Program, information processing apparatus, and icon change information output method

The program and device automatically update game icons based on in-game parameters, enhancing user engagement by visually reflecting progress and achievements, addressing the limitations of manual icon change methods.

JP2026014659APending Publication Date: 2026-01-29LY CORP
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Patent Information

Application Number
JP2024116020
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-19
Publication Date
2026-01-29

AI Technical Summary

Technical Problem

Conventional methods for changing game application icons on information processing devices require manual user intervention, lacking the ability to attract user interest effectively.

Method used

A program and information processing device that automatically changes the display mode of game application icons based on in-game parameters, such as user proficiency and progress, without requiring user input.

Benefits of technology

Enhances user interest in the game application by dynamically updating icons, encouraging continued engagement and re-engagement through visual changes tied to game events and achievements.

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Abstract

To provide a program, an information processor, and an icon change information output method capable of attracting user's interest in a game application on the basis of a change of an icon used for starting the game application.SOLUTION: An aspect of the program according to the present disclosure is a program for causing a computer to function as a game control unit configured to control a game, and an output unit configured to output icon change information for changing a display mode of an icon used to start the game in accordance with a change in a parameter used in the game.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present disclosure relates to a program, an information processing device, and an icon change information output method. [Background technology]

[0002] Conventionally, information processing devices such as smartphones and tablet terminals capable of executing multiple types of applications, including game applications, have been known. In such information processing devices, when a user starts up the information processing device, a home screen is generally displayed on which icons used to start each application are arranged, and when the user selects an icon, the application of the selected icon is started.

[0003] For example, Patent Document 1 discloses a technology in which, in an information processing device such as the one described above, when a user performs a setting operation to set an image for changing an icon within a game application, the image of the icon of the game application displayed on the home screen is changed to the set image. Patent Document 1 also discloses a technology in which, when a user completes an event within the game application, a new image for the icon is released and becomes selectable by the user. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 6797321 Summary of the Invention [Problem to be solved by the invention]

[0005] However, the above-mentioned conventional technology merely allows the user to change the icon by manually performing setting operations, and there is room for improvement in terms of attracting the user's interest in the game application based on the change in the icon.

[0006] The present disclosure has been made in consideration of the above circumstances, and aims to provide a program, an information processing device, and an icon change information output method that can attract a user's interest in a game application based on a change to the icon used to launch the game application. [Means for solving the problem]

[0007] One aspect of the program disclosed herein is to cause a computer to function as a game control unit that controls a game and an output unit that outputs icon change information for changing the display mode of an icon used to launch the game in accordance with changes in parameters used in the game.

[0008] One aspect of the information processing device disclosed herein includes a game control unit that controls a game, and an output unit that outputs icon change information for changing the display mode of an icon used to launch the game in accordance with changes in parameters used in the game.

[0009] One aspect of the icon change information output method disclosed herein includes a game control step in which a game control unit controls a game, and an output step in which an output unit outputs icon change information for changing the display mode of an icon used to launch the game in accordance with changes in parameters used in the game. [Effects of the Invention]

[0010] According to the present disclosure, it is possible to provide a program, an information processing device, and an icon change information output method that can attract a user's interest in a game application based on a change to the icon used to launch the game application. [Brief explanation of the drawings]

[0011] [Figure 1] FIG. 1 is a block diagram showing an example of the configuration of a game system according to this embodiment. [Figure 2]FIG. 2 is a block diagram showing an example of the hardware configuration of the server device and the information processing device of this embodiment. [Figure 3] FIG. 3 is a block diagram showing an example of the functional configuration of the server device and the information processing device according to this embodiment. [Figure 4] FIG. 4 is a diagram showing an example of a home screen of the OS according to this embodiment. [Figure 5] FIG. 5 is a diagram showing an example of a home screen of the game of this embodiment. [Figure 6] FIG. 6 is a diagram showing an example of a quest part screen of the game of this embodiment. [Figure 7] FIG. 7 is a diagram showing an example of an image for an icon stored in the image storage unit of this embodiment. [Figure 8] FIG. 8 is a diagram showing an example of the home screen of the OS of this embodiment after the display mode of the icon of the game application of this embodiment has been changed. [Figure 9] FIG. 9 is a flowchart showing an example of the icon change process performed in the game system of this embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0012] Hereinafter, an embodiment of the present disclosure (hereinafter simply referred to as "the present embodiment") will be described in detail with reference to the drawings. Note that the present disclosure is not limited to the following embodiment. Furthermore, the following embodiment and modified examples can be combined as appropriate.

[0013] First, the configuration of the game system of this embodiment will be described.

[0014] Fig. 1 is a block diagram showing an example of the configuration of a game system 1 according to this embodiment. As shown in Fig. 1, the game system 1 includes a server device 10 and information processing devices 20-1 to 20-n (n is a natural number). The server device 10 and the information processing devices 20-1 to 20-n are connected via a network 2. The network 2 can be realized by, for example, the Internet or a LAN (Local Area Network). In the following description, when it is not necessary to distinguish between the information processing devices 20-1 to 20-n, they may be simply referred to as information processing devices 20.

[0015] The server device 10 is a game server device that manages a game (hereinafter, sometimes referred to as "the game of this embodiment") realized by the game system 1. The server device 10 may be realized by a single server computer, or may be realized as a server system by a plurality of server computers.

[0016] The server device 10 manages data necessary for game progression, and when the game of this embodiment is executed on the information processing device 20 side, transmits the data necessary for game progression to the information processing device 20 as appropriate. The server device 10 also manages user data specific to each user on an account basis. An account may be issued for each information processing device 20, such as a device ID (IDentification) of the information processing device 20, or may be issued independently of the information processing device 20, such as a user ID for identifying a user. In the former case, the device ID is used as an ID for identifying a user who owns the information processing device 20. An account may be composed of a pair of the above-mentioned ID and password.

[0017] The information processing device 20 is a computer for executing a game realized by the game system 1. The information processing device 20 may be any computer capable of executing a game. The information processing device 20 is, for example, an information processing device capable of executing multiple types of applications including a game application. The multiple types of applications may include not only game applications for games realized by the game system 1 (hereinafter sometimes referred to as "game applications of this embodiment"), but also game applications for games realized by a game system different from the game system 1.

[0018] In this embodiment, the information processing device 20 is described as an electronic device such as a smartphone or a tablet, but is not limited to this. For example, the information processing device 20 may be a gaming personal computer (PC) or a general-purpose PC, or may be a dedicated stationary or portable game console.

