Information processing device, information processing method, and program
The information processing system maintains user engagement by allowing voting with in-game currency and rewards, addressing early elimination issues and increasing competition excitement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2026-03-17
- Publication Date
- 2026-06-04
AI Technical Summary
In competitions where multiple matches determine the winner, if a user's supported player is eliminated early, the user may lose interest and fail to fully enjoy the event, diminishing motivation and excitement.
An information processing system that allows users to vote on match outcomes with in-game currency or objects, updating their values based on correct predictions and granting rewards upon termination conditions, maintaining engagement throughout the competition.
Users remain engaged until the end of the competition, enhancing motivation and excitement through dynamic voting and reward systems.
Smart Images

Figure 2026091878000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] Conventionally, there has been known a system that can watch and predict the results of a competition, such as an e-sports game tournament. For example, Patent Document 1 discloses that it is possible to watch a tournament in which game scores are competed, and a viewer (user) can support the participants (players) in the tournament. When the supported player wins, rewards such as game items and in-game currency are given to the user. Further, Patent Document 2 discloses that in a network game such as a social game, users other than players bet points held by users other than the players on a player participating in a competitive game such as a race and vote, and a predetermined dividend point is given to the user who voted for the winning player.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in systems like those described in Patent Documents 1 and 2, in a competition where multiple matches are scheduled and the winner is determined by the player who wins those matches, if the player voted for by a user is eliminated early on, that user may lose interest in the rest of the competition and may not be able to fully enjoy it until the end. As a result, the user's motivation to watch the competition may be diminished, and the competition may not be exciting.
[0005] Therefore, the object of the present invention is to provide an information processing device, an information processing method, and a program that can fully entertain users until the end of the competition and motivate many users to watch the competition, thereby making the competition more exciting. [Means for solving the problem]
[0006] An information processing device according to one aspect of the present invention includes: a management unit that manages the value available for voting, associating it with each user who possesses it; a voting acceptance unit that accepts votes from users, which are predictions for the outcome of a predetermined match among one or more matches that can be voted on, with the user betting a value specified from the value they possess; a value update unit that updates the value the user possesses based on the outcome of the predetermined match; and a reward granting unit that, when the termination conditions are met, grants the user a reward based on the value the user possesses. [Effects of the Invention]
[0007] According to one aspect of the present invention, users can be thoroughly entertained until the very end of the competition, and many users can be motivated to watch the competition, thereby making the competition more exciting. [Brief explanation of the drawing]
[0008] [Figure 1] This is a schematic diagram of an information processing system including an information processing device according to one embodiment of the present invention. [Figure 2] This is an explanatory diagram showing the structure of the competition. [Figure 3] This is a diagram showing an example of a match selection screen. [Figure 4] This is a diagram showing an example of the voting screen (version 1). [Figure 5] This figure shows an example of the voting screen (part 2). [Figure 6] This is a diagram illustrating the functions of an information processing device according to one embodiment of the present invention. [Figure 7] This figure shows an example of match information. [Figure 8] This figure shows an example of player information. [Figure 9] This figure shows an example of user information. [Figure 10] This figure shows the information processing flow related to one embodiment of the present invention. [Modes for carrying out the invention]
[0009] The information processing apparatus, information processing method, and program of the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. The embodiments described below are merely examples provided to facilitate understanding of the present invention and do not limit it. That is, the present invention can be modified or improved upon from the embodiments described below, without departing from its spirit. Naturally, the present invention includes equivalents thereof.
[0010] Furthermore, the screen examples described in this specification and the drawings are merely examples, and the screen configuration and design, the content of the displayed information, and the GUI (Graphical User Interface), etc., can be freely designed and modified as appropriate according to the system design specifications and user preferences.
[0011] <About the service described in this embodiment> The communication system shown in Figure 1 (hereinafter referred to as the information processing system S) is a communication system that includes an information processing device (hereinafter referred to as the server 10) according to one embodiment of the present invention. The information processing system S is a computer system that handles all operations related to the implementation of the competition and provides competition-related services to players and users. Specifically, it provides players with an environment for playing the competition and users with an environment for watching the competition.
[0012] A "competition" is an event related to a game or sport in which players compete to determine superiority or inferiority in skills or abilities according to certain rules, and is usually held with one or more matches. When multiple matches are scheduled, the competition is not limited to multiple matches of the same sport, but may also include multiple matches of different sports. Furthermore, a competition may consist of a main tournament and a qualifying round (preliminary round) to select participants for the main tournament.
[0013] In this embodiment, we take a competition consisting of multiple matches as an example, and the method for determining the winner or ranking is a tournament system (knockout) as shown in Figure 2. However, the method for determining the winner or ranking may also be a league system (round-robin), a combination of the tournament system and the league system, or a system derived therefrom, or any other method. Typically, in a competition, players are awarded prizes or rewards according to the results of the competition (game results), such as the final ranking of the competition, the results of each match, or the content of the matches.
