Program, method, information processing device, and system
By linking play rights to questions and objects, the system enhances player engagement in mini-games by offering varied challenges and rewards, addressing the issue of maintaining motivation in score-focused gameplay.
Patent Information
- Application Number
- JP2024078378
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-14
- Publication Date
- 2025-11-27
AI Technical Summary
Players lose motivation to play mini-games repeatedly focused on updating high scores without additional engagement mechanisms.
A system that associates play rights with questions and objects, allowing players to solve questions using play rights to earn objects, enhancing game engagement through varied challenges and rewards.
Increases player interest and motivation by providing diverse gameplay experiences and rewarding players with objects for solving questions, thereby maintaining engagement in mini-games.
Smart Images

Figure 2025173048000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program, a method, an information processing device, and a system. [Background technology]
[0002] There are websites where multiple mini-games can be freely played (see, for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] Pokémon Daisuki Club, mini games, [online], [searched February 20, 2024], Internet<URL:https: / / www.pokemon.jp / play / playroom / > Summary of the Invention [Problem to be solved by the invention]
[0004] In Non-Patent Document 1, for example, a player repeatedly plays a mini-game in order to update his high score. The challenge of updating the high score is fun, but if the only enjoyment is chasing the high score, it is difficult to maintain motivation to play the mini-game.
[0005] The object of the present disclosure is to increase the interest in playing mini-games in an environment in which multiple mini-games can be played. [Means for solving the problem]
[0006] A program to be executed by a computer having a processor and a memory. The program causes the processor to execute the following steps: accepting a result of a player's answer to a question associated with a play right selected by the player from among multiple types of play rights, each of which has a question and an object associated with it; associating the object associated with the selected play right with the player based on the answer; accepting a selection from the player of at least one owned object associated with the player; and associating the player with a play right associated with a question different from the question associated with the play right with the owned object based on the selected owned object. [Effects of the Invention]
[0007] According to the disclosure, in an environment in which multiple mini-games can be played, the interest in playing mini-games can be increased. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of the overall configuration of a system 1. [Figure 2] 2 is a block diagram illustrating an example of the configuration of a terminal device 10 shown in FIG. [Figure 3] FIG. 2 is a diagram illustrating an example of the functional configuration of a server 20. [Figure 4] FIG. 10 is a diagram showing an example of the data structure of player information 181. [Figure 5] FIG. 10 is a diagram showing an example of the data structure of a playing right table 182. [Figure 6] FIG. 10 is a diagram illustrating an example of the data structure of a question table 183. [Figure 7] FIG. 10 is a diagram illustrating an example of the data structure of an object table 184. [Figure 8] 10 is a diagram showing an example of the data structure of a playing right master table 2022 stored in the server 20. FIG. [Figure 9]FIG. 10 is a diagram for explaining an example of the operations of the terminal device 10 and the server 20 when an object is assigned to a user. [Figure 10] FIG. 10 is a schematic diagram illustrating an example of a screen display for confirming the use of a play right. [Figure 11] FIG. 10 is a schematic diagram illustrating an example of a screen display showing evaluation results. [Figure 12] FIG. 10 is a schematic diagram illustrating an example of a screen display showing a lottery result. [Figure 13] 10 is a flowchart showing an example of the operation of the server 20 when granting a play right to a user. [Figure 14] 10 is a flowchart showing another example of the operation of the server 20 when granting a play right to a user. [Figure 15] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. The names and functions of the components are also the same. Therefore, detailed descriptions thereof will not be repeated.
[0010] <Summary> The system according to this embodiment provides a game in which a user uses a play right to solve a question (mini-game) associated with the play right, and is thereby granted an object associated with the play right. A question and an object are associated with the play right. One play right may be associated with one question or multiple questions. One play right may be associated with one object or multiple objects.
[0011] When a user selects a play right, the user is able to solve the problem associated with the play right. The play right is granted to the user when a predetermined condition is met.
[0012] <1 Overall system configuration> Fig. 1 is a diagram showing an example of the overall configuration of a system 1. As shown in Fig. 1, the system 1 includes a plurality of terminal devices 10 and a server 20. The terminal devices 10 and the server 20 are connected for communication via a network 80.
[0013] 1 shows an example in which the system 1 includes two terminal devices 10, but the number of terminal devices 10 included in the system 1 is not limited to two. The number of terminal devices 10 included in the system 1 may be three or more.
[0014] 1 shows an example in which the system 1 includes one server 20, but the number of servers 20 included in the system 1 is not limited to one. The server 20 may be composed of multiple servers depending on the functions it has. Furthermore, the server 20 may be, for example, a collection of multiple devices. The way in which the multiple functions required to realize the server 20 according to this embodiment are allocated to one or multiple pieces of hardware can be determined appropriately in consideration of the processing capacity of each piece of hardware and / or the specifications required for the server 20.
[0015] The terminal device 10 is, for example, an information processing device operated by a user who plays a game. The terminal device 10 is realized by, for example, a mobile terminal such as a smartphone or tablet compatible with a mobile communication system. Alternatively, the terminal device 10 may be realized by, for example, a stationary personal computer (PC), a laptop PC, or a dedicated game console. Furthermore, the terminal device 10 may be realized by, for example, a wearable terminal such as a head mounted display (HMD).
[0016] The terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage 16, and a processor 19. The input device 13 is a device (e.g., a touch panel, a touch pad, etc.) for receiving input operations from a user. The output device 14 is a device (e.g., a display, a speaker, etc.) for presenting information to a user.
[0017] The terminal device 10 may be connected to a game controller via a wired or wireless connection. A user can operate the game controller to play a game. The terminal device 10 may be capable of communicating with multiple game controllers. For example, multiple users may operate their own game controllers to play a game on a single terminal device 10.
[0018] The server 20 is, for example, an information processing device that manages the progress of the game. For example, the server 20 manages the granting of the right to play to users. The granting of the right to play may be expressed, for example, as associating the right to play with user information. In this embodiment, the right to play represents, for example, the right to challenge a problem. The right to play may also be expressed as the right to play a problem. The right to play may also be expressed as the right to play a problem and obtain an object. The right to play may also be expressed as other expressions, such as a card or a ticket, as long as they represent the right to challenge a problem. In this embodiment, the problem includes, for example, a mini-game that utilizes thinking skills, such as a puzzle or a maze.
[0019] The server 20 also manages, for example, the assignment of objects to users. The assignment of objects may be expressed as, for example, associating an object with user information. In this embodiment, the objects are, for example, as follows: Character-related objects (models, stickers, cards, stuffed toys, animations, etc.) Objects that can be collected other than characters -Items that will help you progress through the game
[0020] Furthermore, the server 20 may manage the progress of the game related to periodic events, for example. In this embodiment, periodic events are, for example, as follows. Events based on events that occur at a predetermined interval Annual events Events related to designated content
[0021] The server 20 is realized by, for example, a computer connected to a network 80. The server 20 includes, for example, a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29. The input / output IF 23 functions as an input device for receiving input operations from a user and as an interface with an output device for presenting information to the user.
