Communication terminal, communication method, communication program, recording medium with communication program stored and information processing device

The communication terminal automatically determines and visualizes rewards and delivery locations based on game outcomes, addressing the need for separate communication in existing systems and enhancing customer attraction to commercial facilities.

JP2025175042APending Publication Date: 2025-11-28PIONEER IP
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Patent Information

Application Number
JP2025147302
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-05
Publication Date
2025-11-28

AI Technical Summary

Technical Problem

Existing systems for competitive games over networks fail to determine specific rewards and their delivery locations based on game outcomes, requiring separate communication methods for players to agree on these details.

Method used

A communication terminal that receives and outputs competitive game information, opponent information, bonus information, and location information, associating these with win/loss results, allowing players to visualize and specify rewards and delivery locations without separate communication.

Benefits of technology

Enables players to determine rewards and delivery locations automatically, increasing convenience and potentially attracting customers to commercial facilities by specifying rewards and locations directly from game outcomes.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a communication terminal capable of specifically determining a privilege acquired as the outcome of a wager during competition, a delivery place of the privilege, or the like by using the outcome of a competition type game, and to provide a communication method, a communication program, a recording medium with a communication program stored and an information processing device.SOLUTION: A communication terminal 20 allows a network communication part 27 to receive game information of a quiz comprising a prescribed problem and answer, a transmission source, articles and services, and information of stores or the like for providing the articles and services from a communication terminal 10, plays a game by inputting an answer from an input part 21 of a touch input or the like or a microphone 22, and receives the articles and services and a delivery position together with the game when playing the game because a CPU 28 determines the correctness / wrongness of the game.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a communication terminal communicatively connected to at least one other communication terminal via a network, a communication method, a communication program, a recording medium storing a communication program, and an information processing device such as a server communicatively connected to the communication terminal via a network. [Background technology]

[0002] In recent years, game consoles have become equipped with communication functions, allowing users to play against other game consoles over a network. Also, smartphones and other devices can easily play games against other smartphones over a network by installing programs such as game apps.

[0003] Furthermore, the content of the competitive games is not limited to packaged game software; for example, as described in Patent Document 1, it has been proposed that players pose their own quizzes to each other.

[0004] Patent Document 1 describes that a question setter operates an information terminal to register questions, correct and incorrect answer options, and the question destination in a server. The server then asks the registered questions and registers the answers and other information when a player designated as the question setter plays on a game device connected to the server. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-104695 Summary of the Invention [Problem to be solved by the invention]

[0006] Users may use the outcome of the game to bet on some kind of item, etc. For example, in the case of the quiz mentioned above, user A asks user B a question, and if user B answers correctly, user A buys user B a meal, and if user B answers incorrectly, user B buys user A a meal.

[0007] However, as mentioned above, although the outcome of the bet itself is clearly determined by the outcome of the game, specific details such as the reward obtained as a result of the bet (a meal) and where the reward will be handed over (which restaurant to eat at) cannot be determined using the results of the game, and must be decided separately between the players.

[0008] This problem was extremely cumbersome, especially when opponents were far away, as they had to communicate using other means of communication such as telephone, email, or messenger software.

[0009] In view of the above-mentioned problems, the present invention aims to provide a communication terminal, a communication method, a communication program, a recording medium storing a communication program, and an information processing device that can specifically determine, for example, the benefits that can be obtained as a result of betting during a match, and the location where the benefits will be handed over, using the results of a competitive game. [Means for solving the problem]

[0010] In order to solve the above problem, the communication terminal described in claim 1 is characterized in that, in a communication terminal communicatively connected to at least one other communication terminal via a network, it has: a first receiving means for receiving competitive game information in which the other communication terminal will be competed against, opponent information in which the other communication terminal will be competed against, bonus information obtained as a result of the competitive game, and location information of the location where the bonus will be handed over; a first input means for making inputs to play the competitive game indicated by the competitive game information acquired by the first receiving means; a first win / loss result acquisition means for acquiring the outcome of the competitive game; and a game result output means for outputting the competitive game information, the opponent information, the bonus information, the location information, and the win / loss result in association with each other. [Brief explanation of the drawings]

[0011] [Figure 1] FIG. 2 is a configuration diagram of a communication terminal and a server according to the first embodiment of the present invention. [Figure 2] 2 is a table showing an example of the configuration of the POI database shown in FIG. 1. [Figure 3] 2 is a table showing an example of the structure of the game result details database shown in FIG. 1. [Figure 4] 2 is a flowchart showing the operation of the question setting terminal shown in FIG. [Figure 5] 2 is a flowchart showing the operation of the answer terminal shown in FIG. [Figure 6] 2 is an explanatory diagram showing an example of the configuration of a store and product selection screen of the question setting terminal shown in FIG. 1. FIG. [Figure 7] 10 is a table showing another example of the configuration of the POI database shown in FIG. [Figure 8] 1. FIG. 4 is an explanatory diagram showing an example of the configuration of a transmission confirmation screen of the question setting terminal shown in FIG. [Figure 9] 2 is an explanatory diagram showing an example of transition of the screen display of the answer terminal shown in FIG. 1. FIG. [Figure 10] 2 is a flowchart showing the operation of the communication terminal and the server shown in FIG. 1 when a game is executed. [Figure 11]10 is a flowchart showing an operation of displaying a game usage status at a selected store after a game is executed by the communication terminal and the server shown in FIG. [Figure 12] 10 is a flowchart showing an operation of displaying a store used in a game by the communication terminal and the server shown in FIG. 1 after the game is executed. [Figure 13] 2 is an explanatory diagram showing an example of displaying the results of a game on a map on the communication terminal shown in FIG. 1, and an example of displaying detailed content. FIG. [Figure 14] 10 is a flowchart showing a transfer status input operation in a game in which the transfer date has not been input after the game is executed between the communication terminal and the server shown in FIG. [Figure 15] 1. FIG. 4 is an explanatory diagram showing another example of the configuration of the transmission confirmation screen of the question setting terminal shown in FIG. [Figure 16] 10 is a flowchart showing the operation of a communication terminal and a server when a game is executed according to a second embodiment of the present invention. [Figure 17] 10 is a flowchart showing the operation of a communication terminal and a server when a game is executed according to a third embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0012] A communication terminal according to one embodiment of the present invention will be described below. In the communication terminal according to one embodiment of the present invention, a first receiving means receives competitive game information in which the communication terminal competes against another communication terminal, information about the competitors competing in the competitive game, information about bonuses obtained as a result of the competitive game, and location information about a bonus delivery location, a competitive game indicated by the competitive game information is played using a first input means, a first win / loss result acquiring means acquires the outcome of the game, and a game result output means outputs the competitive game information, competitor information, bonus information, location information, and bonus results in association with each other. Therefore, since the bonus and the delivery location are received when playing the game, there is no need for competitors to separately contact each other to decide on the bonus and the delivery location, and when a bet on a competitive game is requested from another communication terminal, the bonus and the delivery location can be specifically imagined.

[0013] Furthermore, the location where the reward is to be received may be a commercial facility, the location information may include information about the commercial facility, and the reward information may include information about products and services provided at the commercial facility as a reward. In this way, a bet can be made on a competitive game by specifying the products and services of the commercial facility, and players may visit the commercial facility after the game, which can lead to an increase in customers at the commercial facility.

[0014] Furthermore, the competitive game information may be quiz information including predetermined question information and correct answer information for the predetermined question, the predetermined question information may be output from the first output means, and the first win / loss result acquisition means may include a first determination means for determining whether the correct answer information received by the first receiving means and the answer information for the predetermined question input by the first input means are correct or incorrect. In this way, bets can be made using quizzes posed by other communication terminals as a competitive game.

[0015] Furthermore, the first receiving means may receive, together with the competitive game information, a correct message when a predetermined question is answered correctly and an incorrect message when the answer is incorrect, and the first output means may output either the correct message or the incorrect message based on the correct / incorrect result after the correct / incorrect result is determined by the first determining means. In this way, the correct / incorrect answer message arbitrarily designated by the question setter can be output to notify the player of the correct / incorrect answer to the quiz.

[0016] Furthermore, the first map data acquisition means may acquire map data, and the first game history acquisition means may acquire location information and the win / loss result at the location information after the first win / loss result acquisition means acquires the win / loss result, and the first output means may output information indicating the win / loss result at a location on the map indicated by the location information, based on the map data and the location information and win / loss result acquired by the first game result acquisition means. In this way, an icon or the like indicating the win / loss result can be displayed at a point on the map designated as the bonus delivery location, making it possible to easily check the match result.

[0017] Furthermore, the first current location information acquisition means may acquire current location information indicating the current location of the player, and the first game history acquisition means may further acquire bonus information. If the distance between the current location information and the location information acquired by the first game history acquisition means is within a predetermined distance, the game result, location information, and bonus information acquired by the first game history acquisition means may be output. By doing so, if the player is located near a bonus delivery location, the player can be encouraged to head to that location. Therefore, if the bonus delivery location is, for example, a commercial facility, this can lead to attracting customers to the commercial facility.

[0018] Furthermore, the first destination setting means may set the location indicated by the location information as the destination when the first win / loss result acquisition means acquires the win / loss result, and the first guiding means may provide guidance on the route from the current location to the destination. In this way, when the win / loss result of the competitive game is announced, it is possible to automatically head to the location where the bonus is to be delivered.

[0019] The first game history acquisition means may further acquire opponent information, the first receiving means may further receive opponent position information indicating the position of another communication terminal corresponding to the opponent information, and the first output means may output information indicating that a bonus can be exchanged if the communication terminals are located within a predetermined distance based on the current position information and the opponent position information. In this way, it is possible to notify the opponents that a bonus can be exchanged if they are close to each other.

[0020] Furthermore, the first output means may be configured to output a notification prompting input of information on whether or not a bonus has been exchanged if the respective communication terminals are within a predetermined distance based on the current location information and the competitor location information after the first win / loss result acquisition means acquires a win / loss result, and to output information indicating that a bonus has been exchanged if information indicating that a bonus has been exchanged is input from the first input means. In this way, if the competitors are close to each other and the bonus has not been exchanged, the competitors can be prompted to enter information indicating that a bonus can be exchanged, thereby encouraging the actual exchange of the bonus.

[0021] Furthermore, the first receiving means may receive information indicating the usage status of bets using the competitive game at the position indicated by the location information, and the first output means may output the information indicating the usage status of bets using the competitive game at the position indicated by the location information to the position on the map data. In this way, it is possible to check the usage status of bets using the competitive game for each position, including not only the user himself but also other users.

[0022] Furthermore, the information processing device communicatively connected to the above-mentioned communication terminal via a network has game result storage means for storing information relating to the competitive game information, competitor information, bonus information, location information, and win / loss results output by the game result output means, and a first control unit for storing each piece of information output by the game result output means in the game result storage means and retrieving each piece of information in response to a request from the first game history acquisition means, so that the competitive game and the details of bets using the competitive game can be registered in an information processing device such as a server, and can be referenced later as a history. Furthermore, since the communication terminal does not need to store the history, the capacity of a storage device, etc. required by the communication terminal can be reduced.

