Information processing device, information processing method, and program

The information processing device enables linking game values across multiple games, enhancing user engagement and revitalizing the gaming industry by allowing users to select games for point usage, thus encouraging more gameplay.

JP2026042904APending Publication Date: 2026-03-11MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-01-06
Publication Date
2026-03-11

AI Technical Summary

Technical Problem

Users are less likely to actively play multiple games due to the inability to select the game for using earned points, leading to a decline in gaming industry engagement.

Method used

An information processing device that awards a first value usable in a first game and allows linking it with a second game selected by the user, enabling the first value to be used in the second game.

Benefits of technology

Encourages users to play more games, thereby revitalizing the gaming industry by facilitating the use of earned values across multiple games.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

An information processing device, an information processing method, and a program are provided that enable users to play more games. [Solution] The information processing device includes an awarding unit that awards a first value that can be used in a first game to a user in accordance with play of the first game, and a linkage control unit that, when the first game is linked with a second game specified by the user from one or more games, makes the first value held by the user usable in the second game.
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Description

[Technical Field]

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

[0002] In the past, in computer games such as online games, one user may play multiple types of games. In such cases, it would be convenient for the user if there was an in-game currency such as common points that could be used across the multiple types of games.

[0003] For example, Patent Document 1 discloses a system that allows a player to exchange points earned in one game for points earned in another game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Special Publication No. 2013-533022 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in games like those described in Patent Document 1, although points earned in one game can be used in other games, users cannot select the game in which they want to use the points and add the selected game to the list of games in which they can use the points. As a result, users are less likely to actively play more games, which could sap the gaming industry.

[0006] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that can encourage users to play more games and revitalize the game industry. [Means for solving the problem]

[0007] An information processing device according to one embodiment of the present invention includes an awarding unit that awards a first value that can be used in a first game to a user in accordance with play of the first game, and a linkage control unit that, when the first game is linked with a second game selected by the user from one or more games, makes the first value held by the user usable in the second game. [Effects of the Invention]

[0008] According to one aspect of the present invention, it is possible to encourage users to play more games and revitalize the gaming industry. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a schematic configuration diagram of an information processing system including an information processing device according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram showing an example of a cooperation game designation screen. [Figure 3] FIG. 10 is a diagram illustrating an example of a point usage screen. [Figure 4] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 5] FIG. 10 is a diagram illustrating an example of common account information. [Figure 6] FIG. 10 is a diagram illustrating an example of game account information. [Figure 7] FIG. 10 is a diagram illustrating an example of game information. [Figure 8] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. [Figure 9] 10 is a flowchart showing the flow of a common point granting process. [Figure 10] 10 is a flowchart showing the flow of a game cooperation process. [Figure 11] 10 is a flowchart showing the flow of a point exchange process. DETAILED DESCRIPTION OF THE INVENTION

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

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

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

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

[0014] In this embodiment, when a user performs an operation for playing a game on the user terminal 12, the user terminal 12 receives data for progressing the game distributed from the server 10 or the game server 16. The user terminal 12 outputs video and audio corresponding to the received data, and the user progresses through the game while checking the output video and audio. The user terminal 12 also transmits data indicating the user's operation to the server 10 or the game server 16, and the server 10 or the game server 16 transmits data for progressing the game corresponding to the user's operation. This type of data transmission and reception between the server 10 or the game server 16 and the user terminal 12 is repeated until the user finishes playing the game.

[0015] In this embodiment, multiple games are provided to the user, and the user can select any game from among the multiple games by specifying it, and the specified games can be linked together. For example, the user can link a first game provided by the server 10 with a game specified from among games other than the first game, such as a second game provided by the game server 16. Note that in this embodiment, games registered with the service can be linked even if they are provided by different game providers, for example, by a provider (third party) other than the provider that manages and operates the server 10. Furthermore, in this embodiment, there is no limit to the number of games that can be linked, and any number of games registered with the service can be linked. Furthermore, there is no limit to the timing of linking, and the user can freely link specified games at any time.

[0016] The following describes an example of linking games, in which a user links a first game that the user is playing with a second game that the user has specified from among the games that have not yet been linked. The cases where the second game has not yet been linked include a case where the second game has not yet been installed and a game account for the second game has not yet been obtained, and a case where the second game has already been installed and a game account for the second game has been obtained, but the second game has not yet been linked with the first game.

[0017] Specifically, linking between games is achieved by linking the accounts used by the user for each game. In this embodiment, the user acquires an account (common account) to use the service, and if the user uses that common account as the game account for the first game, the game account used by the user for the second game is linked to that common account. Furthermore, if the user plays the first game and the second game using separate game accounts rather than a common account, the common account is used as a linking account, and the game account used by the user for the first game and the game account used by the user for the second game are linked to the common account, respectively. Note that in this case, the game account used by the user for the first game and the game account used by the user for the second game may be directly linked to the common account without using a common account.

[0018] In addition, in this embodiment, if a game (third game) is being played by a specified user who has a specified relationship with the user, i.e., another user who has a friendship relationship with the user and who has mutually approved the user (hereinafter referred to as a friend), and the user has not yet linked the third game, the user is recommended to link the third game.

