Information processing device, information processing method and program

The information processing device allows shared objects to be used by all group members, addressing the issue of absent users hindering object utilization in cooperative games, ensuring equitable gameplay.

JP2025178413APending Publication Date: 2025-12-05MIXI INC
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Patent Information

Application Number
JP2025164002
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-30
Publication Date
2025-12-05

AI Technical Summary

Technical Problem

In cooperative games, users cannot use shared objects if the user who acquired the object is absent during play, causing inconvenience.

Method used

An information processing device that stores acquired objects as shared assets of a group, allowing users to form teams and use these shared objects during collaborative play, even if the acquiring user is absent.

Benefits of technology

Enables other users to use shared objects during cooperative play, minimizing asset disparities and ensuring seamless gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing device, an information processing method and a program for enabling a different user to use an object during a common play even regardless of the object acquired by an absent user in performing the common play.SOLUTION: An information processing device includes a storage part for storing objects acquired by a plurality of users as a sharing object of a group in the group to which the plurality of users belong, a team organization part for recruiting users to perform a common play in a game from among the plurality of users belonging to the group to organize a team, and a game progress part for progressing the game in a state in which the users organized to the team can use the sharing objects in a common play.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, among computer games such as online games, there are known games that allow a plurality of users to play cooperatively, for example, by playing the same quest together at the same time.

[0003] For example, Patent Document 1 discloses a video game in which items (objects) that can be used in a game that allows cooperative play are divided into shared and exclusive items, and the shared objects can be freely used by players (users) in a party playing together. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-315969 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in order to play cooperatively, users must agree on the timing of playing the game, and it is not always possible to play cooperatively with the same members. Therefore, in games such as those described in Patent Document 1, even if a shared object can be freely used by users in a party, if the user who acquired the object is absent during cooperative play, other users participating in the cooperative play cannot use the object, which is an inconvenience.

[0006] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that allow other users to use an object during collaborative play, even if the object was acquired by a user who is absent when the collaborative play is being performed. [Means for solving the problem]

[0007] An information processing device according to one aspect of the present invention has a memory unit that stores objects acquired by multiple users in a group to which multiple users belong as shared objects of the group, a team formation unit that recruits users to play a game together from among the multiple users belonging to the group and forms a team, and a game progression unit that progresses the game in a state in which the users formed into the team can use the shared objects in collaborative play. [Effects of the Invention]

[0008] According to one aspect of the present invention, even if a user who is not present at the time of cooperative play acquires an object, other users can use that object during cooperative play. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a schematic configuration diagram of an information processing system including an information processing device according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram illustrating an example of a communication screen. [Figure 3] FIG. 10 is a diagram showing an example of a team formation screen. [Figure 4] FIG. 10 is a diagram showing an example of a team participation screen. [Figure 5] FIG. 10 is a diagram illustrating an example of an object selection screen. [Figure 6] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 7] FIG. 10 is a diagram illustrating an example of user information. [Figure 8] FIG. 10 is a diagram illustrating an example of group information. [Figure 9] FIG. 10 is a diagram illustrating an example of team information. [Figure 10] FIG. 10 is a diagram illustrating an example of object information. [Figure 11] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. [Figure 12] 10 is a flowchart showing the flow of a team formation process. [Figure 13] 10 is a flowchart showing the flow of an object selection process. DETAILED DESCRIPTION OF THE INVENTION

[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. It should be noted that the embodiment described below is merely an example given to facilitate understanding of the present invention and is not intended to limit the present invention. That is, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, it goes without saying that the present invention also includes equivalents thereof.

[0011] Furthermore, the examples of screens described in this specification and the drawings are merely examples, and the screen configuration and design, content of the displayed information, and GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and user preferences, and can also be changed as appropriate.

[0012] <Services related to this embodiment> The communication system shown in Fig. 1 (hereinafter referred to as information processing system S) is a communication system including an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention. The information processing system S is a computer system that provides users with a social networking service (hereinafter referred to as SNS) that enables users to build social networks and a game playing environment. In other words, the services provided by the information processing system S of this embodiment include an SNS that enables communication between users, such as chat, and games.

[0013] A game is content that a user plays by operating the user terminal 12 while viewing a game screen on the user terminal 12, and in this embodiment, it is an online game (electronic game) provided using the information processing system S. Online games include social games provided on SNS, browser games using a web browser, games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW). The genre (classification) of games is not particularly limited.

[0014] In this embodiment, when a user performs an operation for playing a game on the user terminal 12, the user terminal 12 receives data for progressing the game distributed from the server 10. The user terminal 12 outputs video and audio corresponding to the received data, and the user progresses through the game while checking the output video and audio. The user terminal 12 also transmits data indicating the user's operation to the server 10, and the server 10 transmits data for progressing the game corresponding to the user's operation. This type of data transmission and reception between the server 10 and the user terminal 12 is repeated until the user finishes playing the game.

[0015] The game of this embodiment is a so-called multiplay (hereinafter referred to as cooperative play) compatible game in which multiple users belonging to the same group form a team, and the multiple users belonging to the team operate their respective user terminals 12 to simultaneously play a common stage (a constituent unit of the game). The cooperative play is performed through the communication function of each user's user terminal 12, and the progress of play is synchronized between users playing cooperatively, i.e., within the team. The cooperative play may be either a cooperative play game in which multiple users cooperate, or a competitive game in which users compete against each other.

[0016] A group is a collection of users who belong to a chat room, such as a group chat, created by multiple users on the information processing system S. Groups also include groups that play games together or make playing easier, such as alliances or guilds in games. Multiple groups exist, and a user can belong to multiple groups at the same time. Users belonging to the same group, for example, users belonging to the same chat room, can communicate, such as through conversations. As will be described later, groups can share objects (items) that can be used in the game. Note that a group does not include the concept of all users using the information processing system S (all users playing a game) being considered as one group.