[0023] Furthermore, in a communication method according to one embodiment of the present invention, a first receiving step receives competitive game information in which a player competes against another communication terminal, opponent information in the competitive game, bonus information obtained as a result of the competitive game, and location information of the bonus delivery location; a first input step plays the competitive game indicated by the competitive game information, and the outcome of the game is acquired in a first win / loss result acquisition step; and a game result output step correlates and outputs the competitive game information, opponent information, bonus information, location information, and the win / loss result. Therefore, since the bonus and delivery location are received when the game is played, there is no need for the players to separately contact each other to decide on the bonus and delivery location, and when a bet on a competitive game is requested from another communication terminal, the player can specifically imagine the bonus and the bonus delivery location.

[0024] The above-described communication method may also be implemented as a communication program executed by a computer. This eliminates the need for players to separately contact each other to decide on the rewards and the location of their delivery, and allows players to specifically visualize the rewards and the location of their delivery when a bet on a competitive game is requested from another communication terminal. Furthermore, because it is a program executed by a computer, dedicated hardware is not required, and the program can be installed and run on a general-purpose communication terminal.

[0025] The communication program may be stored on a computer-readable recording medium, which allows the program to be distributed as a standalone program rather than being incorporated into a device, and allows for easy version upgrades.

[0026] In addition, a communication terminal according to one embodiment of the present invention has a game designation means for designating a competitive game in which the communication terminal will play against another communication terminal, an opponent designation means for designating an opponent against whom to play the competitive game, a bonus designation means for designating a bonus to be obtained as a result of the competitive game, a transfer location designation means for designating a bonus transfer location, a second transmission means for transmitting competitive game information which is information about the competitive game designated by the game designation means, opponent information which notifies the opponent designated by the opponent designation means of information about the opponent to play in the competitive game, bonus information which is information about the bonus designated by the bonus information designation means, and location information of the bonus transfer location designated by the transfer location designation means, a second input means for playing the competitive game designated by the game designation means, and a second win / loss result acquisition means for acquiring the win / loss result of the competitive game. Therefore, since the bonus and the transfer location are transmitted when playing the game, there is no need for the competitors to separately contact each other to decide on the bonus and the transfer location, and the bonus and the bonus transfer location can be specifically designated when applying for a bet on a competitive game to another communication terminal.

[0027] Alternatively, the location where the reward is to be delivered may be a commercial facility, the second receiving means may acquire information about the commercial facility where the reward can be delivered, and the delivery location designating means may designate the commercial facility as the location where the reward is to be delivered based on the information about the commercial facility where the reward is to be delivered received by the second receiving means. In this way, the commercial facility can be designated as the delivery location, and since the competitor visits the commercial facility to receive the reward, this can lead to an increase in customers at the commercial facility.

[0028] The second receiving means may receive menu information about products and services provided at the designated commercial facility, and the benefit designation means may designate the product or service to be the benefit based on the received menu information. In this way, the product or service provided by the designated commercial facility can be the benefit obtained as a result of the bet, thereby increasing sales at the commercial facility.

[0029] Furthermore, the information about commercial facilities where benefits can be exchanged may include category information for each commercial facility, and menu information may include products and services that are preset for each category. In this way, it is possible to create a menu of a minimum number of products and services by simply setting the categories, without having to set a menu of products and services offered by each commercial facility.

[0030] Furthermore, the competitive game information may be quiz information including predetermined question information and correct answer information for the predetermined question, and the predetermined question information and correct answer information for the predetermined question may be input from the second input means. In this way, it is possible to pose quizzes to other communication terminals as a competitive game and place bets.

[0031] Also, a correct message when a predetermined question is answered correctly and an incorrect message when the answer is incorrect may be input from the second input means, and the second transmission means may transmit the correct message and the incorrect message together with the competitive game information. In this way, the correct message and the incorrect message can be set arbitrarily, and the correct or incorrect answer of the quiz can be notified by these messages.

[0032] Alternatively, the second map data acquisition means may acquire map data, the second game history acquisition means may acquire location information and the win / loss result at the location information after the win / loss result is acquired by the second win / loss result acquisition means, and the second output means may output information indicating the win / loss result at the location indicated by the location information on the map data, based on the map data and the location information and win / loss result acquired by the second game history acquisition means. In this way, an icon or the like indicating the win / loss result can be displayed at a point on the map designated as the bonus delivery location, making it possible to easily check the match result.

[0033] The device may further include a second current location information acquisition means for acquiring current location information indicating the user's current location, the second game history acquisition means for further acquiring bonus information, and the second output means for outputting the win / loss result, location information, and bonus information acquired by the second game history acquisition means when the distance between the current location information and the location information acquired by the second game history acquisition means is within a predetermined distance. By doing so, if the user is located near a bonus delivery location, the user can be encouraged to head to the facility. Therefore, if the bonus delivery location is, for example, a commercial facility, this can lead to increased customer traffic to the commercial facility.

[0034] Furthermore, the second destination setting means may set the location indicated by the location information as the destination when the second win / loss result acquisition means acquires the win / loss result, and the second guiding means may provide guidance on the route from the current location to the destination. In this way, when the win / loss result of the competitive game is announced, it is possible to automatically head to the location where the bonus is to be delivered.

[0035] The second game history acquisition means may further acquire opponent information, the second receiving means may further receive opponent position information indicating the position of another communication terminal corresponding to the opponent information, and the second output means may output information indicating that a bonus can be exchanged if the respective communication terminals are located within a predetermined distance based on the current position information and the opponent position information. In this way, it is possible to notify the opponents that a bonus can be exchanged if they are close to each other.

[0036] Furthermore, the second output means may be configured to output a notification prompting the input of information on whether or not the exchange of the reward has occurred if the respective communication terminals are within a predetermined distance based on the current location information and the competitor location information after the second win / loss result acquisition means acquires the win / loss result, and to output information indicating that the exchange of the reward has occurred if information indicating that the exchange of the reward has occurred is input from the second input means. In this way, if the competitors are close to each other and the exchange of the reward has not yet occurred, the input of information indicating that the exchange of the reward can be performed can prompt the actual exchange of the reward.

[0037] Furthermore, the second receiving means may receive information indicating the usage status of bets using the competitive game at the location indicated by the location information, and the second output means may output the information indicating the usage status of bets using the competitive game received by the second receiving means to the location indicated by the location information on the map data. In this way, it is possible to check the usage status of bets using the competitive game for each location, including not only the user himself but also other users.

[0038] Furthermore, the information processing device communicatively connected to the above-mentioned communication terminal via a network has game content storage means for storing information in which competitive game information, competitor information, bonus information, and location information transmitted from the second transmission means are associated, and a second control unit for storing each piece of information transmitted from the second transmission means in the game content storage means and retrieving each piece of information in response to a request from the first game history acquisition means, so that the competitive game and the contents of bets using the competitive game can be registered in an information processing device such as a server, and can be referenced as history at a later date. Also, since the communication terminal does not need to store the history, the capacity of a storage device, etc. required by the communication terminal can be reduced.

[0039] Furthermore, in a communication method according to one embodiment of the present invention, a game designation step designates a competitive game in which a player will play against another communication terminal, an opponent designation step designates an opponent to play the competitive game against, a bonus designation step designates a bonus to be obtained as a result of the competitive game, a delivery location designation step designates a bonus delivery location, and transmits competitive game information, which is information about the competitive game designated in the game designation step, opponent information, which notifies the opponent designated in the opponent designation step of information about the opponent to play the competitive game, bonus information, which is information about the bonus designated in the bonus information designation step, and location information of the bonus delivery location designated in the delivery location designation step, and a second input step, in which the competitive game designated by the game designation means is played, and a second win / loss result acquisition means acquires the win / loss result of the competitive game. Therefore, since the bonus and the delivery location are transmitted when the game is played, there is no need for players to separately contact each other to decide on the bonus and the delivery location, and the bonus and the delivery location can be specifically designated when placing a bet on a competitive game with another communication terminal.

[0040] The above-described communication method may also be implemented as a communication program executed by a computer. This eliminates the need for players to separately contact each other to decide on the rewards and the location of their delivery, and allows players to specifically specify the rewards and the location of their delivery when placing a bet on a competitive game at another communication terminal. Furthermore, because it is a program executed by a computer, dedicated hardware is not required, and the program can be installed and run on a general-purpose communication terminal.

[0041] The communication program may be stored on a computer-readable recording medium, which allows the program to be distributed as a standalone program rather than being incorporated into a device, and allows for easy version upgrades. [Example]

[0042] The communication terminals 10 and 20 and the server 30 according to the first embodiment of the present invention will be described with reference to Fig. 1 to Fig. 15. Fig. 1 shows an example in which a quiz is played as a competitive game, with the communication terminal 10 being the question-setting terminal and the communication terminal 20 being the answering terminal.

[0043] The communication terminals 10 and 20 are configured as electronic devices that can be connected to a network, such as smartphones, personal computers, etc. The server 30 has a database that stores various information acquired by the communication terminals 10 and 20 and information such as match results registered from the communication terminals 10 and 20.

[0044] The communication terminal 10 includes an input unit 11, a microphone 12, a speaker 13, a display unit 14, a GPS 15, a voice recognition processing unit 16, a network communication unit 17, and a CPU 18.

[0045] The input unit 11 is configured with input means such as a touch panel, keyboard, mouse, etc., and performs various operations on the communication terminal 10. Note that the input unit 11 may be provided with multiple types of input means such as a touch panel, keyboard, mouse, etc.

[0046] The microphone 12 is a means for inputting voice when performing an input operation for, for example, setting a quiz question by voice. The microphone 12 functions as a game designation means, an opponent designation means, a bonus designation means, a delivery location designation means, a second input means, and a second destination setting means. The operation of each means will be described later.

[0047] The speaker 13 outputs a confirmation voice or the like synthesized by the CPU 18 in response to an input operation using the input unit 11 or the microphone 12 .

[0048] The display unit 14 is configured with, for example, a liquid crystal display or an organic EL (Electro Luminescence) display, and displays a screen for quizzes, map data, etc. That is, the display unit 14 functions as a second output means. Note that, if the input unit 11 is configured with a touch panel, the display unit 14 is configured with a touch panel device superimposed thereon.

[0049] GPS 15 is a receiver that receives radio waves from GPS (Global Positioning System) satellites. GPS 15 calculates the latitude and longitude indicating its own position (communication terminal 10) based on information received from the GPS satellites, and outputs the calculated latitude and longitude to CPU 18. Note that GPS 15 may only receive information from the GPS satellites, with the calculation of the latitude and longitude being performed by CPU 18. In other words, GPS 15 functions as a second current position information acquisition means.

[0050] The voice recognition processing unit 16 recognizes the voice input from the microphone 12 using known voice recognition technology, and if the recognized voice is an operation instruction for the communication terminal 10, it converts the instruction into data and outputs it to the CPU 18.

[0051] The network communication unit 17 communicates with the network to which the communication terminal 10 is connected. The network communication unit 17 receives data to be transmitted from the CPU 18 and transmits the data to the network, and outputs data received from the network to the CPU 18. That is, although not shown, networks such as a public line network or the Internet are provided between the communication terminal 10 and the communication terminal 20 in FIG. 1, between the communication terminal 10 and the server 30, and between the communication terminal 20 and the server 30. The network communication unit 17 functions as a second transmitting means, a second winning / losing result obtaining means, a second receiving means, a second map data obtaining means, and a second game history obtaining means. The operation of each means will be described later.