[0019] In order to execute the game of this embodiment, the information processing device 20 downloads the game application of this embodiment from a management server (not shown) of an application store that manages multiple types of applications executable on the information processing device 20, based on a user operation. As a result, the game application of this embodiment is installed on the information processing device 20 side, and an icon that serves as a symbol used to launch the game application is generated on the home screen of the information processing device 20. In this way, the icon of this embodiment is automatically generated (displayed) on the home screen following download (installation).

[0020] When a user selects an icon of the game application of this embodiment, the information processing device 20 launches the game application and executes the game. During game execution, the information processing device 20 appropriately receives data necessary for game progress from the server device 10. The information processing device 20 also appropriately communicates with the server device 10 and transmits user data such as user parameters. This allows the server device 10 to manage user data.

[0021] FIG. 2 is a block diagram showing an example of the hardware configuration of the server device 10 and the information processing device 20 of this embodiment.

[0022] First, a description will be given of the hardware configuration of the server device 10. As shown in Fig. 2, the server device 10 includes a control device 11, a main memory device 12, an auxiliary memory device 13, a communication device 14, and various buses 15. The control device 11, the main memory device 12, the auxiliary memory device 13, and the communication device 14 are connected via the various buses 15. As described above, the server device 10 of this embodiment has a general hardware configuration using a normal computer.

[0023] The control device 11 controls the overall operation of the server device 10. The control device 11 may be, for example, at least one of a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit), but is not limited to these. There may be any number of CPUs or GPUs as long as they are one or more, and they may be single-core or multi-core.

[0024] Examples of the main memory device 12 include, but are not limited to, a ROM (Read Only Memory) and a RAM (Random Access Memory). The ROM stores various programs, such as a program for controlling the server device 10 and a program for managing the game of this embodiment. The RAM is used as a working area when the control device 11 performs various controls based on the programs stored in the ROM.

[0025] The auxiliary storage device 13 stores the various programs described above, as well as various data such as data necessary for game progression and user data. The various programs described above may be stored in at least one of the main storage device 12 and the auxiliary storage device 13. Examples of the auxiliary storage device 13 include, but are not limited to, existing storage devices capable of magnetic, electrical, or optical storage, such as a hard disk drive (HDD), a solid state drive (SSD), and a digital versatile disc (DVD). The auxiliary storage device 13 may be built into the server device 10 or externally connected to the server device 10 via an interface such as a universal serial bus (USB). The auxiliary storage device 13 may also be a network-attached storage (NAS) connected via a network such as a local area network (LAN) or a wide area network (WAN).

[0026] The communication device 14 is used to communicate with the information processing device 20 via the network 2. Examples of the communication device 14 include, but are not limited to, a communication device for a wired LAN and a wireless communication device for a wireless LAN. The communication device 14 transmits data necessary for the above-mentioned game progress to the information processing device 20 and receives user data from the information processing device 20.

[0027] In addition to the above configuration, the server device 10 may further include hardwired circuits such as an IC (Integrated Circuit), an ASIC (Application Specific Integrated Circuit), and an FPGA (Field-Programmable Gate Array) that are specific to the server device 10 in order to realize the game management function.

[0028] Next, the hardware configuration of the information processing device 20 will be described. As shown in FIG. 2, the information processing device 20 includes a control device 21, a main memory device 22, an auxiliary memory device 23, a communication device 24, a display device 25A, an input device 25B, an audio output device 26, a group of sensors 27, and various buses 28. In this embodiment, the display device 25A and the input device 25B constitute a touch panel display 25, but this is not limiting. The display device 25A and the input device 25B may be separate devices. The control device 21, the main memory device 22, the auxiliary memory device 23, the communication device 24, the display device 25A, the input device 25B, the audio output device 26, and the group of sensors 27 are connected via various buses 28. As described above, the information processing device 20 of this embodiment has a typical hardware configuration of electronic devices such as smartphones and tablets.

[0029] The control device 21 controls the overall operation of the information processing device 20. The method of realizing the control device 21 is the same as that of the control device 11. However, in order to perform drawing processing of the game space realized by CG (Computer Graphics) processing, playing and synthesizing game sounds, and the like, the control device 21 may further include hardwired circuits such as ICs, ASICs, and FPGAs specific to the above processing in addition to the control device 21.

[0030] The implementation method of the main memory device 22 is the same as that of the main memory device 12, and therefore detailed description thereof will be omitted. The ROM of the main memory device 22 stores various programs such as an OS (Operating System) program for controlling the information processing device 20 and various application programs that run on the OS.

[0031] The auxiliary storage device 23 stores various data such as the various programs described above, data necessary for game progress transmitted from the server device 10, and user data of the information processing device 20. The various programs described above may be stored in at least one of the main storage device 22 and the auxiliary storage device 23. The method for realizing the auxiliary storage device 23 is the same as that for the auxiliary storage device 13, and therefore a detailed description thereof will be omitted.

[0032] The communication device 24 is used to communicate with the server device 10 via the network 2. The method of implementing the communication device 24 is similar to that of the communication device 14, and therefore a detailed description thereof will be omitted. The communication device 24 receives data necessary for the above-described game progress from the server device 10 and transmits user data to the server device 10.

[0033] The display device 25A displays various screens, such as a game screen, generated by the control device 21, and serves as a user interface with the user. The input device 25B is used for inputting various operations, such as game operations, on the information processing device 20, and serves as a user interface with the user. In this embodiment, as described above, the display device 25A and the input device 25B are implemented as touch panel displays, but the present invention is not limited to this. In the following, unless otherwise specified, it is assumed that various screens, such as a game screen, are displayed on the display device 25A, and that user requests and operations for a game executed on the information processing device 20 are performed using the input device 25B.

[0034] The audio output device 26 outputs game sounds generated by the control device 21, and can be realized by, for example, a speaker.

[0035] The sensor group 27 detects various information related to the information processing device 20 and the user who uses the information processing device 20. Examples of the sensor group 27 include, but are not limited to, a GPS (Global Positioning System) sensor that detects the position of the information processing device 20, an acceleration sensor or gyro sensor that detects the tilt, acceleration, etc. of the information processing device 20, an image sensor (digital camera) that captures images and videos around the information processing device 20, and a biosensor that detects biometric information of the user.

[0036] 3 is a block diagram showing an example of the functional configuration of the server device 10 and the information processing device 20 of this embodiment. As shown in FIG. 3, the server device 10 includes a game management unit 101, and the information processing device 20 includes an OS unit 201, a game control unit 211, and an image storage unit 221. The game control unit 211 includes an output unit 213.