[0019] Here, an example of an operation performed by a user when linking games will be described. The linked game designation screen G1 shown in FIG. 2 is a screen displayed on the user terminal 12 for linking a first game with a second game designated from one or more other games. A game display area 51 displays a list of games that the user can designate, i.e., games that the user has not yet linked. A third game recommended for linking may also be identifiably displayed in the game display area 51. The user can designate game A by selecting and tapping, among the games displayed in the game display area 51, an arbitrary second game (e.g., game A) that the user wishes to link with the first game that the user is already playing. Then, by tapping the link button 52, the link with game A is completed.

[0020] As another example of a user operation for linking games, the user may be able to link the games to a common account through an operation from the game app of any second game that the user desires to link. For example, when the game data (play data) of the second game is backed up to the common account, the link between the second game and the common account may be automatically completed simultaneously with the backup. Alternatively, a link button may be provided on the home screen (not shown) of the second game, and the user may tap the link button to transition from the home screen to an account link screen (not shown). On the account link screen, the user may log in to an existing common account or, if a common account has not yet been acquired, register a new common account, thereby linking the second game and the common account. In this case, after the link with the common account is completed, the screen automatically returns to the game screen of the second game.

[0021] In this embodiment, a value such as points or in-game currency is awarded to a user in accordance with the game play, and the user can use (consume) that value to play special game stages (component units of the game) or exchange it for game objects. For example, when a user plays a first game, depending on the content of the play, the user can acquire common points (corresponding to a first value) that can be used in games linked within this service (including the first game; the same applies below), or exclusive points (corresponding to a second value) that can be used only in that game.

[0022] The amount of common points awarded may be increased when a user plays a game cooperatively (described later) compared to when the user plays the game alone (hereinafter referred to as solo play), or may be awarded only when the user plays cooperatively. For example, the amount of points awarded may be multiplied by N in proportion to the number of people N who play cooperatively, or a bonus equal to the number of people N may be added and awarded.

[0023] The amount of common points awarded may increase when a user links more games, when a user plays more linked games within a predetermined period (e.g., within 24 hours or during an event period), or when a user uses common points in more linked games. For example, when the number of games reaches a predetermined number (e.g., 10), the amount awarded may be doubled or a bonus may be added and awarded. Furthermore, each time the number of games increases by a predetermined number (e.g., 1), the amount awarded may increase in stages.

[0024] When a user pays for a linked game, the amount of common points awarded may be increased according to the amount of the payment, or when the user subscribes to special payment conditions such as a subscription. For example, when a predetermined amount (e.g., 1,000 yen) is paid, the amount of common points awarded may be doubled, or a bonus of the predetermined amount may be added and awarded. Furthermore, when a user subscribes to a subscription, the amount of common points awarded may be doubled while the subscription is active, or a special bonus may be added and awarded at the time of subscription.

[0025] Charging refers to a user paying a game usage fee to a game provider or the like for the purpose of playing a game under special conditions, etc. In other words, in this embodiment, users can generally enjoy all functions free of charge, but some functions can be restricted and can be used by paying a specified usage fee. In addition, various other conditions may be set for paying users who have paid a specified usage fee to give them an advantage in playing the game. For example, paying users may be able to obtain hard-to-obtain game objects depending on the amount of their payment. Note that this usage fee may be a pay-as-you-go system, or may be a subscription-like system in which a one-time payment is valid for the user for a certain period of time (e.g., one month or one year).

[0026] A limit may be set on the number of points accumulated or used, or a usage deadline may be set for shared points. The accumulated number includes the number of points that can be owned by a user or the number of points that a user can own per game. The usage number includes the number of points used (amount of use) or the number of times points are used (frequency of use) within a specified period. In the above case, when a user links an unlinked game, the upper limit on the accumulated number or usage number may be raised, or the usage deadline may be extended. In other words, the upper limit on the accumulated number or usage number increases and the usage deadline is extended according to the number of linked games. Furthermore, for users who have reached or are about to reach the upper limit on the number of accumulated or used common points they own, or for users whose common points are about to expire, if there are any games that have not yet been linked, they may be encouraged to link those unlinked games.

[0027] Common points may be converted from dedicated points. That is, dedicated points accumulated by a user in each game in an unlinked state may be converted into common points by linking the unlinked games. For example, dedicated points accumulated by playing together in an unlinked game may be combined with common points after linking.

[0028] A game object is a game medium that a user can use in a game to progress through the game, and includes characters, items, etc. Game objects can be obtained by consuming common points or dedicated points, or by logging into the game, drawing lots, or as a reward for clearing the game. Users obtain (acquire) and possess (own) these game objects, and then use or consume the game objects they possess in the game.

[0029] Characters include playing characters controlled by the player and sub-characters (e.g., enemy characters or auxiliary characters) that move automatically according to the game settings without being controlled by the player. Each character has its own personality, and various parameters that indicate its name, attributes, appearance, and abilities are set for each character. These parameters are indicators that affect the progress of the game, and include those expressed numerically, those expressed as ranks written in letters such as "A, B, C...", and those expressed by indicators such as gauges. In addition, some parameters change as the game progresses, while others remain constant and do not change regardless of the progress of the game.

[0030] Items are used (consumed) by users and include materials that can help or hinder users in the game. Each item has its own personality, and each item has its own name, attributes, appearance, and various parameters that indicate its effects.