[0052] The CPU 18 is configured by a microcomputer having not only a CPU (Central Processing Unit) but also memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory), and controls the entire communication terminal 10.

[0053] The communication terminal 20 has the same block configuration as the communication terminal 10, as shown in Fig. 1. However, in this embodiment, it will be described as an answer terminal and will be given a different reference number, but its functions are essentially the same except that it is used to answer quizzes. That is, the microphone 12 is used to input answers to quizzes by voice, and the display unit 14 displays the screen when answering the quiz, map data, etc.

[0054] That is, the microphone 22 functions as a first input means and a first destination setting means, the display unit 24 functions as a first output means, the GPS 25 functions as a first current location information obtaining means, the network communication unit 27 functions as a first receiving means, a game result output means, a first transmitting means, a first map data obtaining means, and a first game history obtaining means, and the CPU 28 functions as a first win / loss result obtaining means, a first determining means, and a first guiding means. The operation of each means will be described later.

[0055] The communication terminals 10 and 20 can acquire map data via a network from an external server or the like that stores the map data. The acquired map data is output from the network communication unit 17 (27) to the CPU 18 (28) and stored in a storage device such as a memory (not shown). The map data may also be stored in the communication terminals 10 and 20 in advance.

[0056] Furthermore, in the configuration diagram of Figure 1, communication terminal 10 is described as functioning as a question-setting terminal and communication terminal 20 as an answer terminal, but communication terminal 10 may also have the function of an answer terminal and communication terminal 20 may also have the function of a question-setting terminal, or communication terminal 10 or 20 may have the function of both an answer terminal and a question-setting terminal.

[0057] The server 30 includes a POI database 31, a friend information database 32, a game result details database 33, a network communication unit 34, and a CPU 35. The server 30 functions as an information processing device.

[0058] The POI database 31 is a database that registers location information of commercial facilities such as stores that deliver products or services obtained as a result of a quiz. Note that POI (Point Of Interest) means a specific place that someone considers to be convenient or interesting, but in this embodiment it mainly refers to commercial facilities such as stores that can provide products or services that are delivered based on the results of a quiz.

[0059] An example of the POI database 31 will be described with reference to Fig. 2. The POI database 31 stores the following information: POI ID, name, address, zip code, phone number, rating, latitude, longitude, and menu (Menu1, Menu2, ...).

[0060] The POI ID is a number uniquely assigned to each POI. The name is the name of the facility, store, etc. of the POI. The location, postal code, and phone number are the location, postal code, and phone number of the POI, respectively. The rating is an index showing the reputation of the POI, and is set, for example, as the average value of multiple ratings. The latitude and longitude are the latitude and longitude of the POI, respectively. The menu is a menu list of products and services offered at the POI.

[0061] The friend information database 32 is a database in which information registered by the communication terminals 10 and 20 as friends is set, and includes user IDs, names, nicknames, email addresses, telephone numbers, and the like.

[0062] The game result details database 33 is a database in which the details of a competitive game (quiz) played between communication terminals are registered. An example of the game result details database 33 will be described with reference to FIG. 3. That is, this embodiment is a case in which the game result storage means is provided outside the communication terminal, such as the server 30. The game result details database functions as the game result storage means.

[0063] The game result details database 33 contains the following information: Game ID, question date (Date(Q)), questioner (Questioner), answer date (Date(A)), answerer (Answerer), question content (Question), correct answer (Correct Answer), actual answer (Actual Answer), whether the answer was correct or not (Correct?), POI ID, goods (Goods to Bet), and payment date (Paid date). In other words, competitive game information, opponent information, bonus information, location information, and win / loss results are stored as associated information.

[0064] The Game ID is a number uniquely assigned to one game (quiz). The question date and questioner are the question date and questioner (User ID) of the quiz that has the Game ID. The answer date and answerer are the answer date and answerer (User ID) of the quiz. The question content is the question content (specified question information) of the quiz set by the question setter. The correct answer is the answer or option that indicates the correct answer set by the question setter. The actual answer is the content that the answerer actually answered. Whether the answer was correct or not is information that indicates whether the answerer answered the quiz correctly. The POI ID is the POI ID of the store, etc. used in the quiz. The product is the product or service content specified as a benefit for the quiz. The delivery date is the date on which delivery of the product or service was completed.

[0065] The network communication unit 34 communicates with the network to which the server 30 is connected. The network communication unit 34 receives data to be transmitted from the CPU 35, transmits the data to the network, and outputs data received from the network to the CPU 35.

[0066] The CPU 35 is configured by a microcomputer having not only a CPU (Central Processing Unit) but also memories such as ROM (Read Only Memory) and RAM (Random Access Memory), and is responsible for overall control of the communication terminal 10. In particular, in this embodiment, it controls access to the POI database 31, friend information database 32, and game result details database 33, such as data registration and search. The CPU 35 functions as a first control unit.

[0067] The POI database 31, friend information database 32, and game result details database 33 may be stored in one storage device (such as a hard disk drive), or may be stored in separate storage devices. Alternatively, two databases may be stored in one storage device and the remaining databases may be stored in another storage device.

[0068] Next, the operation of the communication terminals 10 and 20 and server 30 configured as described above when the communication terminal 10 issues a quiz to the communication terminal 20 will be described with reference to the flowcharts of FIGS.

[0069] The description will begin with the operation of the communication terminal 10 on the question setter side shown in Fig. 4. The flowchart shown in Fig. 4 is executed by the CPU 18.

[0070] First, in step S101, voice input for creating quiz questions is instructed, and the process proceeds to step S102. In this step, for example, a guidance voice such as "Create a quiz by voice input. First, please speak the quiz question" is output from the speaker 13 to prompt the user to input the quiz question. This step functions as a game designation process for designating a competitive game in which the user competes against other communication terminals.

[0071] Next, in step S102, it is determined whether or not a quiz question has been input by voice, and if it has been input by voice (if Yes), the process proceeds to step S103, and if it has not been input by voice (if No), the process waits in this step. Whether or not a quiz question has been input by voice can be determined by, for example, determining whether or not the quiz question has been input by voice if the voice input from microphone 12 can be recognized by voice recognition processing unit 16 without any error.

[0072] Next, in step S103, voice input for answering the quiz is instructed, and the process proceeds to step S104. In this step, for example, a guidance voice such as "Please tell us the correct answer to the quiz" is output from the speaker 13 to prompt the user to input the answer that will be the correct answer to the quiz. In other words, this step and step S101 function as a second input process for inputting information for playing the competitive game designated by the game designation means. In this embodiment, since the quiz is played as a competitive game, the input for playing the competitive game from the question setting terminal is the act of setting (creating) a quiz.

[0073] Next, in step S104, it is determined whether or not the answer to the quiz has been input by voice, and if it has been input by voice (if Yes), the process proceeds to step S105, and if it has not been input by voice (if No), the process waits in this step. Whether or not the answer to the quiz has been input by voice can be determined in the same way as in step S102.

[0074] Next, in step S105, an instruction is given to input voice messages and actions for correct and incorrect answers, and the process proceeds to step S106. In this step, for example, a guidance voice such as "Please tell us the message when the quiz is answered correctly" or "Please tell us the message when the quiz is answered incorrectly" is output from speaker 13 to prompt the user to input messages (correct message, incorrect message) to be output when the quiz is answered correctly and incorrectly.

[0075] Here, the action described in step S105 refers to an operation that is performed simultaneously with the output of a message when the answer is correct or incorrect, such as specifying a sound effect.

[0076] Next, in step S106, it is determined whether or not a message or action for a correct or incorrect answer has been input by voice, and if it has been input by voice (if Yes), the process proceeds to step S107, and if it has not been input by voice (if No), the process waits in this step. Whether or not a message or action for a correct or incorrect answer has been input by voice can be determined in the same way as in steps S102 and S104.

[0077] Next, in step S107, voice input of the store or the like is instructed, and the process proceeds to step S108. In this step, for example, a guidance voice such as "Specify the store where you will bet. Please speak the name of the store" is output from the speaker 13 to prompt the user to input the store or the like. That is, in this step, the user selects the store or the like that will provide the goods or services that can be obtained depending on the outcome of the quiz. To this end, the POI database 31 of the server 30 is accessed to obtain a list of registered stores (information on commercial facilities where the bonus can be exchanged) from the server 30, and the list is displayed on the display unit 14. An example of the display on the display unit 14 in this step is shown in FIG. 6(a). When this step is executed, the list of stores or the like is displayed on the display unit 14, as shown in FIG. 6(a). Then, the user selects a store or the like from the list by inputting the name of the store through the microphone 12. This step functions as a handover location specification process for specifying the location where the bonus will be exchanged.

[0078] The stores etc. displayed in the list are those registered in the POI database 31 of the server 30, but the list may be narrowed down based on specific criteria. For example, the list may be narrowed down to stores etc. within a predetermined range centered on the current location of the communication terminal 10, or information on frequently visited stores etc. may be accumulated so as to be associated with the POI database 31 of the server 30 based on location information from the GPS 15 or user declarations, and the stores etc. displayed may be narrowed down based on that information.

[0079] Next, in step S108, it is determined whether or not the store name has been input by voice, and if it has been input by voice (if Yes), the process proceeds to step S109, and if it has not been input by voice (if No), the process waits in this step. Whether or not the store name has been input by voice can be determined in the same way as in steps S102, S104, and S106.

[0080] Next, in step S109, voice input of the product to be bet on is instructed, and the process proceeds to step S110. In this step, for example, a guidance voice such as "Select the product to bet on. Please speak the product name you are betting on" is output from the speaker 13 to prompt the user to input the product (or service) to bet on. In other words, in this step, the product or service to be obtained depending on the outcome of the quiz is selected. To this end, the POI database 31 of the server 30 is accessed to obtain menu information of the store, etc. input in step S107, and the information is displayed on the display unit 14. An example of the display on the display unit 14 in this step is shown in FIG. 6(b). When this step is executed, a menu of products and services is displayed on the display unit 14, as shown in FIG. 6(b). The user then selects a product or service from the list by inputting the product name or service name through the microphone 12. This step functions as a benefit specification process for specifying a benefit to be obtained as a result of the competitive game.

[0081] Note that the menu displayed when selecting a product or service does not necessarily have to be registered for each store in the POI database 31, and the POI database 31 may be configured as shown in Fig. 7, for example. Fig. 7(a) is composed of a POI table in which subcategories and main categories have been added to the POI table in Fig. 3, and a menu table as shown in Fig. 7(b). The main categories of the POI table are set as broad categories such as restaurants and event venues, and the subcategories are set as more specific categories of the main categories, such as Italian restaurants and hamburger shops for restaurants, and movie theaters and concert halls for event venues. In other words, category information is set for each commercial facility.

[0082] As shown in Figure 7(b), the menu table contains information about Category IDs and menus (Menu1, Menu2, ...). A Category ID is a number uniquely assigned to each main category or subcategory. A menu is a list of products and services offered in that main category or subcategory. The menus in the menu table are pre-set for each category to identify products and services that are likely to be offered regularly. For example, restaurants often offer beer and coffee, so these are pre-registered. This allows users to view and select products and services without registering the menus of each store in the POI table, as long as the main category or subcategory is set. For example, in the store with POI ID p2001 in Figure 7, the main category is restaurant and the subcategory is Italian cuisine, so beer, coffee, wine, and pizza are displayed without registering the store's actual menu.