[0017] For example, on a communication screen G1 as shown in Fig. 2, users belonging to the same group can communicate with each other, such as by talking. On the communication screen G1, users can use pictograms such as stamps in addition to messages. Furthermore, the background of the communication screen G1 can be changed by the user as desired. Note that Fig. 2 is an example of a screen displayed on the user terminal 12 operated by the user.

[0018] A team is a group of multiple users who play a game together. Specifically, for each game, a user who serves as the host (predetermined user) recruits users who will play together from among multiple users belonging to the same group, and then forms a team by adding other users (guests) who respond to the recruitment. In this case, the host may recruit the entire group without specifying a specific user, or may designate and invite a specific user within the group.

[0019] Furthermore, since there is no limit to the number of people who can be the host within a group, multiple teams may be formed if there are multiple hosts within the same group. For example, if four users form a team, two teams may be formed if the group has ten users. Note that multiple teams existing within the same group refers to the existence of multiple teams between the start of member formation and the end of cooperative play, such as when multiple teams have begun forming members, when multiple teams are playing cooperatively, or when multiple teams have selected shared objects to use in cooperative play.

[0020] In this embodiment, as a general rule, a user cannot belong to multiple teams at the same time, and users who can join a team are limited to users who do not belong to any other team when the team is organized. However, as an exception, users who belong to the same group as the host may be allowed to join a team even if they already belong to another team. Furthermore, since a user can belong to multiple groups, users who belong to another group to which the host belongs may be allowed to join a team even if the guests are in different groups.

[0021] An object is an item that a user can use in the game to progress through the game, and each object has its own parameters. In the game of this embodiment, as will be described later, the parts used to assemble a car correspond to the objects. Furthermore, in this embodiment, a user cannot own an object individually, and all objects acquired by a user become shared assets of the group, and are shared objects that can be used by all users belonging to the group. Note that a user who acquires an object is a providing user who provides the group with a shared object that becomes the group's shared asset.

[0022] A shared object is an object that can be used by users belonging to a group. Specifically, when a team is formed to play cooperatively, each user can bring into the game a shared object, which can then be used by all users belonging to the team.

[0023] In this embodiment, users cannot own objects, but can own a predetermined value that can be exchanged for objects as personal assets. The predetermined value includes points or in-game currency that can be used within the service, and users can spend the predetermined value to acquire objects, and the acquired objects become shared objects for the group.

[0024] Here, as an example of a game in this embodiment, we will explain a game in which a user becomes a craftsman, and multiple users belonging to the same team each bring their own objects and work together to assemble a car, and then compete in a race against each other by racing the assembled cars.

[0025] When playing the game, the user first selects on a selection screen (not shown) displayed on the user terminal 12 whether to become a host and create a team and invite other users to join, or to join a team that another user is recruiting to join as a guest.

[0026] When a user selects a host, the selection screen displayed on the user terminal 12 transitions to a team formation screen G2 as shown in FIG. 3. The team formation screen G2 is a screen for inviting users belonging to a group to the team. The user display area 41 displays the users currently belonging to the team. At this time, if there is an empty slot without a user, it indicates that the team is currently recruiting members. For example, the team formation screen G2 shown in FIG. 2 indicates that three more users are being recruited. When the host taps the user invitation button 42, a user list (not shown) is displayed, and the user list displays a list of users who can be invited to the team. At this time, the user list may identifiably display active users who are logged in to the game or other users who can be invited. Then, once all guests have been decided and the team is complete, the game start button 43 becomes tappable, and the game begins when all team members, including the host and guests, tap the game start button 43.

[0027] On the other hand, if the user selects "guest," the selection screen displayed on the user terminal 12 transitions to a team participation screen G3 as shown in FIG. 4. The team participation screen G3 is a screen for applying to join a team as a guest that is currently recruiting users. Teams currently recruiting users (teams with available guest slots) are displayed in the team display area 44. A user can select any team and tap, etc., to join the team as a guest. After joining a team, the user transitions from the team participation screen G3 to the team formation screen G2, where the user can check detailed information about the team, including the users belonging to the team. Note that a user participating as a guest cannot tap, etc., the user invitation button 42 on the team formation screen G2. Once all guests have been decided and the team is complete, the game start button 43 becomes tappable, etc., and the game begins when all team members, including the host and guests, tap, etc. the game start button 43. Note that when the user taps, etc., the search again button 45 on the team participation screen G3, the information in the team display area 44 is updated. That is, another team recruiting users is displayed in the team display area 44.

[0028] Once team formation is complete and the game begins, the team formation screen G2 displayed on the user terminal 12 transitions to a stage selection screen (not shown) and a chassis selection screen (not shown), and then to an object selection screen G4 as shown in Figure 5.

[0029] On the stage selection screen, each user on a team votes for the stage they want to play. After all users on a team have voted, the stage with the most votes is selected as the stage to be played. On the other hand, if the votes are split, the computer will randomly select the stage to be played from the voted stages.

[0030] On the chassis selection screen, each user on a team votes for the chassis they want to use. After all users on the team have voted, the chassis with the most votes is selected as the chassis to be used. On the other hand, if the votes are split, the computer will randomly select the chassis to be used from the voted chassis.

