Information processing device, information processing method, and program

The information processing device prioritizes game event display during user play times, addressing the challenge of missed events by highlighting relevant opportunities, thereby improving user engagement.

JP2026100074APending Publication Date: 2026-06-18MIXI INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
MIXI INC
Filing Date
2026-04-14
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

Users may miss out on beneficial game events due to their lifestyle patterns, making it difficult to play events with limited holding periods.

Method used

An information processing device that sets user play time periods and prioritizes displaying game event information that overlaps with these times, using a display control unit to highlight events during user play times over non-overlapping times.

Benefits of technology

Enables preferential display of beneficial game event information, enhancing user enjoyment by making it easier to identify and participate in relevant events.

✦ Generated by Eureka AI based on patent content.

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Abstract

Prioritize displaying information that is useful to users among the information related to game events. [Solution] The present invention provides an information processing device comprising: a setting unit that sets the play time period during which the user plays the game; and a display control unit that displays information about game events whose event times overlap with at least part of the user's play time period, prioritizing the display of such information over information about game events whose event times do not overlap with the user's play time period.
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Description

Technical Field

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

Background Art

[0002] There is a known game in which quests are cleared using a group called a deck. For example, Patent Document 1 discloses a game in which a user executes a quest using a player character possessed by the user.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the game, a game event with a limited holding period (playable period) is held, and by playing the event, the user can collect game objects that are normally not available. However, depending on the user's lifestyle pattern, there are game events that are difficult to play in the first place. Thus, among the information regarding game events, there is also information that is not beneficial to the user.

[0005] Therefore, an object of the present invention is to provide a technique that enables preferentially displaying information beneficial to the user among the information regarding game events.

Means for Solving the Problems

[0006] An information processing device according to one aspect of the present invention includes a setting unit that sets the play time period during which a user plays a game, and a display control unit that displays information about game events whose event times overlap with at least a portion of the user's play time period, with priority given to displaying information about game events whose event times do not overlap with the user's play time period. [Effects of the Invention]

[0007] According to the present invention, information that is beneficial to the user can be displayed preferentially among the information related to game events. [Brief explanation of the drawing]

[0008] [Figure 1] This figure shows an example of the system configuration of the game system according to this embodiment. [Figure 2] This diagram illustrates the timing of game events and the times when users play the game. [Figure 3] This figure shows an example of the hardware configuration of a game server and terminal. [Figure 4] This figure shows an example of the functional block structure of a game server. [Figure 5] This figure shows an example of a user management database and an event definition database. [Figure 6] This figure shows an example of the functional block configuration of a terminal. [Figure 7] This diagram shows an example of the processing steps a game server takes when executing a quest. [Figure 8] This is a diagram showing an example of the screen display. [Figure 9] This is a diagram showing an example of the screen display. [Figure 10] This is a diagram showing an example of the screen display. [Figure 11] This is a diagram showing an example of the screen display. [Modes for carrying out the invention]

[0009] Embodiments of the present invention will be described with reference to the attached drawings. In each drawing, components denoted by the same reference numerals have the same or similar configurations.

[0010] <System Configuration> Figure 1 shows an example of the system configuration of the game system 1 according to this embodiment. The game system 1 shown in Figure 1 comprises a game server 10 and one or more terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate via a communication network N such as the Internet, intranet, wireless LAN, or mobile communication.

[0011] The game server 10 is a device that performs some of the functions necessary for the terminal 20 to provide the game, such as managing various information about the user or executing some of the game's processing. The game server 10 may consist of one or more information processing devices, or it may be configured using a virtual server (such as a cloud server).

[0012] Terminal 20 is an information processing device that provides games to the user, and the user can run the game according to this embodiment by operating Terminal 20. Terminal 20 is a computer such as a mobile phone (including a smartphone), tablet, personal computer, arcade game machine, or consumer game machine. Terminal 20 is GPS The system may also use a Global Positioning System (GPS) or similar method to notify the game server 10 of its detected position.

[0013] <Game Overview> Next, an overview of the game provided by Game System 1 according to this embodiment will be described. In the game provided by Game System 1, users (who may also be called players) can play quests using a deck they have assembled.

[0014] A deck means a group that combines a plurality of game objects. A user can compile a deck with game objects selected from among the plurality of game objects the user possesses. A game object may also be called a game medium. Also, a game object may be a character, an item, a game card, or the like.

