Information processing device, information processing method, and program

The information processing device facilitates game progression through content viewing conditions, addressing the need for direct gameplay by advancing the game based on user interactions with different content types.

JP2026099967APending Publication Date: 2026-06-18MIXI INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
MIXI INC
Filing Date
2026-04-07
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

Existing systems fail to allow progression of a game without actual gameplay when a condition is satisfied in a different type of content, such as a video, necessitating user interaction with the game.

Method used

An information processing device with a game control unit that advances the game from a first state to a second state based on conditions met in a different type of content, such as viewing history or user interactions with content.

Benefits of technology

Enables game progression without direct gameplay, enhancing user engagement and satisfaction by linking content viewing to game advancement.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention provides an information processing device, an information processing method, and a program that allow a game to progress without the user having to play it. [Solution] The information processing device has a game control unit that controls the game to progress from a first state to a second state based on an operation received from the user, and the game control unit controls the game to progress from a first state to a second state when the conditions for playing content corresponding to the game but different from the game are met.
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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 Art

[0002] Conventionally, services for distributing a plurality of different types of content such as games, videos, or e-books to a terminal device are known. Also, among those services, there are some that have relevance among the respective contents. For example, in Patent Document 1, a technique for controlling to make playable a second content pre-associated with a first content when a condition preset for the first content is satisfied is disclosed.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, when one content (first content) is content that can play and view a video or the like, and the other content (second content) is a game, in Patent Document 1, even if the condition is satisfied in the first content, only the game of the second content becomes playable, and in order to progress the game, the user needs to actually play the game.

[0005] Therefore, one object of the present invention is to enable the game to progress without playing the game.

Means for Solving the Problems

[0006] An information processing device according to one aspect of the present invention has a game control unit that controls a game to progress from a first state to a second state based on an operation received from a user, and the game control unit controls the game to progress from a first state to a second state when the conditions for playing content corresponding to the game but different from the game are met. [Effects of the Invention]

[0007] According to one aspect of the present invention, the game can be progressed without actually playing it. [Brief explanation of the drawing]

[0008] [Figure 1] This figure shows an information processing system including an information processing device and a user terminal according to one embodiment of the present invention. [Figure 2] This is an explanatory diagram of the services available to the user in one embodiment of the present invention. [Figure 3] This figure shows an example of a content selection screen. [Figure 4] This figure shows an example of a content viewing screen. [Figure 5] This figure shows an example of a game effect selection screen. [Figure 6] This figure shows an example of a conditions display screen. [Figure 7] This figure shows an example of a game effect selection screen. [Figure 8] This is a diagram illustrating the functions of an information processing device according to one embodiment of the present invention. [Figure 9] This figure shows an example of user information. [Figure 10] This figure shows an example of game information. [Figure 11] This figure shows an example of content information. [Figure 12] This figure shows an example of condition information. [Figure 13] This figure shows an example of game effect information. [Figure 14]This figure shows an information processing flow according to one embodiment of the present invention. [Figure 15] This figure shows another information processing flow according 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 below with reference to the attached drawings, citing specific embodiments. For convenience of explanation, the following descriptions may sometimes be given from the perspective of a GUI (Graphical User Interface). However, the fundamental data processing technologies required to realize these technologies (communication / transmission technologies, data acquisition technologies, data recording technologies, data processing / analysis technologies, image processing technologies, and visualization technologies, etc.) are known technologies, and therefore, their explanations will be omitted.

[0010] Furthermore, in this specification, a user is a person who uses the services through the functions of the information processing device of the present invention, and more specifically, a person who can enjoy the benefits (services) provided by the functions of the information processing device of the present invention by operating a predetermined device. The predetermined device may be a device owned by the user (for example, the user terminal 12 described later), or it may be a device installed in a store or the like that the user does not own, but which can be used by entering a PIN or password or making a deposit when visiting the store or the like.

[0011] <Summary of the Invention> The present invention relates to an information processing technology for promoting the use of a plurality of different types of content. Specifically, it relates to a technology for promoting the use of services for both game content (hereinafter simply referred to as a game) and other content (hereinafter simply referred to as content) that corresponds to the game and is different from the game. An information processing system (hereinafter referred to as information processing system S) according to one embodiment of the present invention (hereinafter referred to as this embodiment) is a computer system capable of providing a game and content to a user. As shown in FIG. 1, it is a communication system including an information processing device constituted by a server computer (hereinafter referred to as server 10) and a user terminal 12.

[0012] In this embodiment, it is assumed that the game provider that provides the game and the content provider that provides the content are the same operator, and it will be described as providing each service to the user using the common server 10. However, the game provider and the content provider may be different operators, or different servers 10 may be used for each service.

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

[0014] In this embodiment, when the user performs a game play operation on the user terminal 12, the user terminal 12 receives game progress data distributed from the server computer of the game provider, that is, the server 10. On the user terminal 12, video and audio corresponding to the received data are output, and the user progresses the game while checking the output video and audio. Also, the user terminal 12 transmits data indicating the operation content of the user to the server 10, and the server 10 transmits game progress data according to the operation content of the user. Such data transmission and reception between the server 10 and the user terminal 12 are repeatedly performed until the user finishes playing the game.

[0015] In the game, the user can obtain (acquire) and own (possess) game media and use or consume the owned game media. The game media are game objects that the user can use to progress the game, including game play, and for example, characters, items, cards, avatars, etc. used in the game correspond to them. Also, the game media include game currencies such as coins, medals, tickets, gold, or stones, which can be exchanged for other item or character game media in the game, or used as a value for playing a lottery, which is a random item providing method called a quest or gacha, which is a constituent unit of the game, or playing other events, etc. Furthermore, the game currencies include paid game currencies that can be obtained by charging and free game currencies that can be obtained without charging. Charging means that the user pays the usage fee of the game to the game provider, etc. Specifically, in response to a charging request, cash, electronic money, a credit card, a prepaid card, etc. are used to pay the usage fee of the game. Note that the user can obtain game media by purchasing in a shop, playing or clearing events such as quests, playing a lottery, etc.

[0016] Each game medium (excluding in-game currency) has its own unique characteristics, and each medium has its own name, rarity, attributes, appearance, and various parameters (values ​​related to level, health, attack power, or special abilities, etc.) indicating its abilities. These parameters are indicators that affect the progress of the game and include those expressed as numerical values, those expressed as ranks using letters such as "A, B, C...", and those expressed as indicators such as gauges. Furthermore, some parameters change as the game progresses, while others remain constant and do not change regardless of the game's progress. Hereafter, unless otherwise specified, parameters that change as the game progresses will simply be referred to as parameters.

[0017] Furthermore, users can develop their characters within the game. Development involves changing a character's abilities and other attributes based on user instructions. Development includes, for example, strengthening or evolving characters. Strengthening is a type of development that involves increasing a character's parameters or adding special abilities to a character through in-game effects. Evolution is also a type of development that involves transforming a character into a different type of special character, such as a character with higher abilities through in-game effects. Development can also be performed if the conditions described later are met.