[0022] Each information processing device is configured by a computer equipped with an arithmetic unit and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the terminal device 10 and the server 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer will be omitted.
[0023] <1.1 Terminal device configuration> Fig. 2 is a block diagram showing an example configuration of the terminal device 10 shown in Fig. 1. As shown in Fig. 2, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. The blocks included in the terminal device 10 are electrically connected by, for example, a bus or the like.
[0024] The communication unit 120 performs processing such as modulation and demodulation for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on the signal generated by the control unit 190 and transmits it to the outside (for example, the server 20). The communication unit 120 performs reception processing on the signal received from the outside and outputs it to the control unit 190.
[0025] The input device 13 is a device for inputting instructions or information by a user operating the terminal device 10. The input device 13 is realized, for example, by a touch-sensitive device 131 or the like, which inputs instructions by touching an operation surface. When the terminal device 10 is a PC or the like, the input device 13 may be realized by a reader, keyboard, mouse, or the like. The input device 13 converts instructions input by the user into electrical signals and outputs the electrical signals to the control unit 190. The input device 13 may include, for example, a receiving port that receives electrical signals input from an external input device.
[0026] The output device 14 is a device for presenting information to a user operating the terminal device 10. The output device 14 is realized, for example, by a display 141 or the like. The display 141 displays data according to the control of the control unit 190. The display 141 is realized, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display or the like.
[0027] The audio processing unit 17 performs, for example, digital-to-analog conversion processing of an audio signal. The audio processing unit 17 converts a signal provided from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is realized, for example, by a processor for audio processing. The microphone 171 receives audio input and provides an audio signal corresponding to the audio input to the audio processing unit 17. The speaker 172 converts the audio signal provided from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.
[0028] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. In the satellite positioning system, signals are received from at least three or four satellites, and the current position of the terminal device 10 equipped with the GPS module is detected based on the received signals. The position information sensor 150 may detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.
[0029] The camera 160 is a device that receives light with a light receiving element and outputs the light as an image capturing signal.
[0030] The motion sensor 170 includes, for example, an acceleration sensor, an angular velocity sensor, or a combination thereof. However, it is not limited to these. The motion sensor 170 detects the movement of the terminal device 10 and outputs the detected movement as a sensing result. For example, the motion sensor 170 detects the movement of the terminal device 10 when the user is solving a problem.
[0031] The storage unit 180 is realized by, for example, the memory 15, the storage 16, etc., and stores data and programs used by the terminal device 10. The storage unit 180 stores, for example, player information 181, a playing right table 182, a question table 183, and an object table 184.
[0032] The player information 181 stores information about users who play games based on game programs, as will be described in detail later.
[0033] The playing rights table 182 stores information about playing rights associated with users, as will be described in more detail below.
[0034] The question table 183 stores information about questions, which will be described in detail later.
[0035] Object table 184 stores information about objects associated with a user, as described in more detail below.
[0036] The control unit 190 is realized by the processor 19 reading a program stored in the storage unit 180 and executing instructions included in the program. The control unit 190 controls the operation of the terminal device 10. By operating in accordance with the program, the control unit 190 fulfills the functions of an operation reception unit 191, a transmission / reception unit 192, a management unit 193, a presentation control unit 194, and a game processing unit 195.
[0037] The operation reception unit 191 performs processing for receiving instructions or information input from the input device 13. For example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131 or the like. Specifically, for example, the operation reception unit 191 receives an operation from the user when solving a problem. Also, for example, the operation reception unit 191 receives an operation from the user to select an object.
[0038] Furthermore, the operation receiving unit 191 receives an image input from the camera 160. Specifically, for example, the operation receiving unit 191 receives image data captured by the camera 160.
[0039] Furthermore, the operation reception unit 191 receives audio information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data that is input from the microphone 171 and converted into digital data by the audio processing unit 17.
[0040] Furthermore, the operation receiving unit 191 receives behavior information input from the motion sensor 170. Specifically, the operation receiving unit 191 receives a predetermined behavior detected by the motion sensor 170, for example.
[0041] The transmitting / receiving unit 192 performs processing for the terminal device 10 to transmit and receive data in accordance with a communication protocol to and from an external device such as the server 20. Specifically, for example, the transmitting / receiving unit 192 transmits instructions input by a user or various pieces of acquired information to the server 20.
[0042] The transmitting / receiving unit 192 also receives information provided by the server 20. The information provided by the server 20 includes, for example, information about objects that are granted based on the answer to a question. The information provided by the server 20 also includes, for example, information about play rights that are granted as the game progresses.
[0043] The management unit 193 manages the player information 181, the playing right table 182, the question table 183, and the object table 184 stored in the storage unit 180. For example, as the user progresses through the game, the management unit 193 updates the player information 181 based on the progress of the game. Furthermore, when the user is granted a playing right or an object by the server 20, the management unit 193 updates the player information 181 based on the granted playing right or object.
[0044] Furthermore, when a play right is granted by the server 20, the management unit 193 updates the play right table 182 based on the granted play right. Furthermore, when an object is granted by the server 20, the management unit 193 updates the object table 184 based on the granted object. Furthermore, when a question stored in the server 20 is updated, the management unit 193 updates the question table 183 based on the updated information.
[0045] The presentation control unit 194 controls the output device 14 etc. to present predetermined information to the user. For example, the presentation control unit 194 controls the output device 14 etc. to present to the user questions that can be challenged with the play right. For example, the presentation control unit 194 controls the display 141 to display the questions to the user.
[0046] Furthermore, for example, the presentation control unit 194 controls the output device 14 etc. so as to present the answer result of the question to the user. Specifically, for example, the presentation control unit 194 presents the evaluation of the answer input to the question to the user.
[0047] Furthermore, for example, the presentation control unit 194 controls the output device 14 etc. so as to present to the user an object that will be given to the user based on the answer result to the question. Specifically, for example, the presentation control unit 194 performs a lottery for an object based on the answer result to the question, and presents to the user the object selected by the lottery.
[0048] Furthermore, for example, the presentation control unit 194 controls the output device 14 etc. to present to the user the right to play that is granted upon fulfilling a predetermined condition. Specifically, for example, the presentation control unit 194 presents to the user the right to play that is granted upon fulfillment of a condition.
[0049] The game processing unit 195 performs calculations according to a program on data input by the terminal device 10. Specifically, the game processing unit 195 performs processing related to a question associated with a play right selected by the user, for example. At this time, the game processing unit 195 permits the user to solve the question associated with the play right by consuming, for example, an amount of stamina corresponding to the play right selected by the user. Permitting the user to solve the question associated with the play right can be rephrased as permitting the user to use the play right. For example, when the game processing unit 195 has finished solving the question associated with the play right, the game processing unit 195 grants the user a predetermined value.
[0050] <1.2 Functional configuration of the server> 3 is a diagram showing an example of the functional configuration of the server 20. As shown in FIG. 3, the server 20 functions as a communication unit 201, a storage unit 202, and a control unit 203.
[0051] The communication unit 201 performs processing for the server 20 to communicate with external devices.
[0052] The storage unit 202 includes, for example, a player information table 2021, a playing right master table 2022, a question master table 2023, and an object master table 2024.
