diagram illustrating an example of the data structure of game management information. [Figure 6] FIG. 2 is a diagram illustrating the data structure of an electronic book. [Figure 7] 10 is a flowchart illustrating an example of a playback management operation by the server in the first embodiment. [Figure 8] 10A and 10B are diagrams illustrating screen transitions when an electronic book with a playback restriction section set is played back. [Figure 9] 10 is a flowchart illustrating an example of a restriction management operation by the server in the first embodiment. [Figure 10] FIG. 11 is a diagram illustrating an example of electronic book management information used in the second embodiment. [Figure 11] 10 is a flowchart illustrating an example of a restriction management operation corresponding to a sub-function described in the second embodiment. [Figure 12] FIG. 11 is a diagram illustrating an example of electronic book management information used in the third embodiment. [Figure 13] 13 is a flowchart illustrating an example of a restriction management operation corresponding to a sub-function described in the third embodiment. [Figure 14] 13 is an example of a flowchart illustrating a process for changing lottery probabilities in the fourth embodiment. [Figure 15] 10 is a flowchart illustrating an example of the processing operation of step 123 for increasing the winning probability of a user with a small cancellation history. [Figure 16] FIG. 10 is a diagram showing an example of a table used when changing the winning probability according to the cancellation history. [Figure 17] 10 is a flowchart illustrating another example of the processing operation of step 123 for increasing the winning probability of a user with a small number of cancellation histories. [Figure 18] FIG. 10 is a diagram showing an example of a table used when changing the winning probability depending on the content of the event period. [Figure 19] 13 is a flowchart illustrating an example of an operation for changing a release condition corresponding to a sub-function described in the fifth embodiment. [Figure 20] 10 is a diagram illustrating an example of the data structure of a winning character / electronic book correspondence table referenced by the server. [Figure 21] 13 is a flowchart illustrating an example of information presentation processing corresponding to a sub-function described in the sixth embodiment. [Figure 22] FIG. 10 is a diagram illustrating an example of providing information for changing the consumption amount of a predetermined value required to release the playback restriction of a related book. [Figure 23] 13 is a flowchart illustrating an example of a playback management operation by a server in the seventh embodiment. [Figure 24] FIG. 20 is a diagram illustrating the provision of information in the seventh embodiment. [Figure 25]13 is a flowchart illustrating an example of a playback management operation by a server in the eighth embodiment. [Figure 26] FIG. 10 is a diagram illustrating a display example of a screen for explaining a cancellation condition. [Figure 27] FIG. 10 is a diagram illustrating a display example of a screen for explaining a cancellation condition. [Figure 28] 13 is a flowchart illustrating an example of an information presentation operation by a server in the ninth embodiment. [Figure 29] FIG. 20 is a diagram illustrating an example of an information presentation screen based on a sub-function described in the ninth embodiment. [Figure 30] 23 is a flowchart illustrating an example of an operation of changing a predetermined value by a server in the tenth embodiment. [Figure 31] 10 is a diagram illustrating an example of a change operation of a predetermined value applied to a user for whom a long time has elapsed since the previous cancellation. [Figure 32] 10 is a diagram illustrating another example of a change operation of the predetermined value applied to a user for whom a long time has elapsed since the previous cancellation. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. The embodiment described below is merely an example of a form for carrying out the present invention, and the embodiment of the present invention is not limited to the embodiment described below. Therefore, the technical scope of the present invention is not limited to the scope described in the following embodiments. For example, various modifications or improvements to the contents described in the embodiments are also included in the technical scope of the present invention. The various functional units described below are realized through the execution of programs by processors such as a CPU (Central Processing Unit), MPU (Micro Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), and other processors.

[0010] <Terminology> First, the terms used in the embodiments will be explained. "Program" is used as a general term for the OS (=Operating System) and application programs. "Content" refers to text, images (including still images and videos), music itself, and any combination of these. Content can be categorized into, for example, book content, blog content, SNS (Social Networking Service) content, video content, movie content, broadcast content, animation, music, and games. "Digital content" refers to content provided in a digital format. In other words, digital content refers to content provided via a recording medium or a network.

[0011] "E-books" come in a variety of formats, including books in the form of single volumes, books in the form of a series with a continuity of the story, books with the same title, magazines with a continuity of the title, books by the same author, books by the same publisher, and spin-off works that inherit the worldview and settings of the original work. An "application program" is a program that plays digital content. Note that an "application program" is also called an "application" or "app." A dedicated app may be required to play digital content. "Game" refers to a computer game. Games are also an example of digital content. In the following, an app that plays a computer game will also be referred to as a game app. An app that plays e-books will be referred to as a book app, and an app that plays music will be referred to as an audio player, etc.

[0012] "User" refers to a natural person who operates a terminal connected to a network. Note that the system may act on behalf of some of the users participating in the multiplayer game described below. "Terminals" include terminals operated by users (hereinafter also referred to as "user terminals"), as well as servers located on the Internet or other networks. The digital content described above is played on a user terminal or a server. The digital content played on the server is distributed to the user terminal via a network. Playing a game is also called "playing a game" or "executing a game." When the digital content is played on the server, the user terminal is used as a so-called input / output device, that is, the user terminal is used for outputting the digital content and inputting the operation.

[0013] Games that are run on a server are called online games. Online games that use SNS as a platform are called social games. There are two ways to play a game: solo play by one player (hereinafter referred to as "single play") and cooperative play by multiple players (hereinafter referred to as "multiplayer"). Depending on the game, there may be cases where only single play is possible, only multiplayer is possible, or the option to choose between single play and multiplayer is available. There are two ways to participate in a multiplayer game: as a host or as a guest. A host is a player who invites participants, and a guest is a player who joins a multiplayer game in response to an invitation from the host.

[0014] Games can be divided into in-game and out-game. In-game is the main part of the game. An in-game consists of one or more sub-games called "quests." In many cases, the difficulty of the quests and the enemy characters that appear in the quests (hereafter referred to as "enemy characters") vary from quest to quest. For example, conditions for accomplishing a quest are set, and a reward is given to a player who accomplishes the conditions.

[0015] The out-game is the portion other than the in-game. In the out-game, for example, acquisition, development, and selection of game contents to be used in play are performed. The out-game may also be composed of one or more quests. There are quests that can be played at any time, and quests that can only be played for a limited time or opportunity (hereinafter referred to as "event quests"). "Game media" includes, for example, characters used by the player in the game (hereinafter referred to as "player characters"), enemy characters, and coins and items used in quests.

[0016] "Achievement conditions" may include, for example, defeating all enemy characters in a quest, defeating a specific enemy character, arriving at a specific location or point, or obtaining a specific item. Specific enemy characters include, for example, boss characters. Specific points include, for example, churches and inns. Specific items include, for example, coins, equipment, weapons, treasure chests, etc. Fulfilling the conditions for completion is also called "clearing a quest" or "clearing a mission." "Mission" may be set in association with playing a quest, or may be set independently of playing a quest. Missions set in association with playing a quest include, for example, arriving at a specific location or point, or obtaining a specific item. Note that missions set in association with playing a quest may also be set across multiple quests. Missions set independently of quests include answering surveys and posting.

[0017] "Object" refers to a character that appears in digital content. Game objects include not only enemy characters that appear in game apps, but also player characters. In a broader sense, it also includes one or more objects or groups of objects that make up the game space. The objects of the electronic book include characters that appear in the electronic book. A "deck" refers to a collection of multiple player characters used to play a quest. Note that a deck may consist of only one player character. The player characters that make up the deck may be organized by the player, or may be organized randomly by the server 10 (see FIG. 1).

[0018] "Perks" include permission to play the next quest (including specially prepared quests), granting a boss character for a cleared quest, granting experience points, stamina points, etc., granting items to be used in the game, granting currency to be used in the game, granting the right to enter lotteries held in the game, etc., permission to evolve the player character, upgrading the player character's abilities, increasing experience points and rewards, granting a title, granting magic or other special powers, granting special gestures, increasing the lottery probability for player characters or items, permission to activate special abilities, granting financial value, and perks related to playing other digital content.

[0019] "Financial value" includes information that can be exchanged on a network, such as electronic money, crypto assets, in-game currency, legal tender, and points. Benefits related to the playback of other digital content include, for example, lifting playback restrictions set on other digital content, and reducing the consumption of financial value (hereinafter referred to as "predetermined value") required to lift the playback restrictions.

[0020] The playback restriction section refers to a portion of the digital content on which restrictions are placed on playback by the user. The playback restriction section may be set not only on the entire digital content but also on a portion of the digital content. The number of locations where a playback restriction section is set is not limited to one, and may be multiple. Also, multiple playback restriction sections with different restriction contents may be set for one location. However, multiple contents may be set for one playback restriction section.

[0021] The restrictions include, for example, not permitting playback itself, as well as restrictions on image quality and sound quality and operability. Degradation in image quality can include, for example, a reduction in resolution (reproducing image content specified as 3840 x 2160 pixels at 720 x 480 pixels) or reproducing a color image as a black and white image. Degradation in sound quality can include, for example, limiting sound output and reducing resolution (playing back a sound source recorded in 24 bits at 16 bits). Restrictions on operability include, for example, not allowing operations to change the magnification or reduction ratio of image content or limiting the operable magnification, not allowing operations to change the playback speed or limiting the operable speed, and not allowing special playback such as frame playback.

[0022] <First Embodiment> <System configuration> FIG. 1 is a diagram showing an example of the configuration of an information processing system 1 assumed in the first embodiment. The information processing system 1 shown in embodiment 1 is composed of a server 10 that manages the playback and distribution of digital content, user terminals 20 (20A, 20B, 20C) operated by users who view the digital content, and a network N that connects these so that they can communicate with each other.

[0023] The server 10 is one or more computers. When the server 10 is operated by a plurality of computers, the plurality of computers cooperate with each other via a network N. The server 10 may be a server specialized in playing and distributing digital content, but may also be used to provide other services. Furthermore, the server 10 may be a dedicated server for each digital content. The server 10 may be an on-premise server or a cloud server. Cloud servers include, for example, IaaS (Infrastructure as a Service), PaaS (Platform as a Service), and SaaS (Software as a Service). The server 10 is an example of an information processing device.

[0024] The user terminal 20 may be, for example, a smartphone, a tablet computer, a notebook or desktop computer, a game console, a head-mounted terminal (a so-called headset), or an eyeglasses-type terminal (a so-called smart glasses). Incidentally, smart glasses are eyeglasses-type devices equipped with a small display and a light-guiding component that focuses an image displayed on the display onto the retina. In the example of FIG. 1, there are three user terminals 20, 20A, 20B, and 20C, but there may be four or more.

[0025] One user is associated with one user terminal 20. In other words, one user terminal 20 is associated with one user account. In the example of FIG. 1, user A is associated with user terminal 20A, user B is associated with user terminal 20B, and user C is associated with user terminal 20C. The network N is assumed to be, for example, the Internet, a LAN (Local Area Network), or a mobile communication system such as 4G or 5G. The network N may be a wired network or a wireless network, or may be a combination of a wired network and a wireless network.

[0026] <Server hardware configuration> The server 10 comprises a processor 11 that controls the overall operation of the terminal, a memory 12, an auxiliary storage device 13, and a communication interface 14. The processor 11 is, for example, a CPU. The memory 12 is composed of a ROM (Read Only Memory) that stores a BIOS (Basic Input Output System) and the like, and a RAM (Random Access Memory) that is used as a work area for the processor 11. The auxiliary storage device 13 is, for example, a hard disk drive or semiconductor storage. A social game program is installed in the auxiliary storage device 13. The communication interface 14 is a device that enables communication with an external terminal such as the user terminal 20. The communication interface 14 is required to have a communication function that is compatible with the network N used for communication.

[0027] <Hardware configuration of user terminal> The user terminal 20 comprises a processor 21 that controls the overall operation of the terminal, a memory 22, an auxiliary storage device 23, a display 24, and a communication interface 25. The processor 21 is, for example, a CPU. The memory 22 is composed of a ROM in which the BIOS and the like are stored, and a RAM used as a work area for the processor 21.