[0018] As a result of training (enhancement or evolution, etc.), a character's abilities will change, and specific examples are given below. While these changes are generally advantageous to the user, changes that are disadvantageous to the user, or changes that have no impact on advantage or disadvantage, are not excluded. (a) Various parameters such as the character's abilities are improved. (b) The predetermined upper limits (maximum values) of various parameters such as the abilities of the character are increased. (c) Special abilities (skills, etc.) are added to the character. (d) The special abilities that the character possesses will change. (e) The character's name, appearance, or attributes may change. (f) The character transforms into a special character of a higher rank than that character.

[0019] Quests are played with the objective of clearing them (in other words, fulfilling the clearing conditions). In this embodiment of the game, multiple quests are available, and each quest has different content (for example, attributes, difficulty level, enemy characters that appear, clearing conditions, or clearing rewards). Furthermore, quests are classified into several categories, such as quests that are always available, quests with set playable periods, and quests with special play conditions. Each quest has one or more stages depending on the difficulty level. Therefore, when a player selects a quest to play, they choose any quest from among the available quests, and if the selected quest has multiple stages, they choose a stage according to their desired difficulty level. When a player clears a quest, they can obtain game media or other items associated with the cleared quest as a clearing reward. Examples of quests with special play conditions include quests that become playable when the user's level is above a certain value, or quests that become playable when the conditions described later are met.

[0020] The game of this embodiment can be played by a single user, as well as by multiple users operating their respective user terminals 12 to simultaneously play a common quest in so-called multiplayer mode (hereinafter referred to as cooperative play). Cooperative play is conducted through the communication function of each user's user terminal 12, and once a cooperative relationship is formed, the progress of the game is synchronized among the users participating in cooperative play. Cooperative play may be of either type: a cooperative game in which multiple users work together, or a competitive game in which players compete against each other. Furthermore, there are no particular limitations on the members who participate in cooperative play, but users may participate in cooperative play with other users with whom they have a friendly relationship and with whom the users have mutually acknowledged their relationship (hereinafter referred to as friends). In addition to progressing through the game in cooperation with friends, users can also play the game by borrowing game media owned by friends.

[0021] On the other hand, content refers to information or data available to users in the service, including video and still images, as well as audio, etc., that users can view (including browsing, hereinafter the same) on the user terminal 12 for content playback. Content includes, for example, video works such as movies, dramas or animations, comics (pictures and text), novels, sports match videos, music, seminars, news, blogs, social media, and advertisements. Content may also be game-compatible. For example, animations and comics featuring game characters (including derivative works or original works of the game), and sports videos of the same genre as the game (for example, professional baseball match videos in the case of a professional baseball game) are included in game-compatible content.

[0022] In this embodiment, when a user performs a content viewing operation on the user terminal 12, for example, by selecting and playing any content on the content selection screen which serves as a standby screen, the user terminal 12 receives content playback data distributed from the content provider's server computer, i.e., server 10. The user terminal 12 outputs video and audio corresponding to the received data, and the user views the video and audio output on the content viewing screen. The user terminal 12 also sends data indicating the user's operations to the server 10, and the server 10 sends content playback data corresponding to the user's operations. This data transmission and reception between the server 10 and the user terminal 12 is repeated while the user is playing and viewing the content.

[0023] The game and content can be accessed through communication between the server 10 shown in Figure 1 and the user terminal 12 used by the user. In this embodiment, however, dedicated software is installed to play the game or view the content, and an account is obtained to use each service, followed by user registration (membership registration). Specifically, as shown in Figure 2, the game can be played on the user terminal 12 by launching first software, such as a game application, installed on the user terminal 12. On the other hand, the content can be viewed on the user terminal 12 by launching second software (software different from the first software), such as a content viewing application, installed on the user terminal 12.

[0024] The first and second software programs are distinct application software programs that are launched individually to perform their own unique functions. The functions of each software program enable the user terminal 12 to play or view games or content provided by the server 10. Specifically, based on information or data received from the server 10, the software programs display, play, or otherwise output that information or data to the user terminal 12. While the first software program is running, the user plays games on the gameplay screen; while the second software program is running, the user views content on the content viewing screen.

[0025] In this embodiment, the first software and the second software can cooperate with each other, or in other words, games and content can be associated with each other. More specifically, when a user plays a game, they download the first software and obtain an account for playing the game (hereinafter referred to as the "game account"). Similarly, when a user views content, they download the second software and obtain an account for viewing content (hereinafter referred to as the "content account"). The user then operates their terminal to perform a predetermined setting (hereinafter referred to as the "cooperation setting") to link these accounts. This allows the first software and the second software to cooperate and associate the game account with the content account. Note that the accounts that can be linked may be limited to games and content that have a corresponding relationship, or it may be possible to link games and content that do not have a corresponding relationship. Furthermore, the accounts that can be linked do not need to have a one-to-one relationship; they may have a one-to-many or multiple-to-multiple relationship. Furthermore, users may obtain separate accounts for games and content, or a single account shared between the two. However, in the following explanation, we will use the case where separate accounts for games and content are obtained as an example.

[0026] The linking settings between the first and second software can be performed at any time, and there are no particular limitations on the specific procedure for setting up the linking. For example, while the first software is running, the linking settings with the second software can be performed before, during, or after playing the game (more precisely, the quest). Also, while the second software is running, the linking settings with the first software can be performed before, during, or after viewing the content. Furthermore, the linking settings with the other software can be performed on the settings screen displayed while either the first or second software is running, or the linking between the software can be set up by linking an already registered account when registering the other account after registering one account.

[0027] Here, as an example, we will explain how to configure the linkage settings between the first software and the second software while the second software is running, that is, how to associate a game account with a content account, referring to Figures 3 and 4. For this explanation, we will use an example of content consisting of multiple episodes, such as an animation or other video work (for example, each episode being an animation video of about 10 minutes).

[0028] The content selection screen shown in Figure 3, that is, the waiting screen before actually viewing content, displays information such as the content image, the content title (e.g., Funky XX), and the number of subscribers to the content's channel. In addition, the title of each episode (e.g., Episode 1 "Birth") and its thumbnail are displayed. When a user selects any content they wish to view (e.g., Episode 1) on the content selection screen, the screen transitions to the content viewing screen (Figure 4) where the selected content is played. In addition, a registration button 41 for adding the content to favorites, as well as a linking settings button 42, are located in a designated position on the content selection screen. When the user presses the linking settings button 42, they can configure the linking settings between the second software and the first software, and register the content account and the game account. Note that the linking settings button 42 may be automatically activated when it is pressed, or the user may select other accounts to link after the linking settings button 42 is pressed.