[0053] The player information table 2021 is, for example, a table that stores information about users who play a game. The player information table 2021 is, for example, a table that has columns that store information about users, using a player ID, which is the user's identification information, as a key. The player information table 2021 includes, as information about users, for example, a player name, a user rank, information about playing rights associated with the user, information about objects associated with the user, and information about consumed resources. The information about playing rights includes, for example, identification information of associated playing rights and the number of identified playing rights owned. The information about objects includes, for example, identification information of associated objects and the number of identified objects owned. The information about consumed resources includes, for example, playing rights, objects, points consumed for actions such as exchange, and any combination thereof.
[0054] The play right master table 2022 is a table that stores, for example, master information of play rights, and will be described in detail later.
[0055] The question master table 2023 is, for example, a table that stores master information about questions. The question master table 2023 is, for example, a table that has columns that store information about the questions themselves and special solutions for the questions, using a question ID, which is identification information for the questions, as a key. One special solution may be set for each question, or multiple special solutions may be set. It is also possible that no special solution is set.
[0056] The object master table 2024 is, for example, a table that stores master information about objects. The object master table 2024 is, for example, a table that has columns that store information about the object name, data about the object, the rarity of the object, and the characteristics of the object, using an object ID, which is identification information about the object, as a key. The data about the object is, for example, data about the appearance of the object, and includes two-dimensional image data or three-dimensional image data. The information about the characteristics of the object includes, for example, the character, characteristics, and properties of the object.
[0057] The control unit 203 is realized by the processor 29 reading a program stored in the storage unit 202 and executing instructions included in the program. The control unit 203 operates in accordance with the program to fulfill the functions of a reception control module 2031, a transmission control module 2032, a management module 2033, a game progress module 2034, and a presentation module 2035.
[0058] The reception control module 2031 controls the process by which the server 20 receives signals from external devices in accordance with a communication protocol.
[0059] The transmission control module 2032 controls the process in which the server 20 transmits signals to external devices in accordance with a communication protocol.
[0060] The management module 2033 manages tables stored in the storage unit 202. Specifically, for example, when information about a user is input, the management module 2033 updates the player information table 2021. Furthermore, when information about a play right is input, the management module 2033 updates the play right master table 2022. Furthermore, when information about a question is input, the management module 2033 updates the question master table 2023. Furthermore, when information about an object is input, the management module 2033 updates the object master table 2024.
[0061] The game progression module 2034 communicates between the server 20 and the terminal device 10, and progresses each user's game play based on information received from each user's terminal device 10. For example, the game progression module 2034 progresses the user's game, and when the user fulfills a predetermined condition, grants the user the right to play according to the condition. Note that the game progression module 2034 may grant the right to play randomly, rather than according to the condition. The predetermined condition is, for example, as follows: The number of collected play rights reaches a certain number. The number of collected play rights reaches a certain number. The number of collected objects reaches a certain number. - The number of collected objects reaches a certain number. -Acquired the required play rights - Acquiring the specified object The user's game progress (game rank) reaches a certain value. - Exchange for the designated play rights - Exchange for a specified number of play tickets - Exchange for a specific number of play rights - To exchange for designated play rights and designated items - Exchange for a given object - Exchange for a certain number of objects Exchange for a certain number of specific objects - Exchange for designated objects and designated items - Exchange for designated play rights and designated objects - To exchange for a specified amount of in-game currency (including in-game currency subject to charges)
[0062] Note that play rights are treated as being of different types, for example, when the associated questions are different, when the associated objects are different, or when both the questions and the objects are different. Also, play rights are treated as being of different types, for example, when a predetermined name is given to a play right and a different name is given to the play right. Examples of names that can be given to play rights include "play right for mini-game A," "stage ... of 'predetermined concept,'" and the like. Also, play rights are treated as being of different types, for example, when the lottery probabilities of the associated objects are different.
[0063] Furthermore, "exchanging for a predetermined number of play rights," "exchanging for a predetermined number of specific play rights," "exchanging for a predetermined number of objects," "exchanging for a predetermined number of specific objects," and "exchanging for a predetermined play right and a predetermined object" can be rephrased as "combining a predetermined number of play rights," "combining a predetermined number of specific play rights," "combining a predetermined number of objects," "combining a predetermined number of specific objects," and "combining a predetermined play right and a predetermined object," respectively.
[0064] Furthermore, "exchanging for a predetermined play right and a predetermined item" and "exchanging for a predetermined object and a predetermined item" can be rephrased as "combining a predetermined play right and a predetermined item" and "combining a predetermined object and a predetermined item," respectively. Furthermore, "exchanging for a predetermined play right and a predetermined item" and "exchanging for a predetermined object and a predetermined item" can be rephrased as "using a predetermined item to exchange for a predetermined play right" and "using a predetermined item to exchange for a predetermined object," respectively. The play right, object, and item that are the subject of the exchange will disappear from the user's possession. The play right, object, and item that are the subject of the composition will disappear from the user's possession. Furthermore, the exchange and composition may include a condition that points awarded when the play right is used be consumed.
[0065] Furthermore, the game progression module 2034 grants the user at least one of the objects associated with the play right according to the answer to the question answered by the user. When multiple objects are associated with the play right, the game progression module 2034 selects an object by lottery with reference to the answer result. For example, the game progression module 2034 varies the probability of selecting an object according to the evaluation index of the answer result. Specifically, for example, when the answer result exceeds a predetermined evaluation index, the game progression module 2034 increases the probability that a rare object will be selected from among the objects associated with the play right. On the other hand, when the answer result does not exceed the predetermined evaluation index, the game progression module 2034 decreases the probability that a rare object will be selected from among the objects associated with the play right.
[0066] Furthermore, when a user uses a predetermined item when using the play right, the game progress module 2034 may change the probability of selecting an object or may ensure that the predetermined object is selected by lottery. "When the user uses the play right" may be, for example, before the user uses the play right, or before the user uses the play right to solve a problem. Furthermore, when a user uses a predetermined item after solving a problem, the game progress module 2034 may change the probability of selecting an object or may ensure that the predetermined object is selected by lottery.
[0067] The presentation module 2035 presents information to the terminal device 10. Specifically, for example, the presentation module 2035 presents information generated by the game progress module 2034 to the terminal device 10.
[0068] <2 Data Structure> 4 to 7 are diagrams showing the data structure of information stored in the terminal device 10. Note that FIGS. 4 to 7 are merely examples and do not exclude data not shown.
[0069] Fig. 4 is a diagram showing an example of the data structure of player information 181. The player information 181 shown in Fig. 4 is a table having columns such as player name, rank, playing rights, and object, with player ID as a key. Note that player information 181 may also include information other than these.
[0070] The player ID is an item that stores an identifier for uniquely identifying a user as a player. The player name is an item that stores the name used by the user when playing the game. The rank is an item that stores the progress of the user in the game. The item "rank" is expressed, for example, by a numerical value. The rank increases, for example, by referring to the following: Number of play tickets used Number of play rights used - Accumulation of predetermined values obtained by using play rights Number of objects collected Number of types of objects collected Accumulation of a certain number obtained by granting an object
[0071] The play right is an item that stores information about the play right associated with the user. The item "play right" includes, for example, identification information of the associated play right and the number of each identified play right owned. The object is an item that stores information about the object associated with the user. The item "object" includes, for example, identification information of the associated object and the number of each identified object owned.