[0083] 4, in step S110, it is determined whether or not a product to be bet on has been input by voice, and if it has been input by voice (if Yes), the process proceeds to step S111, and if it has not been input by voice (if No), the process waits in this step. Whether or not a product to bet on has been input by voice can be determined in the same way as in steps S102, S104, S106, and S108.

[0084] Next, in step S111, voice input of the destination is instructed, and the process proceeds to step S112. In this step, for example, a guidance voice such as "Specify the friend to whom you want to send the message. Please speak the name of your friend" is output from the speaker 13 to prompt the user to input the destination. In this step, a friend to play against in the quiz is selected. To do this, the friend information database 32 of the server 30 is accessed to obtain a list of registered friends, and the list is displayed on the display unit 14. An example of the display on the display unit 14 in this step is shown in FIG. 6(c). When this step is executed, the list of friends is displayed on the display unit 14 as shown in FIG. 6(c). Then, the user selects the name of a friend to play against from the list by inputting it through the microphone 12. This step functions as an opponent designation process for designating an opponent to play a competitive game.

[0085] Next, in step S112, it is determined whether or not the destination has been input by voice, and if it has been input by voice (if Yes), the process proceeds to step S113, and if it has not been input by voice (if No), the process waits in this step. Whether or not the destination has been input by voice can be determined in the same way as in steps S102, S104, S106, S108, and S110.

[0086] Next, in step S113, a message including information about the created quiz (quiz information), store information, and the product to be bet on is created, and the process proceeds to step S114. In this step, a message including information about the quiz, store, product, and service input in the above-described operations is created. The created message is displayed on the display unit 14 in a configuration such as that shown in FIG. 8.

[0087] That is, the quiz information (question information, correct answer information, correct / incorrect message and action) corresponds to the competitive game information, the bet product corresponds to the bonus information, and the store information corresponds to the location information of the bonus delivery location. Note that the competitor information corresponds to the User ID and name of the question setter who created the quiz using the question setting terminal. In this embodiment, the store information may include not only location information such as latitude, longitude and address, but also information that can identify the commercial facility such as a POI ID, and information about the commercial facility such as the store name, telephone number and rating.

[0088] Next, in step S114, voice input for confirmation before transmission is instructed, and the process proceeds to step S115. In this step, the message content created in step S113 is read out as a guidance voice, and the user is prompted to respond as to whether or not it is OK to transmit the message.

[0089] Next, in step S115, it is confirmed whether it is OK to send the information, and if it is OK (Yes), the process proceeds to step S116. If it is not OK (No), the process ends. In this step, as a result of having the user respond in step S114, if an affirmative response such as "Yes" is input through the microphone 12, the process proceeds to step S116 and ends with sending, whereas if a negative response such as "No" is input through the microphone 12, the process ends without sending. Step S116 functions as a second sending step for sending competitive game information that is information about the competitive game specified by the game specifying means, opponent information that notifies the opponent specified by the opponent specifying means of information about the opponent who will compete in the competitive game, bonus information that is information about the bonus specified by the bonus specifying means, and location information of the bonus delivery location specified by the delivery location specifying means.

[0090] In the flowchart shown in Figure 4, the steps are created, followed by store selection, product selection, and destination selection, but this is not a limiting example. For example, store selection and product selection may be performed first, or sender selection may be performed first. In other words, the order of these steps may be determined arbitrarily.

[0091] Furthermore, the selection of a store in step S107 is not limited to simply selecting from a list or map data. Instead, a destination may be specified first to determine an opponent, and location information (opponent location information) of the opponent (communication terminal 20) may be acquired. Based on the opponent location information and current location information acquired from the GPS 15 of the player's own (communication terminal 10), facilities within a predetermined range from both communication terminals may be narrowed down and displayed. This allows players to specify a location that is easily accessible in terms of distance as the transfer location. That is, based on the current location information and the opponent location information, a facility within a predetermined range from both communication terminals may be specified as the transfer location.

[0092] Furthermore, the selection of the destination in step S111 is not limited to displaying a list acquired from the friend information database 32. After a store is designated, friends within a predetermined range from both the store and the current location may be narrowed down and displayed based on the store's location information and current location information acquired from the GPS 15 of the user (communication terminal 10). In this way, after a transfer location is designated first, a friend or the like who is near the transfer location can be designated as an opponent. That is, based on the current location information and the location information of the transfer location, another communication terminal within a predetermined range from both the location information is designated.

[0093] Furthermore, the store, product, and destination may not only be selected from a list or map data, but may also be input directly as shown in FIG. 6(b)'.

[0094] Next, a description will be given of the operation of the communication terminal 20 on the answerer side shown in Fig. 5. The flowchart shown in Fig. 5 is executed by the CPU 28.

[0095] First, in step S201, it is determined whether or not a message with a game has been received. If it has been received (Yes), the process proceeds to step S202; if it has not been received (No), the process waits in this step. Reception of a message with a game can be determined, for example, by adding information indicating that a message with a game is included when the message is sent by communication terminal 10, and by checking whether or not this information is present when the message is received. That is, this step functions as a first receiving process for receiving competitive game information, information about opponents competing in the competitive game, information about benefits obtained as a result of the competitive game, and location information about the location where the benefits will be exchanged.

[0096] Next, in step S202, a quiz, store information, and a message with the betting product are displayed, and the process proceeds to step S203. Fig. 9 shows an example of a message displayed on the display unit 24. In this step, a screen such as that shown in Fig. 9(a) is displayed.

[0097] Next, in step S203, the user is prompted to input voice input as to whether or not they agree to the game, and the process proceeds to step S204. In this step, a guidance voice such as "You have received a message with a game from your friend 'Bob'. The game involves answering quizzes posed by 'Bob' at 'Japanese Restaurant A' for the prize 'Beer'. If you answer the quiz correctly, you will receive 'Beer' from 'Bob', and if you answer incorrectly, you will give 'Beer' to 'Bob'. Do you want to play the game?" is output from speaker 23, prompting the user to input whether or not they agree to the game.

[0098] Next, in step S204, it is determined whether the user has agreed to the game, and if they have agreed (if Yes), the process proceeds to step S205, and if they have not agreed (if No), the process proceeds to step S214. Regarding whether or not the user has agreed, if the user inputs an affirmative answer such as "Yes" through the microphone 22, it is determined that they have agreed, and if they input a negative answer such as "No" through the microphone 22, it is determined that they have not agreed.

[0099] Next, in step S205, the quiz question is output by voice, and the process proceeds to step S206. When this step is executed, the display unit 24 displays the quiz question (Question Message) and the answer field (Enter Your Answer), as shown in Fig. 9(b). That is, the display unit 24 functions as the first output means, and outputs the quiz question (predetermined question).

[0100] Next, in step S206, it is determined whether an answer has been input, and if it has been input (Yes), the process proceeds to step S207, and if it has not been input (No), the process returns to step S205. Whether an answer has been input can be determined by, for example, determining that an answer has been input if the voice input from the microphone 22 can be recognized by the voice recognition processing unit 26 without any error. In other words, this step functions as a first input process for inputting information to play the competitive game indicated by the competitive game information.

[0101] Next, in step S207, the answer input in step S206 is subjected to voice recognition by the voice recognition processing unit 26, the input answer is confirmed, and the process proceeds to step S208. In this step, the display unit 24 displays a message such as that shown in Fig. 9(c), and the speaker 23 outputs a voice guidance message such as "Your answer is '3'. Final answer?", prompting the user to confirm their answer.

[0102] Next, in step S208, it is determined whether the user agrees to the confirmation of the answer, and if the user agrees (if Yes), the process proceeds to step S209, and if the user does not agree (if No), the process returns to step S205. Regarding whether the user agrees, if the user inputs an affirmative answer such as "final answer" or "yes" through the microphone 22, it is determined that the user agrees, and if the user inputs a negative answer such as "no" through the microphone 22, it is determined that the user does not agree.

[0103] Next, in step S209, the answer of agreement entered in step S208 is voice-recognized by the voice recognition processing unit 26, and a determination is made as to whether the answer is correct or not, and the process proceeds to step S210. In this step, after the user agrees to confirm the answer by entering a "final answer" or the like in step S208, the answer is compared with the correct answer included in the game-attached message received in step S201 to determine whether the answer is correct or not. In other words, this step functions as a first win / loss result acquisition process that determines the result of the quiz and acquires the win / loss result of the competitive game.

[0104] Next, in step S210, it is determined whether the answer was correct as a result of the correct / incorrect determination in step S209, and if the answer was correct (Yes), the process proceeds to step S211, and if the answer was incorrect (No), the process proceeds to step S212.

[0105] Next, in step S211, since the result of the determination in step S210 is that the answer is correct, a message for the correct answer (correct answer message) is displayed, action processing is performed, and the process proceeds to step S213. In this step, a display such as that shown in Fig. 9(d) is displayed, and a guidance voice such as "The correct answer is '3'. You win! This is a message from 'Bob'. 'Since you got it right, I'll buy you a beer. How about this weekend?'" is output from speaker 23, and an action set in the received message is performed, such as playing a sound effect such as a fanfare.

[0106] On the other hand, in step S212, the result of the determination in step S210 is an incorrect answer, so an incorrect answer message (incorrect answer message) is displayed and action processing is performed, and the process proceeds to step S213. In this step, for example, a display is performed in which the message in Fig. 9(d) is replaced with the incorrect answer message, and an action is performed and a voice output of the incorrect answer message is output.

[0107] Next, in step S213, the game content, results, the store where the bet was made, and the product are registered in the game result details database 33 of the server 30, and the process proceeds to step S214. This step functions as a game result output process that correlates and outputs competitive game information, opponent information, bonus information, position information, and win / loss results.

[0108] Next, in step S214, the game result is sent to the question setter, and the process ends. The game result may be sent as is, or, as will be described later, the Game ID obtained when the game result is registered with the server 30 in step S213 may be sent. In other words, the game result may not include the game result itself, but may be information that provides a clue to help the question setter know the game result. In other words, information regarding the win / loss result is sent to the other communication terminal. If the user does not agree to the game in step S204, a message to that effect is sent.

[0109] In the flowcharts shown in Figures 4 and 5, it has been explained that voice input is mainly made from the microphone 12, and voice recognition is performed to input quiz questions and answers, etc., but input may also be made using the input unit 11.

[0110] 4 and 5, the operations of the communication terminals 10 and 20 have been described, but the operations centered on the server 30 will be described with reference to the flowchart of Fig. 10. The flowchart of Fig. 10 is executed by CPU 18 (question setting terminal), CPU 28 (answer terminal), and CPU 35 (server), respectively.

[0111] First, in step S301, the question-setting terminal (communication terminal 10) creates game information including quiz questions, answers, messages, store information, product information, destinations, etc., and then proceeds to step S102. That is, steps S101 to S113 in FIG. 4 are executed.

[0112] Next, in step S302, the game information created in step S301 is sent to the answer terminal (communication terminal 20), and the process proceeds to step S303. That is, steps S114 to S116 in FIG. 4 are executed, and the game information is sent from network communication unit 17.

