Information processing apparatus
The information processing device enhances user solidarity and maintains gameplay continuity by allowing users to form master-disciple relationships and receive support-based rewards, addressing isolation in gaming.
Patent Information
- Application Number
- JP2025201716
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-21
- Publication Date
- 2026-01-29
AI Technical Summary
Users playing games feel isolated and lack a strong sense of solidarity with other users, leading to discontinuation of gameplay.
An information processing device that allows users to form master-disciple relationships, where a support user provides rewards based on the gameplay status of a user, enhancing solidarity and maintaining gameplay continuity.
The device increases user solidarity and maintains gameplay continuity by enabling support users to provide rewards without consuming their own game content, allowing users to play without hesitation.
Smart Images

Figure 2026015583000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device and a program. [Background technology]
[0002] BACKGROUND ART Information processing devices that execute information processing relating to a game in which characters owned by other users participate as helpers for a character owned by a user are known (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-198184 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, this strengthening of bonds between users and other users has increased the sense of solidarity among users. However, there are some users who feel isolated while playing games due to a lack of communication with other users or support from other users. Such users do not feel a strong sense of solidarity with other users and tend to stop playing games without continuing. The present invention has been made in view of the above circumstances, and its purpose is to maintain continuity in game play by enhancing a sense of solidarity between users. [Means for solving the problem]
[0005] The main invention of the present invention to solve the above problems is: a user information storage unit that stores a support user who supports a user in association with the user; a reward information storage unit that stores rewards that can be given to the user and the support user; a game play status notification unit that notifies a support user associated with the user of a game play status of the user; a reward granting unit that grants the reward selected by the support user to the user by the support user having received the notification performing a game operation to select a reward appropriate to the game play situation of the user from among a plurality of types of rewards, and that grants the support user a reward for the support of the support user when the user who has been granted the reward plays the game and fulfills a predetermined condition; The information processing device is provided with: With such an information processing device, the support user provides support by watching the user's game play status and giving rewards, and the user plays the game while receiving support from the support user, thereby increasing the sense of solidarity between users and maintaining continuity in game play.
[0006] Further, the user information storage unit The user information storage unit game content owned by each of the users and the support users is stored in association with each user; When game content is given to the user as the reward at the selection of the support user, the game content is newly associated with the user and stored without consuming the game content of the support user; and When game content is given to the support user as the reward because the specified conditions are met in the user's game play, it is desirable to newly associate the support user with the game content and store it without consuming the user's game content. This allows the support user to support the user without hesitation, since the game content of the support user is not consumed (decreased) even if the user is given game content as a reward. Also, even if the support user is given game content as a reward, the game content of the user is not consumed (decreased), so the user can play the game without hesitation.
[0007] It is also preferable that the user information storage unit cancels the association between the support user and the user when the user plays the game and satisfies the predetermined condition. This allows users who meet certain conditions to maintain continuity in game play even without support from a support user.
[0008] It is also preferable that the user information storage unit associates the supporting user, whose association with the user has been cancelled, as a friend user of the user. This allows the user to maintain the association as a friend user even if the association as a support user is terminated, thereby enhancing the sense of solidarity between users.
[0009] It is also desirable to have a game progression unit that controls the progress of the game so that the user can play using the friend user's character. This allows users to use characters from friend users, which can increase the sense of solidarity between users.
[0010] It is also desirable that the reward granting unit change the reward that the support user can select depending on the game play status of the user. This will allow support users to select rewards based on the user's gameplay status, allowing them to provide even more appropriate support.
[0011] It is also preferable that the reward granting unit grants the reward selected by the supporting user to the user, and also grants a comment associated with the reward to the user. This allows support users to provide more appropriate support by providing further comments about the reward to the user.
[0012] Also, the computer a user information storage means for storing a support user who supports a user in association with the user; a reward information storage means for storing rewards that can be given to the user and the support user; a game play status notification means for notifying a support user associated with the user of the game play status of the user; a reward granting means for granting the reward selected by the support user to the user, when the notified support user performs a game operation to select a reward appropriate to the game play situation of the user from a plurality of types of rewards, and for granting the support user a reward for the support of the support user when the user who has been granted the reward plays the game and fulfills a predetermined condition; This is a program that functions as a This will increase the sense of solidarity between users and maintain continuity in gameplay. [Effects of the Invention]
[0013] According to the present invention, it is possible to enhance a sense of solidarity among users and maintain continuity in game play. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a configuration diagram illustrating an example of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a hardware configuration diagram illustrating an example of a computer according to the present embodiment. [Figure 3] FIG. 2 is a functional block diagram illustrating an example of a server device according to the present embodiment. [Figure 4] FIG. 2 is a functional block diagram illustrating an example of a client terminal according to the present embodiment. [Figure 5] 10 is a flowchart illustrating an example of the operation of the information processing system according to the present embodiment. [Figure 6] FIG. 10 is a diagram illustrating an example of play status information. [Figure 7] FIG. 10 is a diagram illustrating an example of user information. [Figure 8] 10 is a flowchart illustrating a master registration process of the information processing system according to the present embodiment. [Figure 9] FIG. 10 is an image diagram showing an example of a master registration screen. [Figure 10] 10 is a flowchart illustrating a disciple support process of the information processing system according to the present embodiment. [Figure 11] FIG. 10 is a diagram illustrating an example of first remuneration information. [Figure 12] FIG. 10 is an image diagram showing an example of a play status notification screen. [Figure 13] FIG. 10 is a diagram illustrating an example of second remuneration information. [Figure 14] 10 is a flowchart illustrating a master reward granting process of the information processing system according to the present embodiment. [Figure 15] FIG. 10 is an image diagram showing an example of a master reward granting screen. [Figure 16] 10 is a flowchart illustrating a master-disciple relationship setting process of the information processing system according to the present embodiment. [Figure 17] FIG. 10 is an image diagram showing an example of a master list screen. [Figure 18] 10 is a flowchart illustrating a disciple reward granting process of the information processing system according to the present embodiment. [Figure 19] FIG. 10 is an image diagram showing an example of a disciple reward granting screen. DETAILED DESCRIPTION OF THE INVENTION
[0015] The following describes in detail an information processing device, a program, and an information processing system according to an embodiment of the present invention. The present invention can be widely applied to information processing devices, programs, information processing systems, etc. that employ games that can enhance a sense of solidarity among users.