[0014] In this embodiment, as an example of a competition held in a competition event, e-sports (electronic sports) in which players compete against each other in a computer game will be described. Note that the game genre of e-sports is not particularly limited and may be any game genre. For example, it may be a fighting game, a sports game, a shooting game, a racing game, a puzzle game, a card game, a board game, a role-playing game, a simulation game, or the like. Also, e-sports may be an individual battle or a team battle. Further, it may be a game in which humans play against each other as players, or a game in which a human plays against a computer (e.g., AI or robot, etc.).
[0015] The e-sports of this embodiment is an online game provided using an information processing system S. Specifically, when a player (a person participating as a competitor in a competition event) performs a game play operation on a player terminal 11, the player terminal 11 receives game progress data distributed from a server computer of a game providing company (hereinafter referred to as server 10). In the player terminal 11, video and audio corresponding to the received data are output, and the player advances the game while checking the output video and audio. Also, the player terminal 11 transmits data indicating the operation content of the player, such as a game play operation, to the server 10, and the server 10 transmits game progress data corresponding to the operation content of the player to the player terminal 11. Such data transmission and reception between the server 10 and the player terminal 11 is repeatedly performed until the player finishes playing the game.
[0016] On the one hand, a user (a person who participates in a competition as a spectator) does not actually play the game by participating in the competition like a player, but watches a video or the like showing how the player is playing the game on the user terminal 12. Specifically, the user terminal 12 receives game progress data distributed from the server 10. On the user terminal 12, video and audio corresponding to the received data are output, and the user watches the output video and audio. Further, the user terminal 12 transmits data indicating the operation content of the user, such as a voting operation, to the server 10, and the server 10 transmits game progress data corresponding to the operation content of the user to the user terminal 12. Such data transmission and reception between the server 10 and the user terminal 12 are repeatedly performed until the player finishes playing the game.
[0017] In this embodiment, the user can not only simply watch the competition, but also predict the competition results of the matches held in the competition, and vote by designating a predetermined amount of value from the values the user possesses. Specifically, as shown in FIG. 2, the user can select a match for which voting is possible from among a plurality of matches, and predict and vote for the winner of each match. Note that predicting the competition results includes not only predicting the simple winner of the match, but also predicting the content of the match, such as the point difference or the match time.
[0018] "Voting" is the act of betting on the outcome of a competition by placing a bet on the value of money, in-game currency, or game objects (mediums that can be used for voting) that the user possesses. If the user's bet is correct, the user receives a payout (return for a correct prediction) calculated based on the amount of value they bet and the odds, and the amount of value they possess increases. On the other hand, if the user's bet is incorrect, the amount of value they possess decreases. However, even if the user's bet is incorrect, if certain conditions are met (for example, in the case of matches held in the first half of the competition, such as limited to the first round), some or all of the value designated for the bet may be returned to the user. In this case, the return rate (a value indicating what percentage of the value designated for the bet is returned) will change as the competition progresses, and for example, if there are many remaining matches that can be voted on, the return conditions may be more favorable than when there are fewer matches.
[0019] "Odds" refers to the payout multiplier, a numerical value indicating how many times the value of a bet will be returned if the bet is successful. The odds in this embodiment may be variable or fixed. Specifically, they may fluctuate in real time depending on the betting status of the user or other users (the amount of value bet on each player), or fixed odds may be set for each match that can be bet on. For example, the odds may be set to 2x for each match in the first round, 3x for each match in the second round, etc. The odds are calculated using known payout determination methods such as the parimutuel method or the bookmaker method, but other methods may also be used.
[0020] "In-game currency" is a type of value that users can possess and use as currency (a medium of exchange) within a game. In-game currency includes, for example, points, medals, or coins usable within the game. In-game currency can be used for voting, exchanged for other items or characters, or consumed when performing special actions. Note that games in which in-game currency can be used are not limited to competitive games (the same applies hereinafter).
[0021] A "game object" is a type of value that a user can possess, and includes items or characters usable within a game. Game objects also include those that allow players to change the parameters of their player characters in real time, even during gameplay, such as restoring their health or increasing their attack power. Note that games in which game objects can be used are not limited to competitive games (the same applies hereinafter).
[0022] The value of in-game currency or other voting-eligible assets may be allocated to each of multiple users in equal amounts, predetermined amounts, before the start of a competition or before the start of a voting-eligible match. Furthermore, users may be prohibited from acquiring (purchasing) additional assets, or they may be allowed to acquire additional assets. If additional asset acquisition is allowed, the following conditions may be set. (a) When value is given to users before the start of a competition or before the start of a match that can be voted on, it shall be given under more favorable conditions than when it is given after the start of a competition or before the start of a match that can be voted on, and when value is given to users after the start of a competition or before the start of a match that can be voted on, it shall be given under less favorable conditions than when it is given before the start of a competition or before the start of a match that can be voted on. For example, additional purchases may be made at a higher price. (b) When the amount of value a user possesses falls below a predetermined amount, additional purchases will be possible, or the value may be granted in exchange for consideration, such as when the amount of value a user possesses falls below a predetermined amount. (c) When value is awarded to users after the start of a match in which voting is possible, the amount of value the user possessed before the start of the match in which voting is possible will be the upper limit. In other words, the amount of additional value that can be purchased will be limited to the amount initially awarded.