[0029] The content viewing screen shown in Figure 4 includes a content playback area A1 that displays the content currently being played, a content description area A2 that displays a description of the content being played, and a comment display area A3 that displays comments posted by users, etc. In addition, a play button, stop / pause button, and fast-forward / rewind button (not shown) are displayed in predetermined locations within the content playback area A1. Furthermore, various operation buttons are located in predetermined locations on the content viewing screen, including an evaluation button 43 that allows users to rate the content (e.g., good or bad), a share button 44 that allows users to share the content with other users, a tipping button 45 that allows users to send donations (so-called tipping) to the content provider, and a comment button 46 that allows users to post comments on the content. Moreover, if the integration settings have not yet been configured, an integration setting button 47 will be displayed in a predetermined location within the content playback area A1 (it will be hidden if integration has already been configured), prompting the user to configure the integration settings. The link setting button 47 may be displayed at all times during content playback, but to avoid interfering with content viewing, it may be displayed before content playback starts, just before content ends (for example, 60 seconds before) until the end, or after content ends. Furthermore, if link settings are configured, a progress meter 48 indicating the progress corresponding to the conditions described later will be displayed at a predetermined position in the content playback area A1. For example, the progress meter 48 is displayed when the conditions are added as scales to the progress bar of an animation video.

[0030] The above explanation describes the case where the second software is linked to the first software while the second software is running. Similarly, the second software can also be linked to the first software while the first software is running. For example, a link setting button (not shown) could be placed on the game waiting screen before playing a quest, or a link setting button (not shown) could be displayed after showing a promotional video for the corresponding content, to guide users who have not yet linked their software to do so.

[0031] The first and second software may be installed on the same user terminal 12, or each software may be installed on multiple different user terminals 12. Furthermore, the same first software may be installed on multiple user terminals 12, and the same second software may be installed on multiple user terminals 12. There may also be multiple instances of the second software that can interact with the first software. For example, one user terminal 12 may have one instance of the first software and two or more instances of the second software installed, and each instance of the second software may interact with the first software. Additionally, multiple instances of the first software itself may be installed on a single user terminal 12.

[0032] In this embodiment, the game may progress if the conditions for content playback are met. Specifically, if a user links their game account and content account, and then views content that corresponds to the game but is different from the game, and their viewing history meets the conditions for content playback, the game state will progress from the first state to the second state based on the game effects set according to that viewing history.

[0033] Conditions are defined requirements for content playback in order to trigger game effects in the game corresponding to the content. These conditions include, for example, conditions related to the number of views (playback count), such as watching a certain number of times; conditions related to viewing time (playback time), such as watching for a certain number of hours (minutes); conditions related to the scenes watched (playback scenes), such as watching up to a certain scene; and conditions related to the viewing date and time (playback date and time), such as by when / when viewing begins. Conditions also include conditions related to user actions such as rating, sharing, tipping, or commenting on the content. If multiple content IDs are linked, the conditions will be set for one or more of those content items.

[0034] Viewing history includes the number of times content was viewed, viewing time, viewing date and time, and details of the viewed content (e.g., when episode X was viewed). Viewing history reflects the user's viewing behavior towards content and includes information that corresponds to specific conditions. In other words, content viewing history is counted for each user, and whether or not a condition has been met is determined based on the count results.

[0035] Game effects are effects that occur in a game, that is, effects that change the state of the game (such as the game's play status) in response to the above conditions when the user's viewing history of the content meets those conditions, and include, for example, progressing the game state from the first state to the second state, as follows. (a) Provide a game medium to a user in state 1 who does not own a game medium, thereby making them own one (state 2). (b) Change the parameters of the game medium from the first state to the second state (including training). In this case, the conditions can also be determined by selecting the game medium and specifying the parameters after training. (c) Temporarily changes the parameters of the game medium from state 1 to state 2 during quest play (buff). (d) Change the number or parameters of enemy characters appearing in the quest from the first state to the second state (debuff). (e) Change the number or parameters of gimmicks appearing in the quest from the first state to the second state. (f) Complete any quests currently being played or not yet played in the first state (second state). In this case, you can also determine the condition by specifying the number of quests to complete, i.e., the number of quests you want to advance (number of skips). (g) Relax or disable the play conditions for a quest, making a quest that was previously unplayable in state 1 playable (state 2).

[0036] Conditions and game effects are related to each other; when either a condition or a game effect is determined, the other condition and game effect corresponding to it are also determined. In this case, multiple game effects may be associated with one condition, and multiple conditions may be associated with one game effect. Furthermore, the greater the game effect, i.e., the greater the degree of progression from the first state to the second state, the relatively higher the difficulty of the corresponding condition. Conversely, the smaller the game effect, i.e., the smaller the degree of progression from the first state to the second state, the relatively lower the difficulty of the corresponding condition. For example, in the former case, the number of views may increase or the viewing time may increase. On the other hand, in the latter case, the number of views may decrease or the viewing time may decrease.

[0037] Furthermore, conditions or game effects may be automatically selected by the system (computer, hereinafter the same), or users may be able to select any conditions or game effects. Also, the conditions or game effects that can be selected may be restricted depending on the game's progress or other gameplay status. For example, if a user actually plays the game and reaches a predetermined user rank, additional conditions or game effects may become available for selection. In other words, the game cannot be progressed beyond a certain point simply by viewing content, thereby maintaining game balance. When additional conditions or game effects become available for selection, the user will be notified accordingly. For example, in the case of the game effect described in (b) above, the maximum level of the game medium being trained may be automatically increased, and conditions may be set.

[0038] Conditions are set when a user selects a game effect before content playback, etc., and one or more conditions corresponding to the selected effect are set. For example, the game effect selection screen shown in Figure 5 displays the current game state (first state) for each user and the selectable game effects, and the user can select any game effect from those displayed on this game effect selection screen. At this time, the system has set conditions corresponding to the game effects in advance, and the conditions that must be achieved in order to trigger each game effect are displayed. For example, if a user selects the game effect "Raise game medium A to level 20, ..." and presses the confirm button 49, conditions such as "Watch episodes 1 to 20" that are defined in accordance with that game effect will be set as conditions for content playback in order to trigger the game effect. In other words, when a game effect is selected, the conditions are determined. After the conditions are determined, the progress based on the viewing history can be displayed as shown in the progress meter 48 in Figure 4, and the game effect can also be changed during the achievement process, i.e., the conditions can be changed. Intermediate effects (for example, raising game medium to level 10 when 60% of the conditions are achieved) may also be triggered during the achievement process.

[0039] Furthermore, the conditions may be pre-set by the system, and the user may be able to select a game effect corresponding to the conditions achieved according to their viewing status. In this case, for example, as shown in the condition display screen in Figure 6, the set conditions are displayed in a list, and by pressing the effect confirmation button 50 corresponding to each condition, the user can see one or more game effects that will become available if that condition is achieved. Then, when the user has viewed the content and achieved any of the set conditions, for example, as shown in the game effect selection screen in Figure 7, a list of selectable game effects corresponding to the achieved condition is displayed, and the user can select any game effect from the game effects displayed on this game effect selection screen. For example, if the user selects the game effect "Clear Quest X" and presses the confirm button 51, the user will have cleared Quest X with the selected game effect. In other words, when a condition is met, the user can select a game effect corresponding to the achieved condition.

