Information processing apparatus, program, and information processing method

The information processing device and method address payment disparities in group-based games by differentiating compensation based on individual content histories, ensuring fair content provision.

JP2026012587APending Publication Date: 2026-01-23MIXI INC
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Patent Information

Application Number
JP2025197602
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-18
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

In group-based games, players with different playing situations can be mixed within the same group, leading to challenges in adjusting payment for content provision based on individual player circumstances.

Method used

An information processing device and method that provides content in response to payment, differentiating compensation among players based on their individual content provision histories within a group.

Benefits of technology

Enables compensation to be presented according to each player's unique circumstances, ensuring fair and equitable content provision within groups with varied playing histories.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an information processing device, a program, and an information processing method capable of presenting a consideration according to an individual situation of each player in a group when providing content according to consideration payment.SOLUTION: The information processing device includes a provision unit and a consideration presentation unit, the provision unit provides a content to be provided in a game played by a group including a plurality of players in response to payment of a consideration from a player, and the consideration presentation unit presents a consideration made different between the plurality of players in the group when there is a difference in a provision history of the content to each of the plurality of players in the group.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

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

[0002] Patent Document 1 discloses a game in which the story branches based on the player's operations as the game progresses. In a game such as that disclosed in Patent Document 1, various contents are provided as the game progresses. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-147013 Summary of the Invention [Problem to be solved by the invention]

[0004] In some cases, an option to provide content in response to payment of a fee is provided, regardless of game progress. In this case, the player can receive the desired content by paying a fee, regardless of game progress.

[0005] There are games in which multiple players form groups and progress through the game as a group. In group-based games, multiple players with different playing situations can be mixed within the same group. When such a mix of players occurs in content provision based on payment, the issue of adjusting the payment between players within the group arises.

[0006] The present invention provides an information processing device, a program, and an information processing method that, when providing content in response to payment of a fee, can present a fee according to the individual circumstances of each player in a group. [Means for solving the problem]

[0007] An information processing device according to one aspect of the present invention includes a providing unit and a compensation presentation unit, wherein the providing unit provides content provided in a game played by a group including a plurality of players in response to payment of a compensation from the players, and the compensation presentation unit presents different compensation to the plurality of players in the group when there is a difference in the provision history of the content to each of the plurality of players in the group.

[0008] According to one aspect of the present invention, when a group includes multiple players with different content provision histories, the compensation for providing content can be differentiated among the players, making it possible to present compensation according to the individual circumstances of each player. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a diagram showing an overview of an information processing device 10 according to a first embodiment. [Figure 2] 1 is a block diagram showing a hardware configuration of an information processing device 10. FIG. [Figure 3] FIG. 2 is a block diagram showing the hardware configuration of the terminal 20. [Figure 4] 1 is a block diagram showing a functional configuration of an information processing device 10. FIG. [Figure 5] FIG. 5A is an example of a group management table TA1, and FIG. 5B is an example of a content provision history table TA2. [Figure 6] Figure 6A is table TB1 showing the number of times each END was viewed (content provision history) reached by the target group (No. 51), Figure 6B is table TB2 showing the number of times each END was viewed (content provision history) reached by other groups (other than No. 51), and Figure 6C is table TB3 showing the total number of views obtained by adding up Table TB1 and Table TB2. [Figure 7] FIG. 3 is a sequence diagram for explaining the flow of consideration presentation and content provision according to the first embodiment. [Figure 8] 10 is an example of a price presentation on a content list screen according to the first embodiment. [Figure 9] FIG. 9A is an example of a consideration table presented by executing the first calculation sequence, FIG. 9B is an example of a consideration table presented by executing the second calculation sequence, FIG. 9C is an example of a consideration table presented by executing the third calculation sequence, and FIG. 9D is an example of a consideration table presented by executing the fourth calculation sequence. [Figure 10] 10 is an example (first calculation sequence) of a sequence for calculating a consideration. [Figure 11] 10 is another example (second calculation sequence) of a sequence for calculating a consideration. [Figure 12] 10 is yet another example (third calculation sequence) of the sequence for calculating the consideration. [Figure 13] 10 is yet another example (third calculation sequence) of the sequence for calculating the consideration. [Figure 14] This is an example of a further modification of yet another example of a sequence for calculating a consideration (third calculation sequence). [Figure 15] 10 is yet another example (fourth calculation sequence) of the sequence for calculating the consideration. [Figure 16] 10 is yet another example (fourth calculation sequence) of the sequence for calculating the consideration. [Figure 17] FIG. 10 is a block diagram showing the functional configuration of an information processing device 10 according to a second embodiment. [Figure 18] 10 is an example of a matching candidate presentation screen 50 according to the second embodiment. [Figure 19] 10 is an example of a matching support screen 40a according to a first example of the second embodiment. [Figure 20] 10 is an example (first example) of a matching support sequence according to a first example of the second embodiment. [Figure 21] 10 is an example of a matching support screen 50a according to a second example of the second embodiment. [Figure 22] 10 is an example of a matching support sequence according to a second example of the second embodiment. [Figure 23]13 is an example of a matching support screen 50b according to a third example of the second embodiment. [Figure 24] 10 is an example of a matching support sequence according to a third example of the second embodiment. [Figure 25] This is an example of a table in which the offered compensation is qualitatively different. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. The various features shown in the following embodiments can be combined with each other. Furthermore, each feature can be an invention independently.

[0011] In the following description, for convenience, "ordinal numbers" may be used. Specifically, players may be referred to as "first player," "second player," etc., and similarly, content and thresholds may be referred to as "first player," "second player," etc. The use of such ordinal numbers is merely a convenient way of referring to different configurations (e.g., players, content, thresholds, etc.) in individual situations. These ordinal numbers are not to be interpreted as limiting other meanings. Furthermore, unless specifically prohibited, ordinal numbered configurations in one description may overlap with ordinal numbered configurations in another description. For example, the first or second player in one description may overlap with any of the third through fifth players in another description.

[0012] 1. First Embodiment (1-1. Overview of Game Provision System 1) An information processing device according to a first embodiment of the present invention is a server 10 constituting a part of a game providing system 1 as shown in FIG. 1. The game providing system 1 includes the server 10 and terminals 20 (four terminals 20a, 20b, 20c, and 20d, as an example). Player PA possesses terminal 20a, player PB possesses terminal 20b, player PC possesses terminal 20c, and player PD possesses terminal 20d. In the following description, the term "terminal 20" may refer to any one of the four terminals 20a, 20b, 20c, and 20d, or may collectively refer to two or more of them. In the following description, the term "player P" may refer to any one of the four players PA to PD, or may collectively refer to two or more players.

[0013] The server 10 provides the terminals 20a to 20d with a game G via the communication line 5. The game G progresses as the players PA to PD cooperate to operate various events that are provided as the game progresses.

[0014] (1-2. Hardware configuration of game provision system 1) The hardware configuration of the game providing system 1 will be described with reference to FIGS.

[0015] (1-2-1. Hardware configuration of Server 10) 2 includes a control unit 11, a storage unit 12, and a communication unit 13. The server 10 may also include an operation input unit 14 and a monitor 15. The operation input unit 14 is composed of a keyboard, a mouse, etc., and accepts input of various operations. The monitor 15 may be, for example, a liquid crystal display device. The control unit 11 is, for example, a CPU (Central Processing Unit), a microprocessor, or a DSP (Digital Signal Processor). The control unit 11 controls the overall operation of the server 10.

[0016] A part of the storage unit 12 is configured with, for example, a RAM (Random Access Memory) or a DRAM (Dynamic Random Access Memory). A part of the storage unit 12 is used as a work area when the control unit 11 executes processes based on various programs. In addition, a part of the storage unit 12 is configured with, for example, a non-volatile memory such as a ROM (Read Only Memory) or an HDD (Hard Disk Drive). A part of the storage unit 12 stores various data and programs used in the processing of the control unit 11.