[0031] The object selection screen G4 is a screen for selecting shared objects to be used by the team, i.e., parts (items) for assembling a car. The object display area 46 displays a list of selectable shared objects owned as shared assets of the group (e.g., A to T in the figure). The shared objects may be displayed so that the user can distinguish whether or not they are selectable. For example, in the object selection screen G4 of FIG. 5, grayed-out shared objects indicate shared objects that cannot be selected because they have already been selected by another user. Each user can select and tap any shared object they wish to bring into the game to specify that shared object. Then, by tapping the OK button 47, the shared object to be brought into the game is confirmed. In this embodiment, each user is allowed to bring one shared object into the game. After all users on the team have selected their respective shared objects, the screen transitions to the assembly screen.

[0032] The time limit display area 48 displays the time limit for all users on the team to select shared objects. The time limit display area 48 is displayed from the stage selection screen and chassis selection screen, and measures time continuously from the time the stage selection screen is displayed. In other words, the series of tasks from stage selection to object selection must be completed within the set time limit. If the time limit is exceeded, the computer will randomly select any unselected objects.

[0033] The assembly screen (not shown), which is transitioned from the object selection screen G4, is the actual gameplay screen, in which users build a car by attaching objects randomly placed within the area to the chassis within a time limit. The objects placed within the area include shared objects brought in by each user and other shared objects not selected by the users, which are randomly selected by the computer. In cooperative play, users cooperate to attach these objects to the car on this assembly screen, and the shape and performance (e.g., speed, turning ability, durability, etc.) of the car change (both improving and decreasing) depending on the parameters of the objects. Shared objects are consumed and disappear when they are selected and brought into the game, or at the end of the game (when the race ends).

[0034] Then, after the time limit for assembly has expired, the race will automatically begin. In this embodiment, the user cannot drive the car, but rather enjoys watching the car they have assembled race. After the race, various values ​​such as the time are evaluated, and if these evaluation values ​​exceed a certain standard, the conditions for clearing the race are met, and the user can receive a reward.

[0035] The reward may be, for example, a stamp, emoji, or background design that can be used on the communication screen G1. In principle, the reward is effective only when the user belongs to the group. In other words, the reward is a stamp or background that can be used only on the communication screen G1, which is the chat room within the group. However, the reward may also be a stamp that the user can use freely anywhere, even outside the group.

[0036] In this embodiment, all users on a team can share and use objects used in the game, enabling cooperative play with minimal disparity in assets within the team. In particular, in this embodiment, with the exception of a predetermined value that has exchange value in the game, objects used to gain an advantage in the game during cooperative play cannot be possessed as personal assets. Therefore, shared objects brought in, i.e., shared objects that can be used by all users on the team, become objects that can be used in cooperative play (although the predetermined value itself cannot be used in cooperative play), eliminating asset disparities between users during cooperative play.

[0037] <Configuration of information processing device and user terminal according to this embodiment> Next, the configurations of an information processing device and a user terminal 12 according to one embodiment of the present invention will be described. The information processing device according to this embodiment is composed of a computer that enables communication between users by sending and receiving messages and the like, and a computer that can distribute game data, specifically a server computer (hereinafter referred to as server 10). The server 10 is an example of a computer, and as shown in FIG. 1, is communicatively connected to a plurality of user terminals 12 via a network 14, and together with the user terminals 12, forms an information processing system S. The network 14 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), etc.

[0038] In the information processing system S of this embodiment, the server 10 and the user terminal 12 cooperate with each other through the above configuration, thereby promoting communication between users or playing a game (hereinafter simply referred to as a game, etc.). Specifically, part of the processing for playing a game, etc. is performed on the server 10 side, and part of the graphic processing, etc. is executed on the user terminal 12. For example, the server 10 side executes a program including certain rules, logic, and algorithms. Meanwhile, the user terminal 12 side synchronizes with the server 10 and progresses the game, etc. according to the same rules, logic, and algorithms as the program executed on the server 10.

[0039] The server 10 is an example of an "information processing device" of the present invention, and is a computer that performs various information processing related to the progress of a game, etc., such as generating and transmitting and receiving data necessary for the progress of a game, etc. More specifically, in this embodiment, it is an SNS server. The server 10 may be configured as a single computer or may be configured as multiple computers distributed in parallel. The server 10 may also be a server computer for an ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processing steps related to the progress of a game, etc. (excluding information input and display) are executed by the server 10, and the user terminal 12 only needs to input information to be transferred to the server 10 and display information distributed from the server 10.

[0040] As shown in FIG. 1, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. In addition, the server 10 has installed therein, as software, an operating system (OS), a dedicated program for processing information related to games and the like, and the like. These programs correspond to the "programs" of the present invention. When the processor 21 operates in accordance with the above programs, the server 10 functions as the information processing device of the present invention and executes a series of processes related to the progress of a game and the like. The program of the present invention may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network 14 such as the Internet or an intranet.

[0041] The processor 21 may be configured by a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.

[0042] The memory 22 may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0043] The communication interface 23 may be configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, or communication based on LTE (Long Term Evolution).

[0044] Storage24 supports flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD The storage 24 may be configured by a Compact Disc (CD), a Digital Versatile Disc (DVD), a Secure Digital card (SD card), a Universal Serial Bus memory (USB memory), or the like. The storage 24 may be built into the server 10 or may be attached to the server main body in an external format. The storage 24 may also be configured by an external computer (for example, a database server) communicably connected to the server main body. Note that a distributed ledger technology such as a blockchain may be used as a technology for recording various data in order to avoid unauthorized data tampering, etc.

[0045] The server 10 distributes information necessary for the progress of a game or the like to each user, and also collects and stores information from each user. The information stored by the server 10 includes information about each user and information about the game or the like. The server 10 also performs various other information processing related to the progress of the game, as well as various other information processing related to the progress of communication, such as sending and receiving messages between users and publishing posts received from users to other users.