[0023] In addition, users can, in principle, select the matches they want to vote on from all available matches as long as there are still matches available for voting. However, they may also set conditions such as the following: (a) If a user no longer possesses any value, they will be unable to vote. In other words, they will not be able to acquire any additional value. (b) If the cumulative number of matches a user has voted for reaches a threshold, voting will be disabled. In other words, a limit will be placed on the number of matches a user can vote for. (c) If the tournament is conducted in a knockout format, and there are multiple matches in the same round, voting will be allowed for some of the matches in that round. For example, as shown in Figure 2, if there are four matches in the first round, the user can choose to vote for any one of the matches, and in the second round, they can choose to vote for either of the two matches. (d) Each match will have a designated period during which users can submit their selections. For example, for the second round, selections will only be possible after the first round matches have finished and the pairings have been decided (after all the opponents have been determined), thus controlling the timing of when voting can begin.
[0024] When voting, the user can arbitrarily select the match to vote on from among the matches available for voting before the match starts on the match selection screen G1 (Figure 3), and arbitrarily specify the content of the vote on the voting screen G2 (Figure 4) and voting screen G3 (Figure 5). Here, an example of the match selection screen G1 and voting screens G2 and G3 will be described with reference to Figures 3, 4 and 5. In this embodiment, the voting screen G2 is accessed from the match selection screen G1 after the user has selected a predetermined match to vote on on the match selection screen G1, and the voting screen G3 is accessed from the voting screen G2 after the user has selected a target for voting on the voting screen G2, but it is not limited to this. Note that the match selection screen G1 and voting screens G2 and G3 only need to be displayed on the user terminal 12 used by the user, but they may also be displayed on the player terminal 11 used by the player.
[0025] As shown in Figure 3, the match selection screen G1 is a list screen of matches available for voting, and displays information to identify a match. This information includes the match date and time, the voting deadline (time in parentheses in the figure), and the match pairings. The match selection screen G1 also displays selection buttons 71, 72, and 73 as icons for the user to specify the match to vote for. Each of the selection buttons 71, 72, and 73 is associated with a specific match; for example, selection button 71 is the icon for selecting the first match of Block A in the first round (match pairings: Player P1 vs. Player P2). In other words, if a user wants to select and vote for the above match, they select and tap selection button 71.
[0026] As shown in Figure 4, the voting screen G2 is a list screen of players who can be voted on, and displays information to identify the players. This information includes the player's name, the odds set for the player, and past match results. The voting screen G2 also displays voting buttons 74 and 75 as icons for the user to specify the player to vote for. Voting buttons 74 and 75 are each associated with a specific player; for example, voting button 74 is the icon for selecting player P1 as the target of the vote. That is, if the user predicts that player P1 will win this match, they select and tap voting button 74.
[0027] As shown in Figure 5, the voting screen G3 is a screen where, after selecting the player to vote for, the user specifies the value to be used for the vote (e.g., the amount of value). It displays information about the selected voting target (match and player) and information indicating the type and amount of value the user currently possesses. The voting screen G3 also displays value specification buttons 76, 77, and 78 as icons for the user to specify the amount of value. For example, value specification button 76 is the icon to select when betting 1000 points as value. That is, if the user wants to bet 1000 points on player P1, they select and tap value specification button 76.
[0028] Furthermore, in this embodiment, when the competition has ended and there are no remaining matches that can be voted on, or when other termination conditions are met, the reward is determined based on the amount of value held by the user at that time, and the reward is awarded to the user. At this time, the reward is determined, for example, according to the range of the amount of value held by the user (reward A for 1 to 100 items, reward B for 101 to 200 items, etc.), or according to the result of comparing the amount of value held by the user with that of other users, i.e., according to the rank of the amount of value held (reward A for 1st place, reward B for 2nd place, reward C for 3rd place, reward D for 4th to 10th place, etc.). The content of the reward may be such that the user can choose their desired reward from a set of options according to the amount of value or rank.
[0029] "Rewards" are anything granted to users and include treatment, rights, or goods. Rewards may include in-game currency, or game objects such as items or characters, as well as data such as special moves (including formations, etc.) that can be used in the game, or the right to play the game together with specific players such as the winning player, or to play as part of the same team (group). Rewards may also include money, food and beverages, plants, miscellaneous goods, clothing, daily necessities, electrical appliances, or handicrafts. They may also represent the right to receive specific services, such as meal vouchers, travel vouchers, accommodation vouchers, or facility usage vouchers. Furthermore, they may include financial products, land, or information.
[0030] Furthermore, the game of this embodiment may be a co-op game that allows multiple players to play together by operating their respective player terminals 11. In other words, players can not only play alone (solo play), but also play simultaneously with other players in so-called multiplayer (hereinafter referred to as co-op play). Co-op games include cooperative games in which multiple players cooperate, and competitive games in which multiple players compete against each other, and either type may be used.