[0072] Fig. 5 is a diagram showing an example of the data structure of the play right table 182. The play right table 182 shown in Fig. 5 is a table having columns such as a question ID, an object ID, first image data, second image data, and annihilation conditions, with a play right ID as a key. Note that the play right table 182 may also include columns for storing information other than the above, such as the name of the play right.
[0073] The play right ID is an item that stores an identifier for uniquely identifying a play right. The question ID is an item that stores an identifier for uniquely identifying a question associated with a play right. One play right may be associated with one question, or may be associated with multiple questions. The object ID is an item that stores an identifier for uniquely identifying an object associated with a play right. One play right may be associated with one object, or may be associated with multiple objects. Play rights may be associated with the same question, or with different objects.
[0074] The first image data is an item that stores image data related to the play right. The first image data is created, for example, based on an image that allows the associated question, object, or a combination thereof to be recognized. The first image data may include, for example, an image or text related to a period event. The item "first image data" may store reference information (path) for an image data file located in another location. The second image data is an item that stores image data related to a question associated with the play right. The second image data is created, for example, based on an image that allows the associated question to be recognized as a representative question among multiple associated questions. The item "second image data" may store reference information (path) for an image data file located in another location.
[0075] The "extinction condition" is an item that stores the condition under which the play right is extinguished. In this embodiment, the play right is extinguished when a predetermined condition is met. The conditions stored in the "extinction condition" item are, for example, as follows: - Use of play rights a specified number of times - A certain probability of disappearance after being used a certain number of times or more - Granting all types of objects associated with play rights
[0076] Note that some play rights do not have an extinction condition. The presentation control unit 194 may sort and display the play rights based on whether or not they have an extinction condition.
[0077] Fig. 6 is a diagram showing an example of the data structure of question table 183. Question table 183 shown in Fig. 6 is a table having columns such as question data and solutions, with question IDs as keys. In addition to these, question table 183 may also have information on hints for the questions, etc.
[0078] The question ID is an item that stores an identifier for uniquely identifying a question. The question data is an item that stores data about a question. The question data includes, for example, data about mini-games such as puzzles and mazes. The "question data" item may also store reference information (path) to a question data file located in another location. The solution is an item that stores a specific solution set for the question. Examples of specific solutions are as follows: The most efficient way to solve a problem ·Solution based on given concepts Recommended solution
[0079] Fig. 7 is a diagram showing an example of the data structure of object table 184. 184 shown in Fig. 7 is a table having columns such as object name, object data, rarity, and characteristics, with object ID as a key. Note that object table 184 may also include information other than these.
[0080] The object ID is an item that stores an identifier for uniquely identifying an object. The object name is an item that stores the name of an object. The object data is an item that stores data related to an object. The "object data" item stores, for example, two-dimensional image data or three-dimensional image data, which is data related to the appearance of an object. The "object data" item may also store reference information (path) for an object data file located elsewhere.
[0081] The rarity is an item that stores an index that indicates the rarity of an object. The characteristics is an item that stores information about the characteristics of an object. The item "characteristics" includes, for example, the character, properties, and nature of the object as the characteristics of the object.
[0082] Fig. 8 is a diagram showing an example of the data structure of the play right master table 2022 stored in the server 20. The play right master table 2022 shown in Fig. 8 is a table having columns such as a question ID, an object ID, first image data, second image data, a bonus condition, a bonus, an appearance condition, an unlocking condition, and a disappearance condition, with a play right ID as a key. Note that the play right master table 2022 may also include information other than these.
[0083] The object ID is an item that stores an identifier of an object associated with a play right. The item "object ID" may store, in association with the object ID, a numerical value related to the probability that the object identified by the object ID will be selected.
[0084] The "benefit condition" is an item that stores the conditions under which a benefit is granted when a question related to the play right is solved. The "benefit condition" item includes, for example, solving the question related to the play right using a specific solution. The "benefit condition" item may also include which question related to the play right is solved using a specific solution. For example, the "benefit condition" item includes solving all questions using a specific solution, solving multiple questions using a specific solution, solving the xth question using a specific solution, etc. The benefit is an item that stores a benefit that is granted when the answer to the question related to the play right satisfies the benefit condition. The "benefit" item includes, for example, a specific object, a play right, an item, a predetermined number of points, or a combination thereof. Furthermore, the "benefit" item may be, for example, an increased probability of a specific object being selected, or a definite selection.
[0085] The appearance condition is an item that stores the conditions under which a play right appears. In this embodiment, for example, when a user progresses through the game and meets certain conditions, the user is granted a play right according to the conditions. The "appearance condition" item stores certain conditions under which a play right is granted. For example, the "appearance condition" item may be set so that combining n identical objects results in the appearance of a play right associated with a larger object having the same name. Furthermore, the "appearance condition" item may be set so that combining random objects results in the appearance of a special play right or nothing at all. Furthermore, the "appearance condition" item may be set so that combining specific objects results in the appearance of a specific play right. Furthermore, the "appearance condition" item may be set so that combining specific items results in the appearance of a play right associated with the items. Note that a new play right that appears by combining play rights and / or objects is a different play right from the play right used in the combination and the play right associated with the object used in the combination.
[0086] The "release conditions" is an item that stores the conditions for making the play right available for use. In this embodiment, a predetermined condition may be imposed on the granted play right to solve the problem associated with the play right. The item "release conditions" stores the conditions for playing the game associated with the play right. The conditions stored in the item "release conditions" are, for example, as follows: - The specified number of play rights has been consumed in order to exchange for a different play right, etc. - The specified number of designated play rights has been consumed in order to exchange for different play rights, etc. - Consuming a certain number of objects to exchange for play rights, etc. - Consuming a certain number of designated objects to exchange for play rights, etc. - The points awarded when using the play right have been consumed in order to exchange a certain number of points for play rights, etc.
[0087] Note that objects can be exchanged for specific items in the game. The use of objects also includes such exchanges. Points can also be exchanged for specific items in the game. The use of points also includes such exchanges.
[0088] <3 operations> The operations of the terminal device 10 and the server 20 according to this embodiment will be described.
[0089] (Object Granting) FIG. 9 is a diagram for explaining an example of the operations of the terminal device 10 and the server 20 when an object is assigned to a user.
[0090] First, in order to play a game, the user operates the terminal device 10 and executes a program related to the game.
[0091] In step S11, the terminal device 10 presents play rights to the user. Specifically, for example, the user operates the terminal device 10 and inputs an instruction to display a list of play rights held by the user. When the instruction from the user is input, the presentation control unit 194, for example, reads out first image data of each play right from the play right table 182 and displays an image related to the read first image data on the display 141.
[0092] In step S12, the terminal device 10 accepts a user's selection of the displayed play rights. Specifically, for example, the user operates the terminal device 10 to select a desired play right from the play rights displayed on the display 141. The image of the play right displays, for example, an image related to an object associated with the play right. The user refers to the image of the play right and selects a play right associated with the desired object.