[0046] The user terminals 12 are client terminals that users operate to participate in SNS or play games, and are configured, for example, by personal computers, smartphones, mobile phones, tablet terminals, game consoles, television sets that allow information input, wearable terminals, etc. Note that, for convenience of illustration, four user terminals 12 are shown in Fig. 1, but of course, in reality, there will be as many user terminals 12 as there are users.

[0047] The user terminal 12 receives data for progressing a game or the like from the server 10, and displays images (video) indicated by the data on the display of the user terminal 12 or on a display device such as a TV connected to the user terminal 12, and outputs audio from a speaker or the like. That is, in this embodiment, the user terminal 12 functions as a display unit and an audio output unit. For example, the user terminal 12 displays a group selection screen (not shown), a team formation screen G2, a team participation screen G3, an object selection screen G4, a communication screen G1, and the like.

[0048] Furthermore, the user terminal 12 accepts user operations and transmits information corresponding to the operation content to the server 10. For example, the user performs operations on the user terminal 12, such as a group selection operation for selecting a group to join (including an operation for creating a new group and an operation for inviting other users to a group), a team organization operation for organizing a team for cooperative play in a game (including an operation for creating a team, an operation for inviting other users to a team, and an operation for applying to join a team in response to an invitation from another user), an object selection operation for selecting an object to be used in cooperative play of a game, an object provision operation for providing an object that the user personally possesses as a shared object for the group (only when the user can possess objects as personal assets), a game play operation for playing a game, a message posting operation for posting a message to a communication tool such as a group chat, and the like, and transmits operation information based on these operations to the server 10.

[0049] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will now be described from a functional perspective. As shown in Fig. 6, the server 10 includes a memory unit 30, an information acquisition unit 31, a display control unit 32, a group formation unit 33, a team formation unit 34, a game progression unit 35, a reward granting unit 36, and a communication control unit 37. Of these, the memory unit 30 is implemented by the memory 22 or the storage 24, and the other functional units are implemented by cooperation between the hardware devices that make up the server 10 and programs installed on the server 10. Note that when the server 10 is configured by multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.

[0050] (Storage part) The storage unit 30 stores information necessary for playing the SNS and the game, specifically, information about users, information about groups, information about teams, information about objects, etc. In addition, the storage unit 30 stores information about the game (information for progressing the game, such as a game program), information about posts (information for managing messages posted in a group chat, etc.), etc.

[0051] As shown in Fig. 7, information about users (user information) is stored for each user, with various information linked to identification information (such as an identification ID or a game account name) that identifies each user. For example, items of user information include the group to which the user belongs, the team to which the user belongs if the user belongs to a team, the number of a predetermined value held as the user's personal assets, an object exchange history, and a game play history such as the number of plays and wins. In addition to the above, the user information may also include information other than the above, such as the user's personal information such as contact information, login history, message posting history (including the content of posts), payment history, and total amount charged.

[0052] As shown in FIG. 8, information about groups (group information) is stored for each group, with various information linked to identification information (such as an identification ID) that identifies each group. For example, items of group information include the group name (name), users belonging to the group, teams organized within the group, shared objects that are shared assets associated with the group, and rewards associated with the group. Note that data for the team, shared objects, and rewards items may not exist. Information other than the above may also be included in the group information.

[0053] As shown in FIG. 9, information about teams (team information) is stored for each team, with various pieces of information linked to identification information (such as an identification ID) that identifies each team. For example, team information items include the team name (name), users (host and guests) belonging to the team, groups owned by the host, shared objects available to the team, and game play history such as the number of plays, the number of wins, and rewards obtained. Note that data for game play history items such as shared objects and rewards may not exist. Information other than the above may also be included in the team information.

[0054] As shown in FIG. 10, information about objects (object information) is stored for each object, with various information linked to identification information (such as an identification ID) that identifies each object. For example, items of object information include object name (name), attributes, appearance, effect, associated group, available team, and acquired user. Note that there may be cases where data does not exist for the group, team, and user items. Information other than the above may also be included in the object information.

[0055] In this way, the storage unit 30 stores the user in association with the group to which the user belongs, and if the user belongs to a team, stores the user in association with the team to which the user belongs. Furthermore, the storage unit 30 stores the objects acquired by each user in association with the group and team as the group's shared assets (shared objects), and stores the rewards awarded as a result of the game in association with the group and team as the group's shared assets. In other words, a user consumes (uses) a predetermined value such as points, which are personal assets, to acquire objects. A user can purchase (purchase) the object, and the acquired object is set as a shared object for the group. At this time, the shared object is stored in association with the user who acquired the object and provided it to the group. In this embodiment, an object acquired by a user is automatically made a shared object and becomes the shared asset of the group to which the user belongs, and the user cannot possess the object as personal asset. On the other hand, if a user is allowed to possess an object as personal asset, an object that the user possessed before joining a group may become a shared object for the group after joining the group.

[0056] (Information acquisition department) The information acquisition unit 31 acquires information (data) based on operations performed by the user on the user terminal 12 by communicating with the user terminal 12. The information acquired by the information acquisition unit 31 includes group selection information based on a group selection operation performed by the user to select a group to join, team organization information based on a team organization operation to organize teams to play a game together, object selection information based on an object selection operation to select objects to be used in the game together, object provision information based on an object provision operation to provide objects as shared objects for the group, game play information based on a game play operation to play the game, message posting information based on a message posting operation to post a message to a group chat or the like, and the like. In addition to the above information, the information acquired by the information acquisition unit 31 also includes information based on various selections, designations, instructions, requests, commands, permission or denial, registration, and other input operations performed by the user.