[0015] A quest means a task that can be cleared by satisfying predetermined certain conditions. A quest may generally also be called an exploration, a task, or a mission. A user who plays a quest can clear the quest by satisfying the certain conditions, and when the quest is cleared, the user is given a reward such as a game object or the game story progresses. Clearing a quest may be, for example, defeating a boss or reaching a predetermined position (goal).

[0016] A quest may have a difficulty level set. The difficulty level is an index indicating the difficulty of playing a quest and / or the difficulty of clearing a quest, and may indicate that a quest with a larger value is a more difficult quest. For example, a quest with a difficulty level of 2 may be a quest that is more difficult to play / clear than a quest with a difficulty level of 1. A quest that is difficult to play or clear includes, but is not limited to, a quest that is difficult to play or clear because the enemy game objects are strong, a quest that is difficult to play or clear because the operation is difficult, and a quest that is difficult to play or clear because the play time is long.

[0017] Quests can be played collaboratively by multiple users. Hereafter, playing (performing) a quest collaboratively by multiple users will be referred to as "multiplayer." Multiplayer may also be called cooperative play. On the other hand, playing a quest alone may be referred to as single-player. The form of multiplayer can be anything, but it may be a form in which each user takes turns operating game objects that form a deck. However, it is not limited to this, and may also be a game in which multiple users fight against each other (for example, a battle royale) or a competitive game in which teams compete against each other (for example, a soccer game in which each user controls one player).

[0018] A user who recruits for a multiplayer game may be called a host or host user. On the other hand, a user who participates in a multiplayer game recruited by a host may be called a guest or guest user. Recruiting for a multiplayer game may be rephrased as recruiting participants for a multiplayer game, inviting a multiplayer game, or soliciting participants for a multiplayer game. Furthermore, in this embodiment, "participating in a multiplayer game" means participating in a multiplayer game as a guest user, and / or participating in a multiplayer game as a host user (i.e., participating in a multiplayer game by inviting a multiplayer game oneself).

[0019] In this embodiment, various game events with set schedules are provided within the game. These game events include quests, gacha, missions, and mini-games. Users can set the time periods during which they can play the game (hereinafter referred to as "play time periods"), taking into account their own lifestyle patterns. Note that "play time periods" do not only mean a range of time (for example, from 10am to 2pm every day), but may also mean a specific date and time, such as from 10am to 2pm on May 2nd, or from 8pm to 11pm every Saturday. When the game server 10 displays a list of game events held within the game on the terminal 20 screen, it prioritizes displaying game events that are held during the user's play time periods.

[0020] Figure 2 is a diagram illustrating the timing of game events and the user's play times. For example, a user may set their play time from the current date and time to a predetermined period later (in the example in Figure 2, each day from Monday, May 2nd to Sunday, May 8th) within any play time frame (in the example in Figure 2, there are four time slots: 0:00-6:00, 6:00-12:00, 12:00-18:00, and 18:00-24:00). In Figure 2, the unshaded areas indicate play times, and the shaded areas indicate times outside of play times. The symbols A to E written in each cell indicate upcoming game events. For example, in the example in Table T10, it means that game events D and E will be held from 0:00 to 6:00 on Monday, May 2nd, game events A and C will be held from 6:00 to 12:00, game event B will be held from 12:00 to 18:00, and game events C and D will be held from 18:00 to 24:00. In other words, in the example in Table T10, the user can play game events D and D from 0:00 to 6:00 on Monday, May 2nd.

[0021] <Hardware Configuration> Figure 3 shows an example of the hardware configuration of the game server 10 and terminal 20. The game server 10 and terminal 20 consist of a processor 11 such as a CPU (Central Processing Unit) and a GPU (Graphical Processing Unit), a storage device 12 such as memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), and a communication interface for wired or wireless communication. The interface (13) includes an input device 14 that accepts input operations and an output device 15 that outputs information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display, a touch panel, and / or a speaker.

[0022] <Functional Block Configuration> (Game Server) Figure 4 shows an example of the functional block configuration of the game server 10. The game server 10 includes a storage unit 100, a setting unit 101, a display control unit 102, a reception unit 103, and a control unit 104. The storage unit 100 can be implemented using a storage device 12 provided by the game server 10. The setting unit 101, the display control unit 102, the reception unit 103, and the control unit 104 can be implemented by the processor 11 of the game server 10 executing a program stored in the storage device 12. This program can be stored in a storage medium. The storage medium on which the program is stored may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, but may be, for example, a USB memory stick or a CD-ROM.