[0031] In the game of this embodiment, the number of players playing the game together and the number of users watching the game are not particularly limited and may be set to any number, although a maximum or minimum number of players may be predetermined. Furthermore, in the game of this embodiment, players can play together, users can play together, or players and users can play together as a team. The combinations of players, users, or players and users, such as members playing the game together (including opponents), team members, or members playing together, are not particularly limited, but for example, other players or users who have a friendship with a certain player or user and have mutually approved each other (hereinafter referred to as "friends") may play together or form a team.
[0032] <Configuration of the information processing device and terminal according to this embodiment> Next, the configuration of the information processing device and various terminals according to one embodiment of the present invention will be described. The information processing device according to this embodiment consists of a computer, more precisely a server computer (hereinafter referred to as server 10), that processes game data and distributes that game data. Server 10 is an example of a computer and, as shown in Figure 1, is connected to the player terminal 11 and the user terminal 12 so as to be able to communicate via a network 14, and together with the player terminal 11 and the user terminal 12, it constructs an information processing system S. Note that each terminal may communicate with each other via the network 14, or they may communicate directly without going through the network 14 via Bluetooth® or Wi-Fi Direct, etc.
[0033] In the information processing system S of this embodiment, the game as a competition progresses through the cooperation of the server 10, the player terminal 11, and the user terminal 12, as described above. Specifically, the server 10 performs some of the game progression processing, while the player terminal 11 and user terminal 12 perform some of the graphics processing and other tasks. For example, the server 10 executes a program that includes certain rules, logic, and algorithms. Meanwhile, the player terminal 11 and user terminal 12 proceed with the game using the same rules, logic, and algorithms as the program executed on the server 10, while synchronizing with the server 10.
[0034] Furthermore, during cooperative play, a communication path for cooperative play is established between the player terminals 11, and the transmission and reception of various data required for cooperative play is carried out according to a known communication method. The data at this time may be transmitted using a client-server method via the server 10, or it may be transmitted using a P2P (peer-to-peer) method without going through the server 10. Cooperative play modes are classified into fully synchronous and asynchronous types, and either mode may be adopted. Fully synchronous types include key input synchronization methods and command input methods, while asynchronous types include server-centralized processing types and client-distributed processing types.
[0035] Server 10 may consist of a single computer or multiple computers arranged in parallel and distributed. Furthermore, Server 10 may be a server computer for 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 steps in the information processing flow described later (excluding information input and display) are performed by the server computer, so the player terminal 11 and user terminal 12 only need to input information to be handed over to the server computer and display information distributed from the server computer.
[0036] As hardware, server 10 has a processor 21, memory 22, communication interface 23, and storage 24, as shown in Figure 1, and these devices are electrically connected via a bus 25. Server 10 also has an operating system (OS) and a dedicated program for processing information related to the game installed as software. These programs correspond to the "program" of the present invention. By the processor 21 operating according to the above program, server 10 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium (media), or by obtaining it (downloading) it via a network such as the Internet or an intranet.
[0037] The processor 21 may consist of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), or an ASIC (Application Specific Integrated Circuit), etc.
[0038] The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory).
[0039] The communication interface 23 may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 23 is not particularly limited and may include communication via Wi-Fi®-based wireless LAN, communication via 3G to 5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution).
[0040] The storage 24 may consist of flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. The storage 24 may be built into the server 10 or attached to the server body as an external device. Furthermore, the storage 24 may consist of an external computer (e.g., a database server) connected to the server body in a communicative manner. In addition, distributed ledger technology such as blockchain may be used as the technology for recording various types of data to prevent unauthorized data tampering.
[0041] Server 10 distributes information necessary for game progression to each player and user, and also collects and stores information from each player and user. The information stored by Server 10 includes, for example, information about competitions, information about each player and user, and information about voting. Server 10 also performs various information processing related to game progression and distribution.
[0042] The player terminal 11 is a client terminal operated by the player to play the game. The user terminal 12 is a client terminal operated by the user to watch the game (including voting). The player terminal 11 and user terminal 12 can be made up of, for example, a personal computer, smartphone, mobile phone, tablet, game console, television receiver capable of inputting information, and wearable device. Although Figure 1 shows two player terminals 11 and three user terminals 12 for illustrative purposes, in reality, there will be a number of player terminals 11 and user terminals 12 corresponding to the number of players and users.
[0043] The player terminal 11 and user terminal 12 receive game progress data from the server 10, and display the images (videos) indicated by that data on the display of the player terminal 11 or user terminal 12, or on a display device such as a TV connected to the player terminal 11 or user terminal 12, or output sound from a speaker or the like. In other words, in this embodiment, the player terminal 11 and user terminal 12 also function as a display unit and an audio output unit.
[0044] Furthermore, the player terminal 11 and user terminal 12 receive player or user operations performed during gameplay and transmit information corresponding to those operations to the server 10. For example, a player performs gameplay operations on the player terminal 11 to play the game and transmits information based on those gameplay operations to the server 10. On the other hand, a user performs voting operations on the user terminal 12 to cast a vote and transmits information based on those voting operations to the server 10. In addition to the above, users can also select their desired reward, in which case the user terminal 12 transmits information based on the reward selection operation to the server 10.