[0040] The difficulty of the conditions varies depending on when (for how long) the game effect is selected. Furthermore, if the first state is updated after the game effect is selected due to factors other than the user's gameplay or other means, the difficulty of the conditions required to trigger the game effect, i.e., the required number of views or viewing time, may change. For example, if the rate of parameter increase decreases due to the user leveling up through gameplay while the conditions are still being met (not yet met), the difficulty of the conditions will be lowered. On the other hand, if the first state regresses due to level down or quest completion resets, the difficulty of the conditions will be increased. However, it is not necessary to readjust the difficulty of the conditions. If such a readjustment is not made, it may be substituted by providing additional predetermined rewards. Examples of rewards include in-game items or the right to participate in a lottery. The additional predetermined rewards may be selectable by the user from a selection of multiple rewards.

[0041] Furthermore, if the same game effect that was triggered by fulfilling the conditions is selected again, different conditions will be added. For example, if the first time it was watching an animation, the second time it might be watching a manga, changing the content of the target. Of course, even if the genre of content itself is the same, different episodes of the animation or different volumes of the manga may be added as new conditions. Additionally, the system may accept requests from users for newly selectable conditions and add conditions that align with those requests. Moreover, the system may add candidate conditions based on the user's past selection history, considering conditions that the user is likely to like or conditions that have not been selected recently.

[0042] Furthermore, the conditions may be achieved through the cooperation of multiple users associated with the condition. In this case, the viewing history of the content of multiple users is aggregated and counted, and a game effect is triggered when the sum or average of these counts meets the condition. At this time, the multiple users may be selected from among friends, recruited by the user, or the combination may be automatically determined by the system. Also, the game effect that is triggered when the condition is achieved may be the same for all users, or different game effects may be triggered for each user depending on their contribution to the condition. For example, user A, who has a high contribution, progresses the quest to stage 10, while user B, who has a low contribution, progresses the quest to stage 5.

[0043] Furthermore, when multiple users associated with a condition cooperate to achieve it, the progress (viewing status) of other users associated with the condition may be notified, allowing users to refer to the viewing history of one or more other users with whom they are cooperating when viewing content to achieve the condition. This ensures that users do not miss out on achieving uniformly assigned conditions, and they can also regularly check how much more viewing is needed to achieve the condition, thus maintaining their motivation. They can also check the progress of other users to decide on their own actions.

[0044] Furthermore, when multiple users associated with a condition cooperate to achieve it, they may be able to choose more advantageous game effects than when playing alone. In particular, the game effects available to users may be changed depending on the number of users associated with the condition. For example, if there are many users, the number of game effect options may increase, or users may be able to choose more advantageous game effects, so that when more users work together to achieve the condition, it becomes a more favorable situation for the users.

[0045] In this embodiment, the game state changes and the game progresses according to the user's content viewing status. As the game progresses in this way, user satisfaction with the game improves, which in turn leads to an increase in the opportunities for users to play the game, and ultimately to the game's widespread adoption. Furthermore, users become more actively engaged in viewing content with the aim of progressing through the game. In other words, this embodiment effectively encourages both gameplay and content viewing by users.

[0046] <Configuration of the information processing device and user terminal according to this embodiment> Next, the configuration of the server 10 and user terminal 12 that constitute the information processing device according to one embodiment of the present invention will be described. The server 10 is an example of a computer capable of distributing game data and content data, and as shown in Figure 1, is connected to a plurality of user terminals 12 via a network 14 so as to be able to communicate with them, and together with the user terminals 12, it constructs 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 LAN (Local Area Network), WAN (Wide Area Network), and intranet.

[0047] In the information processing system S of this embodiment, the server 10 and the user terminal 12 cooperate to advance the game and play content. Specifically, the server 10 performs part of the game progression processing or content distribution processing, while the user terminal 12 performs part of the graphics processing, etc. For example, the server 10 executes a program that includes certain rules, logic, and algorithms. Meanwhile, the user terminal 12, while synchronized with the server 10, advances the game and plays content using the same rules, logic, and algorithms as the program executed on the server 10. That is, while playing the game, the user terminal 12 displays the game play screen, etc., on a display, and expands the display data sent from the server 10 as needed, displaying the images and text information indicated by that display data on the game play screen. Also, while viewing content, the user terminal 12 displays the content viewing screen, etc., on a display, and expands the display data sent from the server 10 as needed, displaying the images and text information indicated by that display data on the content viewing screen.

[0048] Server 10 is an example of the information processing device of the present invention, and is a computer that performs various information processing related to game progression, such as generating and sending / receiving data necessary for game progression and content playback. More specifically, in this embodiment, it is an SNS server. Server 10 may consist of a single computer or multiple computers in a parallel distributed configuration. 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 information processing steps related to game progression (excluding information input and display) are performed by Server 10, so the user terminal 12 only needs to input information to be handed over to Server 10 and display information distributed from Server 10. In this way, Server 10 distributes information or data necessary for game progression and content playback to each user, and also collects and stores information or data from each user. In addition, Server 10 performs various other information processing related to game progression and content playback.

[0049] As hardware, the 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. The server 10 also has software installed, including an operating system (OS), a dedicated program for processing information related to games, and a dedicated program for processing information related to content. These programs correspond to the program of the present invention. By operating the processor 21 according to the above program, the server 10 functions as an information processing device of the present invention, executing a series of processes related to game progress and content distribution. The program of the present invention may be obtained by reading it from a computer-readable recording medium (media), or it may be obtained (downloaded) via a network 14 such as the Internet or an intranet.

[0050] 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.

[0051] The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory).

[0052] 1 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 wireless LAN communication, 3G to 5G or later generations of mobile communication systems, or LTE (Long Examples include communications based on Term Evolution.

[0053] Storage 24 includes flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), and CD. The storage device may consist of a Compact Disc, DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. Furthermore, the storage device 24 may be built into the server 10 or attached to the server body as an external device. Additionally, the storage device 24 may consist of an external computer (e.g., a database server) connected to the server body in a communicative manner. As a technology for recording various types of data, distributed ledger technology such as blockchain may be used to prevent unauthorized data tampering.

[0054] User terminal 12 is a client terminal operated by the user to play games and view content, etc. User terminal 12 can consist of, for example, a personal computer, smartphone, mobile phone, tablet device, game console, television receiver capable of inputting information, and wearable device. Although Figure 1 shows two user terminals 12 for illustrative purposes, in reality, there are, of course, the number of user terminals 12 corresponding to the number of users.

[0055] The user terminal 12 receives data from the server 10 and displays the image (video) indicated by that data on the user terminal 12's display or on a display device such as a TV connected to the user terminal 12, or outputs sound from a speaker or the like. In other words, 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 and a content viewing screen, etc.