[0031] Each game object is assigned an exchange rate, i.e., the amount of points required to exchange for that game object. The exchange rate may be the same or different when using common points and when using dedicated points. The exchange rate may be fixed or variable for each game object. For example, if a user links more games or if the user has subscribed to a subscription, the exchange rate may be more favorable for the user. Examples of favorable exchange rates include a discount that allows exchange for a game object with fewer points consumed, an increase in the number of game objects that can be exchanged with fewer points consumed, or an improvement in the quality (rank) of game objects that can be exchanged with the same amount of points consumed.

[0032] Here, an example of an operation performed by a user when exchanging accumulated common points for a game object will be described. The point use screen G2 shown in FIG. 3 is a screen displayed on the user terminal 12 for exchanging common points awarded in a first game for a game object usable in a second game linked with the first game. The user first selects a game from among the linked games from which the user wants to obtain a game object, and game objects usable in that game (here, the second game) are displayed in the game object display area 53. The game object display area 53 displays a list of game objects that the user can specify, along with the name, description, and price (the number of common points required for exchange) of the game object. The game object display area 53 may also display the game objects in a distinguishable manner by their attributes. The user can select and tap any game object they wish to obtain from the game objects displayed in the game object display area 53 to specify the game object. Then, by tapping the confirm button 54, the common points equivalent to the price are consumed, and the exchange for the specified game object is completed. The exchange of common points for game objects can also be carried out within each game, for example, on the play screen of the second game.

[0033] In the game of this embodiment, not only can a user play alone, but so-called multiplay (hereinafter referred to as cooperative play) is also possible, in which multiple users operate their own user terminals 12 to simultaneously play a common game stage. Cooperative play is performed through the communication function of each user's user terminal 12, and once a cooperative relationship is formed, the progress of play is synchronized between the users playing cooperatively. Cooperative play may be either a cooperative play game in which multiple users cooperate, or a competitive game in which players compete against each other. Furthermore, members who play cooperatively are not particularly limited, and a user may play cooperatively with a friend. In cooperative play, a user can cooperate with a friend to progress through the game, or can borrow a character owned by a friend.

[0034] <Configuration of information processing device and user terminal according to this embodiment> Next, the configurations of an information processing device, a game server 16, and a user terminal 12 according to one embodiment of the present invention will be described. The information processing device according to this embodiment is composed of a computer that manages user accounts and enables communication between users by sending and receiving messages, and a computer that can distribute game data, specifically a server computer (hereinafter referred to as server 10). The server 10 is an example of a computer, and as shown in FIG. 1, is communicatively connected to multiple game servers 16 and multiple user terminals 12 via a network 14, and together with the game server 16 and the user terminals 12, constitutes an information processing system S. The network 14 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include a local area network (LAN), a wide area network (WAN), an intranet, Ethernet (registered trademark), etc.

[0035] In the information processing system S of this embodiment, with the above configuration, the server 10, the game server 16, and the user terminal 12 cooperate to allow communication between users or a game (hereinafter simply referred to as a game, etc.) to proceed. Specifically, part of the processing for progressing the game, etc. is performed on the server 10 or the game server 16 side, and part of the graphic processing, etc. is executed on the user terminal 12. For example, a program including certain rules, logic, and algorithms is executed on the server 10 or the game server 16 side. Meanwhile, the user terminal 12 side synchronizes with the server 10 or the game server 16 and progresses the game, etc. according to the same rules, logic, and algorithms as the program executed on the server 10 or the game server 16.

[0036] In the information processing system S of this embodiment, the server 10 provides games itself and also serves as a game platform, allowing users to play other games provided via or in association with the server 10, i.e., games provided by game servers 16 other than the server 10. The game server 16 may be a game server 16a managed and operated by the same operator that manages and operates the server 10, or may be a game provided by game servers 16b, 16c managed and operated by an operator (third party) other than the operator that manages and operates the server 10.

[0037] The server 10 is an example of an "information processing device" of the present invention, and is a computer that performs various information processing related to the progress of a game, etc., such as generating and transmitting and receiving data necessary for the progress of a game, etc. More specifically, in this embodiment, it is an SNS server. The server 10 may be configured as a single computer or may be configured as multiple computers distributed in parallel. The server 10 may also be a server computer for an ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processing steps related to the progress of a game, etc. (excluding information input and display) are executed by the server 10, and the user terminal 12 only needs to input information to be transferred to the server 10 and display information distributed from the server 10.

[0038] The game server 16 is a computer that executes various information processes related to the progress of the game, such as generating and transmitting and receiving data necessary for the progress of the game. More specifically, in this embodiment, it is an SNS server. The game server 16 may be configured as a single computer or as multiple computers distributed in parallel. The game server 16 may also be a server computer for an ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processing steps related to the progress of the game (excluding information input and display) are executed by the game server 16, and the user terminal 12 only needs to input information to be transferred to the game server 16 and display information distributed from the game server 16.

[0039] As shown in FIG. 1 , the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. Furthermore, the server 10 also has installed thereon, as software, an operating system (OS) and a dedicated program for processing information related to games and the like. These programs correspond to the "program" of the present invention. When the processor 21 operates in accordance with the above-described program, the server 10 functions as the information processing device of the present invention and executes a series of processes related to the progress of a game or the like. The program of the present invention may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network 14 such as the Internet or an intranet.