[0028] The auxiliary storage device 23 is, for example, a hard disk drive or semiconductor storage, and stores, for example, digital content and an application that controls the playback of the digital content. The display 24 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display. The communication interface 25 is a device that enables communication with an external terminal such as the server 10. The communication interface 25 is required to have a communication function that is compatible with the network N used for communication.

[0029] <Server functional configuration> Fig. 2 is a diagram illustrating an example of the functional configuration of the server 10. The functional configuration shown in Fig. 2 is an example of a functional unit realized through the execution of a program. The server 10 has a restriction management unit 101 that manages the playback of digital content, a value management unit 102 that manages changes in the property value required to remove the playback restriction set on the digital content, and a memory unit 110. The storage unit 110 is realized by the memory 12 (see FIG. 1) and the auxiliary storage device 13 (see FIG. 1).

[0030] <Information stored in the memory unit> First, an example of information stored in the storage unit 110 will be described. 2 stores user information 111, electronic book management information 112, game management information 113, and a winning character / electronic book correspondence table 114. Note that the storage unit 110 also stores information not shown.

[0031] <User Information 111> The user information 111 is various information related to the user who views the digital content. FIG. 3 is a diagram illustrating an example of the data structure of the user information 111. As shown in FIG. The user information 111 shown in FIG. 3 includes a user account 111A, an electronic book viewing history 111B, and a game / game app usage history 111C.

[0032] The user account 111A is information that identifies a player. For example, the user's name, phone number, email address, and bank account information are linked to the user account 111A. The user account 111A is added when a new user is registered. In FIG. 3, user A, user B, and user C are registered. However, users A, B, and C are in accordance with the explanation in FIG. 1, and in reality, more users are registered.

[0033] The electronic book viewing history 111B is a history of each user's viewing of the electronic book. The history may include not only past viewing but also real-time viewing. In the case of FIG. 3, the date and time when the user viewed the electronic book, whether or not the user purchased it, etc. are stored in chronological order. User A shown in FIG. 3 purchases and reads electronic book A1 on date and time 1, purchases and reads electronic book A2 on date and time 2, and previews electronic book B on date and time 3. Purchases here include cases where the playback restriction in the playback restriction unit is lifted by consuming a predetermined value. An electronic book whose restriction in the playback restriction unit has been lifted can be freely viewed by the user. However, if multiple playback restriction units are set for one electronic book and purchases are managed on a playback restriction unit basis, viewing is managed on a playback restriction unit basis.

[0034] Incidentally, a trial read means viewing the free portion (in other words, the portion other than the playback restricted portion). For example, if the playback restricted portion is set in the latter half of an e-book, a trial read means viewing the first half of the e-book. If no playback restricted portion is set, the entire digital content becomes the free portion. The preview also includes a case where consumption of a predetermined value required to remove the playback restriction section is waived. The exemption is one example of a case where the predetermined value required to release the playback restriction section is changed. In this embodiment, the change in the predetermined value means a "decrease."

[0035] The game / game app usage history 111C is a history of games and game apps used by each user. The use of a game means playing a game. In this embodiment, the use of a game app means downloading and launching an app used to play a game. In addition, if the game app used to play the game corresponds one-to-one with the game, there is no need to distinguish between use of the game and use of the game app. The history may include real-time usage as well as past usage.

[0036] User A shown in FIG. 3 is playing game X at date and time 11. The results of the play 11 and the deck 11 used for the play are also recorded. The results of the play include clearing and failing. The results of the play may also include interruptions and mid-game terminations. In the example of Figure 3, user A has two in-game lotteries while playing game X. The first in-game lottery was conducted at date and time 12-1, and lottery result 12-1 is recorded. The second in-game lottery was conducted at date and time 12-2, and lottery result 12-2 is recorded. Note that lottery results 12-1 and 12-2 include, for example, the character that was selected (hereinafter referred to as the "selected character") and the content and number of game media. In the case of FIG. 3, user B downloads game application A on date and time 13-1 and starts game application A on date and time 13-2.

[0037] <E-book management information 112> The electronic book management information 112 (see FIG. 2) is various information related to electronic books managed by the server 10 (see FIG. 1). FIG. 4 is a diagram illustrating an example of the data structure of the electronic book management information 112. The electronic book management information 112 shown in FIG. 4 includes a book title 112A, object information 112B, playback restriction section information 112C, release condition information 112D, related game application / game information 112E, and change rule information 112F.

[0038] Book title 112A is the name of the electronic book. Since book title 112A is used to identify the electronic book, an identification number or symbol may be used instead of or at the same time as the name. The object information 112B is information on the main characters and other objects that appear in the electronic book. In the case of Fig. 4, one or more objects are registered in the electronic books A, B, C, D, and E, but no objects are registered in the electronic books F, G, and H.

[0039] The playback restriction section information 112C is information on the playback restriction section set in the digital content. Note that no playback restriction unit is set for electronic book A, but one or more playback restriction units are set for the other electronic books. However, in the case of Figure 4, for convenience of explanation, the number of playback restriction units is one for each electronic book. The playback restriction section information 112C shown in FIG. 4 stores the section where the playback restriction section is set (hereinafter referred to as the "set section") and the content of the restriction. For example, no playback restriction is set for electronic book A. Therefore, the entire book can be viewed.

[0040] For example, in the case of e-book B, the latter half is set as "unreadable." Therefore, the first half can be read as a preview. For example, in the case of e-book C, "low resolution display" is set for "whole", so when the restriction is lifted, high resolution display becomes possible. For example, in the case of e-book D, "black and white display" is set for "whole", so when the restriction is lifted, color display becomes possible. For example, in the case of e-book E, "full size display" is set for "whole", so once the restriction is lifted, the display magnification can be changed.

[0041] For example, in the case of e-book F, "1x speed playback" is set for the "second half" portion. Therefore, once the restriction is lifted, variable-speed playback becomes possible. Variable-speed playback includes not only increasing the speed, such as 2x speed playback or 4x speed playback, but also decreasing the speed, such as 1 / 2 speed playback or 1 / 4 speed playback. Variable-speed playback may also include special playback such as frame-by-frame playback, random playback, and loop playback. In this embodiment, double-speed playback refers to playback in which the length of playback time from the start of displaying the current page to turning the page to the next page is specified as a multiple of a reference time (playback at this time is referred to as "1x speed playback"). Note that N (>1)x speed playback means that the playback time is shortened to 1 / N of the reference time, and N (>1)x speed playback means that the playback time is extended to N times the reference time. Therefore, for example, if the playback time corresponding to 1x speed playback is 60 seconds, the playback time for double-speed playback is 30 seconds, and the playback time for 1 / 2x speed playback is 120 seconds. For example, "viewing prohibited" is set for "entire" in the case of electronic books G and H. Therefore, when the restriction is lifted, the entire book can be viewed.

[0042] The release condition information 112D is information relating to the release condition of the playback restriction unit. In the case of FIG. 4, consumption of legal tender is required for electronic books B to G. However, the release condition may be defined as consumption of property value other than legal tender. Note that the release condition may also be play of game X or use of a game app, as in the case of electronic book H. In the example shown in Figure 4, two types of consumption amounts are listed as release conditions for electronic books B to F. One is the normal consumption amount, and the other is the changed consumption amount that applies when the change rule is met. In Figure 4, the changed consumption amount is shown in parentheses.

[0043] For example, the playback restriction set for e-book B can be lifted by spending 500 yen, but after the change rule is satisfied, the restriction can be lifted by spending 400 yen. E-books D and E are similar to e-book B. However, the initial value of the specified value required for each e-book and the amount of consumption after the change are different. For example, the playback restriction section set for e-book C can be lifted by spending 300 yen, but after the change rule is satisfied, it becomes free of charge. In other words, after the change rule is satisfied, the playback restriction section is automatically lifted without spending the specified value. The same applies to e-book F. Since no change rules have been set for e-book G, the amount of legal tender required to cancel the subscription is limited to 500 yen.

[0044] The related game app / game information 112E is a game app or game linked to each electronic book. For example, e-books A and G do not have associated game apps or games. E-book B is linked to game app A. E-books C to F and H are linked to either or both of games X and Y.

[0045] The change rule information 112F is information on the change rule for the cancellation condition. In the case of FIG. 4, change rules are set for electronic books B to F, but change rules are not set for electronic books A, G, and H. For example, e-book B has a download history for game app A. This rule means that if game app A has a download history, the cancellation conditions will be changed. In the case of Figure 4, the amount of legal tender consumed after the change will be 400 yen. For example, e-book C has a history of clearing Game X. In this rule, even if there is a history of having played Game X, the amount of legal tender consumed to remove the restriction will not change. Only if there is a history of having cleared Game X will the amount of legal tender consumed to remove the restriction change.

[0046] Incidentally, the clear history may include not only clear results from past plays, but also clear results in real time. For example, if the cleared results of past play are treated as cleared history, the amount of fiat currency required to remove the restrictions will change even if you do not play Game X again. On the other hand, a new play and completion of Game X may be required each time playback of the playback-restricted portion is requested. In other words, even if there is a history of clearing Game X in a previous play, a new play may be required to clear Game X.

[0047] For example, e-book D has a play history of game Y. In this rule, if there is a history of playing game Y, the amount of fiat currency consumed to remove the restriction will be changed even if the player fails to complete the game. For example, e-book E has a play history of games X and Y. In this rule, if there is a history of playing both games X and Y, the amount of fiat currency required to remove the restriction will change. For example, e-book F has a play history of either game X or game Y. In this rule, if there is a history of playing either game X or game Y, the amount of fiat currency consumed to remove the restriction is changed.

[0048] <Game Management Information 113> The game management information 113 (see FIG. 2) is various types of information related to the game managed by the server 10 (see FIG. 1). FIG. 5 is a diagram illustrating an example of the data structure of the game management information 113. The game management information 113 shown in FIG. 5 includes a game name 113A, play difficulty information 113B, a lottery period 113C, winning probability information 113D, related book information 113E, and related book application information 113F.

[0049] The game name 113A is the name of the game. Since the game name 113A is used to identify the game, an identification number or symbol may be used instead of or at the same time as the name. The play difficulty information 113B is information about the difficulty level related to playing the game, and indicates, for example, the difficulty level for clearing the game. In FIG. 5, the highest difficulty level is indicated by "A," the second highest difficulty level is indicated by "B," and the third highest difficulty level is indicated by "C." Of course, the difficulty level information is not limited to three levels. For example, the difficulty level information may be two levels or four or more levels. Note that the difficulty level information may change depending on the time of play, such as a campaign period.

[0050] The lottery period 113C is information indicating the period during which the in-game lottery is held. An in-game lottery is an event in which a predetermined game content or benefit is awarded to a user with a predetermined probability. An in-game lottery may be free or may require payment. If payment is required, the user is required to spend some financial value. The amount to be spent is set, for example, for each lottery. The period during which the in-game lottery is held is specified in units of, for example, minutes, hours, days, months, or the like. The period is specified, for example, by a start time and an end time. The period may be set as a regular period, such as from the end of each month to the beginning or the middle of each month, or as an irregular period. One or more periods may be set for one game. If multiple periods are set, the game media and benefits granted upon winning may be the same or different. Furthermore, a new period may be set after one period set for one game has ended.

[0051] The winning probability information 113D is information on the probability of a winning result. A "winning" refers to the appearance of a predetermined game medium or benefit as a result of the lottery. A lottery result other than a winning is called a "losing." The number of game mediums or benefits that can be awarded as a winning result does not have to be one per lottery; there can be multiple. The winning probability may be the same regardless of the game medium or benefit, or it may differ for each game medium or benefit. Furthermore, the winning probability may be the same regardless of the lottery period, or it may differ for each game medium or benefit. Hereinafter, the character set as the winning character will be referred to as the "winning character."

[0052] Related book information 113E is information about e-books related to each game. In the case of FIG. 5, e-book A is related to game X, and e-book C is related to game Z. Note that there may be cases where there are no related e-books. In the case of FIG. 5, no related e-books are registered for game Y. The related book application information 113F is information on book applications related to each game. In the case of FIG. 5, book application A is related to game X, and book application C is related to game Z. Note that there may be cases where there are no related book applications. In the case of FIG. 5, no related book application is registered for game Y.