[0056] Furthermore, the user terminal 12 receives user operations and transmits information or data corresponding to the content of those operations to the server 10. For example, the user performs operations on the user terminal 12 to set up linking a game account and a content account, operations to play the game (including condition selection operations, game effect selection operations, character selection operations, quest selection operations, lottery application operations, and co-op play recruitment operations, etc.), and operations to view content (including content selection operations, content playback operations, evaluation operations, sharing operations, tipping operations, and comment input operations, etc.), and transmits information or data based on those operations to the server 10. In addition to the operations described above, the user may perform any other operations on the user terminal 12 necessary to enjoy the services provided by the information processing system S of this embodiment.

[0057] <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 be explained again in terms of its functionality. As shown in Figure 8, the server 10 includes a storage unit 30, an information acquisition unit 31, a display control unit 32, a cooperation setting unit 33, a content management unit 34, a game control unit 35, a condition setting unit 36, a condition change unit 37, and a notification unit 38. Of these, the storage unit 30 is implemented by memory 22 or storage 24, and the other functional units are implemented 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. The following sections will provide a detailed explanation of each functional component.

[0058] The memory unit 30 stores various information necessary for playing the game and viewing content. Specifically, the memory unit 30 stores information about the user, information about the game, information about the content, information about conditions, information about game effects, and various other information (for example, game media information and quest information).

[0059] As shown in Figure 9, user information is stored for each user, with various pieces of information linked to an identifying information (such as a user ID) that identifies each user. For example, user information items include the user's name, attributes, the user's account in each service, whether or not linking settings are configured between accounts, and information indicating the services that have been linked. Information indicating the name includes the user's real name or nickname. Information indicating attributes includes the user's gender and age. Information indicating the user's account for each service includes the names of each account, such as the game account the user has obtained to use the first software that allows them to play games, the content account the user has obtained to use the second software that allows them to view content, etc., and accounts the user has obtained to use other software. Information indicating whether or not linking is configured includes, for example, information to identify whether the game account and the content account are linked. Information indicating linked services includes information to identify the linked services (e.g., games and content) if linking is configured. In addition, user information may also include other information not listed above, such as information indicating the expiration date of each account, information to identify other users in a friend relationship (such as the user IDs of friends), and personal information of the user, such as contact information, profile, and hobbies and preferences.

[0060] As shown in Figure 10, game-related information (game data) is linked to each user's game account and is generated and stored for each user. For example, the game data items include a game ID to identify the target game, user rank, owned game media, game progress, and information indicating conditions, etc. Information indicating game media includes information showing the types and number of game media owned by the user, such as characters, items, and coins. Information indicating game progress includes the current state of the game (play status), i.e., the progress of quests (including the parameters of the character being used in the quest), as well as information showing the number of times each quest has been played and completed. Information indicating conditions includes information showing the content of the conditions set for the playback of the corresponding content, if such conditions have been set. In addition, game information may include other information such as login history, play date and time, number of plays and play time, the number of times players have played together and the users who played together, and billing history showing the number of times and amount of money spent on the game.

[0061] As shown in Figure 11, content information is linked to each user's content account and is generated and stored for each user. For example, content information items include a content ID to identify the target content, content viewing history, and information indicating the status of condition fulfillment. Information showing content viewing history includes the date and time of viewing, the number of views, and the viewing time. Information showing condition fulfillment status includes whether or not each set condition has been met, and if not, information showing the progress such as how much more viewing is needed to achieve it. In addition, other information besides the above may be included in the content information, such as billing history showing the number of times and the amount paid for the content.

[0062] Conditional information, as shown in Figure 12, refers to the conditions for content playback, that is, information defined for content in accordance with the game effect in order to generate the game effect in the game. The conditions may include, for example, content related to the number of views (playback count), viewing time (playback time), viewing scenes (playback scenes), viewing date and time (playback date and time), and user actions. Content related to viewing scenes may include conditions such as watching up to the scene where XX cries. Content related to viewing date and time may include conditions such as watching within (or after) the content release date, or watching within (or after) the new quest is added in the game. Content related to user actions may include conditions such as rating, sharing, tipping, or commenting. The content of the conditions specified in the condition information is predetermined by the system and may be changed (updated) as needed.

[0063] As shown in Figure 13, information regarding game effects (game effect information) defines the effects that occur in the game, that is, the effects that can occur in the game in response to conditions that are met in the content (effects that can be selected by the user) when those conditions are met. Game effects are defined for each condition, and include, for example, granting game materials, changing the parameters of game materials, temporarily changing the parameters of game materials during quest play (buffs), changing the number or parameters of enemy characters appearing in a quest (debuffs), changing the number or parameters of gimmicks appearing in a quest, clearing quests that are currently being played or have not yet been played, and relaxing or disabling the play conditions of a quest (making unplayable quests playable). The content of the game effects specified in the game effect information is predetermined by the system and may be changed (updated) as needed.

[0064] 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, for example, information based on operations for linking a game account and a content account; information based on operations for playing the game (including condition selection operations, game effect selection operations, character selection operations, quest selection operations, lottery application operations, and co-op play recruitment operations, etc.); and information based on operations for viewing content (including content selection operations, content playback operations, evaluation operations, sharing operations, tipping operations, and comment input operations, etc.). In addition to the above information, the information acquired by the information acquisition unit 31 also includes information based on various selections, specifications, instructions, requests, orders, permission or denial, registration, and other input operations performed by the user in each situation.

[0065] The display control unit 32 controls the user terminal 12 and displays information for playing the game and information for viewing content 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 linkage setting unit 33, content management unit 34, game control unit 35, condition setting unit 36, condition change unit 37, and notification unit 38, 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 displays the game play screen, game effect selection screen, condition display screen, content selection screen, and content viewing screen on the user terminal 12.

[0066] The linking settings unit 33 configures the linking settings between the game account and the content account. Specifically, the linkage setting unit 33, triggered by receiving an operation from the user to set up linkage between the first software and the second software, links the game account used by the user in the first software with the content account used by the user in the second software. At this time, the linkage setting unit 33 updates the user information by rewriting the information in the user information regarding whether linkage is set up and the services that are linked, thereby setting up the linkage between the game account and the content account.

[0067] The content management unit 34 distributes content to users and manages the content viewing history for each user. Specifically, the content management unit 34, triggered by receiving an operation from a user to view content (more precisely, a content selection operation or a content playback operation), identifies the user requesting to view the content and communicates with the identified user's user terminal 12 to deliver the selected content to that identified user. The content management unit 34 also counts the content viewing history for each user and manages the content viewing history by updating the content information by rewriting the information related to the content viewing history in the content information associated with the user. If multiple users can cooperate to achieve the conditions, the content viewing history of multiple users will be added together and counted.