[0093] When a play right is selected by the user, the presentation control unit 194, for example, causes the display 141 to display a screen for confirming the use of the selected play right. The screen for confirming the use of the play right can be said to be a screen for starting to answer the question associated with the play right. The presentation control unit 194 displays the play right and the question associated with the play right in association with each other on the screen for confirming the use of the play right. Specifically, for example, the presentation control unit 194 causes the display 141 to display an image related to the first image data of the play right and an image related to the second image data.
[0094] FIG. 10 is a schematic diagram illustrating an example of a display screen for confirming the use of a play right. In the example illustrated in FIG. 10, the presentation control unit 194 displays an area 1411 on the display 141. The area 1411 is an area for displaying a play right selected by a user. The presentation control unit 194 displays, for example, images 14111, 14114, and instruction objects 14112, 14113, and 14115 in the area 1411. The image 14111 is an image related to the first image data of the play right. The image 14111 includes an image related to an object. The image 14111 also includes a hint (e.g., a silhouette) of an object that may be granted to the user when the problem is solved. The hint of the object is displayed, for example, inside a circle in the image 14111. The image 14114 is an image related to the second image data of the play right. The image 14114 includes an image related to the problem.
[0095] The instruction objects 14112 and 14113 are objects for inputting an instruction to shift the display to another adjacent play right in the list, for example. The instruction object 14115 is an object for inputting an instruction to finalize the use of the play right, for example.
[0096] The user checks the images 14111 and 14114 displayed on the screen, and if there is no mistake between the desired object and the question to be answered, presses the instruction object 14115 and starts answering the question. The transmitting / receiving unit 192 may notify the server 20 that the play right has been selected by the user.
[0097] In step S13, the terminal device 10 prompts the user to answer the question associated with the selected play right. Specifically, the game processing unit 195 reads, for example, the question ID of the question associated with the selected play right from the play right table 182. The game processing unit 195 reads question data from the question table 183 using the read question ID as a key. The presentation control unit 194 displays the read question data on the display 141.
[0098] The game processing unit 195 accepts answers to questions from the user. The user operates the terminal device 10 to solve the questions displayed on the display 141. When the game processing unit 195 finishes solving the displayed question, it reads out the question ID of the next question associated with the play right from the play right table 182. The game processing unit 195 reads out question data from the question table 183 using the read out question ID as a key. The presentation control unit 194 displays the read out question data on the display 141.
[0099] The presentation control unit 194 may present information about the problem to the user along with the problem data. Specifically, for example, the presentation control unit 194 may display on the display 141 before or during play that a specific solution exists for the problem, based on the problem table 183. This encourages the user to solve the problem by aiming for the specific solution. Furthermore, when solving a problem, if the method adopted happens to be the specific solution, the presentation control unit 194 may present to the user that the adopted method is the specific solution.
[0100] The game processing unit 195 accepts answers from the user to all questions associated with the play right. When all questions have been answered, the game processing unit 195 shifts the process to step S14.
[0101] In step S14, the terminal device 10 evaluates the answer entered by the user. Specifically, the game processing unit 195 evaluates the answer based on, for example, the time it took to answer all the questions and the accuracy rate. The game processing unit 195 reads out the solution method for the question from the question table 183 and determines whether the user solved the question using a specific solution method. The game processing unit 195 may give a high evaluation to the user if the user solved the question using a specific solution method. The presentation control unit 194 displays the evaluation result on the display 141. The evaluation result may include, for example, at least one of an index indicating the evaluation of the answer, the time taken to answer, the accuracy rate (achievement level), etc. The evaluation result may also include the number of points awarded for answering the question associated with the play right.
[0102] FIG. 11 is a schematic diagram showing an example of a display screen showing the evaluation results. In the example shown in FIG. 11, the presentation control unit 194 displays an area 1412 on the display 141. The area 1412 is an area for displaying the evaluation results of the answer to the question associated with the play right. The presentation control unit 194 displays, for example, images 14111 and 14121 in the area 1412. The image 14121 is an image related to the evaluation result of the answer. The image 14121 includes "Evaluation: S" which indicates the evaluation index for the answer, "Time: 1 minute" which indicates the time taken to answer, and "Achievement: ...%" which indicates the accuracy rate (achievement level).
[0103] The transmitting / receiving unit 192 transmits the evaluation result to the server 20. Specifically, the transmitting / receiving unit 192 transmits, for example, information for identifying the play right selected by the user (play right ID) and at least one of an index indicating the evaluation of the answer to the question related to the play right, the time taken to answer, and the accuracy rate (achievement level) to the server 20. When the question related to the play right is solved using a specific solution method, the transmitting / receiving unit 192 transmits information indicating the question solved using the specific solution method to the server 20.
[0104] In step S15, the server 20 draws a lottery for an object based on the evaluation result received from the terminal device 10. Specifically, the reception control module 2031 receives the evaluation result. The game progression module 2034, for example, identifies the play right selected by the user from the play right master table 2022 based on the play right ID received from the terminal device 10. The game progression module 2034 reads the object ID of the object associated with the identified play right from the play right master table 2022. The game progression module 2034 conducts a lottery for the read objects by referring to the evaluation result, and selects one object from the read objects. At this time, the game progression module 2034, for example, varies the probability of selecting the object based on the evaluation result.
[0105] Furthermore, when the game progress module 2034 receives information indicating a problem solved using a specific solution method, it grants a benefit to the user according to the problem solved using the specific solution method. For example, the game progress module 2034 reads the benefit conditions of the identified play right from the play right master table 2022 and determines whether the answer to the problem satisfies the benefit conditions. If the answer to the problem satisfies the benefit conditions, the game progress module 2034 reads the benefit from the play right master table 2022 and applies the read benefit to the user. For example, if the benefit is that a specific object is definitely selected, the game progress module 2034 varies the lottery probability in the object lottery so that the specific object is selected.
[0106] The management module 2033 associates the selected object with the user's player information. That is, the management module 2033 updates the player information table 2021 so that the selected object is included in the player information table 2021. The transmission control module 2032 transmits the updated player information to the terminal device 10. The transmission control module 2032 transmits information related to the selected object to the terminal device 10.
[0107] In step S16, the terminal device 10 presents the object received from the server 20 to the user. Specifically, for example, the transmitting / receiving unit 192 receives the object ID transmitted from the server 20. The game processing unit 195 reads object data from the object table 184 based on the received object ID. The presentation control unit 194 displays the read object data on the display 141.
[0108] FIG. 12 is a schematic diagram illustrating an example of a display screen showing the lottery results. In the example shown in FIG. 12, the presentation control unit 194 displays an area 1413 on the display 141. The area 1413 is an area for displaying the award result of a reward for solving a question related to a play right. The presentation control unit 194 displays, for example, images 14111 and 14131 in the area 1413. The image 14131 is an image displaying the lottery result. The image 14131 includes an image representing that an object has been selected by lottery, such as an image representing a capsule toy machine, and an image related to the selected object. When a predetermined condition is satisfied and a predetermined object is selected, the presentation control unit 194 may include an image representing that the predetermined object has been selected by lottery.