[0017] The programs stored in the storage unit 12 include, for example, an OS (Operating System) for realizing the basic functions of the server 10, drivers for controlling various hardware, and programs for realizing various functions. The programs stored in the storage unit 12 include the computer program according to the first embodiment.

[0018] The communication unit 13 is, for example, a network interface controller (NIC). The communication unit 13 has a function of connecting to the communication line 5. The communication unit 13 may have several functions instead of or in addition to the NIC. The several functions may include one or more of a function of connecting to a wireless LAN, a function of connecting to a wireless WAN, a short-range wireless communication function such as Bluetooth (registered trademark), and an infrared communication function. The server 10 is connected to other information processing devices such as terminals 20 via the communication line 5. The server 10 can transmit and receive various data to and from other information processing devices.

[0019] These components, including the control unit 11, are electrically connected to one another via a system bus 16. Therefore, the control unit 11 can access the storage unit 12 and display images on the monitor 15. The control unit 11 can also grasp the operation state of the player on the operation input unit 14. The control unit 11 can also access various communication networks and other information processing devices via the communication unit 13.

[0020] (1-2-2. Hardware configuration of terminal 20) 3 is a block diagram showing the hardware configuration of the terminal 20 according to the first embodiment. Specifically, each of the terminals 20a to 20d is a mobile terminal such as a smartphone or a tablet terminal. Each of the terminals 20a to 20d includes a control unit 21, a storage unit 22, and a communication unit 23. The terminals 20a to 20d may also include a display unit 24 such as a touch panel display, a speaker 25, a microphone 26, a camera 27, and operation buttons 28.

[0021] These components, such as the control unit 21, are electrically connected to one another via a system bus 29. Therefore, the control unit 21 can access the storage unit 22. The control unit 21 can also display images on the display unit 24. The control unit 21 can also grasp the operation status of the touch panel display (display unit 24) and operation buttons 28 by the player. The control unit 21 can also access various communication networks and other information processing devices via the communication unit 23.

[0022] (1-3. Functional configuration of server 10) 4, the control unit 11 of the server 10 according to the first embodiment has a provider 11a and a value presenter 11b. The provider 11a includes a "game provider function unit" and a "content provider function unit."

[0023] (1-3-1. Game providing function unit of the providing unit 11a) The game providing function unit of the providing unit 11a provides the game G to each of the terminals 20a to 20d. The game G progresses as a plurality of players (four players PA to PD, as an example, in the first embodiment) cooperate to execute predetermined events. In an "event," the players perform some operation to progress the game, such as selecting an option or playing a mini-game. "Collaborating to execute" includes, as an example, all four players PA to PD selecting the same option.

[0024] The game G in the first embodiment is, as an example, a so-called novel game. In a novel game, a predetermined event is presented as the story progresses. When options are presented in this predetermined event, the player makes a selection from the option, causing the scenario to branch off at a predetermined branching point. In the first embodiment, the game G is a group-type novel game. In the game G, before play begins, four players PA to PD are matched via the communication units 23 of the terminals 20a to 20d, and a group is formed. The players in the group progress through the game G together. For example, options are provided in one event, and the clearing condition is that all players in the group make the same selection.

[0025] (1-3-2. Content providing function unit of the providing unit 11a) The content providing function unit of the providing unit 11a will be described. The content providing function unit of the providing unit 11a provides the content of the game G to the player P. The "content" here specifically refers to game content, and more specifically to a presentation screen or the like that is provided at a predetermined timing in the game G. The content includes various formats. The content may be, for example, a still image, a video, text, audio, or the like, or may be a presentation screen that is an arbitrary combination of these. The content may be, for example, ending content that is provided at the final stage of the progress of the game G, or may be, for example, intermediate event content that is provided at an intermediate stage in the progress of the game G.

[0026] In the first embodiment, the provider 11a provides ending content as an example of content. The ending content is provided to the player P when the final event in a specific route of the game G is cleared. In the first embodiment, a novel game is assumed as an example. To give a specific example of this case, the novel game may include multiple stories, and multiple ending attainment conditions may be set for each story, and multiple ending contents may be prepared corresponding to each ending attainment condition. As ending content, each content such as a normal ending, a good ending, a bad ending, or a true ending may be prepared for each story.

[0027] In the first embodiment, there are two modes of providing content. In the first mode of providing content, the providing unit 11a provides content in accordance with the progress of the game G. On the other hand, in the second mode of providing content, when requested by the player P, the providing unit 11a provides content in response to payment from the player P, regardless of the progress of the game G.

[0028] The "compensation" in this second provision mode may be of various types. The "compensation" may be in-game points or coins usable in the game G, game payment media, or real currency. In other words, the payment may be, for example, a payment of points or game payment media equivalent to a predetermined value. The payment may also be a payment of real currency. Examples of game payment media include items called "tickets" or "rubies." Multiple types of game payment media may be provided. Each unit of game payment media is set to correspond to a predetermined value. The "value" here may be exchangeable for real currency. The real currency may be cash, electronic money, or virtual currency coins. Alternatively, the "value" here may be in-game points or coins usable in a specific game. By paying a predetermined value, a player can obtain the corresponding game payment media at any time.

[0029] (1-3-3. Price presentation unit 11b) The consideration presentation unit 11b presents "the consideration to be paid by the player P for the content provision in the second provision mode." In the first embodiment, when there is a difference in the content provision history between the players PA to PD in the group, the consideration presentation unit 11b presents different considerations to the players in the group. Details will be explained later using FIGS. 5 to 16.

[0030] The above-described functional configuration may be realized by software (including so-called applications) appropriately installed on the server 10, or may be realized by hardware. When realized by software, the control unit 11 can realize various functions by executing programs that constitute the software.

[0031] When the functions are realized by executing a program, the program may be stored in the storage unit 12 built into the server 10, or may be stored in a non-transitory computer-readable recording medium. Alternatively, the functions may be realized by reading out a program stored in an external storage device, using so-called cloud computing. Alternatively, when the functions are realized by hardware, they may be realized by various circuits such as ASIC, SOC, FPGA, or DRP. Furthermore, some of the above-described functional configurations may be processed by the terminal 20 or the like using software or hardware.

[0032] In the first embodiment, as an example, the providing unit 11a has both a game providing function unit and a content providing function unit, and this content providing function unit can perform both "(first providing mode) content provision in accordance with the progress of the game G" and "(second providing mode) content provision in accordance with payment of a fee." However, this is just one example. As a variation, the providing unit 11a may have only a content providing function unit, and this content providing function unit may execute only the second providing mode. In this case, as an example, a game providing function unit may be provided in another server that cooperates with the server 10, and the first providing mode may be executed by the content providing function unit of the other server.

[0033] (1-4. Flow of payment offer and content provision) The sequence of presenting compensation and the flow of providing content in the first embodiment will be described below with reference to FIGS. 5 to 16. Briefly, the storage unit 12 of the server 10 stores the tables shown in FIGS. 5A to 5B and 6A to 6B, and the control unit 11 of the server 10 can update the registered contents of each table. The information in the tables shown in FIGS. 5A to 5B and 6A to 6B is used in the sequence of FIG. 7. Based on the information in these tables, the process of step S130 (calculating compensation for each player) in FIG. 7 calculates compensation for each player. There are various variations in the specific process of step S130, and some of these will be illustrated with reference to FIGS. 10 to 16. The process of FIGS. 10 to 16 calculates "compensation for each player" as exemplified in the compensation tables shown in FIGS. 9A to 9D.

[0034] In the first embodiment, for the sake of convenience, the explanation will be given assuming that the price is paid in "tickets" as an example. The unit (number of tickets) may be omitted, and "price for 5 tickets" may be simply referred to as "price for 5", etc.