[0068] The game control unit 35 performs information processing necessary for the game to progress, and controls the game to progress based on the various information acquired by the information acquisition unit 31, that is, to enable the game state to progress from the first state to the second state. Specifically, the game control unit 35 performs actions such as moving game media like characters in response to the user's gameplay operations, and implements effects that correspond to those operations. It also changes the settings of the game media's parameters according to the game's progress. For example, based on the information acquired by the information acquisition unit 31, it controls the movement of the user's character or makes the character attack other characters. If an attack by a character hits another character, it reduces parameters such as the health of the other character based on the attack power of the character and the defense power of the other character. Since the game runs on software separate from the content, the game control unit 35 controls the game to be playable regardless of whether the content is playing or not, that is, even when the content is not playing.

[0069] Furthermore, if the conditions for playing content that corresponds to the game but is different from the game are met, the game control unit 35 controls the game state to progress from the first state to the second state according to the game effect corresponding to those conditions. For example, if the game effect corresponding to the achieved condition is to grant a game medium, the game control unit 35 updates the game information by rewriting the information of the item related to the game medium owned among the game information associated with the user, thereby granting the game medium to the user. Also, if the game effect corresponding to the achieved condition is to clear the quest being played, the game control unit 35 updates the game information by rewriting the information of the item related to the game progress among the game information associated with the user, thereby allowing the user to clear the quest. If it is possible for multiple users to cooperate to achieve the conditions, the game control unit 35 controls the game to progress from the first state to the second state when the sum (e.g., total viewing time, etc.) or average (e.g., average number of views, etc.) of the content viewing history of multiple users meets the conditions.

[0070] Furthermore, the game control unit 35 controls the system so that if a condition set by the system is met, regardless of the user's selection, the user can select a new game effect. For example, if a system condition is presented to the user, and that condition is met by playing the content, a notification of the achievement is sent to the user terminal 12 operated by the user. The notification of achievement includes guidance on selecting a game effect, and the user can obtain the game effect by selecting a game effect from that guidance. Note that the set condition may not be presented to the user, and the hidden setting may be revealed when the condition is met.

[0071] The condition setting unit 36 ​​sets conditions for the playback of game-related content in accordance with the game effects that can occur during the game. Specifically, the condition setting unit 36 ​​sets the conditions by selecting one or more conditions from the condition information corresponding to the game effect based on the game effect selected by the user or the system, storing the selected conditions in the information related to the conditions in the game information, and updating the game information.

[0072] In this case, the condition setting unit 36 ​​will make certain game effects, such as effects that are significantly advantageous to the user, unavailable for selection by the user or the system if the game state does not meet the predetermined criteria, for example, if the user rank has not reached a predetermined rank, or if the number of quests played or cleared has not reached a predetermined number. Conversely, if the game state meets the predetermined criteria, the predetermined game effects will be available for selection. Furthermore, if it is possible for multiple users to cooperate to achieve the conditions, the game effects that users can select will be changed according to the number of users associated with the conditions. For example, if there are many users, the number of options will increase, or users will be able to select game effects that are more advantageous to them.

[0073] Furthermore, the condition setting unit 36 ​​presents different conditions for game effects selected in the first period and game effects selected in a second period, which is different from the first period. In other words, even if the same game effect is selected by the user, the conditions available to the user will differ depending on whether it is selected during the content's playable period or after the content's playable period has ended. Also, the difficulty of the conditions will differ depending on the timing (period) in which the game effect is selected. Moreover, depending on the timing (period) in which the game effect is selected, the types of game effects that become available to select may differ, such as allowing the user to select a game effect that is more advantageous to them.

[0074] Furthermore, the condition setting unit 36, when it becomes absolutely impossible to fulfill the conditions once set, such as when the content playback period ends, will check the progress of the conditions, such as the number of views up to that point. After retaining the user's viewing history, the system will allow the user to select or automatically set new conditions, such as viewing other content. These new conditions will be selected or automatically set from among those that are similar in effort and difficulty to the remaining unfulfilled content of the previous conditions that became impossible to achieve, i.e., those that place a similar burden on the user.

[0075] Furthermore, if the user selects the same or a different game effect again after a first condition (for example, watching episodes 1 through 10 of the content) set based on the effect selected by the user has been fulfilled, the condition setting unit 36 ​​allows the user to select or automatically sets a second condition (for example, watching episodes 11 through 20 of the content, or watching episodes 1 through 10 of different content) that is different from the first condition that has already been achieved.

[0076] The condition modification unit 37 automatically modifies the conditions if the game state changes due to factors other than condition fulfillment, such as when the user completes the quest before the conditions are met. Specifically, the condition change unit 37 sets the conditions by selecting one or more conditions that can still be achieved after the change from the condition information based on the change in the game state, and updating the game information by rewriting the information of the condition-related items in the game information with the selected conditions.

[0077] The notification unit 38 communicates with the user terminal 12 to notify the user of various information at the appropriate time. Specifically, if the notification unit 38 determines, based on viewing history, that the content playback status has reached a predetermined progress before the conditions are met, it generates notification data containing information indicating that the content playback status has reached a predetermined progress, and transmits the notification data generated during content playback to the user terminal 12 of the user viewing the content via the communication network 16. Furthermore, if multiple users can cooperate to achieve the conditions, the notification unit 38 generates notification data containing information regarding the content playback status of one or more of the multiple users, that is, information regarding the viewing actions taken by those users to fulfill the conditions, and transmits the notification data to the user terminals 12 of the other users among the multiple users via the communication network 16.

[0078] Furthermore, if the notification unit 38 determines that a user is playing the game or viewing content without having linked their game account and content account, it will send a notification to the user prompting them to link their account in order to make the user aware that the linking settings have not been made and to guide them to do so. The specific method for sending the notification prompting the user to link their account is not particularly limited. For example, when the user is playing the game or viewing content, a message or image prompting the user to link their account may be displayed on the user terminal 12, or a sound or voice prompting the user to link their account may be played. Alternatively, the light-emitting part of the user terminal 12 may be illuminated or the vibration-generating part may be vibrated for the purpose of prompting the user to link their account.

[0079] The configurations of server 10 and user terminal 12 have been described above. While server 10 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.

[0080] <Information processing method according to one embodiment of the present invention> Next, with reference to Figures 14 and 15, 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 according to this embodiment 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 (specifically, each step shown in Figure 15) 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.

[0081] (Information processing flow) This information processing flow controls the game state to progress from the first state to the second state when the conditions for playing content that corresponds to the game but is different from the game are met, for example, following the flow shown in Figure 14. In this embodiment, the system may select both or either the game effect and the conditions, but below we will explain using the case where the user can select the game effect and the conditions as an example.

[0082] As shown in Figure 14, first, the server 10 obtains information from the user based on the user's operation to set up the linking of the game account and the content account through communication with the user terminal 12 operated by the user. Then, it sets up the account linking by linking the game account used by the user in the first software with the content account used by the user in the second software (S101). Specifically, it updates the user information by rewriting the information of items related to the presence or absence of linking settings and the services that are linked among the user information stored in the storage unit 30.