[0109] In step S17, the terminal device 10 determines whether or not to extinguish the used play right. Specifically, the game processing unit 195 refers to the extinguishing conditions in the play right table 182 and determines whether or not to extinguish the used play right. If the number of times the play right has been used reaches the number of times stored in the extinguishing conditions, the game processing unit 195 extinguishes the play right. Furthermore, if a probability is stored in the extinguishing conditions, the game processing unit 195 extinguishes the play right at the stored probability.
[0110] (Play Rights Granted 1) FIG. 13 is a flowchart showing an example of the operation of the server 20 when granting a play right to a user.
[0111] First, the terminal device 10 transmits information relating to the progress of the game to the server 20 in accordance with the progress of the game. Specifically, for example, when the user's rank in the game increases, the transmitting / receiving unit 192 transmits a message to that effect to the server 20. Furthermore, when the transmitting / receiving unit 192 acquires a new play right, it transmits information relating to the acquired play right to the server 20. Furthermore, when the transmitting / receiving unit 192 acquires a new object, it transmits information relating to the acquired object to the server 20. Furthermore, the transmitting / receiving unit 192 transmits information relating to the acquired object to the server 20 that the play right, object, or points have been consumed through an exchange or the like to the server 20.
[0112] In step S21, the server 20 receives information relating to the progress of the game transmitted from the terminal device 10. Specifically, for example, the reception control module 2031 receives the information relating to the progress of the game.
[0113] In step S22, the server 20 determines whether to grant the user a playing right. Specifically, for example, the management module 2033 updates the record for the corresponding user in the player information table 2021 based on the information transmitted from the terminal device 10. The game progress module 2034 determines, for example, based on the updated information, whether the playing right, object, and user's game progress associated with the user satisfy the appearance conditions of the playing right master table 2022. If the playing right, object, and user's game progress associated with the user satisfy the appearance conditions of the playing right master table 2022, the game progress module 2034 determines to associate (grant) the playing right that satisfies the conditions to the user.
[0114] The game progression module 2034 may, for example, have the following general appearance conditions: The number of collected play rights reaches a certain number. The number of collected play rights reaches a certain number. The number of collected objects reaches a certain number. - The number of collected objects reaches a certain number. When there are a plurality of play rights for which the conditions are set, the play right to be granted may be selected by lottery from among the play rights that satisfy the conditions. Note that the play right to be granted based on the general appearance condition may be selected from a plurality of play rights selected in advance.
[0115] In step S23, the server 20 grants the play right to the user. Specifically, for example, the management module 2033 associates the play right that has been determined to be granted with the user's player information. That is, the management module 2033 updates the player information table 2021 so that the play right that has been determined to be granted is included in the player information table 2021. The transmission control module 2032 transmits the updated player information to the terminal device 10. The transmission control module 2032 transmits information related to the granted play right to the terminal device 10.
[0116] The user possesses the granted play right. The play right may have an unlocking condition set for making the play right usable. The server 20 determines whether the play right granted to the user is usable. Specifically, for example, the management module 2033 updates the record for the corresponding user in the player information table 2021 based on information transmitted from the terminal device 10. The game progress module 2034 determines, for example, based on the updated information, whether the play right, object, point, and combination thereof consumed by the user satisfy the unlocking condition in the play right master table 2022. If the play right, object, point, and combination thereof consumed by the user satisfy the unlocking condition in the play right master table 2022, the game progress module 2034 allows the user to use the play right that satisfies the unlocking condition. The transmission control module 2032 transmits a notification to the terminal device 10 that the play right is now usable.
[0117] The management unit 193 updates the play right table 182 based on the instruction to enable use from the server 20. The presentation control unit 194 erases the mark indicating the restriction on use that was displayed on the unusable play right.
[0118] (Grant of Play Rights 2) FIG. 14 is a flowchart showing another example of the operation of the server 20 when granting a play right to a user.
[0119] First, the user operates the terminal device 10 to select at least one play right, at least one object, or a combination thereof. The user operates the terminal device 10 to input a command to combine the selected play right, object, or combination thereof. The user may also select a predetermined item if necessary. The user operates the terminal device 10 to input a command to combine the selected play right, object, or combination thereof with an item.
[0120] The game processing unit 195 accepts a selection of a play right, an object, or a combination thereof. The game processing unit 195 accepts an input to combine the selected play rights, objects, or combinations thereof. When a user inputs an instruction to combine, the transmitting / receiving unit 192 transmits to the server 20 information about the play right, object, or combination thereof selected by the user, and an instruction to combine.
[0121] When the management unit 193 transmits an instruction to perform the synthesis to the server 20, it removes the play right, the object, or the combination thereof selected by the user from the player information 181. In other words, the management unit 193 considers that the play right and the object selected by the user have been consumed.
[0122] In step S31, the server 20 receives information regarding synthesis transmitted from the terminal device 10. Specifically, for example, the reception control module 2031 receives information regarding the play right selected by the user, information regarding the object, or information regarding a combination thereof, and an instruction to synthesize.
[0123] In step S32, the server 20 determines whether to grant the user the right to play. Specifically, for example, the management module 2033 updates the record for the relevant user in the player information table 2021 based on information transmitted from the terminal device 10. The game progression module 2034 determines, for example, based on information transmitted from the terminal device 10, whether the play right, object, or combination thereof selected by the user satisfies the appearance condition of the play right master table 2022. If the play right, object, or combination thereof selected by the user satisfies the appearance condition of the play right master table 2022, the game progression module 2034 determines to associate (grant) the play right that satisfies the condition to the user.
[0124] The game progression module 2034 may, for example, have the following general appearance conditions: - Exchange for the designated play rights - Exchange for a specified number of play tickets - Exchange for a given object - Exchange for a certain number of objects When there are a plurality of play rights for which the conditions are set, the play right to be granted may be selected by lottery from among the play rights that satisfy the conditions. Note that the play right to be granted based on the general appearance condition may be selected from a plurality of play rights selected in advance.
[0125] In step S33, the server 20 grants the play right to the user. Specifically, for example, the management module 2033 associates the play right that it has determined to grant with the user's player information. That is, the management module 2033 updates the player information table 2021 so that the play right that it has determined to grant is included in the player information table 2021. The transmission control module 2032 transmits the updated player information to the terminal device 10. The transmission control module 2032 transmits information about the granted play right to the terminal device 10. The transmission control module 2032 may transmit the information about the play right in a format that allows the user to use it immediately. At this time, for example, when the terminal device 10 receives the information about the play right, it displays on the display 141 a screen for confirming the use of the received play right.
[0126] As described above, in the above embodiment, a play right is associated with a question and an object. The reception control module 2031 accepts the result of the player's answer to the question associated with the play right selected by the player. The game progress module 2034 associates the object associated with the selected play right with the player based on the result of the answer. The reception control module 2031 accepts a selection from the player for at least one owned object associated with the player. Based on the selected owned object, the game progress module 2034 associates with the player a play right associated with a question different from the question associated with the play right to which the owned object is associated. This makes it possible to acquire an object by solving the question (mini-game) associated with the play right, and to acquire a new play right based on the acquired object. In other words, solving the question, acquiring the object, and acquiring the play right form a continuous flow, which can increase the player's motivation to solve the questions.