[0016] [Embodiment] <System configuration> Fig. 1 is a configuration diagram showing an example of an information processing system 1 according to this embodiment. As shown in Fig. 1, the information processing system 1 according to this embodiment has one or more client terminals 10 and a server device 20 connected via a network N.
[0017] The client terminal 10 is a terminal device operated by a user, such as a PC, smartphone, or tablet, or a terminal device such as a dedicated game machine for home or commercial use. The server device 20 manages and controls the game played by the user on the client terminal 10, and performs in-game billing processing, etc. The network N is the Internet, etc., and includes a mobile wireless base station, etc.
[0018] In addition to the client-server information processing system 1 shown in Figure 1, the present invention can also be applied to a standalone game device by providing a separate mechanism for in-game billing processing. The information processing system 1 in Figure 1 is just one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Figure 1 may be configured as a distributed system across multiple computers.
[0019] <Hardware configuration> <<Client terminal and server device>> Fig. 2 is a hardware configuration diagram showing an example of a computer 50 according to this embodiment. The client terminal 10 and the server device 20 according to this embodiment are realized by, for example, a computer 50 having the hardware configuration shown in Fig. 2. The computer 50 is an example of an information processing device.
[0020] 2, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and an HDD 58, all of which are interconnected by a bus line B. The input device 55 and the display device 56 may be connected and used when necessary.
[0021] The CPU 51 is a computing device that controls the entire computer and realizes its functions by reading programs and data from storage devices such as the ROM 53 and HDD 58 onto the RAM 52 and executing various processes based on the read programs and data.
[0022] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily storing programs and data, and is also used as a work area when the CPU 51 executes various processes.
[0023] The ROM 53 is an example of a non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. The ROM 53 stores programs and data such as the BIOS, OS settings, and network settings that are executed when the computer 50 starts up.
[0024] The communication interface 54 is an interface for connecting the computer 50 to the network N. This allows the computer 50 to perform data communication via the communication interface 54.
[0025] The input device 55 is a device used by a user or an administrator to input various signals, and is, for example, an operating device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.
[0026] The display device 56 is a device for displaying various information on a screen to a user or an administrator, and is, for example, a liquid crystal or organic EL display.
[0027] The external interface 57 is an interface for connecting to an external device so as to enable data communication, thereby allowing the computer 50 to read and / or write data from and to a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, a CD, a DVD, an SD memory card, or a USB memory.
[0028] The HDD 58 is an example of a non-volatile storage device that stores programs and data, such as the operating system (OS), which is the basic software that controls the entire computer, and applications that provide various functions on the OS.
[0029] Instead of the HDD 58, a drive device that uses a flash memory as a storage medium (for example, a solid state drive (SSD)) may be used.
[0030] The client terminal 10 and the server device 20 according to this embodiment can realize various processes, which will be described later, by executing a program on the computer 50 having the hardware configuration described above.
[0031] <Software configuration> Server device 3 is a functional block diagram showing an example of the server device 20 according to this embodiment. The server device 20 according to this embodiment is realized by, for example, the functional blocks shown in FIG.
[0032] The server device 20 according to this embodiment implements a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.
[0033] The server control unit 200 has a function of executing processes related to the competitive game, which will be described later. The server control unit 200 includes a game progression unit 201, a game play status notification unit 202, a reward granting unit 203, and a display control unit 204.
[0034] The game progression unit 201 controls the progress of the competitive game based on game operations received by the client terminal 10 from the user so that the user can play the game using their own character or another person's character.
[0035] The game play status notification unit 202 notifies a support user associated with a user of the game play status of that user. For example, when a support user logs in, the support user is notified of the game play status of users associated with that support user.