[0053] <Winning Character / E-Book Compatible Table 114> The winning character / electronic book correspondence table 114 (see FIG. 2) is a table that stores the relationship between the winning character that appears in the in-game lottery or in the game application lottery and the electronic book. For example, if the selected character A appears as the main character in the electronic book B, it is stored that the selected character A is related to the electronic book B. Also, if the selected character B appears in the electronic book B as the rival of the selected character A, it is stored that the selected character B is related to the electronic book B. The winning character / electronic book correspondence table 114 is used to change the conditions for unlocking in the fifth embodiment described later.

[0054] <Example of e-book data structure> FIG. 6 is a diagram illustrating the data structure of the electronic book 200. A playback restriction section is set in the electronic book 200 shown in FIG. 6, no viewing restriction is set for the first half of the electronic book 200, but a viewing restriction is set for the second half of the electronic book 200. As described above, setting a viewing restriction means setting a playback restriction unit.

[0055] The first half of the document, which has no viewing restrictions, can be freely viewed by the user. Therefore, the first half of the document can be previewed. In the case of Figure 6, a viewing restriction is set in the latter half, but a release condition is also set. For example, the viewing restriction can be released by consuming financial value. Furthermore, if rules for changing the release condition are defined, the amount of financial value consumed or the like required to release the viewing restriction may be reduced for users who satisfy the change rules.

[0056] <Processing performed in the functional section> The following describes the processing functions that the server 10 (see FIG. 2) realizes through the restriction management unit 101 (see FIG. 2) and the value management unit 102 (see FIG. 2). The detailed processing functions provided in each functional unit will be explained in conjunction with examples of expected processing operations.

[0057] The restriction management unit 101 is a functional unit that, when a playback restriction unit is set on at least a part of an electronic book to be played by a book application that plays an electronic book, removes the restriction on the playback restriction unit by consuming a predetermined value. Here, an e-book is an example of digital content, and a book app that plays an e-book is an example of a first application. It should be noted that there are e-books in which a playback restriction unit is set and e-books in which a playback restriction unit is set. Therefore, an e-book in which a playback restriction unit is set is referred to as an e-book AAA. Similarly, when it is necessary to distinguish an e-book AAA in which a playback restriction unit is set from an e-book in which a playback restriction unit is not set, the e-book AAA is referred to as a first digital content.

[0058] The value management unit 102 is a functional unit that changes the magnitude of the predetermined value required to remove the restriction on the playback restriction unit set in the electronic book AAA, in accordance with the usage history of a game application different from the book application. The game app here is an example of a second application that plays a game, which is another digital content. In this embodiment, the book app and the game app are distinguished as a first application and a second application. The predetermined value here is the value of property such as electronic money, crypto assets, in-game currency, legal currency, points, etc. The usage history here refers to, for example, downloads and launches. In many cases, launching a game app can be considered playing the game.

[0059] <Processing operation> <When playing> 7 is a flowchart illustrating an example of a playback management operation by the server 10 (see FIG. 1) in the first embodiment. Note that the symbol S in the figure denotes a step. The server 10 that has started management determines whether or not the reproduction of the electronic book has ended (step 101). The end of the reproduction of the electronic book by the user is detected, for example, by communication with the user terminal 20 (see FIG. 1). If it is the end of playing the electronic book, a positive result is obtained in step 101. In this case, the server 10 ends the playing management operation.

[0060] On the other hand, if the electronic book is being played back, a negative result is obtained in step 101. In this case, the server 10 determines whether or not the electronic book has a playback restriction section (step 102). If there is no playback restriction unit, a negative result is obtained in step 102. In this case, the server 10 returns to step 101 and repeats the determination. In this case, the user can freely view the entire electronic book without any restrictions. On the other hand, if the playback restriction section is set, a positive result is obtained in step 102. In this case, the server 10 determines whether or not the playback restriction section is being played back (step 103). In the case of playback of a portion other than the playback restricted portion, a negative result is obtained in step 103. In this case, the server 10 returns to step 101. For example, the user can freely view the "first half" of the electronic book without any restrictions.

[0061] On the other hand, in the case of playback of the playback restriction section, a positive result is obtained in step 103. In this case, the server 10 determines whether or not the restriction of the playback restriction section is valid (step 104). If the restriction has already been removed (i.e., the restriction is invalid), a negative result is obtained in step 104. In this case, the server 10 returns to step 101. If this determination result is obtained, for example, the user may have consumed financial value or obtained a benefit necessary to remove the restriction. Therefore, the user can freely view the entire electronic book without any restrictions.

[0062] On the other hand, if the restriction is valid, a positive result is obtained in step 104. In this case, the server 10 restricts the playback of the playback restricted part (step 105). The content of the restriction depends on the setting of the playback restricted part information 112C (see FIG. 4). Next, the server 10 displays the information necessary to remove the restriction (step 106), and returns to step 1. 8 is a diagram for explaining screen transitions during playback of electronic book C with a playback restriction section set. In Fig. 8, parts corresponding to those in Fig. 1 are assigned the same reference numerals.

[0063] A playback restriction section is set in the latter half of the electronic book C shown in Fig. 8. The content of the restriction set in the playback restriction section is such that it cannot be viewed. In FIG. 8, a state in which free viewing is possible is indicated by a white display 24, and a state in which viewing is restricted is indicated by a shaded display 24. Therefore, the user can freely view the first half of the electronic book C, which does not have a playback restriction section set. If the restriction is lifted when the user reaches the latter half of electronic book C, the user can freely view the latter half of electronic book C as well.

[0064] On the other hand, if the restriction is not lifted when the user reaches the latter half of electronic book C, the user's access to the latter half of electronic book C will be restricted according to the restriction. In this example, the user will be unable to access the latter half of electronic book C. However, since the electronic book C has a release condition set, a release condition explanation screen 300 is displayed as a pop-up, giving the user an opportunity to release the restriction. An explanation screen 300 for the cancellation conditions shown in FIG. 8 has an explanation 301 and radio buttons 302 arranged thereon.

[0065] In the case of FIG. 8, the explanation 301 displays "You will need to pay 300 yen to play this part," "However, it will be free if you clear Game X," and "Please select one." The options available for radio button 302 are "Pay 300 yen," "Play Game X," and "Exit." If "Pay 300 yen" is selected, a payment process of 300 yen is executed through communication between the user terminal 20 and the server 10 (see FIG. 1). In this case, the restriction on the playback restriction section is lifted, allowing free viewing of the latter half of the content.

[0066] When "Play Game X" is selected, a game app for playing Game X is launched, and Game X becomes playable on the user terminal 20. Playing Game X is stored in the game / game app usage history 111C (see FIG. 3). The game / game app usage history 111C also stores the results of the play. In the case of FIG. 8, when Game X is cleared, the server 10 removes the restriction on the latter half of E-book C. Note that if the payment amount is set to be reduced to 100 yen when Game X is cleared, the server 10 removes the restriction on the latter half of E-book C after the payment of 100 yen.

[0067] It should be noted that when game X is cleared, the user terminal 20 may display on the display 24 that the latter half of electronic book C can now be viewed and that a bonus has been acquired that reduces the amount of money required to remove the restriction. When "End" is selected, playback of the electronic book C ends on the user terminal 20. In addition, this fact is stored in the electronic book viewing history 111B.

[0068] <Limitation of restrictions> FIG. 9 is a flowchart illustrating an example of a restriction management operation by the server 10 (see FIG. 1) according to the first embodiment. The server 10 that has started management determines whether or not a playback restriction section is set for the electronic book (step 111). The electronic book is the electronic book that the user has selected as the target for playback. If the playback restriction unit is not set, a negative result is obtained in step 111. In this case, the server 10 ends the restriction management operation.

[0069] On the other hand, if the playback restriction unit has been set, a positive result is obtained in step 111. In this case, the server 10 determines whether or not the playback restriction unit has been set with a cancellation condition (step 112). If no cancellation condition is set (the playback restriction unit cannot be cancelled), a negative result is obtained in step 112. In this case, the server 10 does not make any changes to the restrictions in the playback restriction unit, and therefore ends the restriction management operation. On the other hand, if a cancellation condition is set (if the playback restriction unit can be cancelled), a positive result is obtained in step 111. In this case, the server 10 determines whether the cancellation condition is the consumption of a predetermined value (step 113).

[0070] If the release condition is not consumption of a predetermined value (for example, if the release condition is playing a game, clearing a game, downloading a game app, or launching a game app), a negative result is obtained in step 113. In this case, the server 10 refers to the game / game app usage history 111C (see FIG. 3) for the user who is playing the electronic book AAA, and determines whether the release condition is met (step 114). If the cancellation condition is not satisfied, a negative result is obtained in step 114. In this case, the server 10 does not make any changes to the restrictions in the playback restriction unit, and therefore ends the restriction management operation. On the other hand, if the release condition is met, a positive result is obtained in step 114. In this case, the server 10 releases the restriction on the playback restriction unit (step 119) and ends the restriction management operation. In this case, the user can freely view the playback control unit whose restrictions have been released.

[0071] Return to the determination in step 113. If the release condition is the consumption of a predetermined value, a positive result is obtained in step 113. In this case, the server 10 determines whether or not a rule for changing the consumption amount has been set (step 115). If the rule for changing the consumption amount is not set (for example, in the case of the electronic book G in FIG. 4), a negative result is obtained in step 115. In this case, the server 10 determines whether or not the user has consumed the consumption amount defined in the release condition (step 118). Note that the consumption amount here is the initial value of the consumption amount defined in the release condition. If it is not confirmed that the consumption of the amount of consumption determined by the release condition has been achieved, a negative result is obtained in step 118. In this case, the server 10 cannot release the restriction of the playback restriction unit, and therefore ends the restriction management operation.

[0072] On the other hand, if it is confirmed that the consumption of the amount of consumption determined by the cancellation condition has been reached, a positive result is obtained in step 118. In this case, the server 10 cancels the restriction of the playback restriction unit (step 119) and ends the restriction management operation. Return to the determination in step 115. If a consumption change rule is set (for example, for electronic books B, C, D, E, and F in FIG. 4), a positive result is obtained in step 115. In this case, the server 10 determines whether the user has satisfied the change rule (step 116). The change rule for the electronic book is read from the change rule information 112F (see FIG. 4).

[0073] If the user does not satisfy the change rule at the time of the determination, a negative result is obtained in step 116. In this case, the server 10 proceeds to step 118. In this case, the server 10 determines whether or not the predetermined value set as the initial value of the cancellation condition has been consumed. The operation after the determination is as described above. On the other hand, if the user satisfies the change rule at the time of determination, a positive result is obtained in step 116. In this case, the server 10 changes the consumption amount based on the satisfied change rule (step 117). For example, the server 10 reduces the consumption amount of the predetermined value required to remove the restriction. After changing the predetermined value, the server 10 proceeds to step 118. In this case, the server 10 determines whether the changed consumption amount has been consumed. The operation after the determination is as described above.

[0074] <Summary> The information processing system 1 (see FIG. 1) according to this embodiment employs a mechanism whereby, when consumption of a predetermined value is required to release a playback restriction section set in an electronic book AAA, the amount of consumption of the predetermined value is reduced according to the usage history of a game or game app set in advance for the electronic book AAA. That is, the information processing system 1 employs a mechanism whereby benefits are granted to users who browse the electronic book AAA through the use of the game or game app. As a result, it is possible to reduce the discomfort that users who browse the electronic book AAA feel when being induced to play a game or game app.

[0075] <Embodiment 2> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the first embodiment.

[0076] In this embodiment, the value management unit 102 (see Figure 2) is added with a sub-function that changes the magnitude of the specified value in accordance with the change rule achieved by the user out of at least one change rule set for the game app or game. The change rules here are an example of a “predetermined condition.” Note that using a game app includes playing the game.