[0035] (1-4-1. Table configuration) In the group management table TA1 of FIG. 5A, "group number," "members," and the story that the group is playing (also referred to as the "story to be played") are registered. For convenience, the group of players PA to PD that are the subject of this explanation will also be referred to as the "target group," and the target group is registered as No. 51. Other players PE, PF, PG, PH, and PI participate in other groups (Nos. 001 to 004). As an example, the target group and other groups may be treated as the same group if all members are the same.

[0036] 5B, the content provision history table TA2 registers an identification record number, a player, the content provided to that player, and the group to which that player belonged when receiving the content. For simplicity of explanation, in the first embodiment, it is assumed that the provided content is one of the ending contents END1 to END6 in story ST001. This is merely an example, and in reality, any number of other stories ST002 to ST00n may be prepared, and the number of contents for each story may be more or less than six (END1 to END6).

[0037] For convenience, the first embodiment will be described under the following preconditions. First, it is assumed that the target group (No. 51) has cleared story ST001 for the first time, and END1 is provided to the target group. This precondition corresponds to the provision history Rc2 enclosed by the dashed line. Also, it is assumed as a precondition that END2 to END6 have not yet been provided to the target group (No. 51).

[0038] Table TB1 in FIG. 6A shows the number of times each END has been viewed (content provision history) that the current target group (No. 51) has reached. The number of times viewed here has the same meaning as the number of times provided. By referring to table TA2 in FIG. 5B, the types of content provided to the target group (No. 51) in the past and the number of times it has been provided can be tallied. In the first embodiment, "1" is set in the row for END1 in table TB1 based on the portion of the provision history Rc2 in table TA2 in FIG. 5B. Note that in the first embodiment, as per the above-mentioned preconditions, a number of times zero has been viewed is set for END2 to END6 of the target group (No. 51).

[0039] Table TB2 in FIG. 6B shows the number of times each END was viewed when players PA to PD belonged to another group (other than No. 51). By referring to table TA2 in FIG. 5B, content previously provided to players other than the target group (No. 51) can be tallied for each player. The results are registered in table TB2.

[0040] Table TB3 in FIG. 6C shows the total number of views obtained by adding together Table TB1 and Table TB2.

[0041] (1-4-2. Sequence and screen) The sequence diagram illustrated in Fig. 7 illustrates the processing of the provider 11a, the consideration presentation unit 11b, and the terminals 20a and 20b. For simplicity, Fig. 7 illustrates only the terminals 20a and 20b of the players PA and PB, but the terminals 20c and 20d of the players PC and PD, which belong to the same group, also perform similar operations.

[0042] In steps S100a and S100b, each of terminals 20a to 20d executes a process of forming a group including player P who owns each of terminals 20a to 20d. This process may, for example, be a process of determining whether group No. 51 has entered a selected state in each of terminals 20a to 20d. Next, each of terminals 20a to 20d accepts a content list display operation (steps S110a and S110b). For example, each of terminals 20a to 20d may display a content list display icon as one of the menus of the display image on display unit 24. When this content list display icon is pressed, a signal indicating the press is transmitted to server 10, and consideration presenter 11b may start the process of step S120.

[0043] Next, in step S120, the consideration presenter 11b refers to the content provision history table TA2 to read the provision history for each of the players PA to PD. Based on the information read in step S120, the consideration presenter 11b sets the numerical values ​​of each cell in the tables TB1 to TB3 of Figures 6A to 6C.

[0044] Next, in step S130, the consideration presenting unit 11b calculates the consideration for each player based on the provision history. In this consideration calculation, the consideration presenting unit 11b can calculate different considerations for players in group No. 51 if there are differences in the provision histories. The calculated consideration data is transmitted to the terminal 20 in step S140. Upon receiving the consideration data, the terminal 20 sets the content of the consideration display box 46 (see FIG. 8) and displays the content list screen 40 (see FIG. 8) on the display unit 24 (steps S150a, S150b).

[0045] FIG. 8 is an example of a price presentation on the content list screen 40 according to the first embodiment. FIG. 8 illustrates a screen displayed on the terminal 20a of the player PA based on the price table TC1 of FIG. 9A. The content list screen 40 includes a player icon 41, other player icons 42, an in-game points display box 43a, a game payment medium box 43b, a selected story display icon 44, a content icon 45, a price display box 46, and an unreleased display 47. Unreleased content marked with the unreleased display 47 has not been viewed by the player PA in the target group (No. 51) and has not been viewed in any other groups.

[0046] If there is a difference in the provision history between players, different fees are displayed on the content list screen 40 of each of the terminals 20a to 20d. This allows different fees to be presented to each of the players PA to PD. The fees for players PB to PD are displayed on the content list screen 40 (not shown) of the terminals 20b to 20d based on the records of the players PB to PD in the applicable fee table. For example, terminal 20b displays END5 as a fee of "10" based on fee table TC1, which is different from FIG. 8.

[0047] In steps S160a and S160b, each terminal 20a to 20d selects content to be viewed and performs a payment operation. When a payment operation is performed, the provider 11a receives the payment (step S165). In step S165, the provider 11a determines whether the player who is required to pay has paid the required payment. In the first embodiment, as an example, payment is considered complete when all players in the group have paid their respective fees. Note that, depending on the provision history, some players PA to PD may have paid zero (i.e., free), and such players who have paid zero may be excluded from the determination of payment completion in step S165. Also, depending on the provision history, there may be content for which all players PA to PD have paid zero. In this case, payment is automatically considered complete in step S165.

[0048] Next, in step S170, the provider 11a provides the paid content to the terminals 20a to 20d. The provision of the paid content may involve transmitting content data, or may involve playing content data stored in the storage units 22 of the terminals 20a to 20d. Thereafter, the content provision history table TA2 is updated, and the current processing ends. According to the above processing, the provider 11a can provide content in response to payment from the players PA to PD, when requested by the players PA to PD, regardless of the progress of the game G.

[0049] (1-4-3. Flow of the compensation calculation process) (1-4-3-1. Sequence Overview) There are various variations in the specific processing when calculating the compensation in step S130. The first to fourth sequences are illustrated below. In each sequence, the compensation presentation unit 11b presents different compensation to the players PA to PD in loop No. 51 when there is a difference in the provision histories of END1 to END6 to the players PA to PD in group No. 51.

[0050] "Difference in content provision history" includes various variations. For example, if there is a difference in the "number of times that content has been provided," it may be considered that there is a difference in provision history. The number of times that content has been provided may specifically be a value such as 0, 1, 2, ... n times (n is any integer). As an example, the number of times that content has been provided may be distinguished as 0 or 1 or more. This represents the difference between whether the content has been provided or not. As an example, there may be a case where a specific content has been provided 0 times (not provided) to a first player, and the specific content has been provided 1 or more times (provided) to a second player.

[0051] If there is a "predetermined difference or more" in the number of times content has been provided, it may be considered that there is a difference in the provision history. For example, the "predetermined difference or more" may be such that if the difference in the number of times is, for example, 5 times or more, it is considered that there is a "difference," and if the difference in the number of times is less than 5 times, i.e., 4 times or less, it is considered that there is no difference.

[0052] As another example, when there are multiple types of content, if there is a difference in the "number of types of content that have been viewed" between a certain player and another player, it may be considered that there is a difference in content provision history. In addition to the individual examples, differences in provision history may be set from various perspectives.

[0053] Note that the "difference in content provision history" may be, for example, the difference when comparing players based on the combined provision history of the target group and other groups. Specifically, the provision history between players is compared based on Table TB3. However, this is not limiting, and as another example, the content history between players may be compared based only on Table TB2.

[0054] The "method of differentiating the compensation between players" also includes various variations. As one example, the compensation presentation unit 11b may perform a case-by-case determination as to whether or not there is a difference in the provision history, and, depending on the result, set a predetermined compensation if there is a difference, and set another compensation if there is no difference. Alternatively, as another example, the compensation presentation unit 11b may quantitatively evaluate the difference in the provision history and calculate the compensation in correlation with the amount of the difference. For example, the compensation may be calculated so that the difference in the number of times content has been provided or the difference in the number of types of content provided is reflected in the difference in the compensation.