[0083] Next, the server 10, through communication with the user terminal 12, obtains information from the user based on the game effect selection operation, selects a game effect according to the obtained information (S102), and presents one or more conditions for playing content corresponding to the selected game effect to the user terminal 12 by displaying them on the user terminal 12 through communication with the user terminal 12 (S103). At this time, if the game state does not meet predetermined criteria, the server controls the selection of certain game effects, such as effects that are significantly advantageous to the user, so that the user cannot select them. Furthermore, even if the same game effect has been selected by the user, the conditions presented to the user for selecting that game effect are changed depending on when that game effect was selected.

[0084] Then, when the server 10 obtains information from the user based on the condition selection operation through communication with the user terminal 12, it sets the condition selected by the user from the conditions presented according to the obtained information as the condition for playing the content associated with the game (S104). Specifically, the conditions selected by the user are stored in the information of the conditions item of the game information associated with the user, which is stored in the storage unit 30, and the game information is updated.

[0085] Next, the server 10 counts the viewing history, such as the number of views or viewing time, of the content that the user has linked (S105). Specifically, it updates the content information by rewriting the information of the items related to the viewing history of the content among the content information associated with the user stored in the storage unit 30.

[0086] Then, if server 10 determines that the counted content viewing history has not yet met the set conditions for content playback (S106: NO), it continues to count the content viewing history (S105). On the other hand, if it determines that the counted content viewing history has met the set conditions for content playback (S106: YES), it advances the game from the first state to the second state based on the selected game effect (S107) and terminates the process. The above is an example of the information processing flow of the present invention.

[0087] (Other information processing flows) In the information processing flow described above, the user selects a game effect and then sets the conditions corresponding to that game effect, but this is not limited to this. For example, the user may be able to select a game effect according to the status of achievement of pre-set conditions. In this case, the information processing would proceed according to the flow shown in Figure 15, for example.

[0088] As shown in Figure 15, first, the server 10 obtains information from the user based on the user's operation to set up the linking of the game account and the content account through communication with the user terminal 12 operated by the user. Then, it sets up the account linking by linking the game account used by the user with the first software and the content account used by the user with the second software (S201).

[0089] Next, the server 10 obtains information from the user based on the condition selection operation through communication with the user terminal 12, and sets the conditions selected by the user according to the obtained information as conditions for playing the content associated with the game (S202).

[0090] Next, the server 10 counts the viewing history, such as the number of views or viewing time, of the content that the user has linked (S203). If the server 10 determines that the counted viewing history of the content has met the conditions for playback of the content that have been set (S204:YES), it presents the game effect corresponding to the achieved conditions to the user terminal 12 by displaying it on the user terminal 12 via communication with the user terminal 12 (S205). If the server 10 determines that the counted viewing history of the content has not met the conditions for playback of the content that have been set (S204:NO), it continues to count the viewing history of the content (S203).

[0091] Then, when the server 10 obtains information from the user based on the game effect selection operation through communication with the user terminal 12, it selects a game effect according to the obtained information (S206), and based on the selected game effect, it advances the game from the first state to the second state. (S207) The process is terminated. The above is an example of another information processing flow of the present invention.

[0092] <Other Embodiments> Although specific embodiments of the present invention have been described above, these embodiments are merely examples given to facilitate understanding of the present invention and do not limit it. In other words, the present invention can be modified or improved from the above embodiments without departing from its spirit. Furthermore, the present invention includes equivalents thereof.

[0093] For example, if the condition is based on the viewing time of the content, in order to confirm that the user is actually watching, that is, to prevent users from simply playing the content without actually watching it, it may be required that the user accepts an action at a predetermined time (for example, within a certain time after the video ends), or that the user is not considered to have watched the content if they do not adjust the audio during the viewing, and therefore will not be counted. Alternatively, viewing confirmation may also be performed by detecting the user's biometric responses, such as their gaze. Furthermore, if the condition is based on the number of times the content has been viewed, in order to exclude users who only press the play button without actually watching the content, actions such as turning pages or biometric responses, such as the user's gaze, may be detected. Additionally, the condition may be that the content is played at predetermined timings (intervals), or that it is played continuously. Moreover, the condition may be that multiple types of content (for example, animation and manga, or movies and dramas) are combined and viewed.

[0094] For example, when a game effect is selected, new options may be added in subsequent rounds, allowing the user to choose a game effect that is even more advantageous to them. Alternatively, game effects or conditions may be determined by lottery. In that case, it would be desirable to include more advantageous effects or easier conditions as candidates for winning, compared to when the user can arbitrarily select game effects.

[0095] Furthermore, if the prerequisites for generating game effects are met, such as acquiring a game medium that is the target of the game effect, guidance on linking settings may be provided.

[0096] In the above embodiment, the server 10 functions as the information processing device of the present invention, but the invention is not limited to this, and some of the functions of the server 10 may be provided on the user terminal 12. For example, some or all of the functions of the cooperation setting unit 33, content management unit 34, game control unit 35, condition setting unit 36, condition change unit 37, or notification unit 38 may be provided on the user terminal 12.

[0097] In the above embodiment, user information, game information, content information, condition information, and effect information are stored on the server 10. However, a separate database server (not shown) may be provided to store all of this information in that database server, or the information may be stored on the user terminal 12.

[0098] In the above embodiment, users can, in principle, enjoy all functions free of charge, but some functions are limited and can be used by paying a predetermined usage fee. In addition, various other conditions may be set for paying users to give them an advantage in playing the game. For example, paying users may be able to obtain hard-to-find game media depending on the amount they pay. This usage fee may be based on a pay-per-use system, or it may be a subscription-like system where a one-time payment is effective for a certain period (e.g., one month or one year) for the user.

[0099] Furthermore, the screen examples shown in the drawings referenced in the description of the above embodiments are merely examples, and the screen configuration, the content of the displayed information, and the GUI can be freely designed and modified according to the system design specifications and user preferences.

[0100] Furthermore, the means of notifying, contacting, and presenting various types of information in the above embodiment are not particularly limited. For example, notifications, contacts, and presentations may be made via email, or messages may be displayed on the user terminal 12, or sounds / audio may be played. Also, when notifying, contacting, and presenting information to users who have an account for an SNS (Social Networking Service), posting or exchanging messages on the SNS may be utilized. In addition, the screen on which messages, etc., are displayed may be the initial screen of the user terminal 12 (specifically, the standby screen).

[0101] Furthermore, in the above embodiment, the combination of the first and second software was exemplified as software for running a game and software for playing content, but the combination is not limited to this. For example, the first software could be educational (learning) software, and content playback could be substituted as a condition for achieving learning progress. Instead of tests or learning tasks provided by the first software, the educational software, the achievement status could be updated by running software that can play educational videos, books, etc., to indicate that education has been achieved.