[0023] The memory unit 100 stores the game data necessary for the game server 10 to run the game. The game data includes various databases, such as the user management DB and event definition DB, which will be described later.

[0024] The settings unit 101 sets the time period during which the user will play the game.

[0025] The display control unit 102 prioritizes displaying information about game events whose event times overlap with the user's play time (for example, the name of the game event, the date and time of the game event, etc.) over information about game events whose event times do not overlap with the user's play time.

[0026] Prioritizing the display of certain events may, for example, mean displaying information about game events whose event times overlap with the user's playtime, at least partially, and not displaying information about game events whose event times do not overlap. Alternatively, information about game events whose event times overlap with the user's playtime may be displayed prominently (e.g., in large font or a dark color), while information about game events whose event times do not overlap may be displayed less prominently (e.g., in small font or a light color).

[0027] The reception unit 103 accepts requests from users for their preferred play time slots. The reception unit 103 also accepts requests from various users for game events they plan to play during their respective play time slots. For example, the reception unit 103 may accept requests from multiple other users, each specifying the game events they plan to play during their individual play time slots.

[0028] The control unit 104 performs various processes related to the game, such as executing game events.

[0029] Figure 5 shows an example of the user management DB 100a and event definition DB 100b. The user management DB 100a stores, for example, an identifier that uniquely identifies the user (user ID (identification)), the username used in the game (nickname), the IDs of the game objects owned by the user (owned game objects), the location of the terminal 20 used by the user (location information), the user's experience points, level, stamina, and information indicating the created deck composition (deck information), history information regarding past game play (play history), and information regarding the time of day the user plays (play time).

[0030] The event definition DB100b stores an identifier that uniquely identifies a game event (event ID), various information about the game event (game event name, information about game objects that appear in the game event, etc.), and information indicating the duration of the game event (duration information).

[0031] (terminal) Figure 6 shows an example of the functional block configuration of terminal 20. Terminal 20 includes a storage unit 200, a UI (User Interface) unit 201, and a control unit 202. The storage unit 200 can be implemented using a storage device 12 provided by terminal 20. The UI unit 201 and the control unit 202 can be implemented by the processor 11 of terminal 20 executing a program stored in the storage device 12. This program can be stored in a storage medium. The storage medium on which the program is stored may be a computer-readable non-temporary storage medium. The non-temporary storage medium is not particularly limited, but may be, for example, a USB memory or a CD-ROM.

[0032] The memory unit 200 stores the game data necessary for the control unit 202 to execute the game. The game data includes various image data, game scenarios, and the like.

[0033] The UI unit 201 has the function of receiving various inputs from the user and displaying various game screens on the display. The UI unit 201 also displays the game screen on the display (display unit) of the terminal 20 according to the instructions of the game server 10.

[0034] The control unit 202 works in conjunction with the game server 10 to provide various functions necessary for running the game. For example, the control unit 202 provides functions such as obtaining various information (icon image data, text data, etc.) from the game server 10 for drawing on the game screen.

[0035] Regarding the functional block configuration described above, it is also possible to configure the terminal 20 to have all or part of the memory unit 100, setting unit 101, display control unit 102, and reception unit 103 included in the game server 10. In other words, the various processes according to this embodiment may be executed on the game server 10, on the terminal 20, or by the game server 10 and the terminal 20 working together. For example, the various processes according to this embodiment may be executed by the processor 11 of the server 110, or by the processor 11 of the terminal 20.

[0036] <Processing Procedure> Figure 7 shows an example of the processing procedure when game server 10 executes a quest. In step S10, the setting unit 101 sets the user's play time slots. The setting unit 101 also stores the set play time slots in the "play time slots" field of the user management database. The setting unit 101 may, for example, set the play time slots by accepting a specification of play time slots from the user. Alternatively, the setting unit 101 may search the user's past play history and automatically set the time slots in which the user has played the game a predetermined number of times or more within a predetermined period (for example, one month) as the user's play time slots. Furthermore, the setting unit 101 may accept a specification of time slots in which the user cannot play and set the time slots other than those in which the user cannot play as the play time slots.

[0037] Furthermore, the play time slot can be set to any time. For example, the setting unit 101 may be set to play time from 10pm to 1am, Monday through Friday. Also, the play time slot can be set repeatedly for each day of the week, such as play time slots every Monday and play time slots every Tuesday, or it can be set by specifying a particular date, such as play time slots on May 10th and play time slots on May 11th. For example, although each slot shown in Figure 2 is associated with a playable game event, the play time slot can be set to a time unrelated to that slot.