[0055] (1-4-3-2. First calculation sequence) 10, the consideration presentation unit 11b presents different considerations to the players PA to PD when there is a difference in the number of times the consideration has been provided. In particular, in the first calculation sequence, the number of times the consideration has been provided is distinguished between "0 times (i.e., not provided)" and "1 or more times (i.e., provided)."

[0056] First, when the provision history is acquired in step S120 of Fig. 7, the consideration presentation unit 11b sets initial values ​​to the content identifier N and the player identifier k (step S1301). Next, in step S1302, the consideration presentation unit 11b acquires the number of times Q that END(N) has been provided to player P(k). Since the initial values ​​are k=A and N=1, in this processing, the consideration presentation unit 11b acquires the number of times Q{PA, END1} that END1 has been provided to player PA. Note that in the first embodiment, as an example, it is assumed that the number of times Q that END1 has been provided is calculated using table TB3, and Q{PA, END1} is 6.

[0057] Next, in step S1303, it is determined whether the number of times provided Q is equal to or greater than a threshold Qth1. For example, Qth1 is 1. If Q{PA, END1} is 1 or greater, it means that END1 has been provided to player PA one or more times.

[0058] In this case, in step S1304, zero is set to the consideration Cns{PA, END1}. Table TC1 in FIG. 9A has a matrix consisting of four rows of players PA to PD and six columns of END1 to END6 (label rows and label columns are not included here). Any cell in row k and column N is specified by the consideration Cns{P(k), END(N)}. The consideration Cns{PA, END1} is the consideration for END1 of player PA. In the first embodiment, the consideration presentation unit 11b registers zero in the cell where k=A and N=1 in table TC1 in FIG. 9A.

[0059] On the other hand, although this is a different precondition from the present one, suppose that in step S1303, Q{PA, END1} is less than the threshold Qth1 (=1). In this case, the number of times END1 has been provided to player PA is zero. In this case, in step S1305, the consideration Cns{PA, END1} is set to 10, for example.

[0060] Thereafter, the compensation presentation unit 11b executes the same process for k=B, C, D (i.e., players PB to PD) through the loop process of steps S1306 and S1307. Then, the compensation for each player for END1 is calculated. In the first embodiment, as an example, the number of times of provision Q is calculated using table TB3, so Q{PB, END1} is 1, Q{PC, END1} is 2, and Q{PD, END1} is 1. Therefore, since all of players PA to PD have viewed END1 at least once, the result is YES in step S1303, and a compensation of zero is set in S1304 (see column CL1 in table TC1 in FIG. 9A).

[0061] Thereafter, the consideration presentation unit 11b executes the same process as above for N=2, 3, . . . 6 (i.e., END2 to END6) through the loop process of steps S1308 and S1309. In detail, unviewed content in both the target group and other groups is specified in area MX3 of table TB3. The consideration for the unviewed content is set to 10 for each of players PA to PD. As shown in table TC1, the consideration "10" is registered in each cell corresponding to area MX3.

[0062] Thereafter, step S140 and subsequent steps in FIG. 7 are executed.

[0063] As an example, let us assume that the first player is player PA and the second player is player PD, and focus on END3. Referring to table TB3, the number of times Q{PA, END3} provided to the first player PA is 10. By a similar calculation, the number of times Q{PD, END3} provided to the second player PD is 0. In this case, END3 is a content whose number of times Q provided to the first player PA is equal to or greater than the first threshold Qth1 and whose number of times Q provided to the second player PD is less than the first threshold Qth1. In this case, according to the first calculation sequence, the consideration presenter 11b presents, as the consideration to the first player PA for END3, a consideration of "0", which is lower than the consideration of the second player PD, "10".

[0064] The above first calculation sequence can be changed in various ways. For example, the threshold Qth1 is not limited to 1, and as a modification, it may be 2, 3, 4, or 5 or more.

[0065] (1-4-3-3. Second calculation sequence) In the second calculation sequence illustrated in FIG. 11, the consideration presenting unit 11b also presents different considerations among players PA to PD when there is a difference in the number of offers. In addition to determining whether the number of offers is equal to or greater than the threshold Qth1 (step S1303), the consideration presenting unit 11b determines that there is a difference in the number of offers between when the number of offers is equal to or greater than the threshold Qth2 and when it is less than the threshold Qth2 (step S1320). As an example, when the threshold Qth2 is set to 10, when the number of offers is within the range of 1 to 9 times, it is regarded that there is no difference in the offer history. That is, the number of offers of 1 to 9 times is treated as "less than 10 times" and is regarded as having no difference.

[0066] In step S1320, it is determined whether the number of offers Q is equal to or greater than the threshold Qth2. Qth2 is set to 10 as an example. Depending on the YES / NO of step S1320 and the YES / NO of S1303, three consideration setting processes (steps S1304, S132, S1305) are selectively performed. That is, when Q≥Qth2 (that is, Q≥10), 0 is set to the consideration Cns in S1302, when Qth2>Q≥Qth1 (that is, 10>Q≥1), 5 is set to the consideration Cns in S1321, and when Qth1>Q (that is, 1>Q), 10 is set to the consideration Cns in S1305.

[0067] Various modifications are possible. The threshold Qth1 may be set to any integer of 2, 3, 4, or 5 or more. The threshold Qth2 can also be set arbitrarily, and under the condition of Qth1<Qth2, it may be set to an integer of 9 or less or an integer of 11 or more.

[0068] (1-4-3-4. Third calculation sequence) In the third calculation sequence illustrated in FIGS. 12 to 14, the consideration presenter 11b obtains the "number of types provided QV" from table TB3. The number of types provided QV is a number indicating how many types of content have been provided for each player PA to PD out of the multiple types END1 to END6. As an example, the number of types provided QV may be calculated by referring to table TB3 and counting the "number of cells with a value of 1 or more in each player row."

[0069] 12 and 13, the consideration presentation unit 11b first sets N=1 and k=A as initial values ​​(step S1301). Next, in step S1302, the consideration presentation unit 11b refers to table TB3 and acquires the number of times Q(A, 1) that END1 has been provided to player PA.

[0070] In the next step S1331, the consideration presentation unit 11b determines whether Q(k,N)>1. This determination is YES if Q(k,N) has been provided at least once. Referring to table TB3, Q(A,1) is 6, so processing proceeds to S1332. In step S1332, the consideration presentation unit 11b increments the counter value of the number of types provided QV(A). This records that one type of content (END1 in this case) has been provided to player PA. Similar processing is applied to the remaining END2 to END6 in the loop of steps S1308 and S1309. Since player PA has already received END1 to END5 from the target group or another group, QV(A)=5.

[0071] Next, in the loop of steps S1306 and S1307, the same processing is executed for players PB to PB. Then, with QV(B)=4, QV(C)=3, and QV(D)=2 set, the process proceeds to the sequence of FIG.

[0072] In step S1333 of FIG. 13, the consideration presenting unit 11b sets the initial value (k = A) again for the player identifier k. Next, in step S1334, the consideration presenting unit 11b determines whether QV(A) < QVT holds. QVT is a numerical value representing the total number of all types, and in the first embodiment, QVT is 6. When the number of provided types QV is less than 6, there are still unprovided contents. In this case, the process proceeds to step S1335.