[0037] The game management unit 101 can be realized by, for example, the control device 11 and main memory device 12 described in FIG. 2. For example, the control device 11 reads out a program for managing the game of this embodiment stored in the main memory device 12 (ROM) or the auxiliary memory device 13, and loads it into the main memory device 12 (RAM). The control device 11 realizes the above-mentioned game management unit 101 by executing various processes in accordance with the loaded program. Here, an example has been described in which the above-mentioned game management unit 101 is realized as software, but at least a part of the above-mentioned game management unit 101 may be realized as hardware, or may be realized by a combination of software and hardware.

[0038] The OS unit 201 can be realized by, for example, the control device 21 and the main memory device 22 described in Fig. 2. For example, the control device 21 reads out an OS program stored in the main memory device 22 (ROM) or the auxiliary memory device 23 and loads it in the main memory device 22 (RAM). The control device 21 executes various processes in accordance with the loaded program, thereby realizing the above-mentioned OS unit 201.

[0039] The game control unit 211 and the output unit 213 can be realized, for example, by the control device 21 and main memory device 22 described in FIG. 2 . For example, the control device 21 reads out the game application program of this embodiment stored in the main memory device 22 (ROM) or the auxiliary memory device 23 and loads it into the main memory device 22 (RAM). The control device 21 realizes each of the above-mentioned functional units by executing various processes in accordance with the loaded program. Here, an example has been described in which each of the above-mentioned functional units is realized as software, but at least a part of each of the above-mentioned functional units may be realized as hardware. In this case, the functional units realized as hardware may be realized, for example, by the above-mentioned hardwired circuit. Furthermore, any of the above-mentioned functional units may be realized by a combination of software and hardware.

[0040] The image storage unit 221 can be realized by, for example, the auxiliary storage device 23 described with reference to FIG.

[0041] The OS unit 201 starts up an OS for controlling the information processing device 20 and performs control for executing various applications on the OS. For example, the OS unit 201 displays, on the display device 25A, an OS home screen on which icons serving as symbols for starting various applications are displayed side by side.

[0042] FIG. 4 is a diagram showing an example of a home screen 301 of the OS of this embodiment. In the example shown in FIG. 4, the home screen 301 of the OS running on the information processing device 20 of this embodiment is displayed on the display device 25A. Icons 311 to 318, which are symbols for launching various applications, are displayed side by side on the home screen 301 shown in FIG. 4. For example, icon 311 is an icon for launching a chat application. Icon 312 is an icon for launching a video application. Icon 313 is an icon for launching a manga application. Icon 314 is an icon for launching a game application of this embodiment. Each of icons 315 to 318 is an icon for launching another application. Note that, although each icon is displayed individually in the example shown in FIG. 4, multiple icons may be displayed in a group. In this manner, the icons of this embodiment can be grouped.

[0043] When the user selects an application icon on the home screen, the OS unit 201 launches the application of the selected icon. For example, when the user selects icon 314 on the home screen 301 shown in Fig. 4, the OS unit 201 launches the game application of this embodiment. As a result, the game control unit 211 executes (controls) the game of the launched game application of this embodiment.

[0044] The game of this embodiment is realized mainly through cooperation between the game management unit 101 and the game control unit 211. In the following, the game of this embodiment will be described taking as an example a game consisting of an in-game and an out-game, but is not limited to this.

[0045] The in-game refers to the part of the game that the user actually plays, including, but not limited to, games of various genres such as trading card games (TCGs), action games, puzzle games, simulation games, role-playing games (RPGs), sports games, music games, shooting games, real-time strategy games (RTSs), and racing games.

[0046] The various games described above, even in games other than TCGs, may be played by pre-setting game media to be used by the user from among game media such as characters collected by the user. For example, the game may be played using one game media pre-set by the user from among the game media collected by the user, or may be played using multiple game media pre-set by the user (so-called deck construction and play). Game media includes, but is not limited to, data used in the game, such as characters that the user can use in the game, weapons and armor used by the characters, and items that can be used in the game.

[0047] In this embodiment, an example will be described in which the in-game is a quest part consisting of multiple quests. A quest corresponds to a stage, which is a structural unit of a game, but one quest does not necessarily have to be one stage; one quest may be made up of multiple stages. Therefore, a quest may be one stage or multiple stages of a game in each of the above game genres.

[0048] However, the in-game is not limited to a quest part, and may be configured to include multiple game parts. For example, the in-game may be configured to include at least one of a game part in which a user (player) competes against a CPU (PvE: Player vs Enemy), a game part in which users compete against each other (PvP: Player vs Player), and a game part in which guilds of multiple users compete against each other (GvG: Guild vs Guild).

[0049] Note that various missions may be set for each quest, and when a mission is completed, a reward may be awarded to the user for completing the mission. Examples of rewards include, but are not limited to, in-game currency, game media, and experience points. Examples of missions include, but are not limited to, main missions that require the completion of a quest and sub-missions that require the completion of a quest in a specific manner. For example, in an action game, main missions may include "defeat all enemy characters" or "defeat a boss character," while sub-missions may include "defeat at least one enemy character with one hit." Furthermore, in the above-described type of game in which a user pre-sets game media and plays the game, sub-missions may include "defeat an enemy character using a special ability (so-called "skill") provided in the set game media" or "defeat an enemy character using a special ability (so-called "combo") activated by combining multiple set game media."

[0050] An out-game is a game part other than the in-game. Examples of out-games include, but are not limited to, game parts that prepare for the in-game, such as a lottery part, a training part, and a game medium setting part, as well as event parts that are held irregularly.

[0051] The lottery part is a game part in which a lottery for a game medium (so-called "gacha") is held, and one game medium is selected from a plurality of types of game medium and awarded to the user.

[0052] The development part is a game part in which the user develops the game media (player character, weapons, armor, etc.) assigned to them. Development, for example, refers to the task of raising the rarity or level of the game media if rarity or level is set for the game media. Rarity, for example, refers to a degree of rarity set for game media in multiple stages (e.g., four or five stages), and the higher the rarity, the higher the performance of the game media. Level is a parameter set for the game media for each rarity, and the higher the level, the higher the performance of the game media within that rarity.

[0053] Examples of methods for increasing rarity and level include using materials (items) obtained as rewards from the gacha part or quests described above for the game media to be developed (so-called "evolution"). Another example is using a predetermined game medium, such as the same game medium as the game media to be developed (so-called "synthesis"). Another example is acquiring experience points, which are obtained as rewards by clearing the quests described above using the game media to be developed. However, methods for increasing rarity and level are not limited to these.