[0077] Fig. 10 is a diagram illustrating an example of electronic book management information 112 used in the second embodiment. In Fig. 10, parts corresponding to those in Fig. 4 are assigned the same reference numerals. Note that in Fig. 10, display columns for object information 112B and related game app / game information 112E are omitted due to space limitations.

[0078] In the case of FIG. 10, multiple change rules are prepared for electronic books B, D, E, and K. For example, in the case of electronic book B, "download history of game application A" is set as change rule information 1, and "play history of game X" is set as change rule information 2. For example, in the case of electronic book D, "Game X completion history" is set as change rule information 1, and "Game Y completion history" is set as change rule information 2. Note that the difficulty level for completing game X is assumed to be lower than the difficulty level for completing game Y. In other words, the difficulty level for completing game Y is assumed to be higher than the difficulty level for completing game X. It should be noted that both do not have to be clear histories, and a combination of different contents may be used, such as one being a play history and the other being a clear history.

[0079] For example, in the case of electronic book E, "history of playing game Z once" is set as change rule information 1, and "history of playing game Z five times" is set as change rule information 2. Note that these do not necessarily have to be the difference in the number of times the same game has been played, and they may be the histories of playing different games, or may be a combination of different content. For example, in the case of e-book K, "100 yen charge for playing game X" is set as change rule information 1, and "300 yen charge for playing game X" is set as change rule information 2. Charging refers to the consumption of financial value. While FIG. 10 illustrates a charge in legal tender, it may also refer to the consumption of in-game currency or points, or electronic money, crypto assets, etc. Charging refers to, for example, the acquisition of game media or the participation in a lottery.

[0080] The release condition information 112D stores three predetermined values ​​as changed release conditions in association with cases where one or more change rules are satisfied. For example, in the case of electronic book B, the unlocking condition information 112D stores the unlocking condition after change according to the combination of two change rules (that is, the amount of the predetermined value that is required to be consumed). Specifically, it is stored that if only change rule 1 is satisfied, the specified value is 400 yen, if only change rule 2 is satisfied, the specified value is 200 yen, and if both change rule information 1 and change rule 2 are satisfied, the specified value is free.

[0081] On the other hand, for electronic books D, E, and K, the release condition information 112D stores the changed release conditions (i.e., the amount of the predetermined value to be consumed) corresponding to the two change rules. In other words, for these electronic books, only the case where one of the two change rules is satisfied is assumed. 10, the magnitude of the predetermined value is set so that the discount rate is larger when a change rule with a high degree of difficulty is satisfied or when there is a large amount of in-game charges for the game app or game. In other words, the amount of change in the predetermined value is set to be larger when a change rule with a high degree of difficulty or a change rule with a large amount of charges is satisfied than when a change rule with a low degree of difficulty or a change rule with a small amount of charges is satisfied. In the case of FIG. 10, two change rules are prepared for one electronic book, but three or more change rules may be prepared.

[0082] Fig. 11 is a flowchart illustrating an example of a restriction management operation corresponding to a sub-function described in embodiment 2. In Fig. 11, parts corresponding to those in Fig. 9 are assigned the same reference numerals. That is, in the case of embodiment 2, the processing operation shown in Fig. 11 is applied to step 117 in the restriction management operation shown in Fig. 9. Therefore, only the processing operation in step 117 will be described below. First, the server 10 determines whether one change rule has been satisfied (step 117A). Since the determination is based on the number of satisfied change rules, it does not matter whether one or multiple change rules have been set. Therefore, even if multiple change rules have been set, there may be cases where only one change rule has been satisfied.

[0083] If one change rule is satisfied, a positive result is obtained in step 117A, in which case the server 10 changes the corresponding consumption amount (step 117B). On the other hand, if multiple change rules are satisfied, a negative result is obtained in step 117A. In this case, the server 10 determines whether or not there is a consumption setting corresponding to the combination of multiple satisfied change rules (step 117C). If there is a consumption amount setting according to a combination of multiple change rules that has been satisfied, a positive result is obtained in step 117C. In this case, the server 10 proceeds to step 117B and changes the consumption amount to the setting according to the combination.

[0084] On the other hand, if there is no consumption amount setting corresponding to the combination of multiple satisfied change rules, a negative result is obtained in step 117C. In this case, the server 10 changes the consumption amount to the consumption amount that will bring the greatest benefit to the user among the satisfied change rules (step 117D). For example, in the case of electronic book D in the electronic book management information 112 shown in FIG. 10, there is no consumption amount setting corresponding to the case where both game X and game Y are completed. In this case, the smaller predetermined value consumed by the user, i.e., 100 yen, is set.

[0085] <Summary> In the case of the information processing system 1 (see FIG. 1) according to this embodiment, the user can obtain different benefits depending on which of the multiple change rules associated with the electronic book AAA to be viewed is satisfied. This increases the opportunities and frequency of using game apps and games with the aim of obtaining more benefits. In other words, it increases the use of game apps and games with the aim of reducing the predetermined value consumed to remove the playback restriction section of the electronic book AAA.

[0086] <Third Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the second embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the second embodiment.

[0087] The value management unit 102 (see FIG. 2) in this embodiment has an additional sub-function of changing the magnitude of the predetermined value in accordance with the result of a lottery when using a game app or game. Fig. 12 is a diagram illustrating an example of electronic book management information 112 used in the third embodiment. In Fig. 12, the parts corresponding to those in Fig. 4 are denoted by the corresponding reference numerals. Note that in Fig. 12, the display columns for object information 112B and related game app / game information 112E are omitted due to space limitations.

[0088] 12, the change rule information 112F for the electronic books B and K is defined by the results of the in-game lottery. Specifically, the change rule is set with attention focused on the number of winning characters that the user gets in the in-game lottery. The winning characters that are counted can be limited to a specific character, or different characters can be used. For example, if a user gets winning character A and winning character B, the number of winning characters the user has obtained will be two. On the other hand, if the counting is limited to winning character A, even if winning character A and winning character B are obtained, the number of winning characters obtained by the user will be one. Note that the change rule may be set based on the type of winning character the user obtains through the in-game lottery. For example, obtaining winning character A may be set as change rule information 1, and obtaining winning character B may be set as change rule information 2.

[0089] For example, in the case of e-book B, change rule information 1 is set to "Get one winning character in a lottery within game X," change rule information 2 is set to "Get two winning characters in a lottery within game X," and change rule information 3 is set to "Get three winning characters in a lottery within game X." The content of the game that each change rule targets may be different. For example, change rule information 1 may target game X, while change rule information 2 may target game Y. Furthermore, the lottery does not have to be for a specific game, but may be defined as a lottery for a game app that allows the play of multiple games. For example, while change rule information 1 targets a lottery for game X, change rule information 2 may target a lottery for game app A.

[0090] For example, in the case of e-book K, "Get two winning characters in the lottery for game app A" is set as change rule information 1, and "Get three winning characters in the lottery for game app A" is set as change rule information 2. Note that even if the number of winning characters obtained is three or more, it is still considered to be three. The game application content targeted by each change rule may be different. For example, change rule information 1 may target game application A, while change rule information 2 may target game application B.

[0091] Fig. 13 is a flowchart illustrating an example of a restriction management operation corresponding to a sub-function described in embodiment 3. In Fig. 13, parts corresponding to those in Fig. 9 and Fig. 11 are assigned the same reference numerals. That is, in the case of embodiment 2, the processing operation shown in Fig. 13 is applied to step 117 in the restriction management operation shown in Fig. 9. Therefore, only the processing operation in step 117 will be described below. In FIG. 13, attention is focused on the case where the change rule is defined by the number of winning characters, but as mentioned above, various ways of defining the rule are possible. 13 is based on the assumption that no consumption setting is prepared for the case where multiple change rules are satisfied, and therefore step 117C (see FIG. 11) is omitted.

[0092] In the case of FIG. 13, the server 10 also determines whether one change rule has been satisfied (step 117A). If a plurality of change rules are satisfied, a negative result is obtained in step 117A. In this case, the server 10 changes the consumption amount to the one that provides the greatest benefit to the user among the satisfied change rules (step 117D). On the other hand, if one change rule is satisfied, an affirmative result is obtained in step 117A. In this case, the server 10 determines whether or not the number of winning characters obtained by lottery is one (step 117E).

[0093] If the number of winning characters is one, an affirmative result is obtained in step 117E. In this case, the server 10 changes the consumption amount to one corresponding to one winning character (step 117B1). On the other hand, if there is a plurality of winning characters, a negative result is obtained in step 117E. In this case, the server 10 changes the consumption amount to a consumption amount corresponding to the plurality of winning characters (step 117B2). In the case of electronic book B shown in Figure 13, if one winning character is obtained, the amount of the predetermined value consumed as a condition for unlocking is changed to 400 yen. If two winning characters are obtained, the amount of the predetermined value consumed as a condition for unlocking is changed to 200 yen, and if three winning characters are obtained, the amount of the predetermined value consumed as a condition for unlocking is changed to free.

[0094] In the case of electronic book K shown in Figure 12, if two winning characters are obtained, the release condition is changed to the first half being free and the second half being 300 yen. Also, if three winning characters are obtained, the release condition is changed to all being free. In this way, a change in the cancellation condition due to the change rule being satisfied may involve a change in the scope of application of the playback restriction unit as well as a change in the amount of consumption of the predetermined value. It should be noted that step 117C (see FIG. 11), which is omitted in FIG. 12, may be executed. In that case, if a positive result is obtained in step 117C, the process may proceed to step 117E or step 117B (see FIG. 11).

[0095] <Summary> In the case of the information processing system 1 (see FIG. 1) according to this embodiment, a user can obtain different benefits depending on the content of the plurality of change rules associated with the electronic book AAA to be read that are satisfied. This increases the opportunities and frequency of using game apps and games aimed at lottery results that can obtain more benefits. For example, it increases the use of game apps and games aimed at increasing the number of winning characters obtained. Note that a user obtaining more winning characters is an example of satisfying more change rules or satisfying change rules with more difficult conditions. Also, winning a character with a low probability of winning is an example of satisfying a more difficult change rule.

[0096] <Fourth Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the third embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the third embodiment.

[0097] In this embodiment, the value management unit 102 is added with a sub-function that changes the probability of a winning result (i.e., winning probability) in a lottery executed in a game app or game depending on the history of restrictions being lifted by the playback restriction unit. The winning probability here is an example of the probability in a lottery of winning a game medium or a bonus (i.e., lottery probability). The higher the probability of winning, the more likely the change rules are to be satisfied, which motivates users to use the game app or game.

[0098] In this embodiment, the winning probability is changed based on the history of when the restrictions on the playback restriction unit have been released. The history of when the restrictions on the playback restriction unit have been released includes, for example, the consumption of the initial value or the predetermined value after the change, as well as the history of when the change rule that makes the consumption amount of the predetermined value free of charge is satisfied. The history here is an example of a criterion for changing the winning probability. 14 is an example of a flowchart illustrating the lottery probability change process in Embodiment 4. The process operations shown in FIG. 14 are executed in parallel with the process operations shown in FIG. First, the server 10 determines whether or not a related book group is set for the electronic book AAA (step 121). The related book group setting is stored as one of the management items of the electronic book management information 112 (see FIG. 2), for example.

[0099] Related books include, for example, books with a continuity of story (e.g., "Mikan 1", "Mikan 2", etc.), books with the same title (e.g., "Mikan by Tokyo Taro", "Mikan by Osaka Hanako", "Mainichi News February 1st", "Mainichi News February 2nd", etc.), books with a continuity of title (e.g., "Ringo January issue", "Ringo February issue", etc.), books by the same author (e.g., "Mikan by Tokyo Taro", "Ringo by Tokyo Taro", etc.), books by the same publisher (e.g., "Mikan Tokyo Publishing", "Ringo Tokyo Publishing", etc.), spin-off books that inherit the worldview or setting of the original work (e.g., "Ringo" for "Mikan"), and books corresponding to each subtitle serialized in an e-book of a certain title (e.g., e-books corresponding to the individual subtitles such as "Apple", "Strawberry", "Grape", and "Pear" serialized in "Weekly Mikan").