[0040] The processor 21 may be configured by a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.

[0041] The memory 22 may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0042] The communication interface 23 may be configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, or communication based on LTE (Long Term Evolution).

[0043] The storage 24 may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), a universal serial bus memory (USB memory), or the like. The storage 24 may be built into the server 10 or may be attached to the server main body in an external format. The storage 24 may also be configured with an external computer (e.g., a database server) communicably connected to the server main body. Note that a distributed ledger technology such as a blockchain may be used as a technology for recording various data in order to avoid unauthorized data tampering, etc.

[0044] The server 10 distributes information necessary for the progress of a game or the like to each user, and also collects and stores information from each user. The information stored by the server 10 includes information about each user and information about the game or the like. The server 10 also performs various other information processing related to the progress of the game, as well as various other information processing related to the progress of communication, such as sending and receiving messages between users and publishing posts received from users to other users.

[0045] The game server 16 has a hardware configuration generally similar to that of the server 10, and is also similar in that it has installed thereon, as software, an operating system (OS) and dedicated programs for processing information about each game, etc. Therefore, detailed illustrations and explanations of the game server 16 will be omitted here.

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

[0047] The user terminal 12 receives data for progressing a game or the like from the server 10 or the game server 16, and displays images (video) represented by the data on the display of the user terminal 12 or on a display device such as a TV connected to the user terminal 12, and outputs audio from a speaker or the like. That is, in this embodiment, the user terminal 12 functions as a display unit and an audio output unit. For example, the user terminal 12 displays a game play screen, a communication screen, and the like (not shown), as well as a cooperative game designation screen G1 (FIG. 2) and a point use screen G2 (FIG. 3), and the like.

[0048] Furthermore, the user terminal 12 accepts user operations and transmits information corresponding to the operation content to the server 10. For example, the user performs operations on the user terminal 12, such as a linked game designation operation for designating a game to be linked to a common account or another game account from among one or more games, a linked game cancellation operation for canceling the link with an already linked game, a point exchange operation for consuming points and exchanging them for a game object, a play game designation operation for designating a game to be played from among one or more games, a game play operation for playing a game (including collaborative play), and a message posting operation for posting a message to a communication tool such as a group chat, and the user terminal 12 transmits operation information based on these operations to the server 10.

[0049] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will now be described from a functional perspective. As shown in FIG. 4, the server 10 includes a memory unit 30, an information acquisition unit 31, a display control unit 32, a value assignment unit 33, a value management unit 34, a value exchange unit 35, a collaboration control unit 36, a first recommendation unit 37, a second recommendation unit 38, a game progression unit 39, and a communication control unit 40. Of these, the memory unit 30 is implemented by the memory 22 or the storage 24, and the other functional units are implemented by cooperation between hardware devices constituting the server 10 and programs installed on the server 10. Note that when the server 10 is configured by multiple computers, the above functions may be distributed, with each of the multiple computers performing a different function. Each functional unit will be described in detail below.

[0050] (Storage part) The storage unit 30 stores information necessary for playing the SNS and the game, specifically, information about users such as common account information and game account information, as well as game information about the game, etc. It also stores other information about posts (information for managing messages posted to group chats, etc.), etc.

[0051] The common account information is information about accounts for linking game accounts held by users for various games. As shown in FIG. 5, various information is linked to identification information (such as an identification ID or account name) for identifying each user, and the information is stored for each user. For example, items in the common account information include the number of linked games, information about each linked game (such as information for identifying the linked game, such as the game title, the number of plays, and the play time), the number of shared points held and their usage history, billing conditions, and identification information of other users with whom the user has a friend relationship. The common account information may also include information other than the above, such as the user's personal information, such as contact information, message posting history (including the user's assigned room, posting time, and posting content), payment history, and total billing amount. Note that if there are no linked games, data may not be available for items such as the number of linked games and information about linked games.

[0052] Game account information is information about a game account held by a user for each game. As shown in FIG. 6, various information is linked to identification information for identifying each user (such as an identification ID or an account name for each game), and the information is stored for each user. For example, items in the game account information include identification information for identifying a linked and associated common account, as well as the number of dedicated points owned and their usage history, identification information for owned game objects, game progress (such as status, completion history, and number of times played together), total amount charged, and identification information for other users with whom the user is friends. The game account information may also include information other than the above, such as the user's personal information, such as contact information, game play history (such as game play date and time, last login date and time, number of times played, and game play time), other information related to the charge status (such as charge conditions and payment history), and common point usage history. Note that, for items such as information related to the common account, such data may not exist if the common account is not linked.

[0053] Game information is information about games provided by the information processing system S of this embodiment. As shown in FIG. 7, various information is linked to identification information (such as an identification ID) that identifies each game, and is stored for each game. For example, game information items include the game title, game genre, game provider, some game content such as the exchange rate of common points and dedicated points to each game object, as well as the number of users who have game accounts and information about each user (such as identification information for identifying users). The game information may also include information other than the above, such as each user's game play history and information about event schedules. In this embodiment, with the exception of games provided directly by the server 10, detailed game programs (information for progressing through the game) for each game are stored in the game server 16 managed and operated by the game provider.