[0036] When the game play status notifying unit 202 notifies the support user of the user's game play status, the support user selects a reward appropriate for the notified game play status, and the reward granting unit 203 grants the selected reward to the user. Furthermore, when the user who has been granted the reward plays the game and fulfills a predetermined condition, the reward granting unit 203 grants a reward to the support user for the support.
[0037] The display control unit 204 controls the screen display of the client terminal 10 in accordance with the progress of the competitive game by the game progression unit 201.
[0038] The server storage unit 220 has a function of storing information related to the competitive game. The server storage unit 220 includes a character information storage unit 221, an item information storage unit 222, a user information storage unit 223, play status information 224, a registered user information storage unit 225, a first reward information storage unit 226, and a second reward information storage unit 227.
[0039] The character information storage unit 221 stores character information related to characters. The character information stored in the character information storage unit 221 includes characters that can be used by the user in the fighting game and enemy characters.
[0040] The item information storage unit 222 stores item information related to items as an example of rewards. The item information stored in the item information storage unit 222 includes items that each user can possess. It is also possible to set a rarity indicating the degree of scarcity for each item.
[0041] The user information storage unit 223 stores user information about users. The user information stored in the user information storage unit 223 includes each user's master user and apprentice user, as well as game content such as characters, items, and points that each user possesses.
[0042] The play status information storage unit 224 stores play status information relating to game play status. The play status information stored in the play status information storage unit 224 includes the play status of each user for a predetermined period of time.
[0043] The registered user information storage unit 225 stores registered user information related to users who are registered as masters. The registered user information stored in the registered user information storage unit 225 includes each user who is registered as a master user.
[0044] The first reward information storage unit 226 stores first reward information relating to one or more rewards to be given to disciple users. The first reward information stored in the first reward information storage unit 226 includes a reward from a master user for continued play and a comment associated with the reward.
[0045] The second reward information storage unit 227 stores second reward information relating to one or more rewards to be given to a master user. The second reward information stored in the second reward information storage unit 227 includes a reward from a disciple user as a thank you for the support.
[0046] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.
[0047] <<Client terminal>> 4 is a functional block diagram showing an example of the client terminal 10 according to this embodiment. The client terminal 10 according to this embodiment is realized by, for example, the functional blocks shown in FIG.
[0048] The client terminal 10 according to this embodiment executes a program to implement a client control unit 100, a client storage unit 120, a client communication unit 140, an operation reception unit 150, and a screen display unit 160. The client control unit 100 includes a request transmission unit 101 and a response reception unit 102.
[0049] The operation receiving unit 150 receives operations from a user who operates the client terminal 10. The client control unit 100 also performs processing related to the game on the client terminal 10. The request sending unit 101 sends a request to the server device 20 based on the content of the operation received from the user by the operation receiving unit 150. The response receiving unit 102 receives a response such as a processing result in response to the request sent by the request sending unit 101 to the server device 20.
[0050] Furthermore, the client storage unit 120 stores information required by the client terminal 10. The client communication unit 140 communicates with the server device 20. The screen display unit 160 displays the screen of the client terminal 10 under control of the server device 20.
[0051] As described above, in the information processing system 1 according to this embodiment, the server device 20 controls the game progression and display, but these may also be performed by the client terminal 10. Specifically, the game progression unit and display control unit may be configured not to be provided in the server control unit 200 of the server device 20, but to be provided in the client control unit 100 of the client terminal 10.
[0052] The client control unit 100 of the client terminal 10 may be of a browser type that receives page data written in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs game-related processing. The client control unit 100 of the client terminal 10 may be of an application type that performs game-related processing based on an installed application.
[0053] <Overview of the battle game> Here, an overview of the battle game in this embodiment will be described. The battle game in this embodiment is a game in which enemy characters appear against a party made up of multiple characters, and the characters making up the party battle the enemy characters that have appeared. A user can form a party using characters that the user owns or characters owned by other people (friends, etc.), and challenge the enemy characters to battles.
[0054] In this competitive game, a user can select another user as a "master" and become that user's "disciple," thereby forming a master-disciple relationship. The "master" user (support user) supports the "disciple" user by watching their gameplay. The disciple user plays the game while receiving support from the master user.
[0055] In this embodiment, when the master user is notified of the disciple user's game play status, the master user selects an item (reward) appropriate to the disciple user's game play status. The item selected by the master user is given to the disciple user along with a comment. The disciple user plays the game using the given item. Then, when the disciple user plays the game and meets predetermined conditions, the master user is given an item (reward) in return for the master user's support.
[0056] By increasing the sense of solidarity between users in this way, the bond between apprentice users and master users can be strengthened, making it possible to maintain continuity in gameplay.
[0057] <Operation> FIG. 5 is a flowchart illustrating an example of the operation of the information processing system 1 in this embodiment.
[0058] First, when a user logs in to the server device 20 using the client terminal 10, the game progression unit 201 of the server device 20 receives login information including the user ID, password, etc. from the client terminal 10 and performs login processing (step S11).
[0059] In this login process, the play status information stored in the play status information storage unit 224 is updated as shown in FIG. 6, and the login date and time of the user is added.