[0038] Furthermore, the time slots for game events may be specifically defined, such as a game event held daily from 5 PM to 8 PM from May 2nd to May 7th, or the times and days of the week may be set periodically, such as a game event held every Saturday from 8 PM to 11 PM.

[0039] Figure 8 shows an example of a screen display. Screen M100 in Figure 8 is an example of a screen for setting play times. Screen M100 displays play times that can be specified for each day of the week in order, and the user can arbitrarily set a play time for each day of the week. Alternatively, instead of setting play times for each day of the week, the screen may allow setting a play time for a specific date (for example, May 10th). The setting unit 101 sets the time time specified on screen M100 as the user's play time. Return to Figure 7 and continue the explanation.

[0040] In step S11, the display control unit 102 of the game server 10 displays a game event list screen on the terminal 20's display according to the user's screen operation. For example, as shown in screen M110 of Figure 8, the display control unit 102 may display game events held during playtime and game events held outside of playtime in a way that allows for identification. For example, the display control unit 102 may display game events held during playtime at the top of the screen and game events held outside of playtime at the bottom of the screen. The display control unit 102 may also display game events held during playtime with more emphasis than game events held outside of playtime.

[0041] Furthermore, "game events held during playtime" may refer to game events whose duration overlaps with the user's playtime, at least partially. In addition, the display control unit 102 may display game events held during playtime on the game event list screen, and not display game events held outside of playtime on the game event list screen.

[0042] The following provides specific examples of screens to be displayed on terminal 20. The display examples described below can be combined in any way you like.

[0043] (Example 1) The display control unit 102 may display information about game events in a comparative format for game events whose duration overlaps with the user's play time within a predetermined period set by the user. The playable time may include the playable date and time.

[0044] The specified period is, for example, the period during which the schedule for the game event is published. (For example, from today until one week from now.) Also, "within a specified period in which the user's play time is set" may mean the period in which the schedule for the game event is published and in which the user's play time is set.

[0045] The comparable format can be any format that makes it easy for the user to compare the playable time for each game event, but for example, the playable time for each game event may be displayed side by side. For example, as shown in screen M120 of Figure 8, the display control unit 102 may display the playable time (more specifically, the playable date and time) for game events that are playable within the playable time slots among the game events held during a predetermined period.

[0046] As another example, the display control unit 102 may display the number of times a game event can be played during the play time slot, among the game events held during a predetermined period, as shown on screen M130 in Figure 8. The display control unit 102 may also determine the number of times a game can be played by dividing the total play time during the predetermined period by the average play time per game event.

[0047] This makes it easy for users to see whether or not they have an opportunity to play at each game event.

[0048] (Example 2) The display control unit 102 may, within a predetermined period, prioritize the display of game events that have less playable time during the predetermined period over game events that have more playable time during the predetermined period, for example, when displaying multiple game events that overlap with the user's play time for at least part of the event duration. Prioritizing display may involve, for example, displaying them higher up when arranged vertically, highlighting text or other elements, or overlaying frames or icons of a specific shape.

[0049] As shown in screen M140 of Figure 9, the display control unit 102 may display game event A, which has a total playable time (date and time) of 6 hours, above game event D, which has a total playable time (date and time) of 18 hours.

[0050] This will make it easier for users to find out about game events that they might not have the opportunity to play.

[0051] (Example 3) The control unit 104 may grant game objects to a user when the user plays or clears a game event. The display control unit 102 may also display information regarding the user's possession status of game objects that can be obtained in game events that overlap with the user's play time and at least part of the event duration within a predetermined period. The information regarding the user's possession status of game objects may be information indicating the number of game objects the user possesses.

[0052] As shown in screen M150 of Figure 9, the display control unit 102 may display the number of game objects that the user possesses that can be obtained in each game event. For example, suppose that clearing game event A makes game object A obtainable, and clearing game event D makes game object D obtainable. In this case, the display control unit 102 may display the number of game objects A and game objects D that the user possesses, corresponding to the names of the game events.

[0053] This makes it easy for users to keep track of the number of game objects they possess that can be obtained by playing game events. Furthermore, by knowing the number of game objects they possess, users can determine which game events they should prioritize playing.