[0054] The game media setting part is a game part in which the user presets game media collected through gacha or the like for use in quests, etc., and includes, for example, a deck building part, but the number of game media preset is not limited to multiple, and may be one. Note that when multiple game media are preset to build a deck, special abilities may be activated depending on the arrangement and combination of the preset game media.

[0055] The event part is a game part in which quests in which event characters that do not normally appear in games realized by the game system 1 appear, and lotteries for event game media can be held for a limited time.

[0056] In this embodiment, as described above, an example has been given in which in-game and out-game are classified by game content, but the present invention is not limited to this and classification may be performed by game result. For example, a game result such as clearing a stage that is accompanied by a success / failure determination result (more specifically, a game result that is accompanied by a success / failure determination result for the result of game progress by user operation) may be considered an in-game, and a game result that is not accompanied by a success / failure determination result may be considered an out-game.

[0057] As described above, the game of this embodiment is composed of multiple game parts. The control content of the game of this embodiment will be specifically described below with reference to the game management unit 101, game control unit 211, output unit 213, and image storage unit 221.

[0058] Before starting the game of this embodiment, the game control unit 211 performs a login process to request the game management unit 101 to authenticate the user's account.

[0059] When the game management unit 101 receives a request for authentication of a user's account from the game control unit 211, it performs account authentication (login authentication), transmits the authentication result to the game control unit 211, and manages the authentication result as user data for the user. Note that if the account authentication is successful and the conditions for granting a login bonus are met, the game management unit 101 may grant a login bonus to the user of the account, notify the game control unit 211 that the login bonus has been granted, and manage the login bonus as user data for the user.

[0060] The game control unit 211 receives the account authentication result from the game management unit 101, and if the authentication is successful, determines that the login process is successful and starts the game. On the other hand, if the authentication is unsuccessful, the game control unit 211 determines that the login process is unsuccessful and ends the game.

[0061] When a game starts, the game control unit 211 displays the home screen of the game. After that, the game control unit 211 progresses the game of this embodiment while receiving data necessary for the game progress from the game management unit 101 based on operations by the user.

[0062] Fig. 5 is a diagram showing an example of a home screen 401 for the game of this embodiment. In the example shown in Fig. 5, a home screen 401 in which a character 405 in the game of this embodiment is arranged in the center is displayed on the display device 25A. Furthermore, buttons 411 to 417 are displayed superimposed on the bottom of the home screen 401 shown in Fig. 5, and a parameter display screen 421 is displayed superimposed on the top of the home screen 401.

[0063] Buttons 411 to 417 are buttons that serve as symbols for launching game parts or game screens, respectively. Button 411 is a button for launching a quest part. Button 413 is a button for launching a lottery part. Button 415 is a button for launching a shop screen for launching a training part or a game media setting part. Button 417 is a button for launching an event part. Note that button 417 is not displayed when an event is not being held.

[0064] The parameter display screen 421 includes an in-game currency display field 423, a rank display field 425, an experience value display field 427, and a stamina display field 429. Each parameter displayed on the parameter display screen 421 is managed by the game management unit 101 as user data.

[0065] The in-game currency display field 423 displays the number of "rubies," the in-game currency, owned by the user. The rank display field 425 displays the user rank. The user rank is an indicator of the user's level, and the user's rank increases when the experience points, described below, reach a rank-up reference value. When the user rank increases, new quests that were previously set as unselectable (locked) in the quest part become selectable, the stamina upper limit, described below, increases, or stamina recovers to the upper limit. The experience point display field 427 displays the user's experience points. The experience point display field 427 displays the current experience points relative to a reference experience point, but the method of displaying experience points is not limited to this. Experience points can be earned, for example, by clearing a quest (accomplishing a mission).

[0066] The stamina display field 429 displays the user's stamina. Stamina is a cost in the game, a parameter that is consumed to perform quests and recovers over time to an upper limit. The stamina display field 429 displays the current value relative to the upper limit in text and bar format, but the method of displaying stamina is not limited to this.

[0067] For example, when the game control unit 211 receives a selection operation of the button 411 from the user, it receives display data for a quest part screen for starting a quest part from the game management unit 101 and displays the quest part screen.

[0068] Fig. 6 is a diagram showing an example of a quest part screen 431 of the game of this embodiment. The quest part screen 431 shown in Fig. 6 is similar to the home screen 401, except that quest selection buttons 433 to 437 for selecting a quest are arranged in the center and are displayed in a manner that indicates that button 411 is selected.

[0069] The quest selection button 433 is a button for selecting a beginner quest with a low level of difficulty. A beginner quest can be completed by consuming 10 stamina, and completing the quest will reward 100 experience points. The quest selection button 435 is a button for selecting an intermediate quest with a medium level of difficulty. A intermediate quest can be completed by consuming 20 stamina, and completing the quest will reward 200 experience points. The quest selection button 437 is a button for selecting an advanced quest with a high level of difficulty. A advanced quest can be completed by consuming 30 stamina, and completing the quest will reward 300 experience points. Note that when each quest is completed, in addition to experience points, game media or in-game currency (coins, rubies) may also be obtained.

[0070] When the user selects a quest to be performed on the quest part screen 431, the game control unit 211 consumes stamina to perform the selected quest and notifies the game management unit 101. As a result, the game management unit 101 manages the remaining amount of stamina after consumption as user data, and transmits data for performing the selected quest to the game control unit 211.

[0071] For example, when the user presses the quest selection button 433 and selects a beginner quest, the game control unit 211 checks whether the user's remaining stamina is "10" or more, and if it is "10" or more, subtracts "10" from the stamina and consumes it. The game control unit 211 notifies the game management unit 101 that the beginner quest has been selected and that "10" of stamina has been consumed. As a result, the user's remaining stamina becomes "10," and the game management unit 101 manages the remaining stamina after consumption as user data and transmits data for executing the beginner quest to the game control unit 211, and the game control unit 211 causes the user to play the beginner quest.

[0072] When the game control unit 211 receives data for executing a quest, it generates a game space for executing the quest, in which a player character, various objects, etc. are placed. The game control unit 211 generates and displays game images obtained by capturing the game space frame by frame from a predetermined viewpoint using a virtual camera, and controls the actions of the player character within the game space based on operations by the user to execute the quest.

[0073] In addition, when the game control unit 211 receives, for example, a selection operation of button 413 from the user, it receives display data for a lottery part screen for starting the lottery part from the game management unit 101, displays the lottery part screen, and executes the lottery part.