[0060] FIG. 6 is a configuration diagram showing an example of play status information. The play status information shown in FIG. 6 has items such as a user ID, login date and time, logout date and time, number of plays, number of wins, and number of losses. The user ID is information for uniquely identifying a user. The login date and time is information indicating the date and time when the user logged in. The logout date and time is information indicating the date and time when the user logged out. The number of plays is information indicating the number of times the user played a competitive game. The number of wins is information indicating the number of times the user won a competitive game. The number of losses is information indicating the number of times the user lost a competitive game.
[0061] Returning to FIG. 5, the game progression unit 201 of server device 20 determines whether the logged-in user satisfies the master conditions required to become a master user (Step S12).
[0062] The master condition is that the user's rank must be equal to or greater than a predetermined value. In this embodiment, if the user's rank is 50 or greater, the user can become a master user.
[0063] Therefore, the game progression unit 201 obtains the rank associated with the logged-in user from user information such as that shown in Figure 7 stored in the user information storage unit 223. The game progression unit 201 then determines whether the rank associated with the obtained user is rank 50 or higher.
[0064] FIG. 7 is a diagram showing an example of user information. The user information shown in FIG. 7 has items such as a user ID, rank, points, owned items, character, master, disciple, friend, etc. The user ID is information for uniquely identifying a user. The rank is information indicating the user's game level. The points are information indicating the amount of points the user possesses. A predetermined amount of points are consumed when a competitive game begins. Consumed points can be recovered using stamina items, etc. The owned items are information indicating items the user possesses. The character is information indicating the character that will compete against the enemy character. The master is information indicating the user ID of the master user. The disciple is information indicating the user ID of the disciple user. The friend is information indicating the user ID of the friend.
[0065] 5, if the result of the determination in the process of step S12 is that the master condition is not met, the process proceeds to the process of step S18 described below. If the master condition is met, the process proceeds to the next step S13.
[0066] Next, if the master condition is met, the game progression unit 201 of the server device 20 references the user information such as that shown in FIG. 7 and determines whether the logged-in user is already a master user (step S13).
[0067] In this embodiment, if the logged-in user is already a master user, the user ID of the disciple user is set in the user information. If the logged-in user is not yet a master user, the user ID of the master user is not set in the user information.
[0068] If the result of the determination in the process of step S13 is that the logged-in user is already a master user, the process proceeds to the process of step S15 described below. On the other hand, if the logged-in user is not yet a master user, the process proceeds to the next step S14.
[0069] Next, if the logged-in user is not yet a master user, the game progression unit 201 of server device 20 performs master registration processing (step S14).
[0070] FIG. 8 is a flowchart illustrating the master registration process of the information processing system 1 in this embodiment.
[0071] The game progression unit 201 of the server device 20 requests the display control unit 204 to execute screen display control so as to display a master registration screen on the client terminal 10 (Step S31).
[0072] When the display control unit 204 receives a request from the game progression unit 201 to execute screen display control, it performs control to display a master registration screen such as that shown in FIG. 9 on the screen display unit 160 of the client terminal 10.
[0073] Fig. 9 is an image diagram showing an example of a master registration screen. Master registration screen 550 shown in Fig. 9 displays master registration explanation area 551, operation button 552 for registering a master, and operation button 553 for not registering a master.
[0074] A user who wishes to register as a master performs an operation on the client terminal 10 to select the operation button 552 while the master registration screen 550 is displayed on the screen display unit 160 of the client terminal 10 .
[0075] A user who does not wish to register as a master performs an operation on the client terminal 10 to select the operation button 553 while the master registration screen 550 is displayed on the screen display unit 160 of the client terminal 10.
[0076] The operation receiving unit 150 of the client terminal 10 receives an operation from the user to register a master or an operation not to register a master. The request sending unit 101 of the client terminal 10 sends a request to the server device 20 based on the operation content received by the operation receiving unit 150 from the user.
[0077] Next, the game progression unit 201 of the server device 20 accepts operation content from the client terminal 10, and determines whether or not an operation for registering a master has been accepted (Step S32).
[0078] If an operation to register a master is accepted, the process proceeds to the next step S33, and if an operation not to register a master is accepted, the process ends.
[0079] Next, when the game progression unit 201 of the server device 20 receives an operation to register a master, it updates the registered user information stored in the registered user information storage unit 225 and registers the logged-in user as a master (step S33).
[0080] Returning to FIG. 5, if the game progression unit 201 of server device 20 determines through the processing of step S13 described above that the logged-in user is already a master user, it performs disciple support processing (step S15).
[0081] FIG. 10 is a flowchart illustrating the disciple support process of the information processing system 1 in this embodiment.
[0082] The game progression unit 201 of the server device 20 requests the game play status notification unit 202 to execute game play status notification so as to notify the client terminal 10 of the play status (Step S41).