[0073] In step S1335, the consideration presenting unit 11b calculates the consideration for the unprovided contents. The calculation formula is the following formula (1). However, in the third calculation sequence, Cns is applied only to the unprovided contents. Cns{P(k)} = 20 / (QVT - QV(k)) ···(1)

[0074] The denominator on the right side of formula (1) represents the number of unprovided content types. For example, the number of unprovided content types for player PA is QVT - QV(A) = 6 - 5 = 1. According to formula (1), the value obtained by dividing the distribution value "20" by the number of unprovided content types can be set as the consideration for each unprovided content. For example, for player PC, QVT - QV(C) = 6 - 3 = 3, and 20 cannot be divided evenly by 3, but as an example, it is rounded up to 7. Note that the distribution value in the numerator on the right side of formula (1) does not have to be 20, and it may be any integer between 6 and 19 or, for example, 21 or more.

[0075] In the subsequent step S1336, the consideration presenting unit 11b sets the consideration for the provided contents to zero. As an example, the consideration presenting unit 11b may identify the provided contents for each player by discriminating non-zero cells in the table TB3. Through the processes of steps S1335 and S1336, the consideration presenting unit 11b sets the cells that are "non-zero" in the table TB3 of FIG. 6C to zero consideration, and sets the consideration calculated by formula (1) to the cells that are "zero" in the table TB3. Then, the consideration table TC3 of FIG. 9C is output.

[0076] As described above, in the third calculation sequence of Figures 12 and 13, the consideration presentation unit 11b can present different considerations to the players PA to PD based on the difference in the number of types QV that have been provided. Moreover, a feature of the sequences of Figures 12 and 13 is that, by the calculation of formula (1), a higher consideration is calculated for the remaining unprovided content for a player with a larger number of types QV that have been provided.

[0077] FIG. 14 is a modified example of FIG. 13. In the modified example of FIG. 14, after an initial value is set in step S1333, the price presentation unit 11b executes a determination process in step S1337. In step S1337, it is determined whether the number of provided types QV is equal to or greater than a second threshold QVth. In the first embodiment, the second threshold QVth is set to 4, for example. In this way, in step S1337, it is possible to distinguish between players who have been provided with four or more types of content and players who have not. If the result in step S1337 is YES, the price presentation unit 11b sets the price Cns of the unprovided content to, for example, 10 in step S1338. If the result in step S1337 is NO, the price presentation unit 11b sets the price Cns of the unprovided content to, for example, 5 in step S1339. As a result, if the number of provided types is equal to or greater than the second threshold QVth, the price of the unprovided content is set to a relatively high value of "10." By these steps S1337 to S1339, the price presentation unit 11b can present a higher price for unprovided content when the number of provided types QV is equal to or greater than the second threshold QVth than the price for unprovided content when the number of provided types QV is less than the second threshold QVth.

[0078] Various modifications are possible. As a modification, the trend of the number of provided types QV and the compensation Cns may be reversed from that of the third calculation sequence described above. To realize this modification, the compensation presentation unit 11b may calculate a lower compensation for unprovided content for a player with a larger number of provided types QV. For example, by using the number of provided types QV(k) as the denominator of the right-hand side of equation (1), the calculated Cns{P(k)} may be smaller as QV(k) increases. Alternatively, the compensation for unprovided content in steps S1338 and S1339 may be set to, for example, 5, and the compensation for unprovided content in step S1339 may be set to, for example, 10.

[0079] As a modification, the value of the second threshold QVth is not limited to 4 as described above, and may be set to 1, 2, 3, 5, or 6. The value of the second threshold QVth may be set to any natural number (1, 2, ...) equal to or less than the total number of types (QVT illustrated in FIG. 13).

[0080] (1-4-3-5. Fourth calculation sequence) 15 and 16, the consideration presentation unit 11b presents the considerations of the other players based on the donation histories of some of the players PA to PD in the group, as will be described in detail below.

[0081] In FIG. 15, an initial value is set in step S1301, and the number of times Q provided is acquired in step S1302. Then, the consideration presentation unit 11b executes the determination process in step S1340. The third threshold Qth3 used here is set to 1, for example. According to step S1340, it is possible to determine whether each player PA to PD is a "player whose number of times Q provided is equal to or greater than the third threshold Qth3." For example, since Q{PA, END1} is 6 based on table TB3, the determination is YES in step S1340, and the viewing member number counter Cq(1) is incremented in the following step S1341. Here, Cq(N) is the viewing member number counter for END(N). For example, Cq(1) represents the number of players among players PA to PD in the group whose number of times END1 has been provided is equal to or greater than the third threshold Qth3. This records that one player has received END1. Thereafter, the processes of steps S1340 and S1341 are applied to players PB to PD through a loop of steps S1306 and S1307. Since all players have already viewed END1, the viewing member number counter Cq(1) for END1 is set to 4.

[0082] Next, the process proceeds to step S1343 in FIG. 16. In step S1343, the consideration presentation unit 11b determines whether Cq(1) is equal to or greater than a fourth threshold Qth4. The fourth threshold Qth4 is set to 1, for example. In this case, the process in step S1343 determines whether Cq(1) is equal to or greater than 1. Cq(1) represents the number of "players whose number of times Q of providing END1 is equal to or greater than the third threshold Qth3." In the first embodiment, since Cq(1) is 4 as described above, the process proceeds to step S1345, and the consideration Cns(1) for END1 is set to 5.

[0083] Next, the process loops through steps S1308 and S1309, and steps S1343 to S1346 are executed for END2 to END6. When processing is completed for all ENDs, the loop is exited. Then, in step S1336, the fee presentation unit 11b sets the fee for the provided content to zero. In step S1336, the fee for cells in the fee table TC4 that correspond to non-zero cells in table TB3 is set to zero.

[0084] As a result of the above, the compensation table TC4 in Fig. 9D is calculated. In the compensation table TC4, for END6, which has not been provided to all players, the compensation is set to 10 (see column CL5). On the other hand, for END3 to END5, which have been provided to some of the group members (1 to 3 out of 4), the compensation "5" is set for each player who has not yet viewed END3 to END5. (See column CL6).

[0085] According to the fourth calculation sequence described above, the consideration presentation unit 11b presents the consideration of other players (e.g., players PC and PD who have not yet been provided with END4) based on the provision histories of some players in the group (e.g., players PA and PB who have already been provided with END4). In other words, thanks to the provision histories of players PA and PB, players PC and PD can view the unprovided content END4 for a consideration of "5".

[0086] Furthermore, according to the fourth calculation sequence, the price presenter 11b presents a price higher than the price for the second content as the price for the first content among the multiple contents in the group. Here, in the first embodiment, END6 corresponds to the first content, and END3 to END5 correspond to the second content. The first content END6 is a content whose Cq(6) is less than the fourth threshold Qth4. The second contents END3 to END5 are contents whose Cq(3) to Cq(5) are each equal to or greater than the fourth threshold Qth4. As a result, in the fourth calculation sequence, a relatively high price of "10" can be set for END6 whose viewing member number counter Cq(6) is zero (i.e., END6 that has not been provided to all players).

[0087] Various modifications are possible. The third threshold Qth3 is not limited to 1, and may be set to, for example, 2, 3, or an integer equal to or greater than 4. The fourth threshold Qth4 is not limited to 1, and may be set to, for example, 2 or 3. The fourth threshold Qth4 may be set to any integer equal to or less than the maximum value set to "the number obtained by subtracting 1 from the number of seats for group members (four seats in the first embodiment)."

[0088] 2. Second Embodiment The second embodiment adds a matching support function to the first embodiment. The following description of the second embodiment will focus on the differences from the first embodiment, and descriptions of common parts will be omitted or simplified.

[0089] (2-1. Functional configuration of server 10) As shown in FIG. 17, a matching support unit 11c is added to the control unit 11 of the server 10. The matching support unit 11c presents one or more players as matching candidates to each of the terminals 20a to 20d. In the following description, for convenience, a player searching for a matching candidate may also be referred to as a "third player," and a player presented to this third player as a matching candidate may also be referred to as a "fourth player."