[0057] In particular, the team formation information acquired by the information acquisition unit 31 includes instruction information for the host to invite other users to the team as guests, and the team formation information may be for inviting the entire group without specifying a specific user, or may be for inviting specific users within the group. Furthermore, the users who can be invited may be limited to users who belong to the same group, or to users who are in the same group but do not belong to other teams. Furthermore, the users who can be invited may be limited to active users who are logged in to the game selected as the invitation target.

[0058] (Display control unit) The display control unit 32 controls the user's user terminal 12 to display information for progressing through a game or the like on the screen of the user terminal 12. Specifically, the display control unit 32 generates display data for displaying the results of information processing by the team formation unit 34 (described later), and transmits the generated display data to the user terminal 12 via the network 14. Specifically, the display control unit 32 causes the user terminal 12 to display a team formation screen G2 (FIG. 3) on which users can select users to invite to a team, and a team participation screen G3 (FIG. 4) on which users can select teams to join. In this case, inactive users who cannot be invited to a team or teams that cannot participate due to being over capacity, for example, may be displayed in gray so as to be distinguishable from active users or teams seeking participants. The display control unit 32 also causes the user terminal 12 to display an object selection screen G4 (FIG. 5) on which shared objects to be used by the team can be selected. In this case, the person who provided the shared object is hidden, but for example, while the first team, to which user A who provided shared object a belongs, is selecting the shared object to use, shared object a may be displayed in a state where it cannot be selected by the second team, to which user A does not belong, by graying it out, and if the first team has completed selecting the shared object and as a result the first team does not select shared object a, shared object a may be displayed in a state where it can be selected by the second team.

[0059] The display control unit 32 also generates display data for displaying the results of information processing by the game progression unit 35, the results of information processing by the group formation unit 33, and the results of information processing by the communication control unit 37, which will be described later, and transmits the generated display data to the user terminal 12 via the network 14. Specifically, the display control unit 32 causes the user terminal 12 to display a game play screen (not shown) showing the game play status, such as collaborative play, a group selection screen (not shown) on which the user can select a group to belong to, and a communication screen G1 ( FIG. 2 ) on which users in the group can converse with each other. Note that the display control unit 32 may notify the user each time a new team is recruited or when the user is invited to a team, for example, by displaying a pop-up on the screen of the user terminal 12 (push notification).

[0060] (Group Organization Department) The group organization unit 33 organizes groups to which the user belongs. Specifically, based on group selection information acquired from the user, the group organization unit 33 associates the user with a group arbitrarily designated by the user from among multiple existing groups.

[0061] (Team Organization Department) The team formation unit 34 recruits users who will play together from among the multiple users belonging to the group and forms one or more teams. Specifically, the team is formed by adding users who have applied to join the team in response to an invitation from the host to the team. In addition, the shared objects to be used by the team are determined by the selection of the users belonging to the team.

[0062] Since the team formation unit 34 forms teams according to the number of hosts, two or more teams may be formed within the same group. In this embodiment, a user cannot belong to multiple teams at the same time, and the team formation unit 34 forms a team from users who do not belong to other teams when forming a team. Users are free to join or leave a team, and users can change the team they belong to. On the other hand, if a team is not formed with users who do not belong to other teams when forming a team, it may be possible to form a team including users who belong to other teams as long as they belong to the same group as the host. That is, the team formation unit 34 may form a team by adding users who are already in other teams within the same group. Also, if a team is not formed with users who belong to the same group as the host when forming a team, it may be possible to form a team by adding users who belong to other groups to which the host also belongs. That is, the team formation unit 34 may form a team by adding users who belong to other groups to which the host also belongs, if the other groups are the groups to which the host belongs.

[0063] (Game Progression Department) The game progression unit 35 executes information processing necessary for the progression of the game, and progresses the game by implementing effects and the like in response to user operations based on the various information acquired by the information acquisition unit 31. Specifically, the game progression unit 35 progresses the game in a state in which users organized into teams can use shared objects in cooperative play. In other words, the game progression unit 35 progresses the game in a state in which all users belonging to a group can use shared objects in their respective teams when playing cooperatively, and in a state in which the shared objects can be used only in cooperative play.

[0064] If there are multiple teams in a group, the game progression unit 35 performs one of the following controls. (a) The game will proceed in a state where multiple teams can use shared objects simultaneously. (b) When one team is selecting a shared object on the object selection screen G4, the other teams proceed with the game in a state where they cannot select that shared object. (c) When one team is using a shared object, the other teams will proceed with the game in a state where they cannot use that shared object. (d) When a first team to which the providing user belongs selects a shared object on the object selection screen G4, a second team to which the providing user does not belong proceeds with the game in a state in which the shared object cannot be selected. (e) When a first team to which the providing user belongs is using a shared object, a second team to which the providing user does not belong proceeds with the game in a state in which the shared object cannot be used.

[0065] (Reward Division) The reward granting unit 36 ​​grants a reward based on the game result. In this embodiment, when a clearing condition is met through cooperative play, a reward is granted to the group to which the users of the team that met the clearing condition belong. Specifically, the reward granting unit 36 ​​associates stamp data or the like granted as a reward with the group to which the users belong, and stores the data in the user information in the storage unit 30. Note that the recipient of the reward is not limited to a group, and may be an individual user or a team to which the user belongs.

[0066] (Communication Control Unit) The communication control unit 37 executes information processing necessary for the progress of group chats and the like, and advances communication such as conversations between users within a group based on the message posting information acquired by the information acquisition unit 31. Specifically, the communication control unit 37 controls so that messages posted by a user can be transmitted to other users.