[0083] When the game play status notification unit 202 is requested by the game progression unit 201 to execute game play status notification, it obtains the disciple user associated with the logged-in user from the user information shown in FIG. 7. Then, the game play status notification unit 202 obtains the play status (number of plays, consumed stamina, etc.) of the disciple user associated with the logged-in user from the play status information shown in FIG. 6. At this time, the game play status of the disciple user on the day before login is obtained. Furthermore, the game play status notification unit 202 obtains candidate items that can be granted to the disciple user associated with the logged-in user from the first reward information stored in the first reward information storage unit 226.
[0084] FIG. 11 is a configuration diagram showing an example of first reward information. The first reward information shown in FIG. 11 has the following items: number of plays, type of candidate item, number of candidate items, and comment. The candidate items are associated with corresponding comments. Therefore, the reward granting unit 203 can grant the disciple user the item selected by the master user and also grant the disciple user the comment associated with the item. In addition, the system is set up so that the more plays a disciple user plays, the more luxurious the reward. Therefore, the reward granting unit 203 can change the items that the master user can select depending on the disciple user's playing status.
[0085] Thereafter, the game play status notification unit 202 notifies the game play status of the disciple user associated with the logged-in user. In this embodiment, the notification is made by a play status notification screen as shown in Fig. 12. Therefore, when the display control unit 204 is requested by the game play status notification unit 202 to execute screen display control, the display control unit 204 controls the screen display unit 160 of the client terminal 10 to display the play status notification screen.
[0086] Fig. 12 is an image diagram showing an example of a play status notification screen. A play status notification screen 560 shown in Fig. 12 displays a play status display area 561, an item selection area 562, candidate items 563, an item selection button 564, and operation buttons 565.
[0087] The rank, number of plays, number of wins, and number of losses of the disciple user are displayed in the play status display area 561. A list of multiple candidate items 563 is displayed in the item selection area 562. The candidate items 563 display the type and number of items that are candidates for selection, and comments corresponding to the items, based on the first reward information shown in FIG.
[0088] The logged-in user can understand the disciple user's playing status by looking at the play status display area 561. Then, from among the multiple candidate items 563 displayed in a list, the logged-in user selects an item that is appropriate for the disciple user's playing status using the item selection button 564. Thereafter, by pressing the operation button 565, the selected candidate item 563 can be confirmed as the item to be sent to the disciple user. Note that multiple types of items may be sent to the disciple user.
[0089] In this way, the operation accepting unit 150 of the client terminal 10 accepts operations to support the disciple user from the logged-in user. The request sending unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content accepted by the operation accepting unit 150 from the user.
[0090] Next, the game progression unit 201 of the server device 20 accepts operation content from the client terminal 10, and determines whether or not an operation for supporting the disciple user has been accepted (Step S42).
[0091] Next, when the game progression unit 201 of the server device 20 accepts an operation to support the disciple user, it requests the reward granting unit 203 to execute item granting settings (Step S43).
[0092] When the reward granting unit 203 is requested by the game progression unit 201 to execute item granting settings, it sets the candidate item 563 selected by the user on the play status notification screen 560 as the item to be granted to the disciple user.
[0093] Returning to FIG. 5, the game progression unit 201 of the server device 20 then determines whether a disciple user associated with the logged-in user has satisfied a predetermined condition (Step S16).
[0094] This predetermined condition is that the rank of the disciple user associated with the logged-in user has reached any of the achievement ranks set in the second reward information stored in the second reward information storage unit 227.
[0095] FIG. 13 is a configuration diagram showing an example of second reward information. The second reward information shown in FIG. 13 has the following items: achievement rank, item type, and number of items. It is set up so that more luxurious rewards are given as the achievement rank increases. Therefore, the reward granting unit 203 can change the items that the master user can acquire depending on the disciple user's playing status. In addition, it is set up so that the master-disciple relationship is terminated when the disciple user's rank reaches the graduation rank. In other words, the user information storage unit 223 terminates the association between the master user and the disciple user when the disciple user plays the game and fulfills a predetermined condition.
[0096] If the result of the determination in the process of step S16 is that the disciple user associated with the logged-in user does not satisfy the predetermined condition, the process proceeds to the process of step S18 described below. On the other hand, if the disciple user associated with the logged-in user satisfies the predetermined condition, the process proceeds to the next step S17.
[0097] Next, the game progression unit 201 of the server device 20 performs master reward granting processing if a disciple user associated with the logged-in user meets a predetermined condition (step S17).
[0098] FIG. 14 is a flowchart illustrating the master reward granting process of the information processing system 1 in this embodiment.
[0099] The game progression unit 201 of the server device 20 requests the display control unit 204 to execute screen display control so as to display a master reward award screen on the client terminal 10 (Step S51).
[0100] When the display control unit 204 receives a request from the game progression unit 201 to execute screen display control, it performs control to display a master reward award screen such as that shown in FIG. 15 on the screen display unit 160 of the client terminal 10.
[0101] 15 is an image diagram showing an example of a master reward grant screen. A master reward grant screen 570 shown in FIG. 15 displays a master reward explanation area 571, a granted item 572, and a receive button 573.