[0054] (Information acquisition department) The information acquisition unit 31 acquires information (data) based on operations performed by the user on the user terminal 12 by communicating with the user terminal 12. The information acquired by the information acquisition unit 31 includes: linked game designation information based on an operation performed by the user to designate a game to be linked to a common account or the like from among one or more games; linked game cancellation information based on an operation performed by the user to cancel the link with a linked game; point exchange information based on an operation performed by the user to consume points and exchange them for a game object; play game designation information based on an operation performed by the user to designate a game to be played from among one or more games; game play operation information based on an operation performed by the user to play a game (including collaborative play); message posting information based on an operation to post a message to a group chat or the like; and the like. In addition to the above information, the information acquired by the information acquisition unit 31 also includes information based on various selections, designations, instructions, requests, commands, permission or denial, registration, and other input operations performed by the user.

[0055] (Display control unit) The display control unit 32 controls the user's user terminal 12 to display information for progressing through a game or the like on the screen of the user terminal 12. Specifically, the display control unit 32 generates display data for displaying the results of information processing by the value granting unit 33, value management unit 34, value exchange unit 35, cooperation control unit 36, game progression unit 39, communication control unit 40, etc., which will be described later, and transmits the generated display data to the user terminal 12 via the network 14. For example, the display control unit 32 causes the user terminal 12 to display a cooperative game designation screen G1 ( FIG. 2 ) for selecting and designating a game to be linked to a common account, a point awarding screen (not shown) for awarding common points in accordance with play of the first game, a point confirmation screen (not shown) for confirming the awarded common points, a point use screen G2 ( FIG. 3 ) for using the awarded common points to exchange for game objects, a game play screen (not shown) showing the play status of each game (including in the case of cooperative play), and a communication screen (not shown) for chatting or the like that enables users to converse with each other. In addition, the display control unit 32 cooperates with the first recommendation unit 37 and the second recommendation unit 38 described below to transmit display data for displaying the results of information processing by the first recommendation unit 37 and the second recommendation unit 38 to the user terminal 12 via the network 14, and causes an unlinked game recommendation screen (not shown) or the like to be displayed on the user terminal 12.

[0056] (Value Addition Department) The value granting unit 33 corresponds to the "granting unit" of the present invention and grants value such as common points or dedicated points to a user in accordance with the play of a game. In this embodiment, in accordance with the play of a first game, the value granting unit 33 grants the user common points, which are a first value that can be used in the first game and can also be used in other games such as a linked second game. In addition, in accordance with the play of a second game, the value granting unit 33 grants the user dedicated points, which are a second value that can be used only within the second game. Specifically, the value granting unit 33 associates the common points or dedicated points granted to the user with the user to whom the points are granted and stores them in the common account information or game account information in the storage unit 30.

[0057] The value imparting unit 33 may set any of the following conditions when imparting the common points, which are the first value. (a) In the first game, common points will be awarded when playing alone or cooperatively. (b) In the first game, common points are awarded when cooperative play is performed. (c) Common points are awarded when a user plays alone or in collaboration in the first game or in another game linked to the first game. (d) When a user plays the first game or another game linked to the first game with the user, common points are awarded.

[0058] When granting the first value, that is, common points, the value granting unit 33 may change the grant amount according to any of the following conditions. When increasing the grant amount, the value granting unit 33 may add a bonus amount of common points to the basic amount, or may multiply the basic grant amount by X. (a) The amount of common points awarded to a user is determined according to the number of games linked by the user. For example, if a user links more games, the amount of common points awarded to the user is increased. (b) The amount of common points awarded to a user is determined according to the number of linked games played by the user within a predetermined period. For example, if a user plays more linked games, the amount of common points awarded to the user is increased. (c) The amount of common points awarded to a user is determined according to the number of linked games that the user has played using the common points. For example, if a user has used common points in more linked games, the amount of common points awarded to the user is increased. (d) The amount of common points awarded is determined according to the amount of money paid by the user in the linked game. For example, if the user pays a larger amount in the linked game, the amount of common points awarded is increased. In addition, if the user subscribes to special billing conditions such as a subscription, the amount of common points awarded may be increased. (e) The amount of common points awarded is determined according to the user's play style in the linked game. For example, if a user plays a linked game cooperatively, the amount of common points awarded is increased compared to when the user plays alone. Furthermore, if the same users repeatedly play cooperatively, the amount of common points awarded is increased according to the number of times they play.

[0059] (Value Management Department) The value management unit 34 sets an upper limit on the number of accumulated or used common points for each game or user. The value management unit 34 also changes this setting depending on the progress of the game, etc. For example, if a user links more games, the upper limit on the number of accumulated or used common points is increased, changing the upper limit on the number of accumulated or used common points depending on the number of games linked by the user. For games played by a small number of users, the upper limit on the number of accumulated or used common points is increased when the game is linked. For games that are linked but not played frequently by users, the upper limit on the number of accumulated or used common points is increased when the game is played. The upper limit on the number of accumulated or used common points is changed depending on the frequency of play by the user, for example, by increasing the upper limit on the number of accumulated or used common points when the game is played. The upper limit on the number of accumulated or used common points does not necessarily have to be increased, but may also be decreased.