[0113] Next, in step S303, the answer terminal receives and displays the game information transmitted from the question-setting terminal, and proceeds to step S304. That is, network communication unit 27 receives the game information, and CPU 28 executes steps S201 to S202 in FIG.

[0114] Next, in step S304, a game (quiz) is executed and the outcome (game result) is determined, and the process proceeds to step S305, that is, steps S203 to S212 in FIG.

[0115] Next, in step S305, the game information and the game result determined in step S304 are transmitted to the server 30, and the process proceeds to step S306. That is, step S213 in Fig. 5 is executed, and the game information and the game result are transmitted from the network communication unit 27.

[0116] Next, in step S306, the server 30 receives the game information and game result transmitted from the answer terminal, and proceeds to step S307. That is, the network communication unit 34 receives the game information and game result and outputs them to the CPU 35.

[0117] Next, in step S307, a Game ID is assigned to the game information and game result received in step S306 and they are registered in the game result details database 33, and the process proceeds to step S308. That is, as shown in Fig. 3, game information (question date, question setter, answerer, question content, correct answer, POI ID, product) and game result (answer date, actual answer, whether the answer was correct or not) are registered for each Game ID.

[0118] Next, in step S308, the Game ID assigned in step S307 is sent to the answering terminal, and the process proceeds to step S309. That is, the Game ID is sent from the network communication unit .

[0119] Next, in step S309, the answer terminal receives the Game ID transmitted from the server 30 and proceeds to step S310. That is, the network communication unit 27 receives the Game ID and outputs it to the CPU .

[0120] Next, in step S310, a message indicating that the game result has been announced is sent to the question-setting terminal, including the Game ID, and the process proceeds to step S311. Note that this message does not necessarily include the game result itself. That is, step S214 in FIG. 5 is executed, and the message is sent from network communication unit 27.

[0121] Next, in step S311, the question-setting terminal receives the message including the Game ID transmitted from the answering terminal, and proceeds to step S312. That is, network communication unit 17 receives the Game ID and outputs it to CPU .

[0122] Next, in step S312, the server 30 is inquired about the game result based on the game ID received in step S311, and the process proceeds to step S313. That is, the network communication unit 17 transmits the Game ID.

[0123] Next, in step S313, server 30 searches game result details database 33 based on the Game ID transmitted from the question-setting terminal, and proceeds to step S314. That is, network communication unit 34 receives the Game ID, and CPU 35 searches game detail result database 33.

[0124] Next, in step S314, the game result obtained as a result of the search in step S313 is sent to the question setting terminal, and the process proceeds to step S315. That is, the game result is sent from the network communication unit .

[0125] Next, in step S315, the question-setting terminal acquires the game result from the server 30 and displays it on the display unit 14. That is, the network communication unit 17 receives the game result and outputs it to the CPU 18, and the CPU 18 causes the display unit 14 to display the game result. In this way, the question-setting terminal can know the game result, and the game information and game result are registered in the server 30 from the answer terminal. This step functions as a second win / loss result acquisition process for acquiring the win / loss result of the competitive game.

[0126] As is clear from the explanation of the flowcharts in Figures 4, 5 and 10, communication terminal 10, which is the question-setting terminal (the party that proposes a bet), is a communication terminal that has a game designation means, an opponent designation means, a bonus designation means, a delivery location designation means, a second transmission means, a second input means and a second win / loss result acquisition means, and communication terminal 20, which is the answer terminal (the party that receives a bet), is a communication terminal that has a first receiving means, a first input means, a first win / loss result acquisition means and a game result output means.

[0127] 10, after the game result is announced at the answer terminal, the answer terminal sends a notification of the game result to the question setting terminal, but server 30 may update game result detail database 33 and send a Game ID to the answer terminal (after step S308), and then notify the question setting terminal that the game result has been announced. In other words, step S310 may be performed by server 30.

[0128] Next, the operations of the communication terminals 10, 20 and the server 30 after the game (quiz) has ended will be described with reference to Figures 11 to 14. Note that there is no difference in the operations of the communication terminals 10, 20 after the game has ended.

[0129] First, the operation for checking the usage status of games (quizzes) at a store will be described with reference to Fig. 11. That is, Fig. 11 is a flowchart for referring to the usage status of games at an arbitrary POI (store, etc.). The flowchart in Fig. 11 is executed by CPU 18 or 28 (communication terminal), and CPU 35 (server), respectively.

[0130] 11, in step S401, the user selects a store for which the user wishes to check game usage status on communication terminal 10 or 20, and proceeds to step S402. The selection may be made, for example, by displaying map data on display unit 14 and selecting the location of the store from the map data, or by directly inputting the location from input unit 11 or microphone 12. Multiple stores may be selected. Information on the selected store, etc. is sent from network communication unit 17 or 27 to server 30.

[0131] Next, in step S402, the server 30 searches the game result details database 33 for a Game ID that includes the store, etc. selected on the communication terminal 10 or 20 as a POI ID, and proceeds to step S403. That is, by extracting a Game ID that includes a specific POI ID from the game result details database 33 shown in Fig. 3, the game usage status at that POI ID (store, etc.) can be determined. That is, the network communication unit 34 receives information about the store, etc., and the CPU 35 searches the game result details database 33 based on the information about the store, etc.

[0132] Next, in step S403, the search results obtained in step S402 are transmitted to the communication terminal 10 or 20, and the process proceeds to step S404. That is, the search results are transmitted from the network communication unit .

[0133] Next, in step S404, the communication terminal 10 or 20 receives the search results from the server 30, and the process proceeds to step S405. That is, the network communication unit 17 or 27 receives the search results.

[0134] Next, in step S405, the results received in step S404 (game usage status of the selected store) are displayed on the display unit 24. The display method may simply display the results in a list, or may display an icon or the like at the location of the store on the map to indicate whether or not the game is being used, and when the icon is selected, detailed information may be displayed. That is, information indicating the usage status of bets using competitive games received by the first receiving means or the second receiving means is output to the location indicated by the location information on the map data. In this way, it is possible to check the usage status of bets using competitive games, including not only the user himself but also other users, for each location.

[0135] 11, a store is selected in step S401, but instead of selecting a specific store, the status of stores (POIs) within a predetermined range centered on the user's current location (the current location of communication terminal 20 or 30) may be searched for and displayed. Alternatively, the status may be within the range of the map displayed on display unit 14.

[0136] Next, the operation of searching for a store that the user of communication terminal 10 or 20 used in a game (quiz) will be described with reference to Fig. 12. That is, Fig. 12 is a flowchart for referring to POIs (stores, etc.) used when the user participated in a game. In this case, "participated in a game" includes both the question setter and the answerer in the case of a quiz, but it is also possible to specify to search for only one of them. The flowchart in Fig. 12 is executed by CPU 18 or 28 (communication terminal), and CPU 35 (server), respectively.

[0137] 12, in step S501, the user instructs the communication terminal 10 or 20 to search for a store that the user has used in a game, and the process proceeds to step S502.

[0138] Next, in step S502, based on an instruction from communication terminal 10 or 20, server 30 searches game result details database 33 for a Game ID that includes the User ID assigned to that communication terminal (user) as a question setter or answerer, extracts the POI ID included in the searched Game ID, and proceeds to step S503. That is, it is possible to extract POIs used by a specific User ID by searching game result details database 33 shown in Fig. 3 for a Game ID that includes a specific User ID to identify the game in which the user participated, and extracts the POI ID included in the searched Game ID. The network communication unit 34 receives the search instruction information, and CPU 35 searches game result details database 33 based on the User ID of the user that sent the search instruction information.

[0139] Next, in step S503, the results of the search in step S502 are transmitted to the communication terminal 10 or 20, and the process proceeds to step S504. That is, the search results are transmitted from the network communication unit 34. The search results include at least the position information (latitude and longitude) of the POI and the result of the win or loss.

[0140] Next, in step S504, the communication terminal 10 or 20 receives the search results from the server 30, and the process proceeds to step S505. That is, the network communication unit 17 or 27 receives the search results.

[0141] Next, in step S505, the results received in step S504 (such as the store used by the user for the game) are displayed on the display unit 24. That is, based on the map data and the location information and win / loss results acquired by the first game history acquisition means (or the second game history acquisition means), information indicating the win / loss results is output at the position indicated by the location information on the map data. As a display method, the results may simply be displayed in a list, or an icon indicating the use may be displayed at the location of the store on the map data, as shown in FIG. 13(a). Also, a trophy or white flag may be displayed as an icon to indicate the win / loss status, or, as shown in FIG. 13(b), detailed information may be displayed when an icon is selected. Also, if the store has been used multiple times, multiple trophy or white flag icons may be displayed.

[0142] Furthermore, if the location information of the acquired POI ID and the current location information acquired by the GPS 15 of the terminal are within a predetermined distance, the display unit 14 may display, for example, the results of the game at the store or the like indicated by the POI ID on the map data, and information about the product or service (product information). When displaying, only games (quizzes) for which the delivery of the product or service has not been completed may be displayed, or the entire history of the store may be displayed, making it possible to distinguish between completed and incomplete deliveries. In this way, if the terminal is located near the product delivery location, it is possible to notify the user that a bonus can be exchanged and products that have been exchanged in the past.

[0143] Next, the operation of notifying the player that the goods or service has not been handed over when the player is in the store or the like where the player played the game (quiz) after the game has ended will be described with reference to the flowchart in Fig. 14. The flowchart in Fig. 14 is executed by CPU 18 or 28 (communication terminal) and CPU 35 (server), respectively.

[0144] First, in step S601, the communication terminal 10 or 20 inquires of the server 30 whether there is a game (quiz) for which the delivery date has not been entered, and the process proceeds to step S601. The inquiry information is transmitted from the network communication unit 17 or 27 to the server 30.

[0145] Next, in step S602, the server 30 searches the game result details database 33 and proceeds to step S603. In this step, Game IDs for games related to the queried User ID and for which the delivery date has not been entered are extracted from the game result details database 33. The network communication unit 34 receives the query information, and the CPU 35 searches the game result details database 33 based on the query information.

[0146] Next, in step S603, the search results executed in step S602 are transmitted, and the process proceeds to step S604. Note that the search results include each item in the game result details database 33 shown in Fig. 3. In other words, the search results are transmitted from the network communication unit 34.

[0147] Next, in step S604, the communication terminal 10 or 20 receives the search results transmitted from the server 30, and the process proceeds to step S605. That is, the network communication unit 17 or 27 receives the search results.

[0148] Next, in step S605, it is determined whether or not there are any games for which the delivery date has not been entered based on the results received in step S604, and if there are (Yes), the process proceeds to step S606, and if there are not (No), the process ends.

[0149] Next, in step S606, location information of the POI ID of the store or the like used in the game for which the delivery date has not been entered is requested from the server 30, and the process proceeds to step S607. The POI ID of the store or the like used in the game for which the delivery date has not been entered is included in the result received in step S604, so the POI ID included in the result is extracted and an inquiry is made to the server 30. The inquiry information is sent from the network communication unit 17 or 27 to the server 30.