[0102] By looking at the master reward explanation area 571, the logged-in user can understand that the rank of the disciple user has reached the achievement rank set in the second reward information shown in Fig. 13. Then, by pressing the receive button 573, the granted item 572 can be obtained.
[0103] In this way, the operation accepting unit 150 of the client terminal 10 accepts an operation for receiving a master reward from the logged-in user. The request sending unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content accepted by the operation accepting unit 150 from the user.
[0104] Next, the game progression unit 201 of the server device 20 accepts operation content from the client terminal 10, and determines whether or not an operation for receiving a master reward has been accepted (Step S52).
[0105] Next, when the game progression unit 201 of the server device 20 accepts an operation to receive the master reward, it requests the reward granting unit 203 to grant an item (Step S53).
[0106] When the reward granting unit 203 receives a request from the game progression unit 201 to grant an item, it updates the user information stored in the user information storage unit 223 and adds the granted item 572 to the items possessed by the logged-in user.
[0107] When an item is given to a master user as a result of a predetermined condition being met by a disciple user, the user information storage unit 223 does not cancel the association between the disciple user and the item, but instead associates the master user with the item in a new manner and stores the association in the user information. In other words, the item being given to the master user does not decrease the number of items possessed by the disciple user.
[0108] Returning to FIG. 5, the game progression unit 201 of server device 20 then determines whether the logged-in user satisfies the disciple conditions required to become a disciple user (Step S18).
[0109] The disciple condition is that the user's rank must be equal to or less than a predetermined value. In this embodiment, if the user's rank is less than 50, he or she can become a disciple user.
[0110] Therefore, the game progression unit 201 obtains the rank associated with the logged-in user from user information such as that shown in FIG. 7 stored in the user information storage unit 223. The game progression unit 201 then determines whether the rank associated with the obtained user is less than rank 50.
[0111] If the result of the determination is that the disciple condition is not met, the process proceeds to step S22, which will be described later. On the other hand, if the disciple condition is met, the process proceeds to the next step S19.
[0112] Next, if the disciple condition is met, the game progression unit 201 of the server device 20 references the user information such as that shown in FIG. 7 and determines whether the logged-in user is already a disciple user (step S19).
[0113] In this embodiment, if the logged-in user is already a disciple user, the user ID of the master user is set in the user information. If the logged-in user is not yet a disciple user, the user ID of the master user is not set in the user information.
[0114] If the result of the determination is that the logged-in user is already a disciple user, the process proceeds to step S21, which will be described later. On the other hand, if the logged-in user is not yet a disciple user, the process proceeds to the next step, S20.
[0115] Next, if the logged-in user is not yet a disciple user, the game progression unit 201 of server device 20 performs master-disciple relationship setup processing (step S20).
[0116] FIG. 16 is a flowchart illustrating the master-disciple relationship setting process of the information processing system 1 in this embodiment.
[0117] The game progression unit 201 of the server device 20 requests the display control unit 204 to execute screen display control so as to display a master list screen on the client terminal 10 (step S61).
[0118] When the display control unit 204 is requested by the game progression unit 201 to execute screen display control, it controls the display of a master list screen such as that shown in Figure 17 on the screen display unit 160 of the client terminal 10 based on the registered user information stored in the registered user information storage unit 225.
[0119] Fig. 17 is an image diagram showing an example of a master list screen. A master list screen 580 shown in Fig. 17 displays a master selection explanation area 581, a master selection area 582, a master candidate user 583, a master selection button 584, a decision button 585, and an operation button 586 for not selecting a master user.
[0120] The logged-in user selects the desired master user from among the multiple master candidate users 583 displayed in a list using the selection button 584. The master candidate user 583 is a user who has been registered as a master and student in the registered user information. The selected master candidate user 583 can then be confirmed by pressing the decision button 585. It is also possible not to select a master user by pressing the operation button 586.
[0121] In this way, the operation receiving unit 150 of the client terminal 10 receives an operation for selecting a master user from the logged-in user or an operation for not selecting a master user. The request sending unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content received by the operation receiving unit 150 from the user.
[0122] Next, the game progression unit 201 of the server device 20 accepts operation content from the client terminal 10, and determines whether an operation for selecting a master user or an operation for not selecting a master user has been accepted (Step S62).
[0123] If an operation to select a master user is accepted, the process proceeds to the next step S63, and if an operation not to select a master user is accepted, the process ends.
[0124] Next, when the game progression unit 201 of the server device 20 receives an operation to select a master user, it updates the user information stored in the user information storage unit 223 and establishes a master-disciple relationship by associating the logged-in user with the master user selected by the logged-in user (step S63).
[0125] Returning to FIG. 5, if the game progression unit 201 of server device 20 determines through the processing of step S19 described above that the logged-in user is already a disciple user, it performs disciple reward granting processing (step S21).
[0126] FIG. 18 is a flowchart illustrating the disciple reward granting process of the information processing system 1 in this embodiment.
[0127] The game progression unit 201 of the server device 20 requests the display control unit 204 to execute screen display control so as to display a disciple reward award screen on the client terminal 10 (Step S71).