[0074] Furthermore, when the game control unit 211 receives a selection operation of the button 415 from the user, for example, it receives display data for the shop screen for launching the shop screen from the game management unit 101 and displays the shop screen. On the shop screen, it is possible to purchase rubies, which are the in-game currency, and items used in the game, and to launch the training part or the game media setting part, etc.

[0075] In addition, for example, when the game control unit 211 receives a selection operation of button 417 from the user, it receives display data for an event part screen for activating the event part from the game management unit 101, displays the event part screen, and executes the event part.

[0076] As described above, the game control unit 211 controls the game of this embodiment and changes the parameters used in the game. For example, the game control unit 211 controls the progress of the game of this embodiment (e.g., in-game) and changes the parameters used in the game as the game progresses. The parameters used in the game include, for example, at least one of a first parameter associated with the user and a second parameter associated with the player character used by the user. In other words, the game control unit 211 changes at least one of the first parameter and the second parameter as the game progresses.

[0077] The first parameter may include, for example, at least one of a parameter relating to the user's proficiency in the game, a parameter relating to the progress of the game, a parameter relating to charges for the game, a parameter relating to rewards obtained in the game, and a parameter relating to the time or number of days the game has been played, but is not limited to these.

[0078] Parameters relating to a user's proficiency include, but are not limited to, the user rank, user experience points, and scores achieved by the user. Parameters relating to game progress include, but are not limited to, currently playable quests and game stages, or information about quests and game stages that have been cleared to date. Parameters relating to game charges include, but are not limited to, the total amount of in-game currency (rubies) charged and the amount of in-game currency charged within a certain period of time. Examples of certain periods include, but are not limited to, one month, one day, or the duration of an event. Parameters relating to rewards earned in a game include, but are not limited to, rewards accumulated in a gift box. A gift box is a place where rewards earned in a game (e.g., in-game currency or items) are accumulated rather than automatically added, and the accumulated rewards are added when the user performs a receiving operation. Parameters relating to game play time or number of days include, but are not limited to, the number of consecutive days logged into the game, the total game play time, the game play time within a certain period of time, and the period of non-participation in the game (the period elapsed since the last login). Note that, examples of the certain period of time include, but are not limited to, one month, one day, or the period of an event.

[0079] The second parameter may include, but is not limited to, a parameter related to the player character's proficiency, such as the rarity and level of the player character.

[0080] The output unit 213 outputs icon change information for changing the display mode of an icon used to launch a game in accordance with changes in parameters used in the game. Specifically, the output unit 213 outputs the icon change information in accordance with changes in parameters used in the game, without relying on a setting operation by a user playing the game. Note that "without relying on a setting operation by a user playing the game" means without relying on a user operation for making settings related to the game, and for example, without relying on a setting operation for setting an image for icon change, as disclosed in Japanese Patent No. 6797321, which is listed as a prior art document.

[0081] For example, the output unit 213 outputs icon change information in response to a change in a parameter used in the game of this embodiment, without relying on a user's setting operation. Furthermore, for example, the output unit 213 outputs icon change information in response to at least one of the above-described first parameter exceeding a first threshold and the above-described second parameter exceeding a second threshold, without relying on a user's setting operation. The first threshold may be any value and can be set depending on the content of the first parameter. The second threshold may also be any value and can be set depending on the content of the second parameter.

[0082] Specifically, the output unit 213 acquires an image for an icon from the image storage unit 221 to change the display mode of the icon used for launching the game in accordance with changes in the parameters used in the game, regardless of the setting operations of the user playing the game of this embodiment.

[0083] FIG. 7 is a diagram illustrating an example of icon images stored in the image storage unit 221 of this embodiment. In the example illustrated in FIG. 7, icon images 511 to 517 are stored in the image storage unit 221, but the present invention is not limited to these. Icon image 511 is the image displayed on icon 314 of the game application of this embodiment shown in FIG. 4 and is the default image of the icon of the game application of this embodiment. Details of icon images 512 to 517 will be described later. Note that the icon images stored in the image storage unit 221 are included in the game application of this embodiment downloaded from a management server that manages multiple types of applications executable on the information processing device 20 described above, and are subject to review by the platform provider that operates the management server and provides the OS described above, but the present invention is not limited to this. For example, icon images may be dynamically generated using generative AI, or icon images may be generated by reflecting in-game information in a base icon image.

[0084] For example, when the total amount charged for in-game currency (ruby), which is the first parameter, exceeds the first threshold, the output unit 213 acquires the image 512 for the icon from the image storage unit 221. The image 512 for the icon is an image indicating that the total amount charged by the user has exceeded the first threshold, and is an image in which a circle mark is placed around the character 405.

[0085] Furthermore, when the rarity of the player character, which is the second parameter, exceeds a second threshold, for example, the output unit 213 acquires an image 513 for an icon from the image storage unit 221. The image 513 for an icon is an image indicating that the rarity of the player character has exceeded the second threshold, and is an image in which a character 405 with a rarity exceeding the second threshold is placed. Note that the eyes of the character 405 in the image 513 for an icon are different from those in the image 511 for an icon.

[0086] The output unit 213 outputs icon change information including the acquired image for the icon to the OS unit 201. Note that the icon change information may include an identification ID that identifies the game application of this embodiment in addition to the acquired image for the icon.

[0087] When the icon change information is output from the output unit 213, the OS unit 201 changes the display mode of the icon of the game application of this embodiment based on the icon change information. Specifically, the OS unit 201 identifies that the icon whose display mode is to be changed is the icon of the game application of this embodiment from the identification ID included in the icon change information, and changes the image of the identified icon to the image for the icon included in the icon change information.

[0088] FIG. 8 is a diagram showing an example of the home screen 301 of the OS of this embodiment after changing the display mode of the icon 314 of the game application of this embodiment. For example, when the output unit 213 outputs icon change information including the image 512 for the icon, the OS unit 201 changes the image of the icon 314 to the image 512 for the icon, as shown in FIG. 8, and changes the display mode of the icon 314. For example, when the output unit 213 outputs icon change information including the image 513 for the icon, the OS unit 201 changes the image of the icon 314 to the image 513 for the icon, and changes the display mode of the icon 314 (not shown). Note that the OS unit 201 changes the display mode of the icon 314 even when the icon 314 is grouped. Furthermore, even when the icon 314 after the change in display mode is grouped, the OS unit 201 maintains the change in the display mode (the changed icon).