[0150] Next, in step S607, the server 30 searches the POI database 31 for location information of the requested POI ID, and the process proceeds to step S608. The network communication unit 34 receives the inquiry information, and the CPU 35 searches the POI database 31 based on the search instruction information.

[0151] Next, in step S608, the search results executed in step S607 are transmitted, and the process proceeds to step S609. That is, the search results are transmitted from the network communication unit .

[0152] Next, in step S609, the communication terminal 10 or 20 receives the search results transmitted from the server 30, and the process proceeds to step S610. That is, the network communication unit 17 or 27 receives the search results.

[0153] Next, in step S610, the location information of the terminal itself (its own terminal) is acquired from the GPS 15, and the process proceeds to step S611.

[0154] Next, in step S611, location information (opponent location information) of the communication terminal of the opponent (answerer or questioner) is obtained, and the process proceeds to step S612. The opponent's location information may be obtained, for example, by sending a message or the like from network communication unit 17 or 27 to the opponent's communication terminal inquiring about the location information, and receiving the reply. Alternatively, both the question-setting terminal and the answering terminal may periodically upload their location information to server 30, store the location information on the server 30 side, and then inquire of server 30 to obtain the location information of the opponent's communication terminal.

[0155] Next, in step S612, it is determined whether the location information of the POI ID acquired in step S609, the player's own location information acquired in step S610, and the location information of the opponent's communication device acquired in step S611 all match. If they all match (Yes), the process proceeds to step S613; if they do not match (No), the process ends. In other words, if all the location information matches, it can be said that the player and the opponent are in a store or the like that they used for the game. Note that a match in this step does not necessarily mean a perfect match, but may also mean that the above three pieces of location information are within a predetermined distance, for example, within a radius of 10 meters.

[0156] Next, in step S613, a message indicating that the product is available for collection is displayed, and a collection status input screen is displayed, and the process proceeds to step S614. In this step, the collection status input screen is displayed, and at the same time, the user is notified that the product or service is available for collection, thereby prompting the user to receive the product or service and input the collection status. Alternatively, in this step, the user may be notified only that the product or service is available for collection, and the user may later input the collection status by separately operating communication terminal 10 or 20 at any time. That is, based on the current location information and the competitor location information, if the respective communication terminals are within a predetermined distance, a notification prompting the user to input information on whether the bonus has been exchanged or information indicating that the bonus is available for exchange is output.

[0157] Next, in step S614, it is determined whether the receipt status has been input using the input unit 11, microphone 12, etc. If it has been input (if Yes), the process proceeds to step S615, and if it has not been input (if No), the process ends. Note that if it has not been input in this step, it does not mean that the process is waiting for input, but rather that the input has been rejected by clearing the input screen, etc.

[0158] Next, in step S615, the information input in step S614 is sent to the server 30, and the process proceeds to step S616. That is, the input information is sent from the network communication unit 17 or 27.

[0159] Next, in step S616, the server 30 updates the game result details database 33 based on the received information. Specifically, the delivery date is set. That is, the network communication unit 34 receives the information, and the CPU 35 updates the game result details database 33 based on the received information.

[0160] In step S613 of this flowchart, the player is prompted to input the receipt status, but the receipt date does not have to be directly entered as the receipt status. Instead, a button such as "Transfer Complete" may be displayed, and clicking that button may convert the date to today's date within communication terminal 10 or 20 or server 30. Also, in this flowchart, the player is notified that the item can be received and the receipt status input is displayed when the location information of the POI ID, the player's own location information, and the location information of the opponent's communication terminal match, but this may also be achieved by simply matching the player's own location information and the location information of the opponent's communication terminal. Even in this case, if the players are close to each other, they can be notified that the exchange of goods or services is possible.

[0161] Furthermore, notification that a product or service delivery is possible is not limited to being based on detection of the position information between the opponents. For example, if communication terminal 10 or 20 has a navigation function that provides guidance from the current location or a preset location to a preset destination, and if setting a destination in the navigation function is specified as an action, product information and store information may be displayed for a Game ID for which the product delivery date has not been entered at a preset date and time such as a weekend or holiday, and at the same time, a message may be displayed indicating that the store specified for the product or service delivery can be automatically set as the destination in the navigation function and guided to. The route to the set destination is generated by CPU 18 (28).

[0162] 14 shows an operation of prompting a player to input a delivery date for a game in which the delivery date has not yet been input, but after the delivery date has been input, a display indicating that the delivery date has been input may be displayed. For example, when the delivery date is input, the display mode may be changed depending on whether or not a delivery date has been input, such as by reducing the size of the icon on the map or by lowering the brightness to tone it down. In other words, when information indicating that the bonus has been transferred is input, information indicating that the bonus has been transferred is output.

[0163] According to this embodiment, the network communication unit 27 of the communication terminal 20 receives from the communication terminal 10 quiz game information consisting of predetermined questions and answers, information on the sender, the goods or services, the stores that offer the goods or services, etc., and the answers are input from the microphone 22 to take the quiz, and the CPU 28 determines whether the answer is correct or incorrect. Therefore, since the goods or services and the delivery location are received along with the quiz when the quiz is taken, there is no need for the competitors to contact each other separately to decide on the goods and their delivery location, and when a bet on a competitive game such as a quiz is applied for from the communication terminal 10, the competitors can concretely imagine the goods and the delivery location of the goods.

[0164] Furthermore, since the place where the goods are handed over is a commercial facility such as a shop, and the goods are goods or services provided at the commercial facility, the contestants will visit the commercial facility after the quiz or other game, which can lead to increased customer numbers at the commercial facility.

[0165] Furthermore, the network communication unit 27 receives a correct answer message when a predetermined question is answered correctly and an incorrect answer message when the answer is incorrect, and the display unit 14 outputs either a correct answer message or an incorrect answer message based on the correct answer result after the CPU 28 determines whether the question was answered correctly, so that the correct answer message or incorrect answer message arbitrarily designated by the question setter can be output to notify the player of whether the quiz answer is correct or incorrect. Furthermore, by including a message regarding the exchange of goods or services in the correct answer message or incorrect answer message, the content of the bet can be made more specific, for example, "I'll buy you a beer."

[0166] Furthermore, the network communication unit 17 or 27 acquires map data, and after the quiz is over and the quiz results are registered in the server 30, the display unit 14 or 24 displays a trophy or white flag icon indicating the result of winning or losing on the map data at the location of the store or the like used for the quiz in which the player was involved, so that the result of winning or losing can be displayed on the map and the result of the match can be easily confirmed.

[0167] Furthermore, after the network communication unit 17 of communication terminal 10 obtains the winning / losing result, and after the CPU 28 of communication terminal 20 obtains the winning / losing result, if each communication terminal is located within a predetermined distance from the location indicated by the location information based on the current location information of its own terminal and the location information of the other communication terminal, the display unit 14 or 24 outputs a notification prompting the input of information as to whether or not a transfer of goods or services has occurred.Therefore, if the competitors are close to each other and no transfer of goods or services has occurred, the input of information indicating that a transfer of goods or services has occurred can be made to prompt the actual transfer of goods or services.

[0168] In addition, the network communication units 17 and 27 receive information from the server 30 indicating the usage status of bets using quizzes at the location of a store or the like selected on the map data, and the display units 14 and 24 display the usage status of bets using quizzes at the store or the like on the map data, so that it is possible to check the usage status of bets using quizzes for each store or the like.

[0169] Furthermore, server 30 is communicably connected to communication terminal 20 via a network, and has a game result details database 33 storing game information output by communication terminal 20 and information associated with game results, and a CPU 35 that registers each piece of information output by communication terminal 20 in the game result details database and searches for each piece of information in response to a request from communication terminal 20, so that it is possible to register a competitive game such as a quiz and the details of bets using that competitive game in server 30, and to refer to them later as a history. Furthermore, communication terminal 20 does not need to store the history, and the capacity of a storage device, etc., required by communication terminal 20 can be reduced.

[0170] Furthermore, communication terminal 10 uses microphone 12 to specify the quiz to be played against communication terminal 20, the opponent, the product to be obtained as a result of the quiz, and the store where the product will be handed over, and creates predetermined questions and answers using microphone 12, and network communication unit 17 transmits the predetermined quiz questions and answers, sender, product information, and store information to communication terminal 20, and network communication unit 17 obtains the results of the quiz from server 30.Since the product, service, and delivery location are transmitted along with the quiz when the quiz is played, there is no need for competitors to separately contact each other to decide on benefits or delivery locations, and when applying to communication terminal 20 to place a bet on a competitive game such as a quiz, the product to be bet on and the delivery location for the product can be specifically specified.

[0171] Furthermore, the place where the goods or services are handed over is a commercial facility such as a store, and the network communication unit 17 acquires information about the store, etc., the display unit 14 displays the information about the store, etc., and the microphone 12 is used to specify the store, etc. as the place where the goods or services are handed over. Therefore, the commercial facility can be used as the handover place, and since the competitor visits the commercial facility to hand over the goods or services, this can lead to attracting customers to the commercial facility.

[0172] Furthermore, the network communication unit 17 receives menu information about products and services provided at the designated store, etc., the display unit 14 displays the menu information, and based on the displayed menu information, the product or service to be offered as a bonus can be selected from the microphone 12, so that the product or service offered by the designated store, etc. can be offered as a bonus as a result of the bet, thereby increasing sales at the store, etc.

[0173] Furthermore, a correct answer message when a predetermined question is answered correctly and an incorrect answer message when the answer is incorrect are input from microphone 12, and network communication unit 17 transmits the correct answer message and incorrect answer message together with the quiz question and answer, so the correct answer message and incorrect answer message can be set as desired, and these messages can be used to notify the player of whether the quiz answer is correct or incorrect. Also, by including a message regarding the exchange of goods in the correct answer message and incorrect answer message, the content of the bet can be made more specific, for example, "I'll buy you a beer."

[0174] In the above-described embodiment, the reward obtained as a result of a bet was mainly explained as a product such as beer, but it may also be a service such as a points program offered by the commercial facility. FIG. 15 shows an example in which the product in the display example of FIG. 8 is replaced with points. As shown in FIG. 15, by setting 300 points as a reward for answering a quiz correctly or incorrectly and setting the action to give or take away, it is possible to change the points based on the game result when visiting the commercial facility after completing the quiz. Alternatively, a discount coupon or the like may be used as a reward, and if the quiz is answered correctly, the discount coupon can be obtained and used when visiting the commercial facility. [Example]

[0175] Next, a communication terminal according to a second embodiment of the present invention will be described with reference to Fig. 16. Note that the same parts as those in the first embodiment described above will be given the same reference numerals and descriptions thereof will be omitted.

[0176] The configuration of the communication terminal according to this embodiment is the same as that of the first embodiment shown in Fig. 1, but the operation of registering game information and the like to the server 30 is different. The operations of the question setting terminal (communication terminal 10), answer terminal (communication terminal 20), and server 30 according to this embodiment will be described with reference to the flowchart of Fig. 16. The flowchart of Fig. 16 is executed by CPU 18 (question setting terminal), CPU 28 (answer terminal), and CPU 35 (server), respectively.

[0177] First, in step S701, the question-setting terminal creates game information including quiz questions, answers, messages, store information, product information, and recipients, and then proceeds to step S702. That is, the flowchart in Fig. 4 is executed, but when transmission is executed in step S116, steps S702 to S707 described below are executed, and a message offering to place a bet on the game (quiz) is sent to the recipient.