[0090] FIG. 18 is an example of a matching candidate presentation screen 50. The matching support unit 11c presents a fourth player 53, who can form a group with a third player (player PA in FIG. 18), via the matching candidate presentation screen 50. The fourth player 53 is arbitrarily read from a player management table (not shown) for managing registered players of the game G. In the second embodiment, the matching support unit 11c has a support mode that presents to the third player the relationship between the fourth player 53 and the compensation for the contents END1 to END6. When the player terminal 20 selects the support mode, the relationship between the fourth player 53 and the compensation for the contents END1 to END6 is displayed on the display unit 24 of the terminal 20 by a matching support screen 40a in FIG. 19, which will be described later.

[0091] (2-1-1. First example of matching support) A first example of the second embodiment will be described with reference to Figures 19 and 20. A matching support screen 40a illustrated in Figure 19 is displayed on the display unit 24 of the terminal 20a according to a first example of a matching support sequence illustrated in Figure 20.

[0092] In the sequence of the first example in FIG. 19, it is assumed that in step S200, the player PA performs an operation to display the matching candidate presentation screen 50 on the terminal 20 (terminal 20a in FIG. 20 as an example). In response to this display operation, the matching support unit 11c acquires a player list of matching candidates from a player management table (not shown) (step S210) and transmits this to the terminal 20a. When the matching candidate presentation screen 50 is displayed on the display unit 24 of the terminal 20a, the player PA selects an arbitrary fourth player 53. The terminal 20a sets the selected fourth player 53 as the provisionally selected player 42a in FIG. 19. (Step S220) Information about the temporarily selected player 42a is transmitted to the matching support unit 11c.

[0093] In step S230, the matching support unit 11c sets a temporary group including the player PA and the temporarily selected player 42a. The temporary group information is transmitted from the matching support unit 11c to the consideration presentation unit 11b. Based on the transmitted temporary group information, the consideration presentation unit 11b acquires the provision history (step S120), calculates the consideration for each player in the temporary group (step S130), and transmits the calculated consideration to the matching support unit 11c (step S140). The processing of steps S120 to S140 can be performed in the same manner as in the first embodiment.

[0094] Next, in step S240, the matching support unit 11c transmits to the terminal 20a a content list in which the fees transmitted in step S140 are associated with each piece of content. In step S250, the terminal 20a sets fees in the fee display box 46 of the matching support screen 40a in accordance with the received fee-attached content list. Here, each fee presented in the fee display box 46 is the fee that the fee presenter 11b will present to the third player PA when the third player PA forms a group including the fourth player (provisionally selected player 42a) designated by the third player PA. The matching support unit 11c can present each fee to the player PA by displaying each fee in the fee display box 46 in association with each of END1 to END6.

[0095] According to the first example described above, the matching support unit 11c can present the third player PA with a compensation for including the fourth player (provisionally selected player 42a) in the group via the matching support screen 40a.

[0096] In step S230, a temporary group may be set when three temporarily selected players 42a have been selected, but this is not limiting. For example, when one temporarily selected player 42a has been selected, the matching support unit 11c may consider the player PA and the temporarily selected player 42a to form a group of two people, and accordingly, the consideration presentation unit 11b may set a table TB3 (see FIG. 6C) with two player rows. The consideration presentation unit 11b may execute the processes of steps S120 to S140 based on this "table TB3 with two player rows." Similarly, when there are two temporarily selected players 42a, a table TB3 (see FIG. 6C) with three player rows may be set.

[0097] The terms "provisional selection" and "provisional group" mentioned above indicate that the group is not an actual group configuration but a provisional setting, and that registration in the group management table TA1 has not been completed.

[0098] (2-1-2. Second example of matching support) A second example of the second embodiment will be described with reference to Figures 21 and 22. A matching support screen 50a illustrated in Figure 21 is displayed on the display unit 24 of the terminal 20a according to a second example of the matching support sequence illustrated in Figure 22.

[0099] The sequence of the second example will be described with reference to Figure 22. In the second example, it is assumed that in step S240, the player PA performs a content selection operation on the matching support screen 50a of the terminal 20a. In the second embodiment, the content selection operation is performed by operating the story selection unit 60 and the content selection unit 62 on the matching support screen 50a and pressing the search button [SEARCH].

[0100] In response to the operation in step S240, the matching support unit 11c acquires a list of matching candidate players and transmits this to the consideration presentation unit 11b. The consideration presentation unit 11b acquires the offering history of each player on the matching candidate player list (step S120).

[0101] In step S130, the consideration presentation unit 11b calculates the consideration to be presented to the third player PA when the third player PA forms a group including the fourth player 53. In step S140, the consideration presentation unit 11b transmits the calculated consideration to the matching support unit 11c. In the following step S260, the matching support unit 11c transmits information linking the consideration and the fourth player 53 to the terminal 20a.

[0102] Next, in step S270, the terminal 20a updates the matching support screen 50b of Fig. 21 based on the information received from the matching support unit 11c. The matching support screen 50b illustrated in Fig. 21 displays the compensation in the compensation display box 56 in association with the fourth player 53. The compensation in the compensation display box 56 is the compensation that the compensation presenter 11b presents to the third player PA for END2 when the third player PA forms a group including the fourth player 53. Here, END2 is the content selected by the third player PA.

[0103] In the second example described above, the matching support unit 11c can also present the third player PA, via the matching support screen 50b, with the price of the content when the fourth player 53 is included in the group (see the price display box 56 in Figure 21).

[0104] (2-1-3. Third example of matching support) A third example of the second embodiment will be described with reference to Figures 23 and 24. A matching support screen 50b illustrated in Figure 23 is displayed on the display unit 24 of the terminal 20a according to the third example of the matching support sequence illustrated in Figure 24.

[0105] In the sequence of the third example shown in FIG. 24, it is assumed that in step S280, the player PA performs an input operation of the consideration input value on the terminal 20a. In the second embodiment, the input operation of the consideration input value is performed by operating the content selection unit 62a on the matching support screen 50b to set the "consumer input value" and pressing the search button (SEARCE). In the example of FIG. 23, END2 of story ST001 is selected, and the "consumer input value" is set to 10 or less (more specifically, 0 to 10 tickets). With this operation, the consideration input value is sent to the matching support unit 11c.

[0106] In response to the input operation in step S280, the matching support unit 11c acquires a list of matching candidate players and transmits this to the consideration presentation unit 11b (step S210). Thereafter, as in the second example (FIG. 22), the consideration presentation unit 11b executes the processes of steps S120 to S140.

[0107] Next, in step S290, the matching support unit 11c selects match candidate players based on the information transmitted from the payment presentation unit 11b and the payment input value input by the input operation in step S280. This selection involves setting the fourth player 53 whose payment transmitted from the payment presentation unit 11b is equal to or less than a "predetermined value based on the payment input value" as the fifth player 53a. For simplicity of explanation, it is assumed here that the predetermined value is the same as the payment input value. For example, if the payment of a certain fourth player 53 is set to 5, this payment is equal to or less than the payment input value of "10," so this fourth player 53 is set to the fifth player 53a. Similar selection is performed for each fourth player 53.

[0108] Next, in step S260, the matching support unit 11c transmits information including the setting information of the fifth player 53a to the terminal 20a. The terminal 20a clearly displays the fifth player 53a on the matching support screen 50b. In Figure 23, as an example, the fifth player 53a is highlighted with a thick frame.

[0109] According to the third example described above, the matching support unit 11c can also present, via the matching support screen 50b, to the third player PA, the compensation for content when the fourth player 53 is included in the group (see the compensation display box 56). Moreover, according to the third example, the matching support unit 11c can present, via the matching support screen 50b, the fifth player 53a among the fourth players 53, in accordance with the compensation input value received from the third player PA. In particular, according to the third example described above, the fifth player 53a is a player for whom the providing unit 11a can provide END2 to the third player PA for a compensation equal to or less than a predetermined value based on the compensation input value when the third player PA forms a group including the fifth player 53a.