[0067] The above has described the configurations of the server 10 and the user terminal 12. Generally, the server 10 and the user terminal 12 have various functions other than those described above, but here, only the characteristic functions that produce the effects in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.

[0068] <Information processing flow according to one embodiment of the present invention> Next, the flow of information processing (hereinafter referred to as information processing flow) executed in the information processing system S configured as described above will be described with reference to Figures 11 to 13. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S functioning as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order in which steps are performed may be changed, without departing from the spirit of the present invention.

[0069] (Information processing flow) First, a basic information processing flow related to the progress of the game will be explained. This information processing flow progresses, for example, along the flow shown in FIG.

[0070] As shown in FIG. 11, first, the server 10, which is a computer, associates users with the groups to which they belong and stores them (S101), and then associates the objects acquired by the users with the groups as shared objects and stores them with the groups. (S102).

[0071] Next, the server 10 executes a team formation process for forming teams that will play together in the game (S103), and further executes an object selection process for selecting, for each team, an object to be used by that team (S104). Details of the team formation process and the object selection process will be described later.

[0072] After the team formation is completed, the server 10 starts the game in a state where the users formed into the team can use the shared objects in cooperative play (S105), and after the game ends, it awards a reward to the group to which the users of the team belong based on the results of the game (S106), and ends the processing. The above is an example of the information processing flow of the present invention.

[0073] (Team formation process) Next, an example of the team formation process will be described with reference to FIG. The team formation process is a process executed by the server 10 (mainly the team formation unit 34), and is a process executed in step S103 of the above information processing flow. Specifically, it is a process of recruiting users who will play together in the game from among multiple users belonging to a group and forming a team.

[0074] 12, first, the server 10, which is a computer, acquires team organization information inviting other users to join a team through communication with the user terminal 12 operated by the user, and upon receiving a team organization instruction from the user who will be the host (S201), the server 10 communicates with the user terminal 12 operated by the user (strictly speaking, a user other than the host) and displays information indicating content based on the team organization information on the user terminal 12, thereby recruiting users to join the team (S202). Specifically, the server 10 displays a team organization screen G2 (FIG. 3) on the user terminal 12 of the user who will be the host and accepts the team organization instruction. The server 10 also displays a team participation screen G3 (FIG. 4) on the user terminal 12 of the user other than the host, thereby recruiting users to join the team.

[0075] Next, the server 10 acquires team formation information through communication with the user terminal 12 operated by the user, and when it determines that it has accepted an application to join the team from the user (S203: YES), it allows the user who has accepted the application to join to the team (S204). Meanwhile, when it determines that it has not accepted an application to join the team from the user (S203: NO), it continues to recruit users to join the team (S202).

[0076] Then, when the server 10 determines that the team has been completed with enough people to play cooperatively (S205: YES), it associates the users who joined the team with the team, creates or updates team information, stores it in the storage unit 30 (S206), and ends the process. On the other hand, when the server 10 determines that the team is not yet completed (S205: NO), it continues to solicit users to join the team (S202). The above is an example of the team formation process.

[0077] (Object selection process) Next, an example of the object selection process will be described with reference to FIG. The object selection process is a process executed by the server 10 (mainly the team formation unit 34) and is a process executed in step S104 of the above information processing flow. Specifically, it is a process of selecting in advance for each team a shared object to be used by the team before starting a cooperative play in a game.

[0078] As shown in FIG. 13, first, the server 10, which is a computer, communicates with the user terminal 12 operated by a user (strictly speaking, a user who has joined a team), and causes the user terminal 12 to display an object selection screen G4 (FIG. 5) on which candidates for shared objects (shared objects owned by the group) to be used by the team during collaborative play are displayed (S301).

[0079] Next, the server 10 acquires object selection information through communication with the user terminal 12 operated by the user, and when it determines that it has accepted an object selection from the user (S302: YES), it sets the selected shared object as a shared object to be used by the team (S303). Meanwhile, when it determines that it has not accepted a shared object selection from the user (S302: NO), it proceeds to the next process.

[0080] Then, when the server 10 determines that the selection of shared objects has ended, for example, because all users belonging to the team have made their selections (S304: YES), it associates the shared objects set for the team with the team, updates the team information, stores it in the storage unit 30 (S305), and ends the processing. On the other hand, when the server 10 determines that the selection of shared objects has not yet ended (S305: NO), it causes the object selection screen G4 to be displayed again on the user terminal 12 (S301). The above is an example of the object selection process.

[0081] <Other embodiments> Up to this point, we have explained the information processing device, information processing method, and program of the present invention using specific examples, but the above embodiments are merely examples, and the present invention is not limited to the above embodiments, and other embodiments may also be considered.

[0082] In the above embodiment, the server computer (i.e., the server 10) functions as the information processing device of the present invention, but this is not limited to this, and some of the functions of the server 10 may be provided in the user terminal 12. For example, some or all of the functions of the group formation unit 33, the team formation unit 34, or the game progression unit 35 may be provided in the user terminal 12.

[0083] In the above embodiment, user information, etc. is stored in a server computer (i.e., server 10), but it is also possible to provide a separate database server (not shown) and store all the information in that database server, or to store the information on the user terminal 12 side.

[0084] In the above embodiment, the game is a game stored in a server computer (i.e., server 10), but it may also be another game provided via or in association with server 10. That is, the server 10 serves as a game platform, and the game may be provided by a game server outside the information processing system S, for example, a game provided by a game server (not shown) managed and operated by the same operator that manages and operates server 10, or a game provided by a game server (not shown) managed and operated by an operator (third party) other than the operator that manages and operates server 10.