[0089] As described above, in this embodiment, the display mode of the game application icon is changed automatically (without the user's setting operation) in response to changes in the parameters used in the game. Therefore, according to this embodiment, it is possible to attract the user's interest in the game application based on changes in the icon used to launch the game application, and it is expected that this will create opportunities for the user to launch the game application.

[0090] For example, if the display mode of the icon is changed according to the first parameter and the second parameter, it is expected that the user will enjoy seeing how the icon changes, which will encourage him or her to continue playing the game.

[0091] For example, if the first parameter is a reward accumulated in the gift box, and the icon display mode is changed to notify the user when the accumulated amount of rewards exceeds a certain amount or when a high-value reward has been accumulated, it is possible to attract the user's interest and create an opportunity to launch the game application. Examples of high-value rewards include, but are not limited to, rare game content and in-game currency.

[0092] Furthermore, for example, if the first parameter is the period of non-participation in the game and the display mode of the icon is changed according to the period of non-participation, it is expected that the change in the icon will serve as an opportunity to rekindle the user's interest in the game application, creating an opportunity to launch the game application again (an opportunity to return to the game).

[0093] In addition, the game of this embodiment may be a game that is automatically executed without user operation (a so-called idle game) or a game that progresses in real time without user operation (e.g., RTS), and the display mode of the icon of the game application of this embodiment may be changed depending on the progress of the game.

[0094] Examples of games that are automatically executed without user operation include, but are not limited to, games in which the above-mentioned quest is started by the user's start operation and then executed (rounds) a number of times specified by the user without the user's progress operation, or until the above-mentioned stamina runs out.

[0095] In this case, the game control unit 211 progresses the game of this embodiment without user operation, and the output unit 213 outputs icon change information in response to changes in parameters used in the game without user setting operation. In this case, the icon change information may include an icon image indicating the progress of the game. For example, the output unit 213 acquires the icon image 514 shown in FIG. 7 from the image storage unit 221. The icon image 514 is an image capable of displaying the number of laps of an automatically executed game (quest). For example, the icon image 514 displays the number of laps specified by the user in the denominator (YYY) and the current number of laps in the numerator (XXX). The output unit 213 inputs the number of laps specified by the user and the current number of laps into the acquired icon image 514 and outputs icon change information including the input icon image 514 to the OS unit 201. The OS unit 201 changes the image of the icon 314 to the icon image 514 and changes the display mode of the icon 314. In this way, the user can grasp the progress of the automatically executed game, and can resume (launch) the game when the automatically executed game ends.

[0096] Furthermore, even in the case of a game that progresses in real time without user operation, the game control unit 211 progresses the game of this embodiment without user setting operations, and the output unit 213 outputs icon change information in response to changes in parameters used in the game without user setting operations. In this case, the icon change information may include an icon image indicating the content of an event that has occurred in the game. For example, when the game progress indicates that the user's territory, such as a village, is under attack, the output unit 213 acquires the icon image 515 shown in FIG. 7 from the image storage unit 221 and outputs icon change information including the acquired icon image 515 to the OS unit 201. The icon image 515 indicates that an unfavorable situation is occurring in the user's territory. The OS unit 201 changes the image of the icon 314 to the icon image 515 and changes the display mode of the icon 314. In this way, the user can understand the status of the game progressing in real time from the icon, thereby encouraging the user to launch an application in a situation where user operation is required.

[0097] However, in the case of a game that progresses in real time, the user is motivated to start the game because they cannot grasp the progress of the game unless they start the game application. For this reason, when an event occurs in the game, the output unit 213 may determine whether or not to output the icon change information according to a first rule, rather than constantly outputting icon change information and causing the OS unit 201 to change the display mode of the icon 314. The first rule may be, for example, but is not limited to, randomly determining whether or not to output the icon change information by lottery or the like. In this way, an event may occur in the game regardless of whether or not the display mode of the icon 314 has changed, so the user's motivation to start the game as described above can be prevented from being hindered.

[0098] However, since there is also a need to know the progress of a game without launching a game application, the output unit 213 may output icon change information regardless of the first rule in response to the user's use of a predetermined game medium. An example of the predetermined game medium is an item that causes icon change information to be output at all times when an event occurs in the game. In this way, various user needs can be met.

[0099] Note that the above-described method of randomizing user notifications and counteracting the randomness of user notifications by using game media is not limited to the output of icon change information, but can be applied to any user notification performed within a game. Examples of user notifications performed within a game include, but are not limited to, push notifications, email notifications, SNS (Social Networking Service) notifications, and alarm notifications. Note that, instead of randomizing user notifications, randomization may be applied to the credibility of user notifications. In other words, the user notification may not only notify the user when an event notified in a user notification actually occurs within the game, but also when it does not occur.

[0100] Furthermore, the parameters used in the game of this embodiment may include a third parameter related to the cost of the game, and the display mode of the icon of the game application of this embodiment may be changed in response to fluctuations in the third parameter over time. Examples of the third parameter include, but are not limited to, stamina, which is consumed to execute a quest and recovers to an upper limit over time. In this case, the game control unit 211 may vary the third parameter at least over time, and the output unit 213 may output icon change information in response to fluctuations in the third parameter without relying on a user setting operation. For example, the output unit 213 may acquire an icon image 516 shown in FIG. 7 from the image storage unit 221. The icon image 516 is an image that displays the current value of stamina relative to the upper limit, as described in FIG. 5, in a bar format. The output unit 213 may reflect the current value of stamina in the bar display of the acquired icon image 516 and output icon change information including the reflected icon image 516 to the OS unit 201. The OS unit 201 changes the image of the icon 314 to the image 516 for the icon, and changes the display mode of the icon 314. In this way, the user can grasp the current value of the automatically recovered stamina, and it is expected that the user will start the game application when the amount of stamina required to execute the quest has been recovered.

[0101] Furthermore, the parameters used in the game of this embodiment may include a fourth parameter related to game settings, and the display mode of the icon of the game application of this embodiment may be changed in response to a change in the fourth parameter. In this case, the game control unit 211 performs game settings and changes the fourth parameter in response to a setting operation by the user. The fourth parameter indicates, for example, at least one of settings related to a group (guild or team) to which the user belongs and settings related to a player character used by the user.