[0060] (Value Exchange Department) The value exchange unit 35 consumes common points and exchanges them for game objects that can be used in the linked game based on a predetermined exchange rate. Furthermore, for game objects that can be used in the second game, the value exchange unit 35 consumes dedicated points for the second game and exchanges them for game objects that can be used in the second game based on a predetermined exchange rate. Specifically, the value exchange unit 35 associates the game objects that a user has exchanged by consuming common points or dedicated points with the user to whom the points are to be awarded, and stores them in the common account information or game account information of the storage unit 30.

[0061] When the user links more games, the value exchange unit 35 sets the exchange rate to be advantageous to the user, such as by applying a discount to allow common points to be exchanged for game objects with fewer common points, increasing the number of game objects that can be exchanged with fewer common points, or improving the quality (rank) of game objects that can be exchanged with the same amount of common points. Furthermore, the value exchange unit 35 may set the exchange rate to be advantageous to the user when the user subscribes to special billing conditions such as a subscription. Note that if the second game is a linked game, the exchange may be based on the combined number of common points and dedicated points, or different exchange rates may be set for when common points are consumed and when dedicated points are consumed.

[0062] (Coordination Control Unit) The cooperation control unit 36 ​​cooperates with the first game and the second game specified by the user based on the cooperation game designation information acquired by the information acquisition unit 31. Specifically, the cooperation control unit 36 ​​links the common account used by the user in the first game with the game account used by the user in the second game. In this case, the cooperation control unit 36 ​​rewrites the linked game identification information field and the identification information field for specifying the linked common account of the game account information in the common account information stored in the storage unit 30, thereby updating the common account information and the game account information, thereby associating the first game with the second game.

[0063] In addition to the above, the cooperation control unit 36 ​​may cooperate with the first game and the second game in the following manner. (a) Linking and linking with other common accounts. In other words, if a user has a common account but plays the first game and the second game using their respective game accounts without using the common account, the game account used by the user in the first game and the game account used by the user in the second game are linked to the common account. (b) Linking game accounts without using a shared account. In other words, regardless of whether a user has a shared account, if the user plays the first game and the second game using their respective game accounts, the game account used by the user for the first game and the game account used by the user for the second game are directly linked without using a shared account.

[0064] When the first game and the second game are linked, the link control unit 36 ​​sets the common points to be usable in the linked second game as well. That is, after the second game is linked with the first game, the value exchange unit 35 makes it possible to consume the common points and exchange them for game objects usable in the linked second game.

[0065] The link control unit 36 ​​releases the link with the game specified by the user from among the linked games, based on the linked game release information acquired by the information acquisition unit 31. Specifically, the link control unit 36 ​​rewrites the linked game identification information item in the common account information in the storage unit 30 and the identification information item for specifying the linked common account of the game account information, and updates the common account information and game account information, thereby releasing the association between the linked games.

[0066] (First recommendation part) When the number of games linked by a user increases and the upper limit of the number of accumulated or used common points is raised, the first recommendation unit 37 recommends that a user whose accumulated or used common points has reached the upper limit link an unlinked game. Specifically, when an unlinked game is selected, the first recommendation unit 37 cooperates with the display control unit 32 to transmit data for displaying the unlinked game to the user terminal 12 via the network 14, and causes an unlinked game recommendation screen (not shown) or the like to be displayed on the user terminal 12.

[0067] (Second recommendation part) When the number of games linked by the user increases, the second recommendation unit 38 raises the upper limit of the accumulated or usable number of common points, and when the third game being played by the friend is unlinked, the second recommendation unit 38 recommends that the user link the third game. Specifically, when an unlinked third game is selected, the second recommendation unit 38 cooperates with the display control unit 32 to transmit data for displaying the unlinked game to the user terminal 12 via the network 14, and causes an unlinked game recommendation screen (not shown) or the like to be displayed on the user terminal 12.

[0068] (Game Progression Department) The game progression unit 39 executes information processing necessary for the progression of the game, and specifically, progresses the game based on various information acquired by the information acquisition unit 31. For example, in each game, the game progression unit 39 moves game objects in response to user operations and performs effects in response to user operations. Furthermore, when cooperative play is carried out, the game progression unit 39 executes processing to progress the game based on the operations of each user participating in the cooperative play.

[0069] (Communication Control Unit) The communication control unit 40 executes information processing necessary for the progress of group chats and the like, and progresses communication such as conversations between users based on the message posting information acquired by the information acquisition unit 31. Specifically, the communication control unit 40 controls so that messages posted by a user can be transmitted to other users.

[0070] The above has described the configurations of the server 10 and the user terminal 12. Generally, the server 10 and the user terminal 12 have various functions other than those described above, but here, only the characteristic functions that produce the effects in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.

[0071] <Information processing flow according to one embodiment of the present invention> Next, the flow of information processing (hereinafter referred to as information processing flow) executed in the information processing system S configured as described above will be described with reference to Figures 8 to 11. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S functioning as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order in which steps are performed may be changed, without departing from the spirit of the present invention.

[0072] (Information processing flow) First, a basic information processing flow particularly related to the present invention will be described among the information processing executed in the information processing system S. This information processing flow progresses, for example, along the flow shown in FIG.