[0045] <Functions of an information processing device according to the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will now be explained again from a functional standpoint. As shown in Figure 6, the server 10 has a storage unit 30, an information acquisition unit 40, a display control unit 50, and a game processing unit 60. Of these, the storage unit 30 is realized by memory 22 or storage 24, and the other functional units are realized by the cooperation of the hardware equipment constituting the server 10 and the program installed on the server 10. If the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs different functions from one another. The following sections will provide a detailed explanation of each functional component.
[0046] [Storage] The memory unit 30 stores information necessary for game progression and various other information necessary for playing the game. Specifically, as shown in Figure 6, the memory unit 30 includes a game information memory unit 31, a player information memory unit 32, a user information memory unit 33, and the like.
[0047] The game information storage unit 31 stores information related to the game's progress, such as the game program. It also stores various other game-related information, such as the conditions for participating in the game and match information such as the pairings of opponents. Match information, which is a type of game information, is stored in conjunction with an identification ID that identifies each match, as shown in Figure 7. For example, match information includes information identifying the competition in which the match is held (tournament name), the date and time of the match, pairing information, odds, and information regarding the betting deadline. Pairing information includes information such as the match rank (first round, second round to final), the position in the tournament (e.g., first match of Block A), and the opponent pairings. In addition, other information may be included in the match information.
[0048] The player information storage unit 32 stores information about each player (player information). As shown in Figure 8, the player information is linked to a player name (identification ID or game account name) that identifies each player, and various types of information are stored. For example, player information includes the player's rank, information about the character the player controls, and information about past battle records. Information about the character includes identification information such as the character's name, appearance, and values of each parameter. In addition, other information may be included in the player information, such as the player's personal information such as contact information, total play time (game play time), play history (game play date and time and number of game plays), information about owned items (item identification information and number of items owned), payment history, total amount charged, and information about other players or users registered as friends.
[0049] The user information storage unit 33 stores user information for each user. As shown in Figure 9, the user information is linked to a username (identification ID or game account name) that identifies each user, and various types of information are stored. For example, user information includes information on the value held (number of values held), voting information, and acquired rewards. Voting information includes an identification ID to identify the vote, voting date and time, the match to be voted for, the player to be voted for who is expected to win, and the amount of value designated for the vote. Acquired reward information includes identification information such as the name of the reward and the number of rewards held. In addition, user information may also include other information, such as personal information of the user such as contact information, total viewing time (game viewing time), viewing history (game viewing date and time and number of game viewings), voting results, information on items held (item identification information and number of items held), payment history, total amount charged, and information on other players or other users registered as friends.
[0050] [Information acquisition department] The information acquisition unit 40 acquires information (data) based on operations performed by the player and user on the player terminal 11 or user terminal 12 by communicating with the player terminal 11 or user terminal 12. As shown in Figure 6, the information acquisition unit 40 has a first information acquisition unit 41 and a second information acquisition unit 42.
[0051] The first information acquisition unit 41 acquires information based on operations performed by the player on the player terminal 11 by communicating with the player terminal 11. The information acquired by the first information acquisition unit 41 includes information based on gameplay operations performed by the player to play the game. It also includes various selections, designations, instructions, requests, commands, permission or denial, registration, and other input operations performed by the player during or before / after the game. Furthermore, the information acquired by the first information acquisition unit 41 includes information based on operations related to cooperative play, such as soliciting for cooperative play, applying for cooperative play, and operations regarding the acceptance or rejection of such applications.
[0052] The second information acquisition unit 42 acquires information based on operations performed by the user on the user terminal 12 by communicating with the user terminal 12. In particular, the second information acquisition unit 42 corresponds to the voting acceptance unit of the present invention, and the information acquired by the second information acquisition unit 42 includes information based on voting operations performed by the user to cast a vote, and information based on reward selection operations performed to select a reward. That is, the second information acquisition unit 42 accepts votes from the user that are predictions for the outcome of a predetermined match out of one or more matches that can be voted on, and that the user bets a value specified from the value held by the user. It also includes various selections, specifications, instructions, requests, commands, permission or denial, registration, and other input operations performed by the user during or before and after the game. Furthermore, the information acquired by the second information acquisition unit 42 includes information based on operations related to cooperative play, such as recruitment for cooperative play, applications for cooperative play, and permission or denial of such applications.
[0053] [Display Control Unit] The display control unit 50 communicates with the player terminal 11 or user terminal 12 to deliver information (data) necessary for the game's progress during or before / after the game, and displays the game screen, that is, a screen that reflects the results of information processing by the game processing unit 60, which will be described later. As shown in Figure 6, the display control unit 50 has a first display control unit 51 and a second display control unit 52.
[0054] The first display control unit 51 displays a game play screen, which is a live video showing the player playing the game, and screens for the player to make various selections, specifications, instructions, requests, commands, permits, or denies, etc., on the player's player terminal 11.