[0127] Therefore, according to the program, method, information processing device, and system of this embodiment, it is possible to increase the interest in playing mini-games in an environment in which multiple mini-games can be played.
[0128] In the above embodiment, the game progress module 2034 associates a play right with a player when the player fulfills a predetermined requirement. This allows the user to acquire a new play right by fulfilling a predetermined requirement, thereby increasing the motivation to solve problems and progress through the game.
[0129] In the above embodiment, the game progress module 2034 associates a play right with a player when the number of objects associated with the player reaches a predetermined number. This allows the user to acquire new play rights according to the number of objects collected, thereby increasing the motivation to solve puzzles and collect objects.
[0130] Furthermore, in the above embodiment, the game progression module 2034 associates a play right with a player based on the questions the player has answered. This allows the user to acquire new play rights based on the questions they have answered, the number of questions they have answered, the progress of the game determined based on the questions they have answered, and the like, thereby increasing their motivation to solve questions and progress through the game.
[0131] In the above embodiment, the game progression module 2034 selects a play right according to a predetermined rule in accordance with the selected objects, which increases the interest when a play right is selected, thereby increasing the motivation to solve problems and collect objects.
[0132] Furthermore, in the above embodiment, the game progression module 2034 associates with the player a play right based on the selected object and the item selected by the player. This allows the associated play right to vary depending on the item, thereby increasing the user's motivation to collect items. Items can be obtained, for example, by solving problems using a specific solution. For example, the user can find enjoyment in finding a specific solution.
[0133] Furthermore, in the above embodiment, the game progression module 2034 varies the probability that an object associated with the play right will be associated with the player depending on the solution to the problem. This increases the likelihood that a desired object will be associated depending on the solution to the problem, thereby increasing the motivation to solve problems using various solutions.
[0134] In the above embodiment, the operation accepting unit 191 accepts a selection from the player for a play right associated with the player, the play right being a play right in which a question and an object are associated. The operation accepting unit 191 accepts the player's answer to the question associated with the play right selected by the player. The management unit 193 associates the object associated with the selected play right with the player based on the answer. The operation accepting unit 191 accepts the player's selection for at least one object associated with the player. The management unit 193 associates the play right based on the selected object with the player. This makes it possible to acquire an object by solving a question (mini-game) associated with the play right, and to acquire a new play right based on the acquired object. In other words, answering the question, acquiring the object, and acquiring the play right form a continuous flow, which can increase the player's motivation to solve the questions.
[0135] In the above embodiment, the presentation control unit 194 presents information about the problem to the player. This allows the player to be informed of, for example, the existence of a specific solution to the problem, and the user can maintain a high level of concentration in order to solve the problem using the specific solution.
[0136] Furthermore, in the above embodiment, the presentation control unit 194 presents to the player that the player has adopted a specific solution. This allows the player to know that a specific solution has been adopted while solving a problem, for example, and makes it possible to avoid wasting time searching for a specific solution even though the specific solution has been adopted.
[0137] Furthermore, in the above embodiment, the game processing unit 195 disassociates a play right that satisfies a predetermined requirement from the player. As a result, the player can no longer use the play right that satisfies the requirement, so the player needs to continue collecting play rights in order to continue collecting objects. This can increase the user's motivation to collect play rights.
[0138] <4 Variations> In the above embodiment, an example has been described in which the game progress module 2034 selects an object by lottery based on the answer to the question. However, the object may be selected by lottery by the game processing unit 195. The game processing unit 195 associates the object selected by lottery with the user. The transmission / reception unit 192 transmits information about the object associated with the user to the server 20.
[0139] In the above embodiment, the game progression module 2034 selects the play right by lottery based on the play right, object, etc. selected by the user. However, the lottery for the play right may be performed by the game processing unit 195. The game processing unit 195 associates the object selected by lottery with the user. The transmission / reception unit 192 transmits information regarding the play right associated with the user to the server 20. In the above embodiment, an example has been described in which the game processing unit 195 evaluates the answer to the question. However, the game progression module 2034 may evaluate the answer.
[0140] In the above embodiment, it has been described that the item used in synthesis may be granted as a bonus when a specific solution is adopted. However, the granting of an item is not limited to a bonus. For example, the game progression module 2034 may grant a predetermined item to the user in exchange for a play right or an object. Also, for example, the game progression module 2034 may grant a predetermined item to the user in exchange for a predetermined medium.
[0141] In addition, sharing of specific information via communication lines is mainly carried out via a WAN such as the Internet, but between information processing devices, it may also be carried out only via short-range wireless communication such as Bluetooth (registered trademark) and infrared communication without using a WAN.
[0142] Furthermore, in the above embodiment, an example of a configuration in which each function is provided by the terminal device 10 or the server 20 is described, but this is not limited to this configuration, and some or all of the functions may be provided by the terminal device 10, the server 20, or both the terminal device 10 and the server 20 in a configuration different from the above embodiment.
[0143] Furthermore, the present invention may be realized as a program that causes an information processing device to execute the functions of the above-mentioned terminal device 10 or server 20, or as a computer-readable non-transitory recording medium that stores the program.
[0144] <5. Basic computer hardware configuration> 15 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 94, a main memory device 95, an auxiliary memory device 96, and a communication IF (interface) 99. These are electrically connected to one another by a bus.
[0145] The processor 94 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc.
[0146] The main storage device 95 is used to temporarily store programs and data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
[0147] The auxiliary storage device 96 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.
[0148] The communication IF 99 is an interface for inputting and outputting signals for communicating with other computers via a network using wired or wireless communication standards.
[0149] The network is composed of the Internet, LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a predetermined access point (e.g., Wi-Fi (registered trademark)), etc. In the case of a wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of a wired connection, the network also includes a network that is directly connected using a USB (Universal Serial Bus) cable, etc.
[0150] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration across multiple computers 90 and interconnecting them via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.
[0151] <6 Basic functional configuration of computer 90> A description will be given of the functional configuration of a computer realized by the basic hardware configuration of a computer 90 shown in Fig. 15. The computer includes at least the functional units of a control unit, a storage unit, and a communication unit.
[0152] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 interconnected via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.
[0153] The control unit is realized by the processor 94 reading various programs stored in the auxiliary storage device 96, expanding them in the main storage device 95, and executing processing in accordance with the programs. The control unit can realize functional units that perform various types of information processing depending on the type of program. In this way, the computer is realized as an information processing device that processes information.
[0154] The storage unit is realized by a main storage device 95 and an auxiliary storage device 96. The storage unit stores data, various programs, and various databases. Furthermore, the processor 94 can allocate a storage area corresponding to the storage unit in the main storage device 95 or the auxiliary storage device 96 in accordance with the programs. Furthermore, the control unit can cause the processor 94 to execute processes for adding, updating, and deleting data stored in the storage unit in accordance with the various programs.