[0054] Furthermore, the display control unit 102 may display a message on the screen recommending that the user collect game objects if the number of game objects the user possesses is small (for example, less than a predetermined number). Alternatively, the display control unit 102 may display a message on the screen recommending that the user combine game objects to create a more powerful game object if the number of game objects the user possesses is large (for example, more than a predetermined number).

[0055] (Example 4) The display control unit 102 may, within a predetermined period, prioritize displaying game events in which the user's ownership status of game objects obtainable in the game event, which overlaps with the user's play time and at least part of the event duration, does not meet the predetermined conditions, over game events in which the user's ownership status does meet the predetermined conditions.

[0056] For example, in the game according to this embodiment, it may be possible to improve the status of a game object by combining (combining) identical game objects. Furthermore, the maximum number of identical game objects that can be combined may be predetermined, and the game object's status may be maximized by combining the maximum number of game objects. Note that if the name or identifier of a game event is the same, it may be considered the same game object even if its status is different. In this case, the predetermined condition may be that the user possesses the number of game objects necessary to maximize the status of a game object obtainable in a game event. Alternatively, the predetermined condition may be that the user possesses a game object that is already at its maximum status.

[0057] In the example of screen M160 in Figure 9, the user does not possess the necessary number of game object A, which can be obtained in game event A, to bring game object A's status to its maximum. However, the user does possess the necessary number of game object D, which can be obtained in game event D, to bring game object D's status to its maximum. In this case, the display control unit 102 may display game event A with higher priority (at the top of the screen) than game event D.

[0058] If a user already possesses the number of game objects necessary to maximize the status of a game object, there is little need to acquire that game object further. In other words, there is little need to play game events to obtain that game object. This makes it easier for users to determine which game events they should play.

[0059] (Example 5) The predetermined period described above includes a first predetermined period and a second predetermined period that precedes the first predetermined period. Within the predetermined period, the display control unit 102 may determine the priority for displaying information about game events held during the first predetermined period and the user's play time, based on the play history of each of the multiple game events in the second predetermined period, for multiple game events whose event times overlap with the user's play time, and may display game events with higher priority over game events with lower priority. The display control unit 102 may also determine the priority for displaying information about a game event based on the past play history of the same game event. Furthermore, the display control unit 102 may also determine the priority for displaying information about a game event based on the past play history of other game events with the same attributes.

[0060] For example, suppose game event A and game event B are held from May 1st to May 10th and from June 1st to June 10th. In this case, when the display control unit 102 displays game events A and B side by side, which are playable during the play time period from June 1st to June 10th, it may refer to the user's play history of game events A and B from May 1st to May 10th to decide which of game events A and B to prioritize for display.

[0061] This makes it easier for users to decide which game events they should play.

[0062] Furthermore, the display control unit 102 may lower the priority of game events that have been played fewer times during the second predetermined period compared to game events that have been played more times during the second predetermined period. This makes it possible to prioritize displaying game events that the user has played more times in the past to users who continue to play game events they have played in the past.

[0063] Alternatively, the display control unit 102 may prioritize game events that have been played fewer times during the second predetermined period over game events that have been played more times during the second predetermined period. This makes it possible to prioritize displaying game events that the user has played fewer times in the past to users who are challenging game events different from those they have played in the past.

[0064] (Example 6) The setting unit 101 may accept changes to the user's play time slot, and the display control unit 102 may display information about game events that are not held during the user's changed play time slot.

[0065] For example, the display control unit 102 may cause terminal 20 to display a message indicating that there are game events whose event times overlapped with at least part of the play time period before the change, but which will no longer overlap with the play time period before the change in the play time period after the change.

[0066] In the example of screen M170 in Figure 9, a message is displayed indicating that game event D will become unavailable because the user has changed their play time slot.

[0067] This allows users to understand which game events will prevent them from playing by changing their playtime.

[0068] (Example 7) The display control unit 102 may display, in an identifiable manner, a first time slot in which the play time slot of a designated user specified by the user and the user's play time slot overlap, and a second time slot in which the play time slot of the designated user and the user's play time slot do not overlap, among a plurality of other users with a predetermined relationship with the user. The relationship between the user and other users with a predetermined relationship may be one established by, for example, one party acknowledging the other. The predetermined relationship may be, for example, a friend relationship.

[0069] Screen M200 in Figure 10 is an example of a screen for selecting friends. After selecting a friend on screen M200 and pressing the "Refer to overlapping times" button, the user is taken to screen M210. Screen M210 displays the time slots that the selected friend and the user's own play time slots overlap (first time slot) and the time slots that do not overlap (second time slot). For example, it shows that the play time slots of the user and the friend overlap from 6 PM to 12 AM on Monday and from 6 PM to 12 AM on Tuesday, while the play time slots do not overlap for all other times.