[0100] If no related book group is set, a negative result is obtained in step 121. In this case, the server 10 ends the lottery probability change processing. On the other hand, if a related book group is set, the server 10 acquires the history of lifting restrictions on the related book group due to consumption of a predetermined value (step 122). That is, the server 10 acquires the history of lifting restrictions on other electronic books related to the electronic book AAA that is the target of playback or is being played. Next, the server 10 changes the lottery probability according to the cancellation history (step 123).

[0101] <Processing operation example 1> 15 is a flowchart illustrating an example of the processing operation of step 123 for increasing the winning probability of a user with a small cancellation history. In FIG. 15, parts corresponding to those in FIG. 14 are assigned the same reference numerals. The release history here refers to, for example, the history of viewing related books by consuming a predetermined value. Note that the release history may also include cases where the consumption of the predetermined value required to release the restriction becomes free due to the satisfaction of the change rule. The method described here is adopted when giving preferential treatment to users who have consumed a predetermined value of the related book group of the e-book AAA and have browsed a small number of volumes of the related books. For example, when there are 10 volumes in the related book group.

[0102] As a general tendency, among users who have consumed the predetermined value for 9 out of 10 volumes, users who are not very interested in games or game apps are less likely to use games or game apps to view the remaining 1 volume compared to users who are interested in games or game apps. In the case of such users, even if the winning probability of the winning character is increased, it is considered that the use of games or game apps is unlikely to increase.

[0103] On the other hand, users who have consumed the predetermined value for only 0 or 1 out of 10 volumes are more likely to use games or game apps to view the remaining e-books with a smaller predetermined value than users who have already browsed up to the 8th or 9th volume. Therefore, for users with a small number of browsed volumes, increasing the winning probability of the winning character increases the likelihood of increased use of games or game apps. The processing operation shown in FIG. 15 is based on such a perspective.

[0104] Therefore, the server 10 acquires the number of times n that the user has lifted the restriction by consuming the predetermined value among the related book group (step 123A). Next, the server 10 acquires the determination threshold value N set for the related book group (step 123B). In the above example, the determination threshold value N is set to 3 volumes. Subsequently, the server 10 determines whether n < N (step 123C). If n < N, an affirmative result is obtained in step 123C. In this case, the server 10 sets the winning probability of the winning character defined by the change rule of the electronic book to be played to probability 1 (> reference probability) (step 123D). This means, for example, increasing the winning probability of the winning character for a user who has browsed only 2 out of 10 volumes.

[0105] On the other hand, if n≧N, a negative result is obtained in step 123C. In this case, the server 10 sets the winning probability of the winning character specified in the change rules for the electronic book to be played to the standard probability (step 123E). This means that for a user who has read, for example, three or more volumes out of ten volumes, the winning probability of the winning character is returned to the standard probability. Note that for a user who has read three or more volumes of electronic books in the related book group, one or more judgment thresholds may be prepared to gradually bring the winning probability of the winning character closer to the standard probability.

[0106] FIG. 16 is a diagram showing an example of a table used when changing the winning probability according to the cancellation history. The example table shown in FIG. 16 assumes the case where there are two determination thresholds. In the case of Figure 16, the probability of winning is 1 / 100 when the number of cancellations is 2 or less, 1 / 200 when the number of cancellations is 3 to 8, and 1 / 300 when the number of cancellations is 9 or more. In the case of Figure 16, 1 / 300 is the standard probability. In this way, in the processing operation example 1, a user who has consumed a small number of electronic books worth a predetermined value among the group of related books is more likely to satisfy the change rule than a user who has consumed a large number of electronic books worth a predetermined value. As a result, it is possible to attract the interest of users who browse electronic book AAA to games and game apps.

[0107] <Processing operation example 2> 17 is a flowchart illustrating another example of the processing operation of step 123 for increasing the winning probability of a user with little cancellation history. In FIG. 17, parts corresponding to those in FIG. 15 are assigned the same reference numerals. In FIG. 17, if a positive result is obtained in step 123C, the server 10 determines whether the current time is within the event period (step 123F). The event period here refers to, for example, the period before and after the release of the e-book AAA and related books, the period before and after the anime adaptation of the e-book AAA and related books, and the period of a collaboration event between the e-book AAA and related books and games or game apps. If it is an event period, a positive result is obtained in step 123F, in which case the server 10 proceeds to step 123D. On the other hand, if it is not an event period, a negative result is obtained in step 123F, in which case the server 10 proceeds to step 123E.

[0108] FIG. 18 is a diagram showing an example of a table used when changing the winning probability depending on the content of the event period. The table shown in Figure 18 is referenced in step 123D (see Figure 17) to apply the winning probability according to the content of the event period. Note that in the case of Figure 18, the standard probability is also 1 / 300. For example, in the case of a new book release campaign, the winning probability is set to 1 / 100. Also, during the anime adaptation commemoration period, the winning probability is set to 1 / 50. Also, during collaboration event period 1, the winning probability is set to 1 / 150. Also, during collaboration event period 2, the winning probability is set to 1 / 200. And, during collaboration event period 3, the winning probability is set to 1 / 250.

[0109] <Summary> In the case of the information processing system 1 (see FIG. 1) according to this embodiment, users who have consumed a small number of predetermined values ​​for a group of related books can receive more benefits for using game apps and games. In other words, it is possible to make it easier to obtain a winning character, thereby reducing the amount of predetermined value consumed to remove the playback restriction on an e-book. In other words, it is possible to provide more benefits to users who are likely to use game apps and games. As a result, it is possible to increase the use of game apps and games by e-book users.

[0110] <Fifth Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the third embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the third embodiment.

[0111] In this embodiment, the value management unit 102 (see Figure 2) is added with a sub-function that changes the magnitude of the predetermined value corresponding to the electronic book AAA if the lottery result is winning character 1, and changes the magnitude of the predetermined value corresponding to the electronic book BBB if the lottery result is winning character 2. Here, winning character 1 is an example of a first winning, and electronic book AAA is an example of a first digital content. Also, winning character 2 is an example of a second winning, and electronic book BBB is an example of a second digital content.

[0112] FIG. 19 is a flowchart illustrating an example of an operation for changing a release condition corresponding to a sub-function described in the fifth embodiment. The operation of changing the release condition shown in FIG. 19 is executed independently of the restriction management operation shown in FIG. 9 every time a lottery is executed in a game or game application. First, the server 10 determines whether the result of the lottery is a winning character or not (step 131). If the lottery result is a loss, a negative result is obtained in step 131. In this case, the server 10 ends the operation of changing the cancellation condition. On the other hand, if the lottery result indicates that the winning character has been selected, a positive result is obtained in step 131. In this case, the server 10 acquires an electronic book corresponding to the winning character (step 132) and changes the predetermined amount per change rule in the acquired electronic book (step 133).

[0113] FIG. 20 is a diagram illustrating an example of the data structure of the winning character / electronic book correspondence table 114 that the server 10 refers to. 20 includes a winning character / electronic book correspondence table 114 including a winning character name 114A, a related electronic book 114B, pre-change release condition information 114C, and post-change release condition information 114D. The pre-change release condition information 114C corresponds to the electronic book release condition information 112D (see FIG. 4). The post-change release condition information 114D corresponds to the release condition information 112D that is applied when a winning character appears as a result of the lottery.

[0114] In the case of FIG. 20, the winning character A is associated with the electronic book B. The pre-change release condition information 114C for electronic book B requires 500 yen to release the playback restriction section. However, application of change rule 1 reduces the cost to 400 yen, application of change rule 2 reduces the cost to 200 yen, and application of change rule 3 makes it free. On the other hand, the release condition information 114C for electronic book B after the change due to winning character A requires 400 yen to release the playback restriction section. However, if change rule 1 is applied, the cost becomes 300 yen, if change rule 2 is applied, the cost becomes 100 yen, and if change rule 3 is applied, it becomes free.

[0115] <Summary> In the case of the information processing system 1 (see Figure 1) according to this embodiment, depending on the lottery result (the winning character in the example described), the profit granted when the change rules are satisfied can be changed into a usable e-book. For example, depending on the content of a winning character that appears in a lottery during a game app or game that aims to reduce a predetermined value consumed when the viewing restrictions set for e-book B are lifted, the conditions for lifting the restrictions on e-book B may change, or the conditions for lifting the restrictions on e-book C may change. As a result, it is possible to give a gamified feel to the winning of a winning character. In other words, it is possible to give the user the possibility that the benefit obtained by winning a winning character will be an e-book different from the e-book that the user was viewing before being directed to the game app or game.

[0116] This gameplay is expected to increase the number of times and amount of time users play game apps and games. Furthermore, if e-book C is a sequel to e-book B that the user is currently reading or wishes to read, it is expected that the user will increase their use of games and game apps in search of the profits that can be used for e-book B, which is the subject of their interest, while securing the profits from the appearance of the winning character for reading the sequel. Furthermore, if electronic book C is an electronic book that the user is likely to be interested in or an electronic book that is the subject of a campaign, it is expected that the user's interest will be directed to other electronic books.

[0117] It is also possible to adopt a system that presents the user with information about an e-book whose unlock conditions are changed to the user's advantage by the appearance of a winning character. By presenting this information, the user can decide whether to continue playing the game app or game while checking the benefits they have obtained as a result of the lottery. The correspondence between the profits and the e-books may be displayed on the play screen or the e-book viewing screen. By displaying this information, the user can easily determine when to return to viewing the e-book and which e-book to view. In addition, in this embodiment, one electronic book is associated with the winning character, but it is also possible to associate a plurality of electronic books with the winning character.

[0118] In addition, a time limit may be set for the period during which the benefit of the change in the cancellation conditions is valid. For example, it may be limited to within 24 hours of acquisition or during a campaign period. By adopting this mechanism, it is possible to encourage users to read e-books. In addition, the benefit of changing the cancellation conditions may be limited to the first e-book viewed after acquisition or a specific number of times. By adopting this mechanism, it is possible to increase the number of times users switch between viewing e-books and playing game apps or games.

[0119] <Sixth Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the first embodiment. In this embodiment, the value management unit 102 (see Figure 2) is added with a sub-function that provides the user with information on a specified application that contributes to changing the magnitude of the specified value for the playback restriction unit set in the electronic book BBB related to the electronic book AAA.

[0120] Here, the electronic book AAA is an example of the first digital content, and the electronic book BBB is an example of the second digital content. In this embodiment, "electronic book BBB related to electronic book AAA" includes not only the aforementioned related books of electronic book AAA, but also electronic books that are frequently played by other users with the same preferences as electronic book AAA, as statistically estimated. The predetermined application is an example of a third application. The third application is a game application that may satisfy the rules for changing the playback restriction section of the electronic book BBB. Therefore, if the rules for changing the playback restriction section of the electronic book BBB are satisfied, the third application may include part or all of the second application described above.

[0121] FIG. 21 is a flowchart illustrating an example of information presentation processing corresponding to a sub-function described in the sixth embodiment. The information presentation process shown in Fig. 21 is executed independently of the restriction management operation shown in Fig. 9. The information presentation process shown in Fig. 21 may be executed not only while the electronic book AAA is being viewed, but also after the viewing has ended. First, the server 10 determines whether or not the electronic book to be played has a related book (i.e., electronic book BBB) set (step 141). Note that the number of electronic books BBB (i.e., related books) related to the electronic book is not limited to one, and may be multiple.

[0122] If the electronic book to be played has no related book set, a negative result is obtained in step 141. In this case, the server 10 ends the process of providing information that contributes to changing the consumption amount to be consumed in order to release the playback restriction section set on the related book. On the other hand, if the electronic book to be played has a related book setting, a positive result is obtained in step 141. In this case, the server 10 determines whether or not the related book has a playback restriction section set (step 142).

[0123] If no playback restriction section is set, a negative result is obtained in step 142. In this case, the server 10 also ends the process of providing information that contributes to changing the consumption amount to be consumed in order to remove the playback restriction section set on the related book. On the other hand, if a playback restriction section is set, a positive result is obtained in step 142. In this case, the server 10 provides the user of the electronic book with information that contributes to changing the consumption amount of the predetermined value required to remove the playback restriction section set in the related book BBB (step 143). For example, in addition to information about the related book BBB related to the electronic book, information is provided for obtaining benefits (i.e., change rules) that can be used when viewing the related book BBB.