[0155] A database refers to a relational database, which manages data sets called tables, which are structured by rows and columns, by relating them to each other. In a database, a table is called a table, a column in a table is called a column, and a row in a table is called a record. In a relational database, relationships between tables can be set and associated.
[0156] Typically, each table has a column set as a key for uniquely identifying a record, but setting a key to a column is not essential. The control unit can cause the processor 94 to add, delete, or update records in a specific table stored in the storage unit according to various programs.
[0157] The communication unit is realized by the communication IF 99. The communication unit realizes the function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 94 to execute information processing on the received information in accordance with various programs. Furthermore, the communication unit can transmit information output from the control unit to other computers 90.
[0158] The functions performed by the components described herein may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), a CPU (a Central Processing Unit), conventional circuits, and / or combinations thereof, programmed to perform the described functions. A processor includes transistors and other circuits and is considered to be circuitry or processing circuitry. A processor may also be a programmed processor that executes programs stored in memory. In this specification, a circuitry, unit, or means is hardware that is programmed to realize or performs the described functions, which may be any hardware disclosed herein or any hardware known to be programmed to realize or perform the described functions. If the hardware is a processor considered to be a type of circuitry, the circuitry, means, or unit is a combination of the hardware and software used to configure the hardware and / or processor.
[0159] Although several embodiments of the present disclosure have been described above, these embodiments can be embodied in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and modifications are intended to be included in the scope of the inventions and their equivalents as defined in the claims, as well as in the scope and spirit of the inventions.
[0160] <Additional Notes> The matters described in the above embodiments will be supplemented below. (Appendix 1) A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the following steps: accepting the result of a player's answer to a question associated with a play right selected by the player from among multiple types of play rights each having a question associated with an object; associating the object associated with the selected play right with the player based on the answer; accepting a selection from the player for at least one owned object associated with the player; and associating the player with a play right associated with a question different from the question associated with the play right with which the owned object is associated, based on the selected owned object. (Appendix 2) The program according to claim 1, wherein in the step of associating the playing right with the player, the playing right is associated with the player when the player satisfies a predetermined requirement. (Appendix 3) The program described in (Appendix 2) associates a playing right with a player when a predetermined number of objects are associated with the player. (Appendix 4) 2. A program as described in (Appendix 2) that associates playing rights with a player based on the questions answered by the player. (Appendix 5) A program according to any one of (Appendix 1) to (Appendix 4), wherein in the step of associating the playing right with the player, the playing right is associated with the player according to a predetermined rule depending on the selected plurality of owned objects. (Appendix 6) A program described in any one of (Appendix 1) to (Appendix 5), wherein in the step of associating a playing right with a player, a playing right based on a selected owned object and an item selected by the player is associated with the player. (Appendix 7) A program described in any one of (Appendix 1) to (Appendix 6), wherein in the step of associating an object with a player, the probability that an object associated with a playing right will be associated with the player is varied depending on the solution to the problem. (Appendix 8) A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the following steps: accepting a selection from a player for a play right associated with the player from multiple types of play rights, each of which has a question and an object associated with it; accepting an answer from the player to the question associated with the play right selected by the player; associating the object associated with the selected play right with the player based on the result of the answer; accepting a selection from the player for at least one owned object associated with the player; and associating the player with a play right associated with a question different from the question associated with the play right to which the owned object is associated, based on the selected owned object. (Appendix 9) The program according to claim 8, wherein in the step of accepting the player's answer, information about the question is presented to the player. (Appendix 10) The program according to (Appendix 8) or (Appendix 9), wherein in the step of accepting the player's solution, the program notifies the player that the player has adopted a particular solution. (Appendix 11) A program described in any one of (Appendix 8) to (Appendix 10) that causes a processor to execute a step of disassociating a playing right that meets predetermined requirements from a player. (Appendix 12) A method executed by a computer having a processor and a memory, wherein the processor executes all of the steps performed in any of the inventions according to (Appendix 1) to (Appendix 11). (Appendix 13) An information processing device comprising a processor and a memory, wherein the processor executes all of the steps executed in any of the inventions according to (Appendix 1) to (Appendix 11). (Appendix 14) A system comprising means for executing all steps performed in any of the inventions according to (Appendix 1) to (Appendix 11). [Explanation of symbols]
[0161] 1. System 10...Terminal device 12...Communication IF 120…Communications Department 13...Input device 131...Touch-sensitive devices 14...Output device 141...Display 15...Memory 150...Location information sensor 16…Storage 160...camera 17...Audio processing unit 171...Mike 172...Speaker 180...Storage section 19...Processor 190...Control unit 20...Server
Claims
1. A program to be executed by a computer including a processor and a memory, the program causing the processor to: receiving a result of an answer by a player to a question associated with a play right selected by the player from among a plurality of types of play rights each associated with a question and an object; associating an object associated with the selected playing right with the player based on the result of the answer; accepting a selection from the player for at least one owned object associated with the player; a step of associating with the player a playing right associated with a question different from the question associated with the playing right associated with the selected owned object based on the selected owned object; A program that executes the following.
2. 2. The program according to claim 1, wherein in the step of associating the playing right with a player, the playing right is associated with the player when the player satisfies a predetermined requirement.
3. 3. The program according to claim 2, wherein the right to play is associated with the player when the number of objects associated with the player reaches a predetermined number.
4. 3. The program of claim 2, wherein a playing right is associated with the player based on the question answered by the player.
5. 2. The program according to claim 1, wherein in the step of associating the playing right with the player, the playing right is associated with the player according to a predetermined rule in accordance with a plurality of selected owned objects.
6. 2. The program according to claim 1, wherein in the step of associating the playing right with the player, the playing right is associated with the player based on the selected owned object and the item selected by the player.
7. 2. The program according to claim 1, wherein in the step of associating the object with the player, a probability that the object associated with the playing right will be associated with the player is changed depending on the solution to the problem.
8. A program to be executed by a computer having a processor and a memory, the program causing the processor to: receiving a selection from a player of a play right associated with the player from among a plurality of types of play rights each associated with a question and an object; receiving an answer from the player to a question associated with the playing right selected by the player; associating the object associated with the selected playing right with the player based on the result of the answer; accepting a selection from the player for at least one owned object associated with the player; a step of associating with the player a playing right associated with a question different from the question associated with the playing right associated with the selected owned object based on the selected owned object; A program that executes the following.
9. 9. The program according to claim 8, wherein, in the step of accepting the answer from the player, information about the question is presented to the player.
10. 9. The program according to claim 8, wherein in the step of accepting the player's solution, it is indicated to the player that the player has adopted a particular solution.
11. 9. The program according to claim 8, which causes the processor to execute a step of releasing an association between a playing right that satisfies a predetermined requirement and the player.
12. A method implemented on a computer having a processor and a memory, wherein the processor performs all of the steps performed in the invention according to any one of claims 1 to 11.
13. 12. An information processing device comprising a processor and a memory, wherein the processor executes all of the steps executed in the invention according to any one of claims 1 to 11.
14. A system comprising means for executing all steps performed in any one of the inventions according to claims 1 to 11.