[0178] Next, in step S702, the game information created in step S701 is sent to the server 30, and the process proceeds to step S703. That is, the game information is sent from the network communication unit 17. In this embodiment, when the question-setting terminal creates the game information, it is registered in the game result details database 33 of the server 30. Of course, only the information generated by the question-setting terminal is registered; information generated by the answer terminal, such as results, is registered later. That is, the game result details database 33 functions as game content storage means, and the CPU 35 functions as a second control unit.

[0179] Next, in step S703, the server 30 receives the game information transmitted from the question-setting terminal, and proceeds to step S704. That is, the network communication unit 34 receives the game information.

[0180] Next, in step S704, a Game ID is assigned to the game information received in step S703 and registered in the game result details database 33, and the process proceeds to step S705. That is, as shown in Fig. 3, game information (question date, question setter, answerer, question content, correct answer, POI ID, and product) is registered for each Game ID.

[0181] Next, in step S705, the Game ID assigned in step S704 is sent to the question-setting terminal, and the process proceeds to step S706. That is, the Game ID is sent from the network communication unit 34.

[0182] Next, in step S706, the question setting terminal receives the Game ID transmitted from the server 30, and proceeds to step S707. That is, the network communication unit 17 receives the Game ID.

[0183] Next, in step S707, the Game ID received in step S706 is sent to the answering terminal, and the process proceeds to step S708. That is, the network communication unit 17 sends the Game ID. By executing this step, a message offering to place a bet on the game is sent to the answering terminal. In this embodiment, unlike the first embodiment, the actual game content is not sent directly to the answering terminal, but only the Game ID and sender information are sent.

[0184] Next, in step S708, the answer terminal receives the Game ID transmitted from the question-setting terminal, and proceeds to step S709, where network communication unit 27 receives the Game ID.

[0185] Next, in step S709, a request is made to the server 30 to acquire the game content (quiz questions) of the Game ID received in step S708, and the process proceeds to step S710, where the network communication unit 27 transmits the Game ID.

[0186] Next, in step S710, the server 30 searches the game result details database 33 based on the Game ID received from the answering terminal, and proceeds to step S711.

[0187] Next, in step S711, the game content (quiz questions) searched for in step S710 is sent to the answering terminal, and the process proceeds to step S712, where the network communication unit 34 sends the game content.

[0188] Next, in step S712, the answer terminal receives the game content from the server 30 and proceeds to step S713. That is, the network communication unit 27 receives the game content.

[0189] Next, in step S713, the game is executed, the correct answer is queried from the server 30, and the process proceeds to step S714. In this step, operations corresponding to steps S201 to S208 in the flowchart of Fig. 5 are executed. That is, the display unit 14 of the answer terminal displays the fact that the game has been applied for, the details of the game (quiz), store information, and information on the product to be bet on, confirms whether the player agrees to the game, outputs the question by voice, inputs the answer by voice, and confirms the answer. Then, the network communication unit 27 queries the server 30 for the correct answer using the Game ID.

[0190] Next, in step S714, the server 30 searches for the correct answer from the received Game ID, and proceeds to step S715. Note that not only the correct answer but also correct and incorrect answer messages and actions for correct and incorrect answers are simultaneously searched for. In other words, the network communication unit 34 receives the inquiry, and the CPU 35 searches the game result details database 33.

[0191] Next, in step S715, the correct answer, correct answer message, incorrect answer message, and actions to be taken when the answer is correct or incorrect, which were retrieved in step S714, are transmitted to the answer terminal, and the process proceeds to step S716. That is, the network communication unit 34 transmits the correct answer, correct answer message, incorrect answer message, and actions to be taken when the answer is correct or incorrect, etc.

[0192] Next, in step S716, the answer terminal receives the correct answer etc. from the server 30 and proceeds to step S717. That is, the network communication unit 27 receives the correct answer, correct answer message, incorrect answer message, and action for correct answer or incorrect answer.

[0193] Next, in step S717, a correctness determination is made as to whether the input answer is correct or not based on the correct answer received in step S717, and the determination result is displayed on the display unit 14, and the process proceeds to step S718. In this step, operations corresponding to steps S209 to S212 in the flowchart of Fig. 5 are executed. That is, a correctness determination is made, and a message display and action processing that are set depending on whether the answer is correct or incorrect are performed.

[0194] Next, in step S718, the game result determined in step S717 and the input answers are sent to the server 30 to request registration in the game result details database 33, and the process proceeds to steps S719 and S720. In this step, the operation corresponding to step S213 in the flowchart of FIG. 5 is executed, and the game result is sent from the network communication unit 27.

[0195] Next, in step S719, the server 30 registers the game results transmitted from the answering terminals in the game result details database 33 and updates the database. That is, the network communication unit 34 receives the game results, and the CPU 35 registers the game results in the game detail result database 33.

[0196] Meanwhile, in step S720, the answer terminal transmits a message indicating that the game result has been announced, including the Game ID, to the question-setting terminal, and proceeds to step S721. Note that this message does not necessarily include the game result itself. That is, step S214 in FIG. 5 is executed. In this step, an operation corresponding to step S214 in the flowchart in FIG. 5 is executed, and a message indicating that the game result has been announced is transmitted from network communication unit 27.

[0197] Next, in step S721, the question-setting terminal receives the message including the Game ID sent from the answering terminal, and proceeds to step S722, where network communication unit 17 receives the message including the Game ID.

[0198] Next, in step S722, the server 30 is inquired about the game results based on the Game ID received in step S721, and the process proceeds to step S723. That is, the network communication unit 17 transmits inquiry information such as the Game ID.

[0199] Next, in step S723, the server 30 searches the game result details database 33 based on the Game ID transmitted from the question-setting terminal, and proceeds to step S724. That is, the network communication unit 34 receives the Game ID, and the CPU 35 searches the game detail result database 33.

[0200] Next, in step S724, the game result obtained as a result of the search in step S723 is sent to the question setting terminal, and the process proceeds to step S725, in which the network communication unit 34 sends the game result.

[0201] Next, in step S725, the game result is obtained from the server 30 and displayed on the display unit 14. The network communication unit 17 receives the game result, and the CPU 28 displays the game result on the display unit 14. In this way, the question setting terminal can know the game result, and the game information and game result are registered in the server 30 from the answering terminal.

[0202] 16, as in the first embodiment, after the game result is announced at the answer terminal, the answer terminal sends a notification of the game result to the question setting terminal. However, the server 30 may notify the question setting terminal of the announcement of the game result after updating the game result detail database 33 (after step S719). That is, step S720 may be performed by the server 30. Also, the question setting terminal registers game information with the server 30, and the server 30 sends a Game ID to the question setting terminal, which then sends the Game ID to the answer terminal. However, after the server 30 sends the Game ID to the question setting terminal (after step S705), the server 30 may also send the Game ID to the answer terminal. That is, step S707 may be performed by the server 30.

[0203] 16, the answer terminal inquires of the server 30 about the correct answer to the game (quiz), but when acquiring the game content (step S712), the correct answer, a correct answer message, an incorrect answer message, etc. may also be received at the same time as the game content (quiz content). In that case, steps S713 to S716 are unnecessary.

[0204] Furthermore, although the game results are registered as the server 30 from the answer terminal, they may be transmitted to the question setting terminal, and the game results may be registered in the server 30 from the question setting terminal.

[0205] According to this embodiment, the server 30, which is communicatively connected to the communication terminal 10 via the network, has a game result details database 33 that stores information relating to the competitive game information, player information, product information, and store information transmitted from the communication terminal 10, and a CPU 35 that registers each piece of information transmitted from the communication terminal 10 in the game result details database 33 and searches for game results in response to a request from the communication terminal, so that the competitive game and the details of bets using the competitive game can be registered in an information processing device such as a server. Also, the communication terminal does not need to store history, which reduces the capacity of the storage device, etc., required by the communication terminal.

[0206] In addition, because the question-setting terminal registers game information with server 30 and the answering terminal accesses the server to conduct the quiz, the message size sent from the question-setting terminal to the answering terminal can be reduced. Also, because the question-setting terminal only needs to receive and display the necessary information from server 30, memory usage can be reduced. [Example]

[0207] Next, a communication terminal according to a third embodiment of the present invention will be described with reference to Fig. 17. Note that the same parts as those in the first and second embodiments described above will be given the same reference numerals and descriptions thereof will be omitted.

[0208] This embodiment is an example in which the server 30 is not used when the game is executed. That is, each communication terminal has something equivalent to the game result details database 33. That is, this is a case in which game result storage means is provided inside the communication terminal. Note that the POI database 31 and the friend information database 32 may be provided on a server or the like outside the communication terminal, or may be provided in each communication terminal.

[0209] First, in step S801, the question-setting terminal creates game information including quiz questions, answers, messages, store information, product information, and recipients, and then proceeds to step S802. That is, the flowchart in Fig. 4 is executed, but when transmission is executed in step S116, steps S802 and S803, which will be described below, are executed and a message offering to place a bet on the game is sent to the recipient.

[0210] Next, in step S802, a Game ID is assigned to the game information created in step S801 and registered in a local game result details database (hereinafter referred to as the question-setting database) held by the question-setting terminal, and the process proceeds to step S803. That is, as shown in FIG. 3, game information (question date, question setter, answerer, question content, correct answer, POI ID, product) is registered for each Game ID. In other words, only information generated by the question-setting terminal is registered in the question-setting database, and information generated by the answering terminal, such as results, is registered later. Note that the Game ID is generated so that it is unique not only to the answering terminal but also to the question-setting terminal, for example by including a timestamp.

[0211] Next, in step S803, the Game ID and game information assigned in step S803 are sent to the answering terminal, and the process proceeds to step S804. By executing this step, a message requesting a bet on the game is sent to the answering terminal. In this embodiment, the details registered in the question-setting database are sent from the network communication unit 17 together with the Game ID.

[0212] Next, in step S804, the answer terminal receives the Game ID and game information transmitted from the question-setting terminal, and proceeds to step S805, where network communication unit 27 receives the Game ID and game information.

[0213] Next, in step S805, the Game ID and game information received in step S804 are registered in a local game result details database (hereinafter referred to as answering side database) held by the answering terminal, and the process proceeds to step S806.

[0214] Next, in step S806, the game is displayed and executed, and the process proceeds to step S807. In this step, operations corresponding to steps S201 to S208 in Fig. 5 are executed. That is, the display unit 14 of the answer terminal displays the fact that the game has been applied for, the details of the game (quiz), store information, and information on the product to be bet on, confirms whether the player agrees to the game, outputs the questions aloud, inputs the answers aloud, and confirms the answers.

[0215] Next, in step S807, a correct / incorrect determination and display are performed, and the process proceeds to step S808. In this step, the correct / incorrect determination of the answer entered by the user is searched from the answer database, the correct / incorrect result is determined, and the result is displayed on the display unit 24. In other words, the operations corresponding to steps S209 to S212 in Fig. 5 are executed, and a correct / incorrect determination is made, and a message display or action processing that is set depending on whether the answer is correct or incorrect is performed.