[0070] This makes it easy for users to see the play times of other players with whom they have a predetermined relationship.

[0071] (Example 8) The display control unit 102 may also display information about game events that a designated user is scheduled to play during a first time period in which the play time period of a designated user specified by the user and the user's play time period are the same, among a group of other users with a predetermined relationship to the user.

[0072] In the example of screen M220 in Figure 10, the user specified by the user is Friend C, and the first time slot is Monday from 18:00 to 24:00. It is also assumed that Friend C has already set their schedule to play game events C and D during Monday from 18:00 to 24:00. In this case, the display control unit 102 displays on the screen that the game events that Friend C, specified by the user, is scheduled to play during Monday from 18:00 to 24:00 are game events C and D.

[0073] This makes it easy for users to find out which game events other players with whom they have a certain relationship are planning to play.

[0074] (Example 9) The display control unit 102 may, when playing a game event that a designated user is scheduled to play in cooperative play with the user, prioritize displaying the designated user over other users on the screen for selecting users to play with in cooperative play, in the first time slot where the play time slot of the designated user specified by the user and the user's play time slot are the same.

[0075] For example, suppose the user's playtime is Monday from 6 PM to 12 AM, and the playtime of Friend C, who has a predetermined relationship with the user, is also Monday from 6 PM to 12 AM. Also, suppose Friend C is scheduled to play game event C on Monday from 6 PM to 12 AM. First, as explained in Display Example 8, the user selects Friend C from among several other users with whom they have a predetermined relationship, and recognizes that the game events that Friend C is scheduled to play are game event C and game event D. Next, on the screen for selecting a game event to play in multiplayer, the user selects to play game event C in multiplayer. That is, the user becomes the host user and recruits guest users to play game event C in multiplayer. In this case, the display control unit 102 may prioritize displaying Friend C over other guest user candidates on the screen for selecting guest users to invite to participate in multiplayer.

[0076] The screen M230 in Figure 10 is a screen that displays a list of potential guests to invite to multiplayer. As shown in the screen M230, the display control unit 102 prioritizes displaying Friend C among the guest user candidates.

[0077] This makes it easier for users to invite other users who are planning to play a game event when they select a game event for multiplayer.

[0078] (Example 10) The display control unit 102 may display information regarding the number of other users who plan to play a game event held during the user's playtime. This information regarding the number of other users who plan to play the game event may be a number representing the total number of users, or it may be an icon representing the number of users.

[0079] For example, as shown in screen M240 of Figure 11, when the display control unit 102 displays game events A and D that will be held during the user's play time, it may also display the number of other users who have set their intention to play game events A and D (in this case, 3 and 8 people).

[0080] This makes it easier for users to see other users who are planning to play the same game event.

[0081] (Example 11) The display control unit 102 may, when there are multiple game events taking place during a user's playtime, prioritize displaying game events with a large number of other users planning to play them over game events with a small number of other users planning to play them. For example, in display example 10, the display control unit 102 may prioritize displaying game events with a predetermined number of other users planning to play them over game events with a predetermined number of other users planning to play them.

[0082] For example, as shown in screen M250 of Figure 11, the display control unit 102 may, when displaying game events A and D that will be held during the user's playtime, display game events A and D in descending order of the number of other users who have set to play game events A and D (in this case, 3 and 8 people).

[0083] This makes it easier for users to identify game events that many other users are planning to play.

[0084] (Example 12) The display control unit 102 may, with respect to a game event held during the user's playtime, display information to the user recommending that they play the game event in multiplayer (cooperative play) mode if the number of other users planning to play the game event exceeds a predetermined number. The predetermined number is not particularly limited, but for example, it may be the same as the number of users required for multiplayer to be established.

[0085] For example, let's assume that the predetermined number of players is four or more. Also, let's assume that the game events held during the user's playtime are game events A and D, and that the number of other users who have set their intention to play game events A and D is three and eight, respectively. In this case, as shown in screen M260 of Figure 11, the display control unit 102 may display a message recommending that game event D be played in multiplayer mode.

[0086] The timing for displaying information recommending multiplayer gameplay may vary; for example, it may be when a user logs in during the play time, or it may be when the number of other users who are planning to play the game event but are not currently playing it exceeds a certain number.