[0124] 22 is a diagram illustrating an example of providing information for changing the amount of consumption of a predetermined value required to remove the playback restriction on a related book. Note that the user terminal 20 in FIG. 22 is a smartphone. The display 24 displays an explanatory text 241, options 242, and a "Close" button 243. In the case of Figure 22, the explanation 241 displays "There is a sequel to the e-book AAA.", "The sequel e-book BBB costs 500 yen to play.", "However, if you download app B and play game Z, it will be free.", and "Please select one of the following."

[0125] Incidentally, the part "sequel e-book BBB" corresponds to information indicating a related book, and the part "However, if you download app B and play game Z, it will be free" corresponds to information that contributes to changing the release conditions corresponding to the restrictions in the playback restriction section set for the related book. Incidentally, the option 242 is displayed in the form of radio buttons. There are two radio buttons shown in FIG. 22. One of the radio buttons is "Pay 500 yen and play the sequel," and the other is "Download app B and try playing game z."

[0126] <Summary> In the case of the information processing system 1 (see FIG. 1) according to this embodiment, it is possible to notify a user of a predetermined application that can provide benefits that can be utilized in playing an electronic book BBB related to an electronic book AAA. That is, in the case of this embodiment, in addition to information about game applications and games that contribute to lifting the playback restriction section set in the electronic book AAA that is the object of viewing, it is possible to provide the user with information about game applications and the like that contribute to lifting the playback restriction section of an electronic book BBB that is a book related to the electronic book AAA. This notification can increase the interest of users who also wish to read related books in using the predetermined application.

[0127] <Seventh Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the first embodiment. In this embodiment, the restriction management unit 101 (see Figure 2) adds a sub-function that provides the user with information about game apps related to the electronic book AAA if there is a history of the restriction on the playback restriction unit set in the electronic book AAA being lifted by consuming a predetermined value.

[0128] "When there is a history of restriction release due to consumption of a predetermined value" includes, for example, restriction release due to consumption of the initial value of the predetermined value. However, it may also include restriction release due to consumption of a predetermined value that is less than the initial value of the consumption amount due to the satisfaction of a change rule. In this embodiment, the free lifting of restrictions due to the satisfaction of the change rules is excluded. However, the free lifting of restrictions due to the satisfaction of the change rules may also be included in the "case where there is a history of lifting restrictions due to consumption of a predetermined value." "Game apps related to the e-book AAA" include, for example, game apps related to objects that appear in the e-book AAA. In addition, "game apps related to the e-book AAA" include, for example, game apps that are currently participating in a collaboration event with the e-book AAA. In the case of a collaboration event, the related game apps may differ depending on the time of year.

[0129] In the present embodiment, the object refers to, for example, the main character appearing in the electronic book AAA. The main character includes not only the so-called protagonist, but also rivals and enemies. The sub-functions may target one or more primary characters. In other words, the restriction management unit 101 in this embodiment has an additional sub-function of providing the user with information about game applications related to objects that appear in the electronic book AAA.

[0130] 23 is a flowchart illustrating an example of a playback management operation by the server 10 (see FIG. 1) in the seventh embodiment. In FIG. 23, parts corresponding to those in FIG. 7 are assigned the same reference numerals. In the case of FIG. 23, the processing operations from step 101 to step 106 are the same as the processing operations shown in FIG. 23 adds an operation to be performed when a positive result is obtained in step 101. That is, when playback of electronic book AAA is completed, the server 10 determines whether or not there is a history of the restriction on the playback restriction section of electronic book AAA being lifted by consuming a predetermined value (step 151).

[0131] If there is no history of the restriction of the playback restriction unit being lifted by consuming a predetermined value, a negative result is obtained in step 151. In this case, the server 10 ends the playback management operation. On the other hand, if there is a history of the restriction on the playback restriction unit being lifted by consuming a predetermined value, a positive result is obtained in step 151. In this case, the server 10 acquires object M appearing in the electronic book AAA (step 152). Information on object M is acquired, for example, from object information 112B (see FIG. 4). Next, the server 10 presents information about the game app or game in which the acquired object M appears, and ends the playback management operation (step 153).

[0132] As mentioned above, when using information about a collaboration event as a game app or game related to the electronic book AAA, a process of acquiring information about the game app or game that is holding a collaboration event with the electronic book AAA is executed in step 152. Furthermore, in step 153, a process of presenting the information about the game app or game acquired in step 152 to the user is executed.

[0133] Fig. 24 is a diagram for explaining the provision of information in embodiment 7. In Fig. 24, parts corresponding to those in Fig. 8 are assigned the same reference numerals. As shown in FIG. 24, in this embodiment, the information about the game application provided to the user varies depending on the content of the object that appears in the electronic book that the user has finished viewing. A user who plays an e-book even after consuming a predetermined value is likely to have a high interest in e-books. Therefore, it is likely that the user is also interested in the objects that appear in the e-book. Therefore, by providing the user with information about game apps and games that are highly relevant, such as those that feature objects that appear in the e-book AAA, it is expected that the user will actively play the games.

[0134] <Summary> In the case of the information processing system 1 (see FIG. 1) according to this embodiment, a user who has removed the restriction imposed by the playback restriction section of the electronic book AAA by consuming a predetermined value is provided with information about a game app or game related to the electronic book AAA. In this embodiment, the user has such a high interest in the electronic book AAA that he or she is willing to spend a predetermined value to remove the restriction on the playback restriction unit. Therefore, a user who is provided with information on a game app or game related to the electronic book AAA is likely to become interested in the provided game app or game, and is more likely to actually play it. As a result, it will be possible to increase opportunities for users who are readers of AAA e-books to use game apps and games.

[0135] <Embodiment 8> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the first embodiment. In this embodiment, the restriction management unit 101 (see Figure 2) is added with a sub-function that provides the user with information about game apps that contribute to changing the magnitude of the specified value for the playback restriction unit set in the electronic book AAA, depending on the user's usage history of applications other than the book app.

[0136] In the present embodiment, game applications are mainly assumed as "applications different from book applications." This is because game applications that contribute to changing the magnitude of the predetermined value for the playback restriction section set in the electronic book AAA (i.e., that may satisfy the change rules) are provided to the user according to the usage history of the application. However, the "application different from the book app" does not have to be a game app, and may be, for example, a video playback app, as long as it is capable of satisfying the change rules set for the e-book AAA.

[0137] 25 is a flowchart illustrating an example of a playback management operation by the server 10 (see FIG. 1) in the eighth embodiment. In FIG. 25, the same reference numerals are used to denote parts corresponding to those in FIG. In the case of Fig. 25, the processing operations from step 101 to step 105 are the same as the processing operations shown in Fig. 7. That is, if the electronic book that the user plays has a playback restriction section set, if the playback restriction section is set at the playback position by the user, and if the restriction is valid, playback of the relevant part is restricted. In this case, the server 10 acquires the usage history of the game application by the user (step 161).

[0138] Next, the server 10 determines whether or not there is a usage history of game application A or game X specified in the change rules for electronic books (step 162). Here, game application A is assumed to be, for example, the game application that is ranked first in the recommendation ranking for electronic books at each timing. The recommendation order is set in advance based on, for example, whether there is a tie-up relationship with the e-book or whether there is a campaign related to game app A. In addition, at the top of the recommendation order, for example, game apps or games with high difficulty that satisfy the change rules for the release conditions set for the e-book are set. If there is a usage history of game application A or game X as defined in the change rules for electronic books, a positive result is obtained in step 162. In this case, the server 10 presents information about game application A or game X (step 163). After this, the server 10 returns to step 101.

[0139] On the other hand, if there is no usage history of game app A or game X specified in the change rules for the electronic book, a negative result is obtained in step 162. In this case, the server 10 determines whether there is a usage history of other game apps or games specified in the change rules for the electronic book (step 164). If there is a usage history of another game app or game specified in the electronic book change rules, a positive result is obtained in step 164. In this case, the server 10 presents information about the game app or game with the usage history (step 165), and then returns to step 101. On the other hand, if there is no usage history of other game apps or games specified in the change rules for electronic books, a negative result is obtained in step 164. In this case, the server 10 presents information on either the game apps or games specified in the change rules for electronic books (step 166), and then returns to step 101.

[0140] The game apps or games to be presented may be set in advance, or may be determined on an ad-hoc basis according to the recommendation ranking at the time step 166 is executed. In this way, the restriction management unit 101 according to this embodiment refers to the usage history of game apps and games by the user viewing the e-book and determines the content of information to be provided to the user. Thus, information on game apps and games that have a usage history by the user among game apps and games related to the rules for changing the playback restriction unit of the e-book is preferentially provided to the user. In other words, in this embodiment, the content of information provided to the user is changed according to the user's usage history of game apps and games.

[0141] 26 is a diagram illustrating an example of display of explanation screens 300A and 300B for the cancellation conditions. In FIG. 26, the same reference numerals are used to denote the parts corresponding to those in FIG. 8. The explanation screen 300A for the conditions for unlocking shown in the upper part is an example of a screen corresponding to step 163 (see FIG. 25). In the case of FIG. 26, the explanation text 301 displays "A payment of 500 yen is required to play this part," "However, it will be free if you complete game X in game app A," and "Please select one." The options available for radio button 302 are "Pay 500 yen," "Play game X with game application A," and "Exit." In the case of instruction screen 300A, game application A to be used to play game X is also specified.

[0142] The explanation screen 300B for the conditions for canceling the game, shown in the lower part, is an example of a screen corresponding to step 165 (see FIG. 25). In the case of FIG. 26, the explanation text 301 displays "A payment of 500 yen is required to play this part," "However, if you clear game Q in game app W, you will only need to pay 300 yen," and "Please select one." The options available for radio button 302 are "Pay 500 yen," "Play game Q in game application W," and "Exit." The instruction screen 300B differs from the instruction screen 300A in the content of the game to be played and the game application used to play the game.

[0143] In the case of step 166 (see FIG. 25), for example, one of explanation screens 300A and 300B is displayed. The contents of each release condition shown on explanation screens 300A and 300B may be displayed so that the user can select a game to play or a game app to use to play the game. Moreover, it is also possible to determine whether the instruction screen 300A or 300B is to be presented to the user terminal 20 by random drawing.

[0144] <Summary> In the case of the information processing system 1 (see FIG. 1) according to this embodiment, the information on game apps or games provided to the user can be changed according to the user's usage history of game apps or games different from book apps. Specifically, information on game apps or games that the user has used is provided to the user. This reduces the user's resistance to playing the presented game apps or games compared to when information on game apps or games that the user has never played is presented. In addition, if the transformation rule has already been satisfied in a past play and the consumption of the predetermined value becomes free due to the satisfied transformation rule, the playback of the playback restricted portion is executed with the restriction lifted.

[0145] On the other hand, even if the modification rule has already been satisfied in past play, if the satisfied modification rule does not make the consumption of the specified value free or if there is a possibility that the user will be given a more advantageous benefit than if the satisfied modification rule were satisfied (for example, if a user has already received a benefit that removes the limit by spending 300 yen, but there is a possibility that a user will receive a benefit that removes the limit by spending 100 yen), information on game apps and games based on the user's usage history may be provided, as in this embodiment.

[0146] 27 is a diagram illustrating a display example of the cancellation condition explanation screen 300C. In FIG. 27, the parts corresponding to those in FIG. 26 are assigned the same reference numerals. The instruction screen 300C is displayed when the consumption amount required to remove the restriction on the playback restriction section has already been reduced due to the previous play history, but the user still has a chance to receive a more advantageous benefit. By displaying the explanation screen 300C, the user can be given an opportunity to try to reduce the consumption amount required to remove the restriction on the playback restriction section. At the same time, by displaying the explanation screen 300C on the server 10 side, it becomes possible to increase the opportunity for the user to play game apps or games of their choice.