[0073] 8, first, the server 10, which is a computer, executes a common point granting process that grants common points that can be used in the first game and the linked game in response to play of the first game (S101). Next, the server 10 executes a game linking process that links the second game with the first game based on a game linking instruction received from the user (S102). Furthermore, the server 10 executes a point exchange process that exchanges points for game objects based on a point exchange instruction received from the user (S103), and then ends the process. The above is an example of the information processing flow of the present invention.

[0074] (Common point granting process) Next, an example of the common point giving process will be described with reference to FIG. The common point granting process is a process executed by the server 10 (mainly the value granting unit 33) and is a process executed in step S101 of the information processing flow described above. Specifically, it is a process of granting common points that can be used in the first game and linked games in accordance with play of the first game.

[0075] 9, when the server 10, which is a computer, determines through communication with the user terminal 12 operated by the user that the user is playing a first game and that the play content qualifies for the award of common points (S201: YES), it determines the amount of common points to be awarded (S202). Specifically, the server 10 determines the amount of common points to be awarded based on the number of games linked by the user, the number of linked games played by the user within a predetermined period, the number of linked games played by the user using common points, the amount charged by the user for the linked game, or the user's play style in the linked game. The server 10 then associates the determined amount of common points with the user and stores them in the common account information in the storage unit 30, thereby awarding the common points to the user (S203), and ends the process. If it is determined that the user's play content does not qualify for common points (S201: NO), the process ends. The above is an example of the common point granting process.

[0076] (Game linkage processing) Next, an example of game cooperation processing will be described with reference to FIG. The game linkage process is a process executed by the server 10 (mainly the linkage control unit 36) and is a process executed in step S102 of the above information processing flow. Specifically, it is a process of linking a second game designated by the user with the first game.

[0077] 10, the server 10, which is a computer, acquires linked game designation information that designates a second game to be linked to a first game from among one or more games through communication with the user terminal 12 operated by the user. When it determines that it has received a game link instruction from the user (S301: YES), it links the common account used by the user in the first game with the game account used by the user in the second game (S302). Specifically, it rewrites the common account information and the game account information for the second game in the storage unit 30, thereby updating the common account information and the game account information, respectively. The server 10 then sets the common points held by the user so that they can also be used in the linked second game (S303), and ends the process. If it is determined that a game link instruction has not been received from the user (S301: NO), the process ends. The above is an example of the game cooperation process.

[0078] (Points exchange process) Next, an example of the point exchange process will be described with reference to FIG. The point exchange process is a process executed by the server 10 (mainly the value exchange unit 35), and is the process executed in step S103 of the above information processing flow. Specifically, it is a process in which points possessed by the user are consumed and exchanged for a game object designated by the user. Note that, although the case where common points are consumed and exchanged for a game object will be described as an example here, it is also possible to consume a combination of common points and dedicated points for the second game.

[0079] 11, the server 10, which is a computer, acquires game object exchange information for exchanging common points for game objects in a linked second game through communication with the user terminal 12 operated by the user, and upon determining that it has received an instruction to exchange common points from the user (S401: YES), sets an exchange rate for the specified game object based on the number of games linked by the user and the user's billing conditions (S402). Next, the server 10 consumes the common points by subtracting the number of owned common points from the common account information in the storage unit 30 based on the set exchange rate (S403), and grants the game object exchanged by the user by consuming the common points and storing the game object in the game account information in the storage unit 30 in association with the user (S404), and then terminates the process. If it is determined that an instruction to exchange common points has not been received from the user (S401: NO), the process ends. The above is an example of the point exchange process.

[0080] <Other embodiments> Up to this point, we have explained the information processing device, information processing method, and program of the present invention using specific examples, but the above embodiments are merely examples, and the present invention is not limited to the above embodiments, and other embodiments may also be considered.

[0081] In the above embodiment, the server computer (i.e., the server 10) functions as the information processing device of the present invention, but this is not limited to this, and some of the functions of the server 10 may be provided in the game server 16 or the user terminal 12. For example, some or all of the functions of the information acquisition unit 31, display control unit 32, value granting unit 33, value management unit 34, value exchange unit 35, game progression unit 39, etc. may be provided in the game server 16. Furthermore, some or all of the functions of the value granting unit 33, value management unit 34, value exchange unit 35, cooperation control unit 36, game progression unit 39, etc. may be provided in the user terminal 12.

[0082] In the above embodiment, common account information, etc. is stored in a server computer (i.e., server 10), but it is also possible to provide a separate database server (not shown) and store the information all together in that database server, or to store the information on the game server 16 or user terminal 12 side.

[0083] Although no specific game examples are given in the above embodiments, the game content may be any type. For example, the game may be a game in which a character is controlled to fight an enemy character, a word game, a fighting game, a racing game, a sports game, a shooting game, a puzzle game, a card game, a board game, a role-playing game, or a simulation game. The game may be an individual game or a team game. The game may be one in which humans compete against each other as users, or one in which a human competes against a computer (e.g., an AI or a robot).

[0084] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.

[0085] [1] The information processing device of this embodiment includes an awarding unit that awards a first value that can be used in a first game to a user in accordance with play of the first game, and a linkage control unit that, when the first game is linked with a second game designated by the user from one or more games, makes the first value held by the user usable in the second game. According to the information processing device, a user can use the first value granted in a first game in a second game linked to the first game. This motivates users to link multiple games and encourages them to play more games. In particular, the number of games played per user increases, which can revitalize the entire game industry.