[0102] The output unit 213 outputs icon change information in response to a change in the fourth parameter without further setting operations by the user. For example, if the game control unit 211 sets a group to which the user belongs in response to a setting operation by the user and the fourth parameter indicates the setting for the group to which the user belongs, the output unit 213 outputs icon change information including an image for an icon representing the group. For example, if the game control unit 211 sets a player character used by the user in response to a setting operation by the user and the fourth parameter indicates the setting for the player character used by the user, the output unit 213 outputs icon change information including at least one of an image for an icon representing the player character and an image for an icon representing the group to which the player character belongs. Examples of the image for the icon representing the group include, but are not limited to, an image of the group's symbol mark or symbol color. For example, if a setting is made to change the player character used by the user, the output unit 213 obtains the image for the icon 517 shown in FIG. 7 from the image storage unit 221 and outputs icon change information including the obtained image for the icon 517 to the OS unit 201. The image for icon 517 is an image showing the changed player character. The OS unit 201 changes the image of the icon 314 to the image for icon 517, and changes the display mode of the icon 314. In this way, the user can change the image of the icon 314 to the image of the changed player character simply by performing a setting operation to change the player character to be used, without performing a setting operation to change the display mode of the icon 314.

[0103] Note that, when a setting related to a first player character is made and the fourth parameter indicates a setting related to the first player character, the output unit 213 may output icon change information including an image for an icon representing the first player character, and when a setting related to a second player character is made and the fourth parameter indicates a setting related to the second player character, the output unit 213 may not output icon change information or may output icon change information including an image for a default icon. The first player character is a player character for which an image for an icon is prepared, and the second player character is a player character for which an image for an icon is not prepared. Since it is not always possible to prepare an image for an icon for all player characters, this makes it possible to take measures such as not changing the image for the icon or changing the image for the icon to a default image when a player character for which an image for an icon is not prepared is set.

[0104] Furthermore, the parameters used in the game of this embodiment may include a fifth parameter indicating time, and the display mode of the icon of the game application of this embodiment may be changed in response to the time indicated by the fifth parameter becoming a time period specified by the second rule. In this case, the output unit 213 may output icon change information without a user setting operation in response to the time period indicated by the fifth parameter becoming a time period specified by the second rule. The second rule may be, for example, a random determination of the time period (e.g., a 30-minute time period somewhere in a day) by lottery or the like, but is not limited thereto. Furthermore, the image of the icon may be changed to any image. Furthermore, when the display mode of the icon has been changed, the game control unit 211 may grant a reward to the user in response to the launch of the game application of this embodiment by the user's operation. This makes it possible to constantly attract the interest of users who are looking for rewards in the game application, and is expected to create opportunities for launching the game application.

[0105] FIG. 9 is a flowchart showing an example of the icon change process performed in the game system 1 of this embodiment.

[0106] First, the game control unit 211 executes the game of this embodiment (step S101).

[0107] Next, the output unit 213 checks whether the icon change conditions are met based on the progress of the game or the like (step S103).

[0108] If the icon change conditions are met (Yes in step S103), the output unit 213 acquires an image for the icon to be used for the change from the image storage unit 221 (step S105), and outputs icon change information including the acquired image for the icon to the OS unit 201 (step S107).

[0109] Next, the OS unit 201 changes the image of the icon of the game application of this embodiment displayed on the home screen of the OS to the image for the icon included in the icon change information, and changes the display mode of the icon of the game application of this embodiment (step S109).

[0110] If the icon change condition is not met in step S103 (No in step S103), the subsequent processes are not performed.

[0111] (Variation 1) In the above embodiment, the user may be allowed to set whether or not to output the icon change information. In this case, the game control unit 211 sets whether or not to output the icon change information in accordance with a user setting operation, and the output unit 213 outputs the icon change information without a user operation if the setting regarding whether or not to output is yes. This prevents users who do not want the icons to be automatically changed from becoming dissatisfied.

[0112] (Variation 2) In the above embodiment, an upper limit may be set on the number of times the icon change information is output, and when the number of times the icon change information is output exceeds the upper limit, the output unit 213 may not output the icon change information or may output icon change information including an image for a default icon. This can prevent complaints from arising among users and platform providers who do not want excessive automatic changes of icons.

[0113] (Variation 3) In the above embodiment, instead of automatically changing the icon by using an item that requires purchase, the icon may be changed to a character or the like selected by the user through a user operation.

[0114] (program) The programs executed by the server devices and information processing devices of each of the above embodiments and each of the above variations are provided as files in an installable or executable format stored on a computer-readable storage medium such as a CD-ROM, CD-R, memory card, DVD, or flexible disk (FD).

[0115] Furthermore, the programs executed by the server device and information processing device of each of the above embodiments and modifications may be stored on a computer connected to a network such as the Internet and provided by being downloaded via the network. Also, the programs executed by the server device and information processing device of each of the above embodiments and modifications may be provided or distributed via a network such as the Internet. Also, the programs executed by the server device and information processing device of each of the above embodiments and modifications may be provided by being pre-installed in ROM or the like.

[0116] The programs executed by the server device and the information processing device of each of the above-mentioned embodiments and modifications have a modular configuration for realizing the above-mentioned units on a computer. As for actual hardware, for example, the CPU reads the learning program from the HDD onto the RAM and executes it, thereby realizing the above-mentioned units on a computer.

[0117] As described above, according to the above embodiment and the above modification, it is possible to attract the user's interest in a game application based on a change in the icon used to launch the game application.

[0118] The above-described embodiment and modifications merely illustrate examples of specific embodiments of the present disclosure, and the technical scope of the present disclosure should not be construed as being limited by these. Therefore, the present disclosure can be implemented in various forms without departing from the spirit or main features thereof. For example, the above-described embodiment and modifications may be appropriately combined in their respective constituent units. Furthermore, for example, some components may be deleted from all components in the above-described embodiment and modifications.

[0119] The present disclosure includes the following aspects.

[0120] (1) a game control unit that controls a game; an output unit that outputs icon change information for changing a display mode of an icon used to start the game in accordance with a change in a parameter used in the game; A program that allows a computer to function.

[0121] (2) The output unit outputs the icon change information without depending on a setting operation by a user playing the game. The program described in (1) above.

[0122] (3) The game control unit changes the parameters as the game progresses. The program according to (1) or (2) above.

[0123] (4) The parameters include at least one of a first parameter associated with the user and a second parameter associated with a player character used by the user; the game control unit changes at least one of the first parameter and the second parameter as the game progresses, the output unit outputs the icon change information in response to at least one of the first parameter exceeding a first threshold and the second parameter exceeding a second threshold. The program described in (3) above.

[0124] (5) The first parameter includes at least one of a parameter related to the user's proficiency in the game, a parameter related to the progress of the game, a parameter related to charges for the game, a parameter related to rewards obtained in the game, and a parameter related to the length of time or number of days the game is played. The program described in (4) above.