[0055] The second display control unit 52 displays on the user's user terminal 12 a gameplay screen which is a live video showing the player playing the game, a match selection screen G1 (Figure 3) for accepting votes from the user, a voting screen G2 (Figure 4) and a voting screen G3 (Figure 4), and screens for the user to make various selections, specifications, instructions, requests, orders, permits or denies.
[0056] [Game Processing Unit 60] The game processing unit 60 performs information processing necessary for the game to progress, specifically by performing information processing to advance the game according to the various information acquired by the information acquisition unit 40. In addition, as shown in Figure 6, the game processing unit 60 includes a management unit 61, a value update unit 62, a return unit 63, and a reward granting unit 64.
[0057] The game processing unit 60 performs processing to advance the game by changing various parameters based on the information acquired by the first information acquisition unit 41. For example, in the case of a competitive fighting game, it controls the movement of the player's character and attacks other characters based on the information acquired by the first information acquisition unit 41. If an attack by a character hits another character, it reduces parameters such as the health of the other character based on parameters such as the attack power of the character and the defense power of the other character. The game processing unit 60 also updates information such as the user who voted based on the information acquired by the second information acquisition unit 42.
[0058] The management unit 61 manages the value available for voting, associating it with each user who possesses it. Specifically, it assigns a predetermined amount of value to each of multiple users before the start of a match in which voting is possible. Furthermore, when assigning value to users before the start of a match in which voting is possible, the conditions for assigning value are more favorable than when assigning it after the start of the match. In addition, if a user possesses less than a predetermined amount of value, the management unit 61 can assign value to the user in exchange for compensation. Furthermore, when assigning value to users after the start of a match in which voting is possible, the amount of value that the user possessed before the start of the match in which voting is possible is the upper limit for the amount of value that the user possessed.
[0059] The value update unit 62 updates the value held by the user based on the results of the match in which the user voted. Specifically, when a vote is made, it reduces the user's held value by the amount of value specified by the user. Then, it determines whether the vote was correct or incorrect based on the match results, and if the vote was correct, it increases the value held by the user based on the amount of value specified by the user for the vote and the odds. On the other hand, if the vote was incorrect, the value remains reduced unless part or all of the value is returned by the return unit 63, which will be described later.
[0060] The return unit 63 returns part or all of the value specified by the user for their vote to the user if the user's vote is unsuccessful and certain conditions are met. In this case, the return rate may be changed according to the progress of the competition.
[0061] The reward distribution unit 64, upon fulfilling termination conditions such as the absence of any remaining matches to vote on, determines the reward based on the amount of value held by the user at that time and distributes the reward to the user. The content of the reward may be chosen by the user themselves.
[0062] The configurations of the server 10, player terminal 11, and user terminal 12 have been described above. While the server 10, player terminal 11, and user terminal 12 generally possess various other functions, only the characteristic functions that contribute to the effectiveness of the information processing system S in this invention will be described here. Other known functions will not be illustrated or described.
[0063] <Information processing flow related to one embodiment of the present invention> Next, with reference to Figure 10, the flow of information processing performed in the information processing system S having the above configuration (hereinafter referred to as the information processing flow) will be described. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S, which functions 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 added, or the order of execution of steps changed, without departing from the spirit of the present invention.
[0064] [Information Processing Flow] This information processing flow involves receiving votes from users, updating their values, and awarding rewards, and is the core information processing flow for running competition-related services. This information processing flow proceeds, for example, according to the flow shown in Figure 10.
[0065] When the server 10 (specifically the game processing unit 60 and the value update unit 62) determines that it has received a vote from a user regarding a prediction of the outcome of a predetermined match among the matches that the user can vote on, and that the user has bet a specified value from among the value they possess (S101: YES), that is, when the second information acquisition unit 42 acquires information based on the voting operation from the user's user terminal 12 via the network 14, it reduces the value possessed by the user by the amount of the specified value (S102). Specifically, it stores and updates the information of the specified value in the user information storage unit 33.
[0066] Next, after the match in question has ended, the server 10 (specifically the game processing unit 60 and the value update unit 62) determines, based on the match results, that the user's prediction-based bet was correct (S103: YES), and refunds the user a value calculated based on the amount of value specified by the user in the bet and the odds (S104), thereby increasing the value held by the user (S105). Specifically, it stores and updates the information of the assigned value in the user information storage unit 33.
[0067] On the other hand, if the server 10 (specifically the game processing unit 60 and the value update unit 62) determines, based on the competition results, that the user's vote based on their prediction was incorrect (S103: NO), it then determines whether predetermined conditions are met (S106). If it determines that predetermined conditions are met (S106: YES), the server 10 (specifically the game processing unit 60 and the return unit 63) returns part or all of the value specified in the vote to the user (S107), and the server 10 (specifically the game processing unit 60 and the value update unit 62) increases the value held by the user according to the returned value (S105). Specifically, it stores and updates the user information storage unit 33 with information about the returned value. If it determines that predetermined conditions are not met (S106: NO), it proceeds directly to the next process.