[0086] [2] In the above information processing device, the granting unit determines the amount of the first value to be granted in accordance with the number of linked games. This allows the user to increase the amount of first value that is given to the user by linking more games, which motivates the user to link multiple games and encourages the user to play more games.

[0087] [3] In the above information processing device, the granting unit determines the amount of the first value to be granted in accordance with the number of games played within a predetermined period among the linked games. This allows the user to increase the amount of first value granted to the user by playing more linked games within a predetermined period, which motivates the user to link multiple games and encourages the user to play more games.

[0088] [4] In the information processing device, the granting unit determines the amount of the first value to be granted in accordance with the number of games played using the first value among the linked games. This allows the user to increase the amount of first value granted to the user by using the first value to play more linked games, which not only encourages the user to use the first value but also motivates the user to link multiple games, leading to the user playing more games.

[0089] [5] In the information processing device, the granting unit determines the amount of the first value to be granted in accordance with the amount of money charged by the user in the linked game. This allows the user to increase the amount of first value granted to them according to the amount charged for the linked game, which not only encourages users to pay for games but also motivates them to link multiple games, encouraging them to play more games.

[0090] [6] In the information processing device, the granting unit grants the first value to the user when the user plays a game in cooperation with another user in a linked game. This allows users to acquire the first value when playing cooperatively with other users, which not only stimulates cooperative play and increases the number of users playing games, but also motivates users to link multiple games together, encouraging them to play more games.

[0091] [7] The information processing device described above further includes a value exchange unit that consumes the first value and exchanges it for a game object that can be used in the linked game. This allows the user to consume the first value to acquire a game object that can be used in the linked game, which not only encourages the user to use the first value but also motivates the user to link multiple games, leading to the user playing more games.

[0092] [8] In the above information processing device, the value exchange unit changes the exchange rate from the first value to the game object according to the number of linked games. This allows users to link more games and thus obtain a more advantageous exchange rate, i.e., a larger quantity or higher quality game objects for a smaller amount of first value, which motivates users to link multiple games and encourages them to play more games.

[0093] [9] In the above-mentioned information processing device, the granting unit grants the user a second value that can only be used in the second game in accordance with the play of the second game, and the value exchange unit enables both the first value and the second value to be consumed and exchanged for game objects when the first game and the second game are linked. This allows the user to link the second game with the first game and consume the second value granted in the second game to acquire game objects that can be used in the linked game, which motivates users to link multiple games and encourages them to play more games.

[0094]

[10] In the above information processing device, if an upper limit is set on the number of times the first value can be accumulated or used in the first game, the information processing device further has a value management unit that raises the upper limit on the number of times the first value can be accumulated or used when the second game is linked. This allows the first game to be linked with another game such as the second game, thereby increasing the upper limit of the number of first value that can be accumulated or used, which is set for the first game, and thus motivating users to link multiple games, allowing them to play more games.

[0095]

[11] The information processing device further includes a first recommendation unit that recommends that a user who has reached an upper limit on the number of accumulated values ​​or the number of uses link an unlinked game. This makes it possible to accurately recommend to users who have a high need that they can increase the upper limit of the number of accumulated or used first values ​​set in the first game by linking another game that is not linked to the first game, which motivates users to link multiple games and encourages them to play more games.

[0096]

[12] The above information processing device further includes a second recommendation unit that recommends to the user that the third game be linked when a third game being played by a specified user who has a specified relationship with the user in the linked game is not linked. This makes it possible to recommend the third game to users who have a predetermined relationship with a user playing the third game, even if the third game is not linked, which motivates users to link multiple games and encourages them to play more games.

[0097]

[13] Furthermore, according to the information processing method of this embodiment, the computer grants the user a first value that can be used in the first game in accordance with the play of the first game, and when the computer links the first game with a second game designated by the user from one or more games, the first value held by the user can be used in the second game. According to the above information processing method, users are motivated to link multiple games, and can play more games.

[0098]

[14] Furthermore, according to the program of this embodiment, the computer grants the user a first value that can be used in the first game in accordance with the play of the first game, and when the first game is linked with a second game designated by the user from one or more games, the first value held by the user can be used in the second game. According to the above program, it is possible to motivate users to link multiple games and encourage them to play more games. [Explanation of symbols]

[0099] 10 Servers 12 User terminal 14 Network 16 Game Servers 16a Game Server 16b Game Server 16c Game Server 21 processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 Information Acquisition Department 32 Display control unit 33 Value Addition Department 34 Value Management Department 35 Value Exchange Department 36 Coordination control unit 37 First Recommendation 38 Second Recommendation Section 39 Game Progression Section 40 Communication Control Unit 51 Game display area 52 Link button 53 Game object display area 54 Confirm button G1 Collaboration Game Selection Screen G2 points usage screen S Information Processing System

Claims

[Claim 1] an awarding unit that awards a first value that can be used in a first game to a user in response to playing the first game; a linkage control unit that, when the first game is linked with a second game designated by a user from one or more games, allows the first value held by the user to be used in the second game; Information processing device.

Citation Information

Patent Citations

  • Game Point Exchange System and Method

    JP2013533022A