[0125] (6) The second parameter includes a parameter related to the player character's proficiency. The program described in (4) above.

[0126] (7) The game control unit progresses the game without user operation. The program described in (3) above.

[0127] (8) The icon change information includes at least one of an image for the icon indicating a progress status of the game and an image for the icon indicating the content of an event that has occurred in the game. The program described in (7) above.

[0128] (9) The output unit determines whether or not to output the icon change information according to a first rule. The program described in (8) above.

[0129] (10) The output unit outputs the icon change information in response to use of a predetermined game medium, regardless of the first rule. The program described in (9) above.

[0130] (11) The parameters include a third parameter related to the cost of the game; the game control unit varies the third parameter at least in accordance with the passage of time; the output unit outputs the icon change information in response to a change in the third parameter. The program according to (1) or (2) above.

[0131] (12) The parameters include a fourth parameter related to a game setting; the game control unit changes the fourth parameter in response to a setting operation by a user; the output unit outputs the icon change information in response to a change in the fourth parameter without any further setting operation by the user. The program according to (1) or (2) above.

[0132] (13) The fourth parameter indicates at least one of a setting related to a group to which the user belongs and a setting related to a player character used by the user, the icon change information includes at least one of an image for the icon representing the group and an image for the icon representing the player character; The program according to (12) above.

[0133] (14) When the fourth parameter indicates a setting related to a first player character, the icon change information includes an image for the icon indicating the first player character; the output unit does not output the icon change information or outputs the icon change information including an image for the default icon when the fourth parameter indicates a setting related to a second player character. The program according to (13) above.

[0134] (15) The parameters include a fifth parameter indicating a time; the output unit outputs the icon change information in response to the time indicated by the fifth parameter becoming a time period specified by a second rule. The program according to (1) or (2) above.

[0135] (16) When the display mode of the icon has been changed, the game control unit awards a reward to the user in response to the game being started by a user operation. The program according to (15) above.

[0136] (17) The game control unit performs a setting regarding whether or not to output the icon change information in response to a user operation, the output unit outputs the icon change information when the setting regarding whether or not to output is set to "yes." The program according to (1) or (2) above.

[0137] (18) When the number of times the icon change information has been output exceeds an upper limit number of times of output, the output unit does not output the icon change information or outputs the icon change information including a default image for the icon. The program according to (1) or (2) above.

[0138] (19) a game control unit for controlling a game; an output unit that outputs icon change information for changing a display mode of an icon used to start the game in accordance with a change in a parameter used in the game; An information processing device comprising:

[0139] (20) a game control step in which a game control unit controls a game; an output step in which an output unit outputs icon change information for changing a display mode of an icon used to start the game in accordance with a change in a parameter used in the game; An icon change information output method including: [Explanation of symbols]

[0140] 1. Game System 2 Network 10 Server device 20, 20-1, 20-2, 20-n information processing device 201 OS Department 211 Game control unit 213 Output section 221 Image storage unit

Claims

1. a game control unit that controls a game; an output unit that outputs icon change information for changing a display mode of an icon used to start the game in accordance with a change in a parameter used in the game; A program that allows a computer to function.

2. the output unit outputs the icon change information without depending on a setting operation by a user playing the game. The program according to claim 1.

3. the game control unit changes the parameters as the game progresses. The program according to claim 1 or 2.

4. the parameters include at least one of a first parameter associated with a user and a second parameter associated with a player character used by the user; the game control unit changes at least one of the first parameter and the second parameter as the game progresses, the output unit outputs the icon change information in response to at least one of the first parameter exceeding a first threshold and the second parameter exceeding a second threshold. The program according to claim 3.

5. the first parameter includes at least one of a parameter related to the user's proficiency in the game, a parameter related to the progress of the game, a parameter related to charges for the game, a parameter related to rewards obtained in the game, and a parameter related to the length of time or number of days the game has been played; The program according to claim 4.

6. the second parameter includes a parameter related to the player character's proficiency; The program according to claim 4.

7. the game control unit progresses the game without relying on a user operation; The program according to claim 3.

8. the icon change information includes at least one of an image for the icon indicating a progress status of the game and an image for the icon indicating a content of an event that has occurred in the game; The program according to claim 7.

9. the output unit determines whether or not to output the icon change information in accordance with a first rule. The program according to claim 8.

10. the output unit outputs the icon change information in response to use of a predetermined game medium, regardless of the first rule. The program according to claim 9.

11. the parameters include a third parameter related to the cost of the game; the game control unit varies the third parameter at least in accordance with the passage of time; the output unit outputs the icon change information in response to a change in the third parameter. The program according to claim 1 or 2.

12. the parameters include a fourth parameter related to a game setting; the game control unit changes the fourth parameter in response to a setting operation by a user; the output unit outputs the icon change information in response to a change in the fourth parameter without any further setting operation by the user. The program according to claim 1 or 2.

13. the fourth parameter indicates at least one of a setting related to a group to which the user belongs and a setting related to a player character used by the user; the icon change information includes at least one of an image for the icon representing the group and an image for the icon representing the player character; The program according to claim 12.

14. the icon change information includes an image for the icon indicating the first player character when the fourth parameter indicates a setting related to the first player character; the output unit does not output the icon change information or outputs the icon change information including an image for the default icon when the fourth parameter indicates a setting related to a second player character. The program according to claim 13.

15. the parameters include a fifth parameter indicating a time; the output unit outputs the icon change information in response to the time indicated by the fifth parameter becoming a time period specified by a second rule. The program according to claim 1 or 2.

16. the game control unit, when the display mode of the icon has been changed, grants a reward to the user in response to the game being started by a user operation; The program according to claim 15.

17. the game control unit performs a setting as to whether or not to output the icon change information in response to a user operation; the output unit outputs the icon change information when the setting regarding whether or not to output is set to "yes." The program according to claim 1 or 2.

18. When the number of times the icon change information has been output exceeds an upper limit number of times of output, the output unit does not output the icon change information or outputs the icon change information including a default image for the icon. The program according to claim 1 or 2.

19. a game control unit that controls a game; an output unit that outputs icon change information for changing a display mode of an icon used to start the game in accordance with a change in a parameter used in the game; An information processing device comprising:

20. a game control step in which a game control unit controls a game; an output step in which an output unit outputs icon change information for changing a display mode of an icon used to start the game in accordance with a change in a parameter used in the game; An icon change information output method including:

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