[0110] Note that the processing of step S290 in the third example above may be modified so that the "input value of compensation" and the "predetermined value" are different values. As an example, a predetermined multiple of the input value may be used as the compensation used in the actual processing. In this case, for example, the content selection unit 62a may display "Find friends whose compensation is XX x 100 coins or less." "XX" is the input value of compensation, and 100 times the input value of compensation (unit: coins) is the predetermined value. In this case, there is an advantage that the player only needs to enter a single digit, such as "5." As another example, the input value and the compensation required to unlock the content may have different units. The two different units are converted into each other using a predetermined conversion formula. For example, if the input value of compensation is "3 tickets," these 3 tickets may be converted into any predetermined value in a different unit.

[0111] <3. Modifications> (3-1. Variation: Different prices are offered) The difference in compensation between players may be a quantitative difference or a qualitative difference. Here, "quantitative difference in compensation" means that the payment method for compensation is the same, but the amount of compensation (i.e., the amount of compensation) differs between players. In the first embodiment, "quantitative difference in compensation" is applied. On the other hand, the difference in compensation between players may also be a qualitative difference, as described below.

[0112] FIG. 25 is an example of a table in which the compensation offered differs qualitatively. For example, in END5 of FIG. 25, the compensation for player PA is set to 10 tickets, and the compensation for players PB to PD is set to 300 points. Here, "qualitative differences in compensation" refer to differences in the payment method or payment medium between players. For example, when there are multiple types of game media, a first player may be required to pay compensation in the form of a first type of game media, while a second player may be required to pay compensation in the form of a different second type of game media. The multiple types of game media may differ, for example, in ease of acquisition (rarity) within the game, or may differ in "value" per unit of game media. Another example is a difference in that a first player may be required to pay compensation in the form of game media, while a second player may be required to pay compensation in real currency.

[0113] When providing a "qualitative difference in compensation," specifically, the compensation setting process of each of steps S1304, S1305, S1321, S1335, S1338, S1339, S1345, and S1346 in Figures 10 to 15 of the first embodiment may be changed. Specifically, taking the second calculation sequence of Figure 11 as an example, the compensation may be set to, for example, "10 tickets" in step S1321, and the compensation may be set to, for example, "300 points" in step S1305.

[0114] Although the above description has been given as an example of a case where one group in the game G has four players, the present invention is not limited to this. The game G may be provided with two, three, or five or more players, and in this case, the number of players in each table may be increased or decreased as appropriate.

[0115] 4. Features of the embodiment and modifications The features of the embodiment and its modifications of the present invention may be summarized as follows (1) to (15).

[0116] (1) In one aspect of the present invention, an information processing device including a providing unit 11a and a price presenting unit 11b (server 10) is provided. The provider 11a provides the content END1 to END6 provided in a game G played by a group including multiple players PA to PD in response to payment of a consideration from the player P. The consideration presentation unit 11b presents different considerations to the multiple players PA to PD in the group when there are differences in the provision histories of the content END1 to END6 to each of the multiple players PA to PD in the group. This makes it possible to differentiate the consideration for content provision among the multiple players PA to PD whose content provision situations differ from one another. It becomes possible to present a consideration according to the individual situation of each player PA to PD.

[0117] (2) The providing unit 11a provides the contents END1 to END6 in accordance with the progress of the game G, and may also provide the contents END1 to END6 upon request of the player in response to payment of a fee from the player, regardless of the progress of the game G. This allows the player to receive any content in accordance with the progress of the game G, and also allows the player to use the option of paying a fee if desired.

[0118] (3) The provision history may include the number of times each of the contents END1 to END6 has been provided to the players PA to PD. The compensation presentation unit 11b may present different compensation to the multiple players PA to PD based on the difference in the number of times the content has been provided. The difference in the number of times the content has been provided is simple and easy to compare, which has the advantage that compensation can be presented fairly among the players.

[0119] (4) The provision history may include the number of times each of the contents END1 to END6 has been provided to the players PA to PD. When the number of times a content has been provided to a first player is equal to or greater than a first threshold Qth1 and the number of times a content has been provided to a second player is less than the first threshold Qth1, the compensation presentation unit 11b may present a lower compensation to the first player for the content than the compensation to the second player. This allows a relatively lower compensation to be presented to a player who has provided the content relatively more times. This has the advantage of easily increasing the motivation to receive more content.

[0120] (5) The providing unit 11a may be configured to be able to provide multiple types of content END1 to END6 with different contents. The providing history may include the number of types provided QV. The number of types provided QV is a number indicating, for each player, how many types of content have been provided out of multiple types of content. The compensation presentation unit 11b may present different compensation to multiple players PA to PD based on the difference in the number of types provided QV. The difference in the number of types provided is simple and easy to compare, which has the advantage of making it easier to present compensation fairly to each player.

[0121] (6) The price presentation unit 11b may present a price for the unprovided content when the number of provided types QV is equal to or greater than the second threshold QVth, higher than the price for the unprovided content when the number of provided types QV is less than the second threshold QVth. This allows the price presentation to be tailored to the content demand of each player.

[0122] (7) The consideration presentation unit 11b is configured to present the consideration to some of the players in the group. Based on the provision history of other players (e.g., provided players PA and PB in END4), a price may be offered to other players (e.g., unprovided players PC and PD in END4). Thanks to the provision history of some players, other players can view unprovided content at a relatively low price. This has the advantage of increasing the interest of group formation.

[0123] (8) The price presentation unit 11b may present a price higher than the price for the second content as the price for the first content among the plurality of contents END1 to END6 within the group. The first content may be a content for which the number of players in the group who have provided the content equal to or greater than the third threshold Qth3 is less than the fourth threshold Qth4. The second content may be a content for which the number of players in the group who have provided the content equal to or greater than the third threshold Qth3 is equal to or greater than the fourth threshold Qth4. Content for which the number of players who have provided the content is less than the threshold (fourth threshold) is likely to be in high demand for the group. This has the advantage of enabling the price presentation according to the demand of the group.

[0124] (9) The information processing device (server 10) may further include a matching support unit 11c. The matching support unit 11c may present to the third player the price of content when the fourth player 53 is included in the group. This allows the third player to consider whether to form a group with the fourth player 53 based on whether it is beneficial in terms of paying the price for the content.

[0125] (10) The matching support unit 11c may present multiple fourth players 53 to the third player. In FIG. 19, the third player is player PA as an example. In this case, the matching support unit 11c may present the compensation that the compensation presenter 11b will present to the third player PA when the third player PA forms a group including the fourth player 53 designated by the third player PA, in association with the contents END1 to END6. This allows the third player PA to know how much compensation for each content will be if he or she were to form a group with a certain fourth player 53. This allows the third player PA to efficiently search for matching candidates.

[0126] (11) When a third player (for example, player PA) forms a group including the fourth player 53, the matching support unit 11c may present, to the fourth player 53, the compensation that the compensation presentation unit 11b will present to the third player PA for the content selected by the third player PA. This makes it easier to select the fourth player from the perspective of the compensation required to view the content in which the third player is interested. This allows the third player to efficiently search for matching candidates.

[0127] (12) The matching support unit 11c may present a fifth player 53a among the fourth players 53 according to the payment input value received from the third player (for example, player PA). This allows the third player to be presented with a fifth player who can provide content for a payment according to the third player's intention. This allows the third player to search for matching candidates more actively and efficiently.

[0128] (13) The fifth player 53a may be a player for whom the provider 11a can provide content to the third player PA (for example, player PA) for a fee equal to or less than a predetermined value based on the fee input value when the third player (for example, player PA) forms a group including the fifth player 53a. This allows the third player to perform a search while specifying the upper limit of the fee they are willing to pay. This has the advantage of making it easier to find a fifth player who matches their intention.