[0068] Next, if the server 10 (specifically the game processing unit 60 and the reward distribution unit 64) determines that the termination conditions have been met, such as the end of the competition and the absence of any remaining matches that can be voted on (S108:YES), it determines the reward based on the amount of value held by the user at that time (S109), grants the determined reward to the user (S110), and terminates the process. Specifically, it stores the information of the granted reward in the user information storage unit 33 and terminates the process. On the other hand, if it determines that the termination conditions have not been met (S108:NO), it returns to a state where it can accept the next vote.
[0069] Furthermore, if server 10 (specifically, game processing unit 60 and value update unit 62) determines that it has not received any votes from users (S101: NO), it will terminate the process. The above is an example of the information processing flow of the present invention.
[0070] <Other Embodiments> To date, the information processing apparatus, information processing method, and program of the present invention have been described with specific examples. However, the above embodiments are merely examples, and the present invention is not limited to the above embodiments; other embodiments are also conceivable.
[0071] In the embodiments described above, e-sports was given as an example of a competition, but the competition to which the present invention can be applied is not limited to games conducted in a virtual space such as e-sports. For example, it may be sports conducted in the real world, or card games using physical cards, or board games using physical pieces or stones such as chess, shogi, or go, which are conducted in the real world. It may also be a competition that tests the ability to solve problems such as mathematics, or practical skills such as using a calculator or bookkeeping.
[0072] In the above embodiment, prizes or rewards are awarded to players according to the competition results, such as the final ranking in the tournament, but the embodiment is not limited to this. For example, when players compete against each other, the type and amount of prizes or rewards may be set for each match based on the number of users watching the match (number of viewers, number of accesses or page views, etc.), the viewing time of the users, or the total amount of value assigned to votes by the users, and the set prizes or rewards may be distributed to each player according to the results of the match. For example, a high amount of prize or reward may be set for a match that is watched by many users and generates excitement, and that prize or reward may be distributed between the winning player and the losing player in a ratio such as 2:1. This can encourage many players to participate in the tournament.
[0073] In the above embodiment, a server computer (i.e., server 10) that processes and distributes game data functions as the information processing device of the present invention, but it is not limited to this, and some of the functions of server 10 may be provided on the player terminal 11 or user terminal 12. For example, some or all of the functions of game processing unit 60 may be provided on the player terminal 11 or user terminal 12. Also, in this embodiment, game data processing and game data distribution are performed on a single server, but they may be separated into a game data processing server and a game data distribution server. In other words, the game system and the distribution system may be configured separately.
[0074] In the above embodiment, player information and user information are stored and held in a server computer for game data distribution (i.e., server 10). However, a separate database server (not shown) may be provided and the information may be stored collectively in that database server, or it may be stored on the player terminal 11 or user terminal 12.
[0075] The form of the game is not particularly limited. Games include, for example, social games that can be used with only a web browser and a Social Networking Service (SNS) account. In the above embodiment, players and users can enjoy all functions for free in principle, but some functions may be limited and can be used by paying a predetermined fee. In addition, various conditions may be set to give players and users who pay a predetermined fee an advantage when using competitive services. This fee may be based on a pay-per-use system, or it may be a one-time payment that is effective for a certain period (for example, one month or one year) for the user (subscription).
[0076] <Summary> The main features of the information processing apparatus, information processing method, and program according to the embodiment described above are as follows.
[0077] [1] The information processing device according to this embodiment includes: a management unit that manages the value available for voting in association with each user who possesses it; a voting acceptance unit that accepts votes from users, which are predictions for the outcome of a predetermined match out of one or more matches that can be voted on, with the user betting a value specified from the value they possess; a value update unit that updates the value the user possesses based on the outcome of the predetermined match; and a reward granting unit that grants a reward to the user based on the value the user possesses when the termination conditions are met. According to the information processing device described above, users can bet their own value on each designated match, and once all betting matches have concluded, they can receive rewards based on their accumulated value. This allows users to enjoy the game until the very last match, even if multiple matches are being played.
[0078] [2] In the above information processing device, the management unit assigns a predetermined amount of value to each of several users before the start of a match in which voting is possible. This allows users to receive a predetermined amount of value that can be used for voting before the start of a match they can vote on, so even if there are multiple matches, users can enjoy the game more until the very last match.
[0079] [3] In the above-mentioned information processing device, if the management unit grants value to a user before the start of a match in which voting is possible, it grants the value under more favorable conditions than if it were granted after the start of a match in which voting is possible. This allows users to receive a predetermined amount of value that can be used for voting under more favorable conditions before the start of a voteable match than after the start of the match, and even after the start of the match, they can still receive a predetermined amount of value that can be used for voting, albeit under less favorable conditions than before the start of the match. Therefore, even when multiple matches are held, users can enjoy the game even more until the very last match.
[0080] [4] In the above-mentioned information processing device, the management unit may, if the value held by the user is less than a predetermined amount, grant value to the user in exchange for payment. This allows users to receive (purchase) a predetermined amount of value in exchange for payment when their own value falls below a predetermined amount, so even if multiple matches are held, users can enjoy the game even more until the very last match.