[0087] This makes it easier for users to identify game events that are likely to result in multiplayer gameplay.

[0088] <Summary> According to the embodiments described above, it becomes possible to enhance the enjoyment of the game. Furthermore, according to the embodiments described above, the game server 10 prioritizes displaying information about game events whose event times partially overlap with the user's play time over information about game events whose event times do not overlap with the user's play time. This makes it possible to prioritize the display of information about game events that is beneficial to the user.

[0089] The embodiments described above are provided to facilitate understanding of the present invention and are not intended to limit its interpretation. The flowcharts, sequences, elements of the embodiments, and their arrangement, materials, conditions, shapes, and sizes described in the embodiments are not limited to those exemplified and can be modified as appropriate.

[0090] <Note> <Issues related to Appendix 1> One of the objectives of the present invention is to prioritize the display of information that is useful to the user among the information related to game events.

[0091] <Note 1> A settings section where the user sets the time period during which they will play the game, A display control unit that prioritizes the display of information regarding game events whose event times overlap with at least part of the user's play time over information regarding game events whose event times do not overlap with the user's play time. An information processing device having

[0092] According to Appendix 1, it will be possible to prioritize the display of information that is useful to the user among the information related to game events.

[0093] <Issues related to Appendix 2> One of the objectives of this invention is to make it easy to understand play opportunities for each game event.

[0094] <Note 2> The display control unit displays, as information about the game event, the amount of time available to play the game event within a predetermined period in which the user's play time is set, in a format that allows for comparison, for game events whose event duration overlaps with at least a portion of the user's play time within that predetermined period. The information processing device described in Appendix 1.

[0095] According to Appendix 2, users will be able to easily identify play opportunities for each game event.

[0096] <Issues related to Appendix 3> One of the objectives of this invention is to make it easy to identify game events that are played infrequently.

[0097] <Note 3> The display control unit, within the predetermined period, displays, with respect to multiple game events whose event times overlap with the user's play time by at least part, game events with less playable time within the predetermined period, prioritizing the display of game events with more playable time within the predetermined period. The information processing device described in Appendix 2.

[0098] According to Appendix 3, it becomes easier to identify game events that are not easily accessible.

[0099] <Issues related to Appendix 4> One of the objectives of this invention is to make it easy to determine the number of game objects that can be obtained by playing game events.

[0100] <Note 4> The display control unit displays information regarding the user's possession status of game objects that can be obtained in game events that overlap with the user's play time and at least part of the event duration within the predetermined period. The information processing device described in Appendix 2.

[0101] According to Appendix 4, it becomes easy to keep track of the number of game objects that can be obtained by playing game events.

[0102] <Issues related to Appendix 5> One of the objectives of this invention is to make it easy to determine which game event should be played.

[0103] <Note 5> The display control unit prioritizes displaying game events in which, within a predetermined period, the user's ownership status of game objects obtainable in game events that overlap with the user's play time and at least part of the event duration does not meet the predetermined conditions, over game events in which the user's ownership status does meet the predetermined conditions. The information processing device described in Appendix 4.

[0104] According to Appendix 5, it becomes easier to determine which game events to play.

[0105] <Issues related to Appendix 6> One of the objectives of this invention is to make it easy to determine which game event should be played.

[0106] <Note 6> The prescribed period includes a first prescribed period and a second prescribed period that precedes the first prescribed period. The display control unit, within the predetermined period, determines that multiple game events whose duration overlaps with the user's play time by at least part of the event duration, Based on the play history of each of the multiple game events during the second predetermined period, the priority for displaying information about game events held during the first predetermined period and the user's play time is determined. Display high-priority game events with higher priority than low-priority game events. The information processing device described in Appendix 1.

[0107] According to Appendix 6, it becomes easier to determine which game events to play.

[0108] <Issues related to Appendix 7> One of the objectives of this invention is to make it possible to identify game events that make it impossible to play by changing the play time.

[0109] <Note 7> The aforementioned setting unit accepts the user's change of play time, The display control unit displays information regarding game events that will not be held during the user's play time after the change. The information processing device described in Appendix 1.

[0110] According to Appendix 7, changing the play time slot makes it possible to identify game events that will make it impossible to play.

[0111] <Issues related to Appendix 8> One of the objectives of the present invention is to make it easy to determine the playing times of other players who have a predetermined relationship with each other.