[0085] In the above embodiment, a game (racing game) in which multiple users bring objects, assemble cars, and race the assembled cars on a course is given as an example of a game. However, this is merely an example of a game, and the content of the game is not limited to the above. For example, other racing games, games in which a character is controlled to fight against enemy characters, word games, fighting games, sports games, shooting games, puzzle games, card games, board games, role-playing games, simulation games, etc. may also be used. Furthermore, games may be individual or team games. Furthermore, the game may be one in which humans compete against each other as users, or one in which a human competes against a computer. It may also be a battle against an opponent (for example, AI or a robot).

[0086] In the above embodiment, in principle, users can enjoy all functions free of charge. However, some functions may be limited and users may be able to use these limited functions by paying a certain fee. Furthermore, various conditions may be set for users who pay a certain fee (hereinafter referred to as "paying users") to give them an advantage in playing the game. For example, paying users may be able to obtain hard-to-obtain objects in accordance with the amount of their payment. This fee may be a pay-as-you-go system, or may be a one-time payment that remains valid for the user for a certain period of time (e.g., one month or one year) (subscription).

[0087] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.

[0088] [1] The information processing device according to this embodiment includes a memory unit that stores objects acquired by multiple users in a group to which multiple users belong as shared objects of the group, a team formation unit that recruits users to play a game together from among the multiple users belonging to the group and forms a team, and a game progression unit that progresses the game in a state in which the users formed into the team can use the shared objects in collaborative play. According to the information processing device described above, even if a user who is absent during cooperative play acquires an object, the other users can use the object during cooperative play, thereby activating cooperative play. That is, by storing an object acquired by a user belonging to a group as a shared object of the group, the object can be used at any time when members of a team formed by users in the group are playing cooperatively. For example, even if an object acquired by a user who is absent during cooperative play, the users formed on the team can use the object as a shared object.

[0089] [2] The information processing device further includes an information acquisition unit that acquires, from a specified user, instruction information for inviting users belonging to the group to the team, and the team formation unit forms a team from among the users who have responded to the invitation. This allows a specific user to widely invite other users who belong to the same group to join a team and play together, making cooperative play even more active, and even if an object is acquired by a user who is absent when cooperative play is being performed, other users can use that object during cooperative play.

[0090] [3] The information processing device further includes an information acquisition unit that acquires, from a specified user, instruction information for inviting a user designated by the specified user from among users belonging to the group to the team, and a team formation unit that forms a team from among the users who have responded to the invitation. This allows a specific user to invite any user belonging to the same group to join the team and play together, making the play even more active, and even if an object is acquired by a user who is not present when the play is being played together, other users can use that object during the play.

[0091] [4] The information processing device further includes an information acquisition unit that acquires instruction information from a user to invite an active user who is logged in to a game that has been extracted as an invitation target to a team, and a team formation unit that forms a team from among the active users who have responded to the invitation. This allows active users who are logged in to the game to be invited to a team to play together, further stimulating the collaborative play, and even if an object is acquired by a user who is not present when the collaborative play is taking place, other users can use that object during the collaborative play.

[0092] [5] In the information processing device, the team formation unit forms a team from users who do not belong to any other team when forming a team. This allows users to belong to only one team at a time, giving more users the opportunity to play cooperatively, further stimulating cooperative play. In addition, even if a user who is not present at the time of cooperative play acquires an object, other users can use that object during cooperative play.

[0093] [6] In the above-mentioned information processing device, if the team formation is not completed by users who do not belong to other teams when forming a team, the team formation unit forms a team including users who belong to the group but belong to other teams. This allows users belonging to the same group to belong to multiple teams and form more teams, making it easier to form teams and further stimulating cooperative play. Furthermore, even if an object is acquired by a user who is absent when cooperative play is taking place, other users can use that object during cooperative play.

[0094] [7] In the above-mentioned information processing device, if the team formation is not completed by the users belonging to the group when forming the team, the team formation unit forms a team including users belonging to other groups to which a specified user belonging to the group also belongs. This means that users who belong to the same group as a specific user can belong to the same team across groups, making it easier to organize teams and further stimulating cooperative play.In addition, even if a user who is absent at the time of cooperative play has acquired an object, other users can use that object during cooperative play.

[0095] [8] In the above information processing device, after a user joins a group, the storage unit stores an object exchanged using a predetermined value associated with the user as a shared object in association with the group. As a result, an object exchanged by a user using a predetermined value that is personal property becomes a shared object of the group, so even if an object is acquired by a user who is not present when cooperative play is taking place, other users can use that object during cooperative play, further activating cooperative play.

[0096] [9] In the above-mentioned information processing device, if there are multiple teams in the group, the game progression unit makes the shared object available to multiple teams simultaneously. This allows shared objects to be used simultaneously even when there are multiple teams in a group, so even if an object is acquired by a user who is not present when cooperative play is being performed, other users can use that object during cooperative play, further activating cooperative play.

[0097]

[10] In the above-mentioned information processing device, the memory unit stores the shared object in association with the providing user who provided the shared object, and the game progression unit, when there are multiple teams in the group, makes the shared object unavailable to a second team to which the providing user does not belong when the first team to which the providing user belongs is using the shared object. This means that if there are multiple teams in a group, even if an object is acquired by a user who is not present when cooperative play is being performed, other users can use that object during cooperative play.On the other hand, if users who have acquired a shared object belong to the same team, they can also use that shared object preferentially, further stimulating cooperative play.