[0129] (14) In another aspect of the present invention, a program is provided that causes a computer to provide content END1 to END6 provided in a game G played by a group including multiple players PA to PD in response to payment of a consideration from a player P, and, if there is a difference in the provision history of the content END1 to END6 to each of the multiple players PA to PD in the group, causes the computer to present different considerations to the multiple players PA to PD in the group.

[0130] (15) In another aspect of the present invention, there is provided an information processing method in which a computer provides content END1 to END6 provided in a game G played by a group including multiple players PA to PD in response to payment of a price from a player P, and when there is a difference in the provision history of the content END1 to END6 to each of the multiple players PA to PD in the group, the computer presents different prices to the multiple players PA to PD in the group.

[0131] The "computer" appearing multiple times in the above program or method may be the same computer, and specifically, the computer appearing multiple times may correspond to one server 10. As another example, the "computer" appearing multiple times may be different computers, and specifically, one may be a first computer and the other may be a second computer. The first computer and the second computer may each have a hardware configuration similar to that of the server 10, and they may be configured to be able to communicate with each other via the communication line 5. Alternatively, the "computer" in the above program or method may be a terminal 20. In this case, some of the functional configurations of the first or second embodiment may be processed by software or hardware on the terminal 20, etc. In this case, the first computer may be one of the server 10 and the terminal 20, and the second computer may be the other of the server 10 and the terminal 20. As an example, some of the provision unit 11a, the consideration presentation unit 11b, and the matching support unit 11c may be provided in the control unit 11 of the first computer, and the remaining parts may be provided in the control unit 11 of the second computer, and the first computer and the second computer may cooperate to execute the program. The same applies to "computers" appearing multiple times in a method. In summary, a part of the program or method may be executed on a first computer, and another part of the program or method may be executed on the first computer or a second computer. Similarly, when three or more computers are used, a third computer, a fourth computer, ..., an nth computer (n is an integer) may be added. For example, when a program or method has a first part, a second part, and a third part, the first part may be executed on a first computer, the second part may be executed on the first computer or the second computer, and the third part may be executed on any of the first computer, the second computer, and the third computer. Similarly, when a fourth or subsequent computer is added, the fourth or subsequent computer may be added as an option to the first to third computers already mentioned.

[0132] While various embodiments of the present invention have been described, they are presented by way of example only and are not intended to limit the scope of the invention. The novel embodiments may be embodied in various other forms, and various omissions, substitutions, and modifications may be made without departing from the spirit of the invention. Such embodiments and modifications are intended to be included within the scope and spirit of the invention, as well as within the scope of the inventions and their equivalents as set forth in the claims.

[0133] The second embodiment may be implemented independently of the first embodiment. That is, the presentation of the compensation according to the first embodiment may or may not be applied to the second embodiment. In this case, the compensation displayed on the matching support screens 40a, 50a, and 50b in the second embodiment may be calculated by a method other than the compensation calculation method described in the first embodiment, or may be set regardless of whether there is a difference in content provision history between players in the group. [Explanation of symbols]

[0134] 1: Game providing system, 5: Communication line, 10: Server, 10: Information processing device, 11: Control unit, 11a: Provision unit, 11b: Consideration presentation unit, 11c: Matching support unit, 12: Memory unit, 13: Communication unit, 14: Operation input unit, 15: Monitor, 16: System bus, 20, 20a to 20d: Terminal, 21: Control unit, 22: Memory unit, 23: Communication unit, 24: Display unit, 25: Speaker, 26: Microphone, 27: Camera, 28: Operation button, 29: System bus, 40: Content list screen, 40a, 50a, 50b: Matching support screen, 41: Own player icon, 42: Other player icons, 42a: Provisionally selected player, 43a: In-game point display box, 43b: Game payment medium box, 44: Selected story Display icon, 45: content icon, 46, 56: compensation display box, 47: unreleased display, 50: matching candidate presentation screen, 50a: matching support screen, 50b: matching support screen, 53: fourth player, 53a: fifth player, 60: story selection section, 62, 62a: content selection section, P, PA to PD, PE to PI: player, END1 to END6: content (ending content), N: content identifier, k: player identifier, Cns: compensation, Q: number of times content has been provided, QV: number of types of content provided, Cq: number of viewing members counter, Qth1: threshold (first threshold), Qth2: threshold, QVth: threshold (second threshold), Qth3: threshold (third threshold), Qth4: threshold (fourth threshold)

Claims

1. A providing unit and a price presenting unit are provided, the providing unit provides content to be provided in a game played by a group including a plurality of players in response to payment of a fee from the players; the compensation presentation unit presents different compensation to the plurality of players in the group when there is a difference in the provision history of the content to each of the plurality of players in the group; Information processing device.

2. 2. The information processing device according to claim 1, The providing unit provides the content in accordance with the progress of the game, and, if requested by the player, provides the content in response to payment of a fee from the player, regardless of the progress of the game.

3. 3. The information processing device according to claim 1, the provision history includes the number of times the content has been provided to the player; The compensation presentation unit presents different compensation to the plurality of players based on the difference in the number of times the compensation has been provided.

4. 4. The information processing device according to claim 1, the provision history includes the number of times the content has been provided to the player; When the content is content that has been provided to a first player a number of times equal to or greater than a first threshold and a number of times equal to or less than the first threshold, the compensation presentation unit presents a compensation to the first player for the content that is lower than the compensation to the second player.

5. 5. The information processing device according to claim 1, the providing unit is constructed so as to be able to provide a plurality of types of content with different contents, The provision history includes the number of provided types, the number of types of content that have been provided is a number indicating, for each player, how many types of content have been provided among the plurality of types of content; The consideration presentation unit presents different considerations among the plurality of players based on the difference in the number of types provided.

6. 6. The information processing device according to claim 5, The price presentation unit presents a price for the unprovided content that is higher when the number of provided types is equal to or greater than a second threshold than when the number of provided types is less than the second threshold.

7. 7. An information processing device according to claim 1, The consideration presentation unit presents the consideration of other players based on the provision history of some players among the plurality of players in the group.

8. 8. An information processing device according to claim 1, the price presentation unit presents a price higher than a price for a second content as a price for a first content among the plurality of contents in the group; the first content is content for which the number of players in the group for which the first content has been provided is equal to or greater than a third threshold is less than a fourth threshold; The information processing device, wherein the second content is content for which the number of players in the group for which the content has been provided is equal to or greater than the third threshold is equal to or greater than the fourth threshold.

9. 9. An information processing device according to claim 1, It also has a matching support department, The information processing device wherein the matching support unit presents to the third player a price for the content when the fourth player is included in the group.

10. 10. The information processing device according to claim 9, The matching support unit presenting a plurality of fourth players to the third player; An information processing device wherein when the third player forms the group including the fourth player designated by the third player, the compensation presentation unit presents the compensation to be presented to the third player in association with the content.

11. 10. The information processing device according to claim 9, The matching support unit presents, in association with the fourth player, the compensation to be offered to the third player by the compensation presentation unit for the content selected by the third player when the third player forms the group including the fourth player.

12. 10. The information processing device according to claim 9, The information processing device wherein the matching support unit presents a fifth player from among the fourth players in accordance with a compensation input value received from the third player.

13. 13. The information processing device according to claim 12, The fifth player is a player in which, when the third player forms the group including the fifth player, the providing unit is able to provide the content to the third player for a price that is equal to or less than a predetermined value based on the price input value.

14. causing a computer to provide content to be provided in a game played by a group including a plurality of players in response to payment of a fee from the players; causing a computer to present different compensation to the plurality of players in the group when there is a difference in the history of providing the content to each of the plurality of players in the group; program.

15. a computer providing content to be provided in a game played by a group including a plurality of players in response to payment of a fee from the players; the computer presents different compensation to the plurality of players in the group when there is a difference in the history of providing the content to each of the plurality of players in the group; Information processing methods.

Citation Information

Patent Citations

  • Game program and game system

    JP2019147013A