[0147] <Ninth Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will also be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the first embodiment. In this embodiment, the value management unit 102 (see Figure 2) is added with a sub-function that provides information about the e-book to the user when the amount of the specified value required to remove the restrictions on the playback restriction unit set on the e-book is changed due to use of a game app (including games). That is, in this embodiment, a sub-function of guiding a user who has used a game app to an electronic book will be described.

[0148] FIG. 28 is a flowchart illustrating an example of an information presentation operation by the server 10 (see FIG. 1) according to the ninth embodiment. The information presentation operation shown in Fig. 28 is executed independently of the processing operation shown in Fig. 7 and the processing operation shown in Fig. 9. The information presentation operation shown in Fig. 28 is executed after the start of playing a game using a game application. First, the server 10 determines whether the game has finished playing (step 171). If the game playback has ended, a positive result is obtained in step 171. In this case, the server 10 proceeds to step 177. The processing operation of step 177 will be described later.

[0149] On the other hand, if a game is being played, a negative result is obtained in step 171. In this case, the server 10 determines whether or not there is an e-book associated with the game (step 172). In this determination, for example, the game management information 113 (see FIG. 5) is referenced. In the game management information 113 shown in FIG. 5, e-book A is associated with game X, and e-book C is associated with game Z. On the other hand, there is no e-book associated with game Y. If there is no electronic book associated with the game, a negative result is obtained in step 172. In this case, the server 10 returns to step 171.

[0150] On the other hand, if there is an electronic book associated with the game, a positive result is obtained in step 172. In this case, the server 10 determines whether or not a playback restriction section is set in the associated electronic book (step 173). If the playback restriction unit is not set, a negative result is obtained in step 173. In this case, the server 10 returns to step 171. On the other hand, if a playback restriction unit has been set, a positive result is obtained in step 173. In this case, the server 10 determines whether or not there is a change rule for the corresponding cancellation condition (step 174). If there are no change rules, a negative result is obtained in step 174. In this case, the server 10 returns to step 171.

[0151] On the other hand, if there is a change rule, a positive result is obtained in step 174. In this case, the server 10 determines whether the change rule is satisfied by the use of the game or game app (step 175). The game app here is the app used to play the game. If the change rule is not satisfied, a negative result is obtained in step 175. In this case, the server 10 returns to step 171. On the other hand, if the change rule is satisfied, a positive result is obtained in step 175. In this case, the server 10 applies the change rule to change the release condition of the corresponding electronic book (step 176). Specifically, the server 10 changes the release condition information 112D in the electronic book management information 112 (see FIG. 4). After this, the server 10 returns to step 171 to determine whether the game has finished playing.

[0152] If the game playback has ended, a positive result is obtained in step 171. In this case, the server 10 determines whether the cancellation conditions have been changed during the game (step 177). If the cancellation conditions have not been changed, a negative result is obtained in step 177. In this case, the server 10 ends the information presentation operation. On the other hand, if the cancellation conditions have been changed, a positive result is obtained in step 177. In this case, the server 10 presents information about the electronic book whose cancellation conditions have been changed (step 178), and ends the series of operations.

[0153] FIG. 29 is a diagram illustrating an example of an information presentation screen based on a sub-function described in the ninth embodiment. The initial screen in Figure 29 is the ending screen of Game X. After this, the screen display can be divided into two types. First, if the unlock conditions for the related e-book have not been changed during the game, the display screen will remain unchanged. On the other hand, if the unlock conditions for the related electronic book are changed during the game, a notification message 251, a "Yes" button 252, and a "No" button 253 are displayed on the display 24.

[0154] Information about the electronic book whose release condition was changed while the game was being played is displayed in notification message 251. Note that in the example screen shown in Fig. 29, in addition to the information about the electronic book whose release condition was changed while the game was being played, information inquiring whether or not to play the corresponding electronic book and operation buttons are also displayed. In the case of FIG. 29, the notification 251 displays "The playback-restricted portion of e-book B is now playable at a discounted price compared to the usual price." and "Do you want to play e-book B?". Incidentally, the discount price may be specified as a specific consumption amount, such as "for 100 yen" or "for free." By specifying the consumption amount, it becomes easier for the user to decide whether or not to proceed to view electronic book B.

[0155] The notification 251 may also indicate whether or not there is a more advantageous discount price. For example, a message such as "You can now play the game for 100 yen off, but if you get two enemy characters, you can get an additional 300 yen off" may be used. Incidentally, the electronic book B notified in the notification 251 includes, for example, the following two types. One of the e-books B is the e-book that the user was viewing immediately before starting to play Game X. In this case, the user can confirm that the playback restriction section of E-book B that the user was viewing immediately before playing Game X can now be released for a predetermined value that is lower than the initial value. Incidentally, in the case of the first embodiment, since this type of information is not presented, even though the user is guided to Game X, the user cannot know whether the playback restriction section can be released for a predetermined value that is lower than the initial value until playback of the playback restriction section of E-book B is resumed.

[0156] However, in this embodiment, it is possible to check whether the release condition of the play restriction unit has been changed each time game X ends. This makes it possible to shorten the check time when game X is repeatedly played until a change in the release condition of the play restriction unit is confirmed. In other words, it is possible to avoid the need to restart playback of electronic book B to check for a change in the release condition of the play restriction unit. As a result, even if it is necessary to repeatedly play game X until the desired change in the release condition is obtained, it is possible to minimize the user's frustration with the check work.

[0157] Another one of the e-books B is an e-book P that is different from the e-book that was being viewed immediately before starting to play Game X. E-book P is an e-book related to Game X, for example, an e-book that is being held during a collaboration event with Game X. By displaying this type of information about the electronic book P, it is possible to make the user who is reading the electronic book B interested in the electronic book P. Note that changing the release conditions does not necessarily mean minimizing the consumption of the predetermined value. Therefore, even when playing back an electronic book P, it is possible to induce users to use game apps specified in the change rules in order to release the playback restriction under more favorable conditions. As a result, it is possible to increase users' active use of game apps.

[0158] <Summary> In the case of the information processing system 1 (see Figure 1) of this embodiment, it is possible to inform the user of information about e-books that can utilize the profits (i.e., changes to the conditions for releasing the playback restriction section) earned by using a game app (including games). As a result, it is possible not only to encourage readers of e-books to use games or game apps, but also to encourage users who use games or game apps to read e-books. Furthermore, as described above, the presentation of the notification 251 reduces the operational effort required for the user to confirm changes to the release conditions for the playback restriction section set in the electronic book B, thereby minimizing the user's frustration with the confirmation work. In other words, when the game X is repeatedly played to obtain a desired profit, the time from the end of playback to the next playback can be minimized.

[0159] 28, notification 251 is displayed after game X ends, but each time a positive result is obtained in step 175 (see FIG. 28), a message to that effect may be displayed on the game screen. Since the playback of game X in this embodiment is to release the playback restriction section of electronic book B under more favorable conditions than the initial values, the user may be notified of this immediately when the goal is achieved. The user who receives the notification can decide at that point whether or not to continue playing Game X. Also, by knowing the profits that have been earned, it is possible to motivate the user to continue playing Game X so that they can obtain even greater profits.

[0160] <Tenth Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will also be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the first embodiment. In this embodiment, the value management unit 102 (see Figure 2) is added with a sub-function that changes the conditions for changing the release of restrictions on the playback restriction unit set in the electronic book, depending on the length of time that has passed since the last release in the release history of the restrictions on the playback restriction unit set in the electronic book related to the electronic book.

[0161] It should be noted that, for example, change rules are applied to the change conditions. The sub-function in this embodiment assumes that e-books are basically provided with a playback restriction section, and increases the benefits given to users who have, for example, been viewing the e-book for more than a predetermined time, thereby encouraging them to resume viewing the e-book or use related games or game apps.

[0162] FIG. 30 is a flowchart illustrating an example of the operation of changing the predetermined value by the server 10 (see FIG. 1) in the tenth embodiment. The operation of changing the predetermined value shown in Fig. 30 is executed independently of the processing operation shown in Fig. 7 and the processing operation shown in Fig. 9. The processing operation shown in Fig. 30 is started, for example, when the user starts to read an electronic book or when the reading target starts. First, the server 10 determines whether or not a related book group is set for the electronic book (step 181). The electronic book here is an electronic book selected on the selection screen for browsing or an electronic book whose selection has been confirmed.

[0163] If a related book group is not set, a negative result is obtained in step 181. In this case, the server 10 ends the operation of changing the predetermined value. In this case, the special change rules and cancellation conditions described in each of the above-mentioned embodiments are applied. On the other hand, if a related book group has been set, a positive result is obtained in step 181. In this case, the server 10 acquires a history of restrictions on the related book group that have been lifted by consuming a predetermined value (step 182). The lifting history in this embodiment includes not only lifting restrictions for a fee but also lifting restrictions free of charge.

[0164] Next, the server 10 calculates the time elapsed since the previous cancellation (step 183). The previous cancellation refers to the last cancellation in the cancellation history. In other words, it refers to the most recent cancellation in the cancellation history. The server 10 calculates the elapsed time as the time difference between the date and time of the previous cancellation and the current date and time. After calculating the elapsed time, the server 10 determines whether the elapsed time is equal to or greater than a threshold value (step 184). If the elapsed time is less than the threshold, a negative result is obtained in step 184. In this case, the server 10 ends the operation of changing the predetermined value. On the other hand, if the elapsed time is equal to or greater than the threshold, a positive result is obtained in step 184. In this case, the server 10 changes the change rule or changes the predetermined value of the release condition (step 185).

[0165] Fig. 31 is a diagram illustrating an example of the operation of changing the predetermined value applied to a user who has been released a long time ago. In Fig. 31, parts corresponding to those in Fig. 10 are assigned the same reference numerals. Note that in Fig. 31, the display columns for object information 112B and related game app / game information 112E are omitted due to space limitations. 31 illustrates a case where electronic book B is a group of related books, and each volume is managed as a single electronic book. For this reason, the book title 112A includes "Volume 1 of electronic book B," "Volume 2 of electronic book B," ..., "Volume 51 of electronic book B," "Volume 52 of electronic book B," ....

[0166] In the case of the related book group shown in Figure 31, up to volume 50, 500 yen is required as a general rule to remove the restrictions in the playback restriction section, and if change rule information 1 is satisfied, the restrictions can be removed for 300 yen. The change rule is to get three winning characters in the lottery within Game X. From Volume 51 onwards, the cancellation conditions and change rule information 1 remain the same as up to Volume 50. However, Change Rule Information 2 has been added to e-books from volume 51 onwards.

[0167] The change rule information 2 shown in Fig. 31 is defined by a precondition and the content to be applied. As mentioned above, the precondition is that 12 months or more have passed since the last viewing. Note that 12 months is just an example. Therefore, even for volumes 51 and onward, if the prerequisite conditions are not met, change rule information 1 is applied and change rule information 2 is not applied. For example, if you want to view volume 52 three hours after viewing volume 51, the playback restriction will not be lifted unless you spend the initial amount of 500 yen or get three winning characters. In addition, if the special rules are applied, users can remove the restrictions on playback free of charge by simply obtaining one of the winning characters. This will be a major incentive for users to resume viewing related books.

[0168] 31, the number of winning characters required in change rule information 2 is less than that in change rule information 1, but the difficulty of fulfilling change rule information 2 can be made less than the difficulty of fulfilling change rule information 1. For example, if change rule information 1 requires that both winning character A and winning character B be won, change rule information 2 may require that either winning character A or winning character B be won.

[0169] Fig. 32 is a diagram illustrating another example of the operation of changing the predetermined value applied to a user who has been released a long time ago. In Fig. 32, parts corresponding to those in Fig. 31 are assigned the same reference numerals. In the case of Fig. 32, the change rule information 2 is only the prerequisites in Fig. 31. That is, in the case of Fig. 32, a user who has been viewing a book for a long time can have the restriction on the playback restriction unit lifted for free for the first book that the user resumes viewing. However, after viewing resumes, use of a game app (including a game) is required to change the specified value necessary to lift the restrictions on the playback restriction unit, so as with the other embodiments described above, active use of game apps can be increased.