[0102] Furthermore, in the above embodiment, the modes of display on the user terminal 12 include displaying on a display device (shown) built into the terminal itself, and displaying on a display device connected to the terminal by wire or wireless means. The display device connected to the user terminal 12 may include not only a general stationary display, but also an HMD (Head Mounted Display) such as VR goggles.

[0103] <Summary> [General tasks] One of the objectives of the present invention is to advance the software in a manner other than by executing the software to be advanced.

[0104] Issues related to [Appendix 1] One of the objectives of this invention is to allow the game to progress without the player having to actually play it. [Note 1] The information processing device according to the present invention has a game control unit that controls the game to progress from a first state to a second state based on an operation received from a user, and the game control unit controls the game to progress from a first state to a second state when the conditions for playing content corresponding to the game but different from the game are met. According to the above information processing device, if the user fulfills the conditions for playing content that corresponds to the game but is different from the game itself, the game progresses from the first state to the second state. Therefore, the user can advance the game without actually playing it.

[0105] Issues related to [Appendix 2] One of the objectives of this invention is to enable gameplay even when content is not being played. [Note 2] The game control unit is an information processing device as described in [Appendix 1], which controls the game to be playable regardless of the content playback status. This allows users to play the game even without playing any content.

[0106] Issues related to [Appendix 3] One of the objectives of this invention is to determine conditions based on the state selected by the user. [Note 3] It has a condition setting unit that sets conditions based on a second state selected by the user, The information processing device described in [Appendix 1]. This allows conditions to be determined based on the state selected by the user.

[0107] Issues related to [Appendix 4] One of the objectives of this invention is to limit the states that the user can select and to change the states that the user can select according to the game's progress. [Note 4] The condition setting unit is an information processing device as described in [Appendix 3], wherein if the game play status does not meet predetermined criteria, a predetermined second state cannot be selected, and if the game play status meets predetermined criteria, a predetermined second state can be selected. This allows you to restrict the states that users can choose from and change those states depending on the game's progress.

[0108] Issues related to [Appendix 5] One of the objectives of this invention is to change the conditions set according to when the user selects a state. [Note 5] The condition setting unit presents different conditions for the second state selected in the first period and for the second state selected in a second period different from the first period, as described in [Appendix 3]. This allows the conditions set to change depending on when the user selects a state.

[0109] Issues related to [Appendix 6] One of the objectives of the present invention is to allow the game to progress even when it becomes impossible to meet the conditions set for progressing the game, by achieving other conditions. [Note 6] The condition setting unit, when it becomes impossible to satisfy the set conditions, inherits the status of the conditions up to the point where it became impossible, and sets a different condition, as described in [Appendix 3]. This means that even if it becomes impossible to fulfill the conditions set to advance the game, the game can still progress by fulfilling other conditions.

[0110] Issues related to [Appendix 7] One of the objectives of the present invention is to enable the setting of new conditions when a user selects a state that they have previously selected. [Note 7] The information processing device described in [Appendix 3] allows the user to set a second condition different from the first condition after the first condition set based on the selected second state has been met. This allows users to set new conditions if they select a state they have previously selected.

[0111] Issues related to [Appendix 8] One of the objectives of this invention is to change the state that users can select according to the number of users associated with a condition. [Note 8] The condition setting unit is an information processing device as described in [Appendix 3], which changes the second state that can be selected by the user according to the number of users associated with the condition. This allows for changes in the available options depending on the number of users associated with a given condition, enabling multiple users to collaborate to achieve the condition.

[0112] Issues related to [Appendix 9] One of the objectives of this invention is to change the difficulty level of the conditions according to the progress of the game. [Note 9] The information processing device described in [Appendix 3], which has a condition changing unit that changes the condition in accordance with the change from the first state to the second state when the second state is selected, if the first state changes before the condition is met. This allows the difficulty of the conditions to be changed depending on the game's progress, even if the same second state is selected.

[0113] Issues related to [Appendix 10] One of the objectives of this invention is to maintain the user's motivation to achieve the conditions. [Note 10] The information processing device described in [Appendix 1], which has a notification unit that notifies the user during content playback if the content playback status reaches a predetermined progress before the conditions are met. This allows users to be notified of their progress towards meeting the conditions while the content is playing, thus maintaining their motivation to complete the conditions.

[0114] Issues related to [Appendix 11] One of the objectives of this invention is to change the state that the user can select by fulfilling certain conditions. [Note 11] The game control unit is an information processing device as described in [Appendix 1] that allows the user to select a second state when the set conditions are met, regardless of the user's selection. This allows the user's available options to change depending on the conditions met.

[0115] Issues related to [Appendix 12] One of the objectives of this invention is to maintain the user's motivation to achieve the conditions. [Note 12] The information processing device described in [Appendix 1] includes a game control unit that controls the game to progress from the first state to the second state when the content playback status of multiple users meets certain conditions, and a notification unit that notifies other users of the multiple users of information regarding the content playback status of one or more of the multiple users. This allows users to maintain their motivation to achieve the conditions by notifying them of the progress of other users towards achieving the conditions when multiple users cooperate to make it possible to achieve the conditions.

[0116] Issues related to [Appendix 13] One of the objectives of this invention is to allow the game to progress without the player having to actually play it. [Note 13] The information processing method according to the present invention involves a processor controlling a game to progress from a first state to a second state based on an operation received from a user, and the processor controlling the game to progress from the first state to the second state when the conditions for playing content corresponding to the game but different from the game are met. According to the information processing method described above, the game can be progressed without actually playing it.

[0117] Issues related to [Appendix 14] One of the objectives of this invention is to allow the game to progress without the player having to actually play it. [Note 14] The program according to the present invention causes the processor to control the game so that it can progress from a first state to a second state based on an operation received from the user, and causes the processor to control the game so that it can progress from a first state to a second state if the conditions for playing content that corresponds to the game but is different from the game are met. According to the program described above, it is possible to progress through the game without actually playing it. [Explanation of symbols]

[0118] 10 servers 12 User terminals 14 Networks 21 processors 22 memory 23 Communication Interfaces 24 storage 25 buses 30 Storage section 31 Information Acquisition Department 32 Display Control Unit 33. Linkage Settings Section 34. Content Management Department 35 Game Control Unit 36 Condition Setting Section 37 Condition Change Section 38 Notification Department 41. Register button 42 Link Settings Button 43 Rating button 44 Spread button 45. Tip button 46 Comment button 47 Link Settings Button 48 Progress Meter 49 Confirm button 50 Effect Confirmation Button 51 Confirm button A1 Content Playback Area A2 Content Description Area A3 Comment display area S Information Processing System

Claims

[Claim 1] It has a game control unit that controls the game to progress from a first state to a second state based on operations received from the user, The game control unit controls the game so that it can progress from a first state to a second state when it meets the conditions for playing content that corresponds to the game but is different from the game. Information processing device.