[0128] When the display control unit 204 receives a request from the game progression unit 201 to execute screen display control, it performs control to display a disciple reward award screen such as that shown in FIG. 19 on the screen display unit 160 of the client terminal 10.
[0129] 19 is an image diagram showing an example of a disciple reward grant screen. A master comment display area 591, a granted item 592, and a receive button 593 are displayed on a disciple reward grant screen 590 shown in FIG.
[0130] Logged-in users can get support from the master user and understand how to use the granted item by viewing the master comment display area 591. Then, by pressing the receive button 593, they can obtain the granted item 592 that suits their playing situation (i.e., the granted item that the master user has set as the item to be granted to the disciple user after viewing the disciple user's playing situation).
[0131] In this way, the operation accepting unit 150 of the client terminal 10 accepts an operation for receiving a disciple fee from the logged-in user. The request sending unit 101 of the client terminal 10 makes a request to the server device 20 based on the operation content accepted by the operation accepting unit 150 from the user.
[0132] Next, the game progression unit 201 of the server device 20 accepts operation content from the client terminal 10, and determines whether or not an operation for receiving a disciple reward has been accepted (Step S72).
[0133] Next, when the game progression unit 201 of the server device 20 accepts an operation to receive the apprentice master reward, it requests the reward granting unit 203 to grant an item (Step S73).
[0134] When the reward granting unit 203 receives a request from the game progression unit 201 to grant an item, it updates the user information stored in the user information storage unit 223 and adds the granted item 592 to the items possessed by the logged-in user.
[0135] When an item selected by a master user is given to a disciple user, the user information storage unit 223 does not cancel the association between the master user and the item, but instead associates the disciple user with the item in a new manner and stores the association in the user information. In other words, giving the item to the disciple user does not reduce the number of items possessed by the master user.
[0136] Returning to FIG. 5, the game progression unit 201 of the server device 20 requests the display control unit 204 to execute screen display control so as to display an initial screen for playing a competitive game on the client terminal 10 (step S22).
[0137] When the display control unit 204 receives a request from the game progression unit 201 to execute screen display control, it performs control to display an initial screen for playing a competitive game on the screen display unit 160 of the client terminal 10.
[0138] <Summary> As described above, according to the information processing system 1 of this embodiment, a master user monitors the gameplay status of a disciple user and provides support by giving items to the disciple user, and the disciple user plays the game while receiving support from the master user, thereby increasing the sense of solidarity between users and maintaining continuity in gameplay.
[0139] [Other embodiments] The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The present invention may be modified or improved without departing from the spirit thereof, and equivalents thereof are also included in the present invention. In particular, the following embodiments are also included in the present invention.
[0140] <Master Conditions> In the above embodiment, a rank of 50 or higher was described as an example of the master condition, but the present invention is not limited to this. For example, a rank of 30 or higher may be a master condition, or a rank of 60 or higher may be a master condition. Also, for example, the master condition may be eliminated. In this case, anyone can become a master user. Furthermore, one of the master conditions may be that a user has registered that they are willing to become a master. Another of the master conditions may be that a user who is a disciple has applied to become a master.
[0141] <Number of disciple users> In the above embodiment, the master user supports one disciple user, but the present invention is not limited to this. For example, the master user may support two or more disciple users.
[0142] <End of master-disciple relationship> In the above embodiment, a case was described in which the association between a master user and a disciple user is released when the disciple user's rank reaches the graduation rank as a predetermined condition, but the present invention is not limited to this.
[0143] For example, a predetermined condition may be that the master user has not logged in for a predetermined number of days. Then, when it is determined that this predetermined condition is met based on the master user's login date and time, the disciple user may be able to perform an operation to terminate the master-disciple relationship. Furthermore, when it is determined that this predetermined condition is met, the master-disciple relationship may be terminated automatically, regardless of the disciple user's operation. Furthermore, a push notification or email may be sent to a master user or disciple user whose last login date and time is greater than a certain amount, encouraging them to play.
[0144] For example, a predetermined condition may be that the master user has logged in but has not played the game for a predetermined number of days. Then, when it is determined that this predetermined condition is met based on the number of times the master user has played, the disciple user may be able to perform an operation to terminate the master-disciple relationship. Furthermore, when it is determined that this predetermined condition is met, the master-disciple relationship may be terminated automatically, regardless of an operation by the disciple user. Alternatively, the master-disciple relationship may be terminated when an instruction to terminate the master-disciple relationship is given by the master user or disciple user.
[0145] <Friend User> In the above-described embodiment, the user information storage unit 223 may associate a master user who has been disassociated from a disciple user as a friend user of the disciple user. In this case, the former master user or the former disciple user may associate the master user as a friend user by sending a friend request, or the former master user or the former disciple user may automatically associate the master user as a friend user.
[0146] <Reward> In the above embodiment, an item is described as an example of a reward, but the present invention is not limited to this. The reward may be game content such as a character or points, or a skill or attribute.