[0170] <Summary> In the case of the information processing system 1 (see FIG. 1) according to this embodiment, for a user who has been playing a game app (including a game) for a long time since the previous release of the playback restriction unit, the change rule is more likely to be satisfied. This can increase the user's motivation to resume reading the e-book. After resuming reading, the use of the game app to release the restriction on the playback restriction unit can be increased, just like with other e-books.

[0171] <Other embodiments> The invention is not limited to the above-described embodiments. For example, elements of the embodiments can be combined as appropriate. The combinations mentioned here include the deletion of elements of the embodiments.

[0172] (1) For example, in the above-described embodiment, the change rule information 112F (see FIG. 4) is described as being defined as a game usage history or a game app usage history, but it may also include an e-book viewing history 111B (see FIG. 3).

[0173] (2) For example, in the case of the fourth embodiment described above, the probability of winning the winning character is increased if the user who reads the electronic book AAA during the event period of the related books has few release histories for the related books, but a mechanism may be adopted in which the probability of winning the winning character is increased regardless of the number of release histories within the event period of the related books, thereby guiding users to game apps and games. If this mechanism is adopted, it is possible to increase the interest in game apps and games of users who wish to reduce the amount of consumption of the predetermined value required to release the playback restriction set for the electronic book AAA and its related books, compared to non-event periods.

[0174] (3) In the above-mentioned fourth embodiment, the lottery probability of winning is changed according to the unlock history of the related books of the electronic book AAA, but the lottery probability of winning may be changed to be higher for users with a long unlock history regardless of the related books. By adopting this mechanism, it is possible to give benefits to users with a long unlock history through the use of game apps and games.

[0175] (4) In the above-mentioned fourth embodiment, related books are defined in relation to the electronic book AAA, but as in the sixth embodiment, they may also include electronic books preferred by other users who have the same tastes as the user viewing the electronic book.

[0176] <Summary> The main features of the information processing device, information processing method, program, and information processing system described in the embodiments will be described below. [General-purpose assignment] An object of the present invention is to provide an information processing device, an information processing method, a program, and an information processing system that can increase motivation to use a second application associated with digital content played by a first application.

[0177] Issues corresponding to [Appendix 1] One of the objects of the present invention is to provide a benefit that can be utilized for playing a first application in accordance with the usage history of a second application. [Appendix 1] The information processing device of this embodiment has a restriction management unit and a value management unit, and when a playback restriction unit is set on at least a portion of a first digital content that is to be played by a first application that plays digital content, the restriction management unit removes the restriction on the playback restriction unit by consuming a predetermined value, and the value management unit changes the amount of the predetermined value required to remove the restriction on the playback restriction unit set on the first digital content according to the usage history of a second application that is different from the first application. According to the information processing device described above, it is possible to grant a profit that can be used for playing the first application in accordance with the usage history of the second application.

[0178] Issues corresponding to [Appendix 2] One of the objectives of the present invention is to increase the utilization of the second application for the purpose of achieving predetermined conditions that will result in desired benefits. [Appendix 2] An information processing device according to appendix 1, wherein the value management unit changes the magnitude of the predetermined value in accordance with a predetermined condition achieved by the user among at least one predetermined condition set for the second application. This can increase the use of the second application for the purpose of achieving a predetermined condition that will provide a desired benefit.

[0179] Issues corresponding to [Appendix 3] One of the objectives of the present invention is to increase the use of second applications for lottery results that result in desired benefits. [Appendix 3] The information processing device according to Appendix 2, wherein the value management unit changes the magnitude of the predetermined value depending on the result of a lottery when the second application is used. This can increase the use of the second application aimed at lottery results that will provide desired benefits.

[0180] Issues corresponding to [Appendix 4] One of the objectives of the present invention is to provide benefits to users who are likely to use the second application. [Appendix 4] An information processing device according to Appendix 3, wherein the value management unit changes the probability of winning in the second application according to the restriction release history. This makes it possible to provide benefits to users who are likely to use the second application.

[0181] Issues corresponding to [Appendix 5] One of the objects of the present invention is to change the digital content that can be used to make profits depending on the result of a lottery. [Appendix 5] An information processing device as described in Appendix 3, wherein the value management unit changes the magnitude of the predetermined value corresponding to the first digital content if the lottery result is a first win, and changes the magnitude of the predetermined value corresponding to a second digital content different from the first digital content if the lottery result is a second win. This allows the digital content for which profits can be utilized to be changed depending on the lottery results.

[0182] Issues corresponding to [Appendix 6] One of the aims of the present invention is to inform third applications that can benefit from the playback of second digital content related to the first digital content. [Appendix 6] An information processing device as described in Appendix 1, in which the value management unit provides the user with information on a third application that contributes to changing the magnitude of the specified value for the playback restriction unit set on a second digital content related to the first digital content. This allows notification of a third application that can provide benefits that can be utilized to play back second digital content related to the first digital content.

[0183] Issues corresponding to [Appendix 7] One of the objects of the present invention is to change the information about the second application provided to the user in accordance with the history of the user's removal of the playback restriction unit. [Appendix 7] An information processing device as described in Appendix 1, wherein the restriction management unit provides the user with information about a second application related to the first digital content if there is a history of the restriction on the playback restriction unit set on the first digital content being lifted by consuming a predetermined value. This makes it possible to change the information about the second application provided to the user in accordance with the history of the user's removal of the playback restriction unit.

[0184] Issues corresponding to [Appendix 8] One of the objects of the present invention is to change the magnitude of the predetermined value required to remove the restriction of the playback restriction unit in accordance with the user's application usage history. [Appendix 8] An information processing device as described in Appendix 1, wherein the restriction management unit changes the amount of the specified value required to remove the restriction on the playback restriction unit set on the first digital content based on the user's usage history of an application other than the first application. This makes it possible to change the amount of the predetermined value required to remove the restriction on the playback restriction unit according to the user's application usage history.

[0185] Issues corresponding to [Appendix 9] One of the objects of the present invention is to inform a user of information about a first digital content that can be used to make a profit by using a second application. [Appendix 9] An information processing device as described in Appendix 1, wherein the value management unit provides information about the first digital content to the user when the amount of the specified value required to remove the restriction of the playback restriction unit set on the first digital content is changed by use of the second application. This allows the user to be notified of information about the first digital content that can be used to utilize the profits gained from using the second application.

[0186] Issues corresponding to [Appendix 10] One of the objects of the present invention is to increase the use of a second application according to the history of lifting restrictions placed on a first digital content. [Appendix 10] An information processing device as described in Appendix 1, wherein the value management unit changes the conditions for changing the release of restrictions on the playback restriction unit set on the first digital content depending on the length of time that has elapsed since the last release in the restriction release history of digital content related to the first digital content. This allows for increased use of the second application in accordance with the history of lifting restrictions placed on the first digital content.

[0187] Issues corresponding to [Appendix 11] One of the objects of the present invention is to provide a benefit that can be utilized for playing a first application in accordance with the usage history of a second application. [Appendix 11] The information processing method of this embodiment includes a processor that, when a playback restriction unit is set on at least a portion of a first digital content that is to be played by a first application that plays digital content, executes a process of removing the restriction on the playback restriction unit by consuming a predetermined value, and a process of changing the size of the predetermined value required to remove the restriction on the playback restriction unit set on the first digital content in accordance with the usage history of a second application that is different from the first application. According to the above information processing method, a profit that can be used for playing the first application can be granted according to the usage history of the second application.

[0188] Issues corresponding to [Appendix 12] One of the objects of the present invention is to provide a benefit that can be utilized for playing a first application in accordance with the usage history of a second application. [Appendix 12] The program of this embodiment causes the processor to, when a predetermined condition is met in playing a first quest, present a user with a plurality of selectable benefits including a first benefit and a second benefit, cause the processor to grant the user a benefit selected from the plurality of benefits, cause the processor to draw a first benefit from a first set including a first game element identified based on the first quest, and cause the processor to draw a second benefit from a second set including a second game element not included in the first set. According to the above program, a profit that can be used for playing the first application can be granted according to the usage history of the second application.

[0189] Issues corresponding to [Appendix 13] One of the objects of the present invention is to provide a benefit that can be utilized for playing a first application in accordance with the usage history of a second application. [Appendix 13] The information processing system of this embodiment includes a server and a terminal device, and when a playback restriction section is set on at least a portion of a first digital content that is to be played by a first application that plays the digital content, the server removes the restriction on the playback restriction section by consuming a predetermined value, and changes the size of the predetermined value required to remove the restriction on the playback restriction section set on the first digital content according to the usage history of a second application that is different from the first application. According to the information processing system, a profit that can be used for playing the first application can be granted according to the usage history of the second application. [Explanation of symbols]

[0190] 1...information processing system, 10...server, 11, 21...processor, 12, 22...memory, 13, 23...auxiliary storage device, 14, 25...communication interface, 20...user terminal, 24...display, 101...restriction management unit, 102...value management unit, 110...storage unit

Claims

1. A limit management unit and a value management unit are included, The restriction management unit When a playback restriction section is set on at least a part of the first digital content to be played back by the first application for playing back the digital content, the restriction on the playback restriction section is lifted by consuming a predetermined value; The value management unit changing the magnitude of the predetermined value required to remove the restriction on the playback restriction unit set in the first digital content according to a usage history of a second application different from the first application; Information processing device.

2. the value management unit changes the magnitude of the predetermined value in accordance with a predetermined condition achieved by a user among at least one or more predetermined conditions set for the second application; The information processing device according to claim 1 .

3. the value management unit changes the magnitude of the predetermined value in accordance with a lottery result when the second application is used. The information processing device according to claim 2 .

4. the value management unit changes the probability of winning in the second application in accordance with the restriction release history; The information processing device according to claim 3 .

5. The value management unit If the lottery result is a first win, changing the magnitude of the predetermined value corresponding to the first digital content; If the result of the lottery is a second win, the magnitude of the predetermined value corresponding to second digital content different from the first digital content is changed. The information processing device according to claim 3 .

6. the value management unit provides a user with information about a third application that contributes to changing the magnitude of the predetermined value for the playback restriction unit set for a second digital content related to the first digital content; The information processing device according to claim 1 .

7. the restriction management unit provides a user with information about the second application related to the first digital content when there is a history of the restriction on the playback restriction unit set for the first digital content being released by consuming the predetermined value. The information processing device according to claim 1 .

8. the restriction management unit changes the magnitude of the predetermined value required to remove the restriction on the playback restriction unit set for the first digital content, depending on a usage history of an application different from the first application by the user. The information processing device according to claim 1 .

9. the value management unit provides information about the first digital content to a user when the magnitude of the predetermined value required to remove the restriction set by the playback restriction unit on the first digital content is changed due to use of the second application. The information processing device according to claim 1 .

10. the value management unit changes a change condition for lifting the restriction on the playback restriction unit set for the first digital content according to a length of time that has passed since the previous lifting in the restriction lifting history of the digital content related to the first digital content. The information processing device according to claim 1 .

11. a process in which, when a playback restriction section is set for at least a part of a first digital content to be played by a first application that plays the digital content, the processor releases the restriction on the playback restriction section by consuming a predetermined value; a process by a processor changing the magnitude of the predetermined value required to remove the restriction on the playback restriction unit set for the first digital content in accordance with a usage history of a second application different from the first application; An information processing method that performs the above.

12. causing the processor to, when a playback restriction section is set on at least a part of the first digital content to be played back by the first application that plays back the digital content, release the restriction on the playback restriction section by consuming a predetermined value; causing the processor to change the magnitude of the predetermined value required to remove the restriction on the playback restriction unit set for the first digital content in accordance with a usage history of a second application different from the first application; A program that executes a process.

13. A server and a terminal device are provided. The server When a playback restriction section is set on at least a part of the first digital content to be played back by the first application for playing back the digital content, the restriction on the playback restriction section is lifted by consuming a predetermined value; changing the magnitude of the predetermined value required to remove the restriction on the playback restriction unit set in the first digital content according to a usage history of a second application different from the first application; Information processing system.

Citation Information

Patent Citations

  • Optical connector unit

    JP1978031145A