[0098]

[11] The above-mentioned information processing device further includes a display control unit that displays a screen on which a shared object can be selected, and the memory unit stores the shared object in association with the providing user who provided the shared object. When there are multiple teams in the group, the display control unit displays the shared object in an unselectable state for a second team to which the providing user does not belong when a first team to which the providing user belongs selects the shared object, and when the first team does not select the shared object, displays the shared object in an selectable state for the second team. This means that if there are multiple teams in a group, even if an object is acquired by a user who is not present when cooperative play is being performed, other users can use that object during cooperative play.On the other hand, if users who have acquired a shared object belong to the same team, they can also use that shared object preferentially, further stimulating cooperative play.

[0099]

[12] The above-mentioned information processing device further includes a reward granting unit that grants a reward to a team based on the results of the game, the reward being effective when the user belongs to a group, and the memory unit stores the reward in association with the group. This means that if there are multiple teams within a group, even if an object is acquired by a user who is not present when the cooperative play is being played, other users can use that object during the cooperative play, and the group to which the user who played cooperatively belongs can receive rewards based on the results of the game, further stimulating cooperative play.

[0100]

[13] Furthermore, according to the information processing method of this embodiment, a computer stores objects acquired by multiple users in a group to which multiple users belong as shared objects of the group, recruits users to play a game together from among the multiple users belonging to the group to form a team, and progresses through the game in a state in which the users organized into the team can use the shared objects in collaborative play. According to the above information processing method, even if an object is acquired by a user who is not present when cooperative play is being performed, other users can use that object during cooperative play, thereby activating cooperative play.

[0101]

[14] Furthermore, according to the program of this embodiment, a computer stores objects acquired by multiple users in a group to which multiple users belong as shared objects of the group, recruits users who will play the game together from among the multiple users belonging to the group to form a team, and progresses the game in a state in which the users organized into the team can use the shared objects in collaborative play. According to the above program, even if an object is acquired by a user who is not present when cooperative play is being performed, other users can use that object during cooperative play, thereby activating cooperative play. [Explanation of symbols]

[0102] 10 Servers 12 User terminal 14 Network 21 processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 Information Acquisition Department 32 Display control unit 33 Group Organization Department 34 Team Organization Department 35 Game Progression Section 36 Reward Division 37 Communication Control Unit 41 User display area 42 User invitation button 43 Game Start Button 44 Team Display Area 45 Search again button 46 Object display area 47 OK button 48 Time limit display area G1 Communication Screen G2 Team Creation Screen G3 Team Join Screen G4 Object Selection Screen S Information Processing System

Claims

1. a storage unit configured to store, in a group to which a plurality of users belong, objects acquired by the plurality of users as shared objects of the group; a team formation unit that recruits users who will play the game together from among the plurality of users belonging to the group and forms a team; a game progression unit that progresses a game in a state in which users organized into the team can use the shared object in collaborative play; An information processing device having the above.

2. an information acquisition unit that acquires, from a predetermined user, instruction information for inviting a user belonging to the group to the team; the team formation unit forms the team from among the users who have responded to the invitation; The information processing device according to claim 1 .

3. an information acquisition unit that acquires, from a predetermined user, instruction information for inviting a user designated by the predetermined user from among users belonging to the group to the team; the team formation unit forms the team from among the users who have responded to the invitation; The information processing device according to claim 1 .

4. an information acquisition unit that acquires, from a user, instruction information for inviting an active user who is logged in to the game extracted as an invitation target to the team; the team formation unit forms the team from among the active users who have responded to the invitation; The information processing device according to claim 1 .

5. the team formation unit forms the team from users who do not belong to any other team at the time of team formation; The information processing device according to claim 1 .

6. When the team formation unit does not complete the formation of the team by using users who do not belong to other teams at the time of forming the team, the team formation unit forms the team by including users who belong to the group and who belong to the other teams. The information processing device according to claim 1 .

7. When the team formation is not completed by the users belonging to the group at the time of team formation, the team formation unit forms the team by including users belonging to other groups to which the predetermined user belonging to the group also belongs. The information processing device according to claim 1 .

8. the storage unit stores, after the user joins the group, an object exchanged using a predetermined value associated with the user as the shared object in association with the group; The information processing device according to claim 1 .

9. when there are multiple teams in the group, the game progression unit makes the shared object available to the multiple teams simultaneously. The information processing device according to claim 1 .

10. the storage unit stores the shared object in association with a providing user who provided the shared object; and when there are multiple teams in the group, when a first team to which the providing user belongs is using the shared object, the game progression unit makes the shared object unavailable to a second team to which the providing user does not belong. The information processing device according to claim 1 .

11. a display control unit that displays a screen on which the shared object can be selected; the storage unit stores the shared object in association with a providing user who provided the shared object; When a plurality of teams exists in the group, the display control unit When a first team to which the providing user belongs selects the shared object, the shared object is displayed in an unselectable state to a second team to which the providing user does not belong; If the first team does not select the shared object, the shared object is displayed in a selectable state for the second team. The information processing device according to claim 1 .

12. a reward granting unit that grants a reward to the team based on a result of the game, the reward being effective when the user belongs to the group; The storage unit stores the reward in association with the group. The information processing device according to claim 1 .

13. a computer stores, in a group to which a plurality of users belong, an object acquired by the plurality of users as a shared object of the group; the computer recruits users who will play the game together from among the plurality of users belonging to the group to form a team; the computer progresses through the game in a state in which the users organized into the team can use the shared object in cooperative play; Information processing methods.

14. On the computer, In a group to which a plurality of users belong, an object acquired by the plurality of users is stored as a shared object of the group; recruiting users who will play the game together from among the plurality of users belonging to the group to form a team; progressing through a game in a state in which the users organized into the team can use the shared object in cooperative play; program.

Citation Information

Patent Citations

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