[0147] In the above embodiment, an example was described in which the master user's inventory does not decrease even when the master user selects an item to give to the disciple user, but the present invention is not limited to this. For example, the master user may select an item to give to the disciple user from the items he or she owns, and the selected item may be decreased from the items owned by the master user. This allows the master user to more fully appreciate the disciple user's growth and enhances the sense of solidarity between users.
[0148] In the above embodiment, an example was described in which the disciple user's possession of an item is not reduced even if the disciple user is granted an item to the master user by satisfying a predetermined condition. However, the present invention is not limited to this. For example, the disciple user may be allowed to select an item to grant to the master user from among the items possessed by the disciple user, and the selected item may be reduced from the disciple user's possession of items. This allows the disciple user to more effectively convey gratitude to the master user and enhance a sense of solidarity between users.
[0149] In the above embodiment, an example was described in which a more luxurious reward is given as the disciple user plays more, but the present invention is not limited to this. For example, the number and types of reward items may be reduced as the disciple user plays more. This makes it possible to encourage the disciple user to play more even if the disciple user has played only a few times. Furthermore, the number and types of reward items may be changed based on criteria other than the number of times the disciple user plays. For example, the criteria may be stamina consumed, the number of times the game is cleared, or the like.
[0150] <Former disciple users who have reached graduation rank> In the above-described embodiment, when the disciple user's rank reaches the graduation rank, the former disciple user's character images whose master-disciple relationship with the disciple user has been terminated may be collected. Also, the former disciple user's character images may be made viewable like a graduation album. [Explanation of symbols]
[0151] 1 Information processing system, 10 Client terminal, 20 Server device, 50 Computer, 51 CPU, 52 RAM, 53 ROM, 54 Communication interface, 55 Input device, 56 Display device, 57 External interface, 58 HDD, 100 Client control unit, 101 Request sending unit, 102 Response receiving unit, 120 Client memory unit, 140 Client communication unit, 150 Operation reception unit, 160 Screen display unit, 200 Server control unit, 201 Game progress unit, 202 Game play status notification unit, 203 Reward granting unit, 204 Display control unit, 220 Server memory unit, 221 Character information memory unit, 222 Item information memory unit, 223 User information memory unit, 224 Play status information memory unit, 225 Registered user information memory unit, 226 First reward information memory unit, 227 Second reward information memory unit, 240 Server communication unit, 550 Master registration screen, 551 Master registration explanation area, 552 operation button, 553 operation button, 560 play status notification screen, 561 play status display area, 562 item selection area, 563 candidate item, 564 item selection button, 565 operation button, 570 master reward grant screen, 571 master reward explanation area, 572 granted item, 573 receive button, 580 master list screen, 581 master selection explanation area, 582 master selection area, 583 master candidate user, 584 master selection button, 585 decision button, 586 operation button, 590 disciple reward grant screen, 591 master comment display area, 592 granted item, 593 receive button, B bus line, N network
Claims
1. a user information storage unit that stores a support user who supports a user in association with the user; a reward information storage unit that stores rewards that can be given to the user and the support user; a game play status notification unit that notifies a support user associated with the user of a game play status of the user; a reward granting unit that grants the reward selected by the support user to the user by the support user having received the notification performing a game operation to select a reward appropriate to the game play situation of the user from among a plurality of types of rewards, and that grants the support user a reward for the support of the support user when the user who has been granted the reward plays the game and fulfills a predetermined condition; An information processing device comprising:
2. 2. The information processing device according to claim 1, The user information storage unit game content owned by each of the users and the support users is stored in association with each user; When game content is given to the user as the reward at the selection of the support user, the game content is newly associated with the user and stored without consuming the game content of the support user; and When the predetermined condition is satisfied in the game play of the user and game content is given to the support user as the reward, the support user and the game content are newly associated and stored without consuming the game content of the user.
1. An information processing device comprising:
3. 3. The information processing device according to claim 1, the user information storage unit cancels the association between the support user and the user when the user plays the game and satisfies the predetermined condition; 1. An information processing device comprising:
4. 4. The information processing device according to claim 3, the user information storage unit associates the support user, whose association with the user has been cancelled, as a friend user of the user; 1. An information processing device comprising:
5. 5. The information processing device according to claim 4, a game progression unit that controls the progress of the game so that the user can play using the friend user's character; An information processing device comprising:
6. 6. The information processing device according to claim 1, the reward granting unit changes the reward that the support user can select depending on the game play status of the user.
1. An information processing device comprising:
7. 7. The information processing device according to claim 1, the reward granting unit grants the reward selected by the support user to the user and also grants a comment associated with the reward to the user; 1. An information processing device comprising:
8. Computer, a user information storage means for storing a support user who supports a user in association with the user; a reward information storage means for storing rewards that can be given to the user and the support user; a game play status notification means for notifying a support user associated with the user of a game play status of the user; a reward granting means for granting the reward selected by the support user to the user, when the notified support user performs a game operation to select a reward appropriate to the game play situation of the user from a plurality of types of rewards, and for granting the support user a reward for the support of the support user when the user who has been granted the reward plays the game and fulfills a predetermined condition; A program to function as a
Citation Information
Patent Citations
Game system, server system and program
JP2014198184A