[0081] [5] In the above-mentioned information processing device, if the management unit assigns value to a user after the start of a match in which voting is possible, it may assign value to the user up to the amount of value the user possessed before the start of the match in which voting is possible. This allows users to receive a predetermined amount of value that can be used for voting, even after a voting-eligible match has started, although it will be limited to the amount of value they held before the match began. This means that even if multiple matches are held, users can enjoy the game even more until the very last match.
[0082] [6] In the above-described information processing device, the voting acceptance unit allows users to submit votes for matches until the value held by the user runs out or the cumulative number of matches voted for by the user reaches a threshold. This allows users to select and vote for any match from all available matches until their own value runs out or the cumulative number of matches they have voted for reaches a threshold. This means that even when multiple matches are taking place, users can enjoy the game to the very end.
[0083] [7] In the above-mentioned information processing device, if one or more matches that can be voted on are conducted in a tournament format, the voting reception unit will allow users to vote on some of the matches in the same round if there are multiple matches in the same round. This allows users to vote on some of the matches within the same round when the tournament is conducted in a knockout format. As the tournament progresses through the rounds, semifinals, and finals, and the number of matches decreases, votes from other users tend to concentrate, making the competition even more exciting. This ensures that even when multiple matches are played, users can enjoy the game to the very end.
[0084] [8] In the above-mentioned information processing device, a multiplier is set for each of the one or more matches that can be voted on, and the value update unit updates the value held by the user based on the value specified by the user for a given match and the multiplier set for that given match. This allows users to update the value they hold based on the value they specify and the multiplier set for each match. For example, if the multiplier for later matches is set higher, the tournament will become more exciting as it progresses, allowing users to enjoy the game even more until the very last match, even if multiple matches are played.
[0085] [9] In the above-described information processing device, the value update unit updates the value held by the user based on the odds for each of the multiple voting targets set based on the value specified for each of the multiple voting targets, and the value specified by the user for the voting target that the user has selected from among the multiple voting targets. This allows users to update the value they hold based on the odds that fluctuate depending on the value they specify and the voting status of other users. Therefore, for example, highly anticipated matches that attract many users will become even more exciting, allowing users to enjoy the game even more until the very last match, even if multiple matches are being played.
[0086]
[10] The above-mentioned information processing device has a return unit that returns a portion of the value specified by the user to the user if the user's vote is unsuccessful and certain conditions are met, and the return unit returns the value to the user under more favorable conditions when there are many remaining matches in which voting is possible than when there are few remaining matches. This means that even if a user's vote is unsuccessful, especially if there are many remaining matches to vote on, a portion of the value they allocated to their vote will be returned under favorable conditions. This allows users to enjoy the game even more, right up to the final match, even when multiple matches are being played.
[0087]
[11] Furthermore, according to the information processing method of this embodiment, the computer manages the value available for voting in association with each user who possesses it, the computer accepts votes from users that are predictions for the outcome of a predetermined match out of one or more matches that can be voted on, with the user betting a value specified from the value held by the user, the computer updates the value held by the user based on the outcome of the predetermined match, and if the termination conditions are met, the computer grants the user a reward based on the value held by the user. According to the information processing method described above, users can bet their own value on each designated match, and once all betting matches have concluded, they can receive rewards based on their accumulated value. This allows users to enjoy the game until the very last match, even if multiple matches are being played.
[0088]
[12] Furthermore, according to the program of this embodiment, the computer manages the value available for voting, associating it with each user who possesses it, accepts votes from users for predictions on the outcome of a predetermined match out of one or more matches that can be voted on, with the user betting a value specified from the value they possess, updates the value the user possesses based on the outcome of the predetermined match, and if the termination conditions are met, rewards the user based on the value they possess. According to the program described above, users can bet their accumulated value on each designated match, and once all betting matches have concluded, they can receive rewards based on their accumulated value. This ensures that users can enjoy the game until the very last match, even if multiple matches are being played. [Explanation of symbols]
[0089] 10 servers 11 Player terminals 12 User terminals 14 Networks 21 processors 22 memory 23 Communication Interfaces 24 storage 25 buses 30 Storage section 31 Game Information Storage Unit 32 Player Information Storage Unit 33 User information storage unit 40 Information acquisition department 41 1st Information Acquisition Department 42 2nd Information Acquisition Department 50 Display Control Unit 51 First Display Control Unit 52 Second Display Control Unit 60 Game Processing Unit 61 Management Department 62 Value Renewal Section 63 Return Section 64 Reward Distribution Department 71 Select button 72 Select button 73 Select button 74 Voting buttons 75 Voting buttons G1 Match Selection Screen G2 voting screen G3 voting screen S Information Processing System
Claims
[Claim 1] The management department manages the value available for voting, associating it with each user who possesses it. A voting reception unit accepts votes from users for predictions on the outcome of one or more matches that are eligible for voting, where the user places a specified value from the value they possess. A value update unit updates the value held by the user based on the results of the predetermined match, If the termination conditions are met, a reward system will award the user a reward based on the value the user possesses, An information processing device having