[0216] Next, in step S808, the answer database is updated based on the correct / incorrect result determined in step S807 and the input answer, and the process proceeds to step S809. In this step, an operation corresponding to step S213 in the flowchart of FIG. 5 is executed.

[0217] Next, in step S809, the Game ID and the game result (the input answer, correct / incorrect result, answer date, etc.) are sent to the question setting terminal, and the process proceeds to step S810. In this step, an operation corresponding to step S214 in the flowchart of Fig. 5 is executed. That is, the Game ID and the game result are sent from network communication unit 27.

[0218] Next, in step S810, the question-setting terminal receives the Game ID and game result transmitted from the answering terminal, and proceeds to step S811, where network communication unit 17 receives the Game ID and game result.

[0219] Next, in step S811, the question setting database is updated based on the Game ID and game result received in step S810, and the process proceeds to step S812.

[0220] Next, in step S812, the game result received in step S810 is displayed on the display unit 14. In this way, the question setting terminal can know the game result, and the same data is registered and synchronized in both the question setting database and the answer database.

[0221] According to this embodiment, the game (quiz) is executed by directly sending and receiving game information between communication terminal 10 and communication terminal 20 without going through a server, so there is no need to set up an external server to execute the game or refer to the history, and bets can be placed using the game using only the communication terminal.

[0222] In the above three embodiments, the explanation was given for the case where there is one answering terminal, but for example, in the case of a quiz, it is possible to give questions to multiple people at the same time. In other words, there may be multiple answering terminals. In that case, the game result details database 33 simply assigns an individual Game ID to each answerer.

[0223] Furthermore, in the three embodiments described above, the quiz question was one, but it may be multiple questions. In this case, the winner may be determined, for example, by answering all questions correctly, or by answering more than half of the questions correctly. Alternatively, the winner may be determined for each question. Furthermore, multiple products or services may be provided as rewards that can be obtained as a result of betting, and the number of products that the answerer receives may vary depending on the number of correct answers, or the grade of the products or services may increase as the number of correct answers increases (more pizza toppings, more expensive wine, more points earned, etc.). Alternatively, the products or services may change for each question.

[0224] A specific example of changing the product or service (benefit) for each question is not simply to have different products or services for each question, but to set a difficulty level for each question and change the product or service depending on the difficulty level.

[0225] In addition, the products and services that can be obtained as a result of a bet may not necessarily be designated by the question setter, but may be presented as recommendations taking into consideration the user's preferences. Furthermore, if there are high-priority products or services sponsored by a selected store or other commercial facility, those products or services may be presented preferentially.

[0226] Alternatively, the quiz created by the question setter may be sent to the server 30 first, and the server may analyze the content of the quiz and present recommended stores, products, etc. to the question setter. For example, if a specific word is included in the quiz content, the quiz content may be analyzed by searching for that word in the categories, subcategories, and menus of the POI database 31, or by searching a database that associates words with stores, products, etc. in advance.

[0227] In addition, if the answerer does not want the special product or service designated by the questioner, the answerer may be allowed to change the product or service. In this case, the answerer must obtain the answerer's consent. Alternatively, the questioner may prepare multiple commercial facilities or multiple products and send them to the answerer, allowing the answerer to select the commercial facility or product they prefer.

[0228] In addition, in the three examples described above, if the question setter wins (the answerer gives an incorrect answer), the answerer treats the question setter (the answerer gets the product specified by the question setter), and if the answerer wins (the answerer gives the correct answer), the question setter treats the answerer (the answerer gets the product specified by the question setter), but it is also possible for the answerer to be able to specify the product.

[0229] In the above case, for example, the questioner specifies product A from store A and asks the answerer a quiz, and the answerer specifies product B from store A and replies to the questioner, and if the questioner agrees, the answerer takes the quiz. If the questioner wins, the questioner will receive product B specified by the answerer, and if the answerer wins, the answerer will receive product A specified by the questioner. Alternatively, if the questioner wins, the questioner will receive product A specified by the questioner, and if the answerer wins, the answerer will receive product B specified by the answerer. Note that in this example, the stores are the same, but of course they may be different.

[0230] Also, the questioner and the answerer may switch positions and ask each other one question, and even if the answerer answers the first question incorrectly, if the answerer answers the next question incorrectly, it may be considered a draw and the bet bonus may not be handed over. Note that the method for determining a draw is not limited to the above-mentioned method in which the questioner and the answerer switch positions and ask each other one question, but may also be a draw if the questioner asks two questions and the answerers have one win and one loss.

[0231] In addition, the quiz is not limited to individual users asking questions to their friends, but may instead be posed to an unspecified number of users by a person associated with a commercial facility. In this case, the goods and services may be those provided by the commercial facility that is the quiz maker, and if the user wins, the commercial facility may provide the goods or services.

[0232] Furthermore, it is sufficient that at least the contestant (the party on whom the bet is made) can obtain the prizes for the bets. For example, if the contestant answers the quiz incorrectly, it is not necessary to give the questioner any prize; the contestant may simply not receive any prize.

[0233] In addition, in the above-mentioned embodiments, a quiz was used as an example of a competitive game, but it is not limited to a quiz, and other competitive games such as card games and puzzle games may be used as long as they are games in which victory or defeat is determined. Furthermore, the game system is not limited to a game installed on a communication terminal, but may be a system in which the game is installed on a server and the communication terminal accesses the server.

[0234] In addition, in the above-described embodiment, the point of interest (POI) was described as a commercial facility, and the reward was described as a product or service provided at the commercial facility, but the present invention is not limited to this. The POI may be a public facility such as a park or a private home, and the reward may be the possessions of the person placing the bet (such as a book or CD) or a home-cooked meal.

[0235] According to the above-described embodiment, the following communication terminals 10, 20 and communication methods are obtained.

[0236] (Supplementary Note 1) In a communication terminal 20 communicably connected to at least one communication terminal 10 via a network, a network communication unit (27) that receives information about a competitive game in which the communication terminal (10) will play against the player, information about the players competing in the competitive game, information about benefits obtained as a result of the competitive game, and location information about a location where the benefits will be exchanged; a microphone 22 for inputting information for playing a competitive game indicated by the competitive game information acquired by the network communication unit 27; a CPU 28 that obtains the results of a competitive game; and a network communication unit that outputs competitive game information, opponent information, bonus information, position information, and win / loss results in association with each other.

[0237] (Supplementary Note 2) A communication method for a communication terminal 20 communicably connected to at least one communication terminal 10 via a network, Step S201 of receiving information on a competitive game in which the communication terminal 10 will play against the player, information on the players competing in the competitive game, information on benefits obtained as a result of the competitive game, and location information on a location where the benefits will be delivered; Step S206: inputting information for playing the competitive game indicated by the competitive game information received in step S201; A step S209 of acquiring the result of the competitive game; and step S213 of outputting the competitive game information, the opponent information, the bonus information, the position information, and the win / loss result in association with each other.

[0238] According to this communication terminal 20 and communication method, the bonus and the delivery location are received when playing the game, so there is no need for players to separately contact each other to decide on the bonus and the delivery location, and when a bet on a competitive game is applied for from the communication terminal 10, the bonus and the delivery location can be specifically imagined.

[0239] (Supplementary Note 3) In a communication terminal 10 communicably connected to at least one communication terminal 20 via a network, a microphone 12 for specifying a competitive game to be played against the communication terminal 20; a microphone 12 for designating an opponent to play the competitive game; A microphone 12 for designating a reward to be obtained as a result of the competitive game; A microphone 12 for specifying the location where the benefit is to be delivered; a network communication unit 17 that transmits competitive game information, which is information about the competitive game designated by the microphone 12, opponent information that notifies the opponent designated by the microphone 12 of the opponents who will compete in the competitive game, benefit information, which is information about the benefit designated by the microphone 12, and location information of the benefit delivery location designated by the microphone 12; a microphone 12 for inputting information for playing a competitive game designated by the microphone 12; The communication terminal 10 comprises a network communication unit 17 that acquires the results of a competitive game.

[0240] (Supplementary Note 4) A communication method for a communication terminal 10 communicably connected to at least one communication terminal 20 via a network, Step S101 of specifying a competitive game to be played against the communication terminal 20; Step S111 of specifying an opponent to play the competitive game; Step S109: specifying a benefit to be obtained as a result of the competitive game; Step S107: specifying the location where the benefit will be delivered; a step S116 of transmitting competitive game information, which is information about the competitive game designated in step S101, opponent information, which notifies the opponent designated in step S111 of information about the opponent who will compete in the competitive game, benefit information, which is information about the benefit designated in step S109, and location information of the benefit delivery location designated in step S107; Steps S101 and S103 for inputting information for playing the competitive game specified in step S101; and a step S315 of acquiring the outcome of the competitive game.

[0241] According to this communication terminal 20 and communication method, the bonus and the delivery location are transmitted when playing a game, so there is no need for players to separately contact each other to decide on the bonus and the delivery location, and when applying to the communication terminal 20 for a bet on a competitive game, the bonus and the delivery location can be specifically designated.

[0242] The above-described embodiments merely show typical embodiments of the present invention, and the present invention is not limited to these embodiments. In other words, the present invention can be implemented in various modifications without departing from the gist of the present invention. [Explanation of symbols]

[0243] 10. Communication terminals 12 microphone (game designation means, opponent designation means, benefit designation means, delivery location designation means, second input means, second destination setting means) 14 Display unit (second output means) 15 GPS (second current location information acquisition means) 17 network communication unit (second transmission means, second win / loss result acquisition means, second reception means, second map data acquisition means, second game history acquisition means) 18 CPU (second guide means) 20 communication terminal 22 microphone (first input means, first destination setting means) 24 Display unit (first output means) 25 GPS (first current location information acquisition means) 27 network communication unit (first receiving means, game result output means, first transmitting means, first map data acquisition means, first game history acquisition means) 28 CPU (first win / loss result acquisition means, first determination means, first guidance means) 30 Server (information processing device) 33 Game result details database (game result storage means, game content storage means) 35 CPU 35 (first control unit, second control unit) S101 Voice input instructions for creating quiz questions (game designation step, second input step) S103: Voice input instructions for answering the quiz (second input process) S107 Store voice input instructions (pick-up location designation process) S109 Voice input instruction for betting product (benefit designation process) S111 Voice input instruction of destination (opponent designation process) S116 Transmission (second transmission step) S201: Have you received a message with a game? (First receiving step) S206 Was the answer input by voice? (First input step) S209 After speech recognition, the answer and the correct answer are determined to be correct (first winning or losing result acquisition step) S213 Register the game details, results, bet store, and product in the database (game result output process) S315 Game result acquisition / display (second win / loss result acquisition process)

Claims

[Claim 1] A communication terminal communicably connected to at least one other communication terminal via a network, a first receiving means for receiving information about a competitive game in which the player competes against another communication terminal, information about players competing in the competitive game, information about a benefit obtained as a result of the competitive game, and location information about a location where the benefit is to be exchanged; a first input means for inputting an input for playing the competitive game indicated by the competitive game information acquired by the first receiving means; a first winning / losing result acquisition means for acquiring a winning / losing result of the competitive game; a game result output means for outputting the competitive game information, the competitor information, the bonus information, the position information, and the win / loss result in association with each other; A communication terminal comprising:

Citation Information

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