[0112] <Note 8> The display control unit displays, in an identifiable manner, a first time period in which the play time period of a designated user specified by the user and the user's play time period are the same, and a second time period in which the play time period of the designated user and the user's play time period are not the same, among a plurality of other users who have a predetermined relationship with the user. The information processing device described in Appendix 1.

[0113] According to Appendix 8, it becomes possible to easily ascertain the playing times of other players who have a predetermined relationship with the system.

[0114] <Issues related to Appendix 9> One of the objectives of the present invention is to make it easy for other players with a predetermined relationship to know which game events they are planning to play.

[0115] <Note 9> It has a reception unit that receives requests from each of the aforementioned multiple other users for game events they plan to play during their respective play times, The display control unit displays information regarding the game event that the designated user is scheduled to play during the first time period. The information processing device described in Appendix 8.

[0116] According to Appendix 9, it becomes possible to easily find out which game events other players with a predetermined relationship are planning to play.

[0117] <Issues related to Appendix 10> One of the objectives of the present invention is to make it easier to invite users who are planning to play a game event when a game event is designated for multiplayer play.

[0118] <Note 10> The display control unit, when a designated user is scheduled to play a game event in the first time period, will display the designated user with priority over other users on the screen for selecting users to play with in the cooperative mode. The information processing device described in Appendix 9.

[0119] According to Appendix 10, when specifying a game event for multiplayer play, it becomes easier to invite users who are planning to play that game event.

[0120] <Issues related to Appendix 11> One of the objectives of this invention is to make it easy to identify other users who are planning to play a game event.

[0121] <Note 11> It has a reception unit that receives requests from each of the aforementioned multiple other users for game events they plan to play during their respective play times, The display control unit displays information regarding the number of other users among the multiple other users who are scheduled to play a game event held during the user's playtime. The information processing device described in Appendix 8.

[0122] According to Appendix 11, it will be possible to easily identify other users who are planning to play the game event.

[0123] <Issues related to Appendix 12> One of the objectives of this invention is to make it easy to identify game events that are expected to be played by many other users.

[0124] <Note 12> The display control unit, when multiple game events are scheduled to be held during the user's playtime, prioritizes displaying game events with a large number of other users planning to play them over game events with a small number of other users planning to play them. The information processing device described in Appendix 11.

[0125] According to Appendix 12, it becomes possible to easily identify game events that many other users are planning to play.

[0126] <Issues related to Appendix 13> One of the objectives of this invention is to make it easy to identify game events that are likely to result in multiplayer gameplay.

[0127] <Note 13> The display control unit, with respect to a game event held during the user's playtime, displays information to the user recommending that they play the game event in a cooperative manner if the number of other users among the multiple users who plan to play the game event exceeds a predetermined number. The information processing device described in Appendix 11.

[0128] According to Appendix 13, users will be able to easily identify game events that are likely to result in multiplayer gameplay.

[0129] <Issues related to Appendix 14> One of the objectives of the present invention is to prioritize the display of information that is useful to the user among the information related to game events.

[0130] <Note 14> The processor sets the time slots during which the user will play the game, The processor displays information about game events whose event times overlap with at least part of the user's playtime, prioritizing this information over information about game events whose event times do not overlap with the user's playtime; Information processing methods, including those mentioned above.

[0131] According to Appendix 14, it will be possible to prioritize the display of information that is useful to the user among the information related to game events.

[0132] <Issues related to Appendix 15> One of the objectives of the present invention is to prioritize the display of information that is useful to the user among the information related to game events.

[0133] <Note 15> The process involves a step instructing the processor to set the time slots during which the user will play the game, The steps include causing the processor to display information about game events whose event times overlap with the user's playtime, at least partially, over information about game events whose event times do not overlap with the user's playtime, A program to execute.

[0134] According to Appendix 15, it will be possible to prioritize the display of information that is useful to the user among the information related to game events. [Explanation of symbols]

[0135] 1...Game system, 10...Game server, 11...Processor, 12...Storage device, 13...Communication interface, 14...Input device, 15...Output device, 20...Terminal, 100...Storage unit, 100a...User management DB, 100b...Event definition DB, 101...Setting unit, 102...Display control unit, 103...Reception unit, 104...Control unit, 200...Storage unit, 201...UI unit, 202...Control unit

Claims

[Claim 1] A settings section where the user sets the time period during which they will play the game, A display control unit that prioritizes the display of information regarding game events whose event times overlap with at least part of the user's play time over information regarding game events whose event times do not overlap with the user's play time. An information processing device having