Programs, information processing methods, terminals

Integrating game-like mini-games within advertisements that reward users for interaction addresses the challenge of low engagement, enhancing user experience and retention through tangible incentives.

JP2026109267APending Publication Date: 2026-07-01LY CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
LY CORP
Filing Date
2024-12-19
Publication Date
2026-07-01

AI Technical Summary

Technical Problem

Existing advertisement distribution services lack engaging and effective methods to incentivize user interaction with playable advertisements, leading to low engagement and retention rates.

Method used

A system that integrates game-like mini-games within advertisements, where user interaction with the mini-games grants privileges or rewards, such as advancing game stages or obtaining in-game items, based on play performance.

Benefits of technology

Enhances user engagement and retention by providing tangible rewards for interacting with advertisements, thereby increasing the effectiveness of advertisement exposure and user satisfaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

Improve the effectiveness of playable ads. [Solution] The program to be executed on a terminal that processes game-related tasks involves displaying game advertisement information, including game advertisements and mini-games related to games that the terminal user can play, on the terminal's display; and having the terminal execute the following: the game advertisement information includes first game advertisement information and second game advertisement information displayed after the first game advertisement information, and granting rewards related to the mini-game corresponding to the second game advertisement information based on the user's play of the mini-game corresponding to the first game advertisement information.
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Description

Technical Field

[0001] The present disclosure relates to programs, information processing methods, terminals, etc.

Background Art

[0002] There is a service for distributing advertisements on the Internet. For example, Patent Document 1 discloses a service for distributing playable advertisements that users can play.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Means for Solving the Problems

[0004] According to a first aspect of the present invention, a program for causing a terminal that performs processing related to a game to execute causes the terminal to display game advertisement information including a game advertisement and a mini-game related to a game that a user of the terminal can play on a display unit of the terminal, and as the game advertisement information, there is first game advertisement information and second game advertisement information displayed after the first game advertisement information, and based on play by a user of the mini-game corresponding to the first game advertisement information, causes the terminal to give a privilege related to the mini-game corresponding to the second game advertisement information. According to a second aspect of the present invention, an information processing method of a terminal that performs processing related to a game includes displaying game advertisement information including a game advertisement and a mini-game related to a game that a user of the terminal can play on a display unit of the terminal, and as the game advertisement information, there is first game advertisement information and second game advertisement information displayed after the first game advertisement information, and based on play by a user of the mini-game corresponding to the first game advertisement information, giving a privilege related to the mini-game corresponding to the second game advertisement information. According to a third aspect of the present invention, a terminal that performs processing related to games includes a display unit that displays game advertisement information including game advertisements and mini-games related to games that the terminal user can play, and a control unit that provides a reward related to the mini-game corresponding to the second game advertisement information based on the user's play of the mini-game corresponding to the first game advertisement information. [Brief explanation of the drawing]

[0005] [Figure 1-1] A diagram showing an example of the system configuration of a communication system according to the first embodiment. [Figure 1-2] A diagram showing an example of a function implemented by the control unit of the SNS server according to the first embodiment. [Figure 1-3] A diagram showing an example of information stored in the memory unit of the SNS server according to the first embodiment. [Figure 1-4] A diagram showing an example of account registration data related to the first embodiment. [Figure 1-5] A diagram showing an example of a function implemented by the control unit of the advertising distribution server according to the first embodiment. [Figure 1-6] A diagram showing an example of information stored in the memory unit of the advertising distribution server according to the first embodiment. [Figure 1-7] A diagram showing an example of a game advertisement management database according to the first embodiment. [Figure 1-8] A diagram showing an example of a function realized by the control unit of the terminal according to the first embodiment. [Figure 1-9] A diagram showing an example of information stored in the memory unit of the terminal according to the first embodiment. [Figure 1-10] A diagram showing an example of a screen displayed on the display unit of a terminal according to the first embodiment. [Figure 1-11] A diagram showing an example of a screen displayed on the display unit of a terminal according to the first embodiment. [Figure 1-12] A diagram showing an example of a screen displayed on the display unit of a terminal according to the first embodiment. [Figure 1-13]A flowchart showing an example of the processing flow executed by each device according to the first embodiment. [Figure 1-14] A flowchart showing an example of the processing flow executed by each device according to the first embodiment. [Figure 1-15] A diagram showing an example of the control among the terminal, the SNS server, and the advertisement distribution server according to the first embodiment. [Figure 1-16] A diagram showing an example of the control among the terminal, the SNS server, and the advertisement distribution server according to the first embodiment. [Figure 1-17] A diagram showing an example of a screen displayed on the display unit of the terminal according to the first modification example. [Figure 2-1] A diagram showing an example of the system configuration of the communication system according to the second embodiment. [Figure 2-2] A diagram showing an example of the functions realized by the control unit of the game server according to the second embodiment. [Figure 2-3] A diagram showing an example of the information stored in the storage unit of the game server according to the second embodiment. [Figure 2-4] A diagram showing an example of the save code reflection data according to the second embodiment. [Figure 2-5] A diagram showing an example of a screen displayed on the display unit of the terminal according to the second embodiment. [Figure 2-6] A flowchart showing an example of the processing flow executed by each device according to the second embodiment. [Figure 2-7] A diagram showing an example of the control among the terminal, the SNS server, and the advertisement distribution server according to the second embodiment. [Figure 2-8] A diagram showing an example of the control between the terminal and the game server according to the second embodiment.

Mode for Carrying Out the Invention

[0006] <Compliance with Legal Matters> It should be noted that the disclosure described in this specification is based on compliance with the legal matters of the country of implementation required for the implementation of this disclosure, such as communication secrecy.

[0007] <Embodiment> In this specification, there are places where "for example" is described for easy understanding, but it should be noted that not only the relevant places but also the entire content of the embodiments described below is not limited to the described content.

[0008] Embodiments for implementing a program or the like according to the present disclosure will be described with reference to the drawings.

[0009] The production of the terminal (the terminal of the invention according to the claims of the present application) of the invention according to the claims of the present application may include, for example, a concept that in a terminal owned (held) by a user, when a program (for example, an application program) described in this specification is received (or received and stored in the terminal), a state in which the functions of the invention according to the claims of the present application can be realized (a state in which the invention according to the claims of the present application can be executed) is created in this terminal.

[0010] Also, the production of the system (the system of the invention according to the claims of the present application) of the invention according to the claims of the present application may include, for example, a concept that when a program (for example, an application program) described in this specification transmitted from a server included in the present application system is received by a terminal included in the present application system (or when the received program is stored in the terminal), a state in which the functions of the invention of the system according to the claims of the present application can be realized (a state in which the invention according to the claims of the present application can be executed) is created.

[0011] Also, in this specification, a system can be considered, for example, as being composed of a plurality of devices. The plurality of devices may be a combination of the same type of devices, a combination of different types of devices, or a combination of the same type of devices and different types of devices. Note that a system can also be considered, for example, as something in which a plurality of devices cooperate to perform some processing.

[0012] Furthermore, a system involving a client (client device) and a server can be considered, for example, as at least one of the following: (1) Terminals & Servers (2) Server (3) terminal

[0013] (1) is a system that includes, for example, at least one terminal and at least one server. One example of this is a client-server system.

[0014] The server may consist of the following devices, for example, and may be a single device or a combination of multiple devices.

[0015] Specifically, a server may be configured with, for example, at least one processor (e.g., CPU: Central Processing Unit, GPU: Graphics Processing Unit, APU: Accelerated Processing Unit, DSP: Digital Signal Processor (e.g., ASIC: Application Specific Integrated Circuit, FPGA: Field Programmable Gate Array)), a computer device (processor + memory), a control device, an arithmetic unit, a processing unit, etc., and may be configured with multiple identical units of any one device (e.g., CPU + CPU, homogeneous multicore processor, etc.), or with multiple heterogeneous units of any one device (e.g., CPU + DSP, heterogeneous multicore processor, etc.), or with a combination of multiple devices (e.g., processor + computer device, processor + arithmetic unit, multiple devices made heterogeneous, etc.). Note that the processor may be a virtual processor.

[0016] Furthermore, when a server performs some processing, if it is configured as a single device, the processing described in the embodiment will be performed by that single device. If it is configured as having multiple devices, some processing may be performed by one device and other processing may be performed by the other devices. For example, if it is configured as having a processor and an arithmetic unit, the first processing may be performed by the processor and the second processing may be performed by the arithmetic unit. Furthermore, if the system consists of multiple devices, each device may be arranged in a location that is physically separated from the others.

[0017] Furthermore, server functionality may be provided in the form of PaaS, IaaS, or SaaS in cloud computing, for example.

[0018] Furthermore, the system's control unit can be at least one of either the terminal's control unit or the server's control unit. In other words, for example, the system's control unit can be any of the following: (1A) only the terminal's control unit, (1B) only the server's control unit, or (1C) both the terminal's control unit and the server's control unit.

[0019] Furthermore, the control and processing performed by the system's control unit (hereinafter collectively referred to as "control, etc.") may be (1A) performed solely by the terminal's control unit, (1B) performed solely by the server's control unit, or (1C) performed by both the terminal's control unit and the server's control unit. Furthermore, in (1C), for example, some of the controls that the system would normally perform may be performed by the terminal's control unit, while the remaining controls may be performed by the server's control unit. In this case, the allocation of controls may be equal, or they may be allocated in different proportions.

[0020] Furthermore, when referring to the server's communication unit, if the server is composed of a single device, it may refer to the communication unit itself provided by that single device. Also, if the server is composed of multiple devices, the server's communication unit may include the communication units provided by each of those devices. For example, if a server comprises a first device and a second device, with the first device having a first communication unit and the second device having a second communication unit, the communication unit of the server may be considered a concept that includes both the first and second communication units.

[0021] (2) can be, for example, a system consisting of multiple servers (hereinafter referred to as the "server system"). In this case, the configuration described above can be applied to each server in the same way.

[0022] The control and other functions performed by the server system may be performed by (2A) only one server, (2B) only the other servers, or (2C) one server and the other servers. Furthermore, in (2C), for example, one server may perform some of the control functions that the server system would normally perform, while other servers perform the remaining functions. In this case, the allocation of the controls may be equal, or they may be allocated in different proportions.

[0023] (3) can be, for example, a system composed of multiple terminals. This system can be, for example, as follows: A system that assigns server functions to terminals (a distributed system). This can be achieved, for example, using blockchain technology. A system in which terminals communicate wirelessly with each other. This can be achieved, for example, by using short-range wireless communication technologies such as Bluetooth (registered trademark) to communicate in a P2P (peer-to-peer) manner.

[0024] Furthermore, the above applies not only to the control unit but also to each functional unit that can be a component of the system, such as the input / output unit, communication unit, memory unit, and clock unit.

[0025] In the following embodiments, for example, a system including a terminal and a server (e.g., a client-server system) is illustrated. Furthermore, it is also possible to apply the server system described in (2) above as the server.

[0026] Furthermore, instead of a system that includes terminals and servers, it is also possible to apply a system that does not include servers, such as the system described in (3) above. In this case, the embodiment can be configured based on the aforementioned blockchain technology. Specifically, for example, data stored and managed on the server described in the following embodiment is stored on the blockchain. Then, when a terminal generates a transaction to the blockchain and the transaction is approved on the blockchain, the data stored on the blockchain is updated.

[0027] Furthermore, even when the term "terminal" is used, it is not limited to the meaning of a terminal as a client device in a client-server system. In other words, the term "terminal" can sometimes include the concept of a device that is not part of a client-server relationship.

[0028] Furthermore, the expression "by communication I / F" is used as appropriate in this specification. This may, for example, indicate that the device transmits and receives various information and data via a communication I / F (via a communication unit) based on the control of a control unit (such as a processor).

[0029] Furthermore, in this specification, terms such as "related to" or "concerning" may refer to "B concerning A" or "B related to A," for example, "B" which has some kind of relationship with "A." Specific examples will be given later.

[0030] Furthermore, in this specification, when a device processes two or more things, such as "transmitting A and B" or "receiving A and B," it may include both cases where "A" and "B" are performed at the same time (hereinafter referred to as "simultaneous") and cases where "A" and "B" are performed at different times (hereinafter referred to as "non-simultaneous"). For example, when transmitting first information and second information, the concept may include both cases: transmitting first information and second information at the same time, and transmitting first information and second information at different times. Furthermore, taking into consideration lag (time lag), "simultaneous" may include "almost simultaneous."

[0031] Furthermore, even if "A" and "B" are performed at different times, this only requires that the processing targets "A" and "B," and their purposes do not necessarily have to be the same. For example, when transmitting the first piece of information and the second piece of information as described above, it is sufficient to simply transmit the first piece of information and the second piece of information, and this may include cases where the first piece of information and the second piece of information are transmitted for different purposes, as well as cases where they are transmitted for the same purpose.

[0032] In the following examples, a messaging service is given as an example of a service for users to chat (hereinafter referred to as the "chat service"). Furthermore, an application for implementing the chat service is referred to as a "chat application," and an application for implementing the messaging service is referred to as a "messaging application." A chat application, for example, can allow users to chat in a chat room.

[0033] Furthermore, messaging services (MS) (including instant messaging services: IMS) can be considered a form of social networking services (SNS). Therefore, a distinction may or may not be made between messaging services and social networking services. In other words, messaging services may be included within the definition of social networking services.

[0034] Furthermore, the following embodiment illustrates an example of a messaging service: IMS (Instant Messaging Service), which enables the sending and receiving of simple messages between multiple devices (e.g., terminals) via a server. Instant messaging applications, for example, allow users to have conversations in chat rooms.

[0035] A chat room (for example, a talk room) can be a UI (User Interface) or GUI (Graphical User Interface) that allows each user to view content sent and received between multiple users' devices.

[0036] In messaging services, users can, for example, add any account as a "friend" and exchange messages through a chat room.

[0037] Furthermore, "friends" can be defined as the relationship between a first user and a second user in a messaging application, for example, when the accounts of the first user and the second user are linked unilaterally or bidirectionally. For example, if there is a mutual association between the first user's account and the second user's account, then it can be said that the first user and the second user are "friends." Also, for example, if there is an association between the first user's account and the second user's account, then it can be said that the first user and the second user are "friends" even if there is no association between the second user's account and the first user's account.

[0038] Furthermore, the chat rooms may include one-on-one chat rooms (hereinafter referred to as "one-on-one chat rooms"), group chat rooms containing multiple users (hereinafter referred to as "group chat rooms"), and chat rooms with OA service providers (for example, businesses that partner with messaging service providers) (hereinafter referred to as "OA chat rooms").

[0039] Furthermore, a messaging application account belonging to a business rather than a regular user may be referred to as "(OA (Official Account))", and a user of such an official account may be referred to as an "official user". This may also be referred to as an "official account user" or "official account business," etc. In contrast, a messaging application account belonging to a user who is not an office automation provider is referred to as a "general account," and a user of a general account is referred to as a "general user." This may also be referred to as a "general account user," etc. In other words, messaging application accounts may include both general accounts and official accounts.

[0040] Furthermore, office automation (OA) service providers may also enable users to send and receive messages with other devices via a server, for example, by using terminals similar to those used by general account users.

[0041] Furthermore, a message (message information) may be, for example, information used in a messaging service that defines the sender and recipient, and may consist of identification information (message ID) for identifying the message and the message content. Furthermore, message content may also refer to the contents of a message excluding the message ID. Message content may consist of one or more pieces of content.

[0042] Furthermore, the information set as identification information for identifying a message is called the "message ID." It can be argued that message content contained within messages with the same message ID is identified by that message ID. Therefore, the identification information used to identify a message can be considered substantially synonymous with the identification information used to identify message content. Alternatively, you may or may not set individual identification information (message content ID) for each message content.

[0043] Content may include, for example, text content in text format, image content in image format (including at least one of still images or moving images), and sound content in sound format (including voice). In addition, other elements such as buttons and icons for user interaction, as well as link content such as URIs (including URLs), may also be included.

[0044] The text may include, for example, at least one of the following: national characters represented by character codes, extended characters, machine-dependent characters, numbers, symbols, figures, and codes. Note that the text does not have to include at least one of the above characters, extended characters, machine-dependent characters, numbers, symbols, figures, and codes, but may include other text.

[0045] An image can contain at least one of several types of image information, such as icons, buttons, stamps, emojis, or banner images.

[0046] Contrary to the above definition, it is also acceptable to define "message" as a higher-level concept than "content," or to define "content" and "message" as synonymous, or not to define them in this way.

[0047] <Embodiment> In recent years, services that allow advertisements to be displayed on various internet platforms such as social media and websites have become widely used. Furthermore, advertisements that incorporate features that allow users to input or interact with them are called "playable advertisements."

[0048] In this embodiment, the system includes functions that grant benefits related to subsequent playable ads based on the user's actions toward playable ads, and functions that grant benefits related to the products advertised in the playable ads based on the user's actions toward playable ads.

[0049] Playable ads may have outputs that change depending on user actions or inputs made to their devices. Output here may refer to images, audio, etc. Furthermore, playable ads may have results that change depending on user actions or inputs made to them. Hereafter, user actions or inputs made to playable ads may be referred to as "playing." The results resulting from user play on playable ads may be referred to as "play results," "score," "play score," etc. Additionally, the game-like functionality that users can play within a playable ad may be referred to as "mini-game," "in-ad game," etc.

[0050] The gameplay results could be, for example, the score earned by the user controlling the character in the playable advertisement, or they could be the amount of time the character survived, or the time taken to clear the stage.

[0051] The playable advertisement program may, for example, be run solely by terminal 20 as a standalone game or a P2P (Peer to Peer) online game, or it may be run as a C / S (Client / Server) online game, with the terminal 20 and game-related servers (for example, the ad delivery server 40, SNS server 10, game server 50, etc., described later) sharing the execution.

[0052] If the game is run solely by terminal 20 as a P2P online game, terminal 20 may receive operation data from other terminals 20 or send the execution results of the playable advertisement program to those other terminals.

[0053] A game control unit for controlling the game (for example, the control unit 41 of the ad delivery server 40, the control unit 11 of the SNS server 10, the control unit 51 of the game server 50, etc.) may execute a playable ad program (server-side program) based on user operation data transmitted from the terminal 20 and return the execution result to the terminal 20. Here, the program execution result may be, for example, the screen / audio of the playable advertisement (encoded data relating to it), or it may be data necessary to generate the screen / audio of the playable advertisement, such as the game's play status (game play status). For example, if the playable advertisement corresponds to a cloud game, the ad delivery server 40 may send the screen / audio of the playable advertisement itself to the terminal 20.

[0054] In addition, this game control unit may calculate scores and create save data / replay data. Performing these processes on a game-related server has the advantage that it is easier to take countermeasures against illegal play of the game compared to the case where it is performed on the terminal 20.

[0055] The advertisement target (merchandise) of the playable advertisement may be the game within the advertisement itself, a game related to the game within the advertisement, for example, an experience version or a function-limited version of the game. Also, the game within the advertisement may be a game not included in the advertisement target game (for example, a game dedicated to playable advertisements) when the advertisement target of the playable advertisement is a game. For example, it may be a game different from the advertisement target (for example, a puzzle) in which a character appearing in the advertisement target game (for example, a role-playing game) appears.

[0056] The service of the game that is the advertisement target of the playable advertisement can be applied to various types of games. An example is shown below, but a detailed description of the game content is omitted as it is publicly known. · "Role-playing": Fantasy RPG, Action RPG, Card RPG · "Action": Racing, Shooting, Fighting, Open World · "Adventure": Romance, Reasoning, Escape · "Simulation": Cultivation, Management, Tower Defense · "Sports": Horse Racing, Soccer, Baseball, Fishing · "Table": Casino, Card, Board Game, Pachinko, Slot · "Puzzle": Crossword, Jigsaw Puzzle, Sudoku · "Music Game": Rhythm Action, Cultivation-Type Music Game · "Casual": Brain Training, Quiz, Maze, Block Breaker, Idle / Raising and Collection

[0057] Furthermore, the target of playable ads does not have to be a game. Playable ads may be in-ad games with content related to the advertised target. Specifically, if the advertised target is a product, for example, it may be an in-ad game that allows users to experience (virtually use) the product. Also, if the advertised target is an application (for example, a matching application that provides a matching service), it may be an in-ad experience service that allows users to experience the application itself, or an in-ad game (in-ad experience service) that allows users to experience a part of the application or related services. In addition, playable ads may be in-ad games with content independent of the advertised target.

[0058] This embodiment describes an invention relating to a playable advertising service that targets a game (for example, a jigsaw puzzle game application) and allows the user to play an in-advertisement game related to that game (for example, a portion of a jigsaw puzzle playable in a jigsaw puzzle game application). Furthermore, the invention described in this embodiment is not limited to such playable advertising services, but may be applied to various other playable advertising services.

[0059] In this embodiment, the playable advertisement is, for example, composed of three steps (parts) as shown below: (1) to (3). (1) Demo viewing part (2) Experience Part (3) Action Call Part

[0060] (1) Demo viewing part The demo viewing part, for example, is the first part executed in a playable ad and may display a demo video of the game within the ad. This demo video may also serve as a lead-in video to transition the user to the next step, (2) the experience part. The video and audio of the demo video appeal to the user's sight and hearing, making it possible to convey a wealth of impactful information and the world of the product in a short amount of time. This can stimulate the user's desire to experience the game within the ad and guide them to actually play the game. Therefore, it is desirable that the content be simple so that the user can easily understand it, while also having a visually appealing interface and music that appeals to the ear.

[0061] (2) Experience Part The experience part, for example, is a part that is executed after the (1) demo viewing part of a playable ad. This part may serve to allow the user to actually experience the operation method and content quality of the product (e.g., a game application) advertised in the playable ad, and encourage the installation of the advertised application. Specifically, for example, when a user taps the "PLAY NOW" button, they can play the game within the ad without installing the corresponding game application, while remaining on the screen of the platform service where the playable ad was displayed. This allows for the introduction of the advertised application and building trust in its quality without wasting the user's valuable time, thus leading to installation. As a result, users install the advertised application with confidence, reducing the discrepancy between pre-installation expectations and post-installation impressions, increasing satisfaction, and improving retention rates.

[0062] (3) Action Call Part The call to action part, for example, is the part that is executed after the (2) experience part of a playable ad. It is the part that encourages users who have watched the demo play video and experienced the game in the ad to install the advertised application. Objects and text placed to guide users to take specific actions in this way are called CTAs (Call To Action). In the call to action part, in order to fulfill its role as a CTA, it is necessary to set up a CTA that is easy for users to understand during or after the (1) demo viewing part or the (2) experience part. In particular, at the stage when users actually start to install the application, they need to have finished comparing whether or not to install it through their experience with the playable ad. Also, since users are focused on the game during the experience and are basking in the afterglow afterward, the CTA needs to be displayed in a way that is easy for users to recognize.

[0063] In this embodiment, examples of rewards related to subsequent playable ads that are granted based on the user playing the in-ad game of a playable ad may include the following: • The right to play an in-advertisement game that is more advanced than the previous one. • Granting of items usable in in-advertisement games

[0064] The "right to play an in-advertisement game that is further along than the previous one" means that, for example, if you play an in-advertisement game at Stage X, you will be granted the privilege of being able to play a stage further along in the game in subsequent playable advertisements. The progress of the in-advertisement game offered as a reward may be one stage or multiple stages. For example, after playing the in-advertisement game of a playable ad (e.g., Stage X) once, the in-advertisement game of the next playable ad may be Stage X+1 or Stage X+5 as a result of the reward being granted.

[0065] "Granting items usable in in-advertisement games" refers to a benefit where, for example, playing an in-advertisement game grants the user items (hereinafter referred to as "in-advertisement game items") that can be used in subsequent playable in-advertisement games. The in-game item offered as a reward may be one type or multiple types. For example, after playing an in-game item in a playable ad once, the next in-game item in a playable ad may, as a result of the reward, offer the use of a "small extension item" to extend the time limit in the in-game item by 5 seconds, or it may offer the use of both a "small extension item" to extend the time limit in the in-game item by 5 seconds and a "large extension item" to extend the time limit in the in-game item by 15 seconds.

[0066] Furthermore, the rewards awarded may vary depending on the outcome of playing the playable ad. In this case, it is desirable that the content of the rewards also changes according to the play results. For example, suppose there is an in-ad game with multiple ranks, "Rank S," "Rank A," "Rank B," and "Rank C," where "Rank S" > "Rank A" > "Rank B" > "Rank C," and the higher the rank achieved, the more valuable the rewards awarded to the user.

[0067] For example, if the play result is "Rank S," the game in the next playable ad may advance by 5 stages; if the play result is "Rank A," the game in the next playable ad may advance by 3 stages; if the play result is "Rank B," the game in the next playable ad may advance by 2 stages; and if the play result is "Rank C," the game in the next playable ad may advance by 1 stage.

[0068] The system may be configured such that when the play result is "Rank S", five types of in-ad game items usable in the next playable ad are awarded; when the play result is "Rank A", three types of in-ad game items usable in the next playable ad are awarded; when the play result is "Rank B", two types of in-ad game items usable in the next playable ad are awarded; and when the play result is "Rank C", one type of in-ad game item usable in the next playable ad is awarded.

[0069] Furthermore, in this embodiment, the following may be included as examples of benefits related to a game application that are granted based on the user playing the in-advertisement game in a playable ad. • The right to play the game in its current state. • Granting of items usable in the game

[0070] The "right to play the game in an advanced state" means, for example, that if you play the game within the advertisement at Stage X, you will be granted the privilege of being able to play a stage in the game application that is further along than Stage X. The game progress in the game application offered as a reward may be the same as the progress of the game within the playable ad, or it may be different from the progress of the game within the playable ad. For example, after playing the game within the playable ad (e.g., Stage X), the game application may start with Stage X already completed as a result of the reward being granted, or it may start with a different stage completed (e.g., Stage X-5).

[0071] "Granting items usable in games" refers to a reward where, for example, a user receives items (game items) that can be used within the game application after playing a game advertised. The game item offered as a reward may be of one type or multiple types. For example, after playing the in-advertisement game in a playable ad, the game in the game application may, as a result of the reward, have an "extension item (small)" available to extend the game's time limit by 5 seconds, or it may have both an "extension item (small)" to extend the game's time limit by 5 seconds and an "extension item (large)" to extend the in-advertisement game's time limit by 15 seconds available.

[0072] Furthermore, the rewards awarded may vary depending on the outcome of playing the playable advertisement. In this case, it is desirable that the content of the rewards also changes according to the play results. For example, suppose there is an in-advertisement game with multiple ranks such as "Rank S," "Rank A," "Rank B," and "Rank C," and the order of performance is "Rank S" > "Rank A" > "Rank B" > "Rank C." In this case, the higher the rank achieved in the play result, the more valuable the rewards awarded to the user in the game application may be.

[0073] When the play result of a playable ad is "Rank S", the game application may advance 5 stages beyond the stage of the game within the playable ad. When the play result of a playable ad is "Rank A", the game application may advance 3 stages beyond the stage of the game within the playable ad. When the play result of a playable ad is "Rank B", the game application may advance 2 stages beyond the stage of the game within the playable ad. When the play result of a playable ad is "Rank C", the game application may advance 1 stage beyond the stage of the game within the playable ad.

[0074] Alternatively, when the playable ad is played and the result is "Rank S", five types of game items usable in the game application are awarded; when the playable ad is played and the result is "Rank A", three types of game items usable in the game application are awarded; when the playable ad is played and the result is "Rank B", two types of game items usable in the game application are awarded; and when the playable ad is played and the result is "Rank C", one type of game item usable in the game application is awarded.

[0075] In this embodiment, the phrase "play a playable ad" may be used, and this may include "the user playing the in-advertisement game of the playable ad (the (2) experience part mentioned above)" or "the user making any input to the part of the playable ad other than the in-advertisement game (the (1) demo viewing part or (3) call to action part mentioned above)."

[0076] Furthermore, "playing" can refer to any input related to the target game (the game within the advertisement, the game itself), and may include, for example, input to advance the game, input to complete the game, or input to display the game.

[0077] <Examples> The following describes an example of an embodiment to which the present invention is applied. The following examples illustrate how playable advertisements can be applied to services that provide a general SNS platform. However, the methods described below can also be applied to services other than such general SNS services (such as messaging services or websites where users can send and receive messages (content) using talk rooms (chat rooms)).

[0078] Furthermore, to implement a playable ad service (ad delivery service), one of the following forms can be applied, for example: (A1) A form in which an advertising distribution service function is provided as one of the features of an SNS application. (A2) A form in which the functionality of an SNS service is provided as one of the features of an SNS application that provides advertising distribution services. (B1) Forms of an application that has the functions of an SNS service and the functions of an advertising distribution service (integrated application) (C1) A configuration in which an advertising delivery application is configured as a separate application from the SNS application. (C2) A configuration in which the SNS application is configured as a separate application from the advertising delivery application. (D) Configuration of the advertising delivery application as a standalone application.

[0079] In the forms of (A1), (A2), and (B1), for example, the SNS service provider can be the same provider as the advertising distribution service provider.

[0080] In the forms (C1) and (C2), for example, the SNS service provider can be a different business from the advertising distribution service provider.

[0081] In the following <First Embodiment>, for example, we will explain that, in accordance with the configuration of (C1), a server 10 providing SNS services is operated and managed by an SNS service provider, and a server 40 providing advertising distribution services is operated and managed by an advertising distribution service provider.

[0082] Furthermore, the following forms can be applied to implement game services: (A11) A form in which game service functionality is provided as one of the features of an SNS application. (A12) A form in which game service functionality is incorporated as one of the features of an advertising distribution application. (A21) A form in which social networking services (SNS) are provided as a function of an SNS application that provides game services. (A22) A form in which social networking service functions are incorporated as a feature of an advertising distribution application that provides a game service. (B11) Forms of an application that has the functions of both an SNS service and a game service (integrated application) (B12) Forms of an application that has the functions of an advertising distribution service and a game service (integrated application) (C11) A form in which a game application is configured as a separate application from an SNS application. (C12) A form in which a game application is configured as a separate application from an advertising distribution application. (C21) A form in which an SNS application is configured as a separate application from the game application. (C22) A form in which an advertising distribution application is configured as a separate application from the game application. (D10) A form in which a game application is configured as a standalone application.

[0083] In the forms of (A11), (A21), and (B11), for example, the SNS service provider can be the same type of provider as the game service provider.

[0084] In the forms of (A12), (A22), and (B12), for example, the advertising distribution service provider can be the same as the game service provider.

[0085] In the forms of (C11) and (C21), for example, the SNS service provider can be a different business from the game service provider.

[0086] In the forms of (C12) and (C22), for example, the advertising distribution service provider can be a different business from the game service provider.

[0087] In the following <Second Embodiment>, for example, it will be explained that a server 10 providing SNS services is operated and managed by an SNS service provider, a server 40 providing advertising distribution services is operated and managed by an advertising distribution service provider, and a server 50 providing game services is operated and managed by a game service provider, in accordance with the forms of (C11) and (C12).

[0088] <First Example> The first embodiment is an embodiment in which, after a user has played a playable ad, if the same playable ad is displayed again, the user is granted one of the benefits related to the playable ad based on their past play results. The contents described in the first embodiment are equally applicable to any of the other embodiments and any of the other modifications.

[0089] Furthermore, in the following explanation, the user of terminal 20A communicating with server 10 will be referred to as "User AA," the user of terminal 20B as "User BB," the user of terminal 20C as "User CC," and so on.

[0090] <System Configuration> Figure 1-1 shows an example of the system configuration of communication system 1A in this embodiment. In communication system 1A, for example, an SNS server 10 (sometimes simply referred to as "server 10"), an advertising distribution server 40, and one or more terminals 20 (terminal 20A, terminal 20B, terminal 20C, ...) are connected via a network 30.

[0091] Server 10 has the function of providing, for example, an SNS service to a user's terminal 20, etc., via the network 30. Server 10 can also be described as an SNS service server, etc. In this embodiment, for example, the user of Server 10 is a company that provides an SNS service (SNS service provider). The number of Server 10 connected to Network 30, the number of Ad Distribution Servers 40, and the number of Terminals 20 are not limited to those described above. In this embodiment, "SNS service" refers to a service provided by a business operator (server 10) such as a company that provides SNS services, and may be, for example, provided to a user (user's terminal 20).

[0092] The ad delivery server 40 has the function of providing, for example, an ad delivery service to a terminal 20 owned by a user via the network 30. The ad delivery server 40 can also be described as an ad delivery service server, etc. In this embodiment, for example, the user of the ad delivery server 40 is a company that provides ad delivery services (an ad delivery service provider). The number of servers 10 connected to the network 30, the number of ad delivery servers 40, and the number of terminals 20 are not limited to those described above. In this embodiment, the "advertising distribution service" refers to a service provided by a business operator (advertising distribution server 40), such as a company that provides advertising distribution services, and may be provided to a user (user's terminal 20) via an SNS service (server 10).

[0093] Terminal 20 (Terminal 20A, Terminal 20B, Terminal 20C, ...) can be any information processing terminal capable of realizing the functions described in each embodiment. Terminal 20 includes, for example, smartphones, mobile phones (feature phones), computers (e.g., desktops, laptops, tablets, etc.), media computer platforms (e.g., cable, satellite set-top boxes, digital video recorders), handheld computer devices (e.g., PDAs (personal digital assistants), email clients, etc.), wearable devices (glasses-type devices, watch-type devices, etc.), VR (Virtual Reality) terminals, smart speakers (voice recognition devices), or other types of computers or communication platforms. Terminal 20 may also be referred to as an information processing terminal.

[0094] The configurations of terminals 20A, 20B, and 20C can, for example, be identical. Furthermore, if necessary, the terminal used by user X may be referred to as terminal 20X, and user information in a predetermined service associated with user X or terminal 20X may be referred to as user information X, or not. User information refers to information about a user associated with an account used by that user in a given service. User information includes, for example, information associated with the user, such as the user's name, user icon image, user's age, user's gender, user's address, user's hobbies and preferences, and user identifier, which are entered by the user or assigned by the given service. It may consist of any one of these items, a combination thereof, or no combination thereof.

[0095] Network 30 plays the role of connecting each device that constitutes communication system 1A. In other words, network 30 refers to a communication network that provides a connection path so that the various devices mentioned above can send and receive data after they have been connected.

[0096] One or more parts of network 30 may or may not be wired or wireless networks. Network 30 may include, for example, an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), part of the internet, part of a public switched telephone network (PSTN), a mobile phone network, an integrated service digital network (ISDN), wireless LAN, LTE (long term evolution), CDMA (code division multiple access), Bluetooth (registered trademark), satellite communications, or two or more combinations thereof. Network 30 may include one or more networks 30.

[0097] Server 10 and advertising distribution server 40 (not limited to, but examples of servers, information processing devices, and information management devices) are equipped with the function of providing predetermined services (in this embodiment, SNS services and advertising distribution services) to terminals 20, etc. Server 10 and advertising distribution server 40 may be any information processing device capable of realizing the functions described in each embodiment. Server 10 and advertising distribution server 40 include, for example, server devices, computers (e.g., desktops, laptops, tablets, etc.), media computer platforms (e.g., cable, satellite set-top boxes, digital video recorders), handheld computer devices (e.g., PDAs, email clients, etc.), or other types of computers or communication platforms. Server 10 and advertising distribution server 40 may also be referred to as information processing devices. If it is not necessary to distinguish between server 10, advertising distribution server 40, and terminal 20, server 10, advertising distribution server 40, and terminal 20 may or may not be referred to as information processing devices.

[0098] [Hardware configuration of each device] This section describes the hardware configuration of each device included in communication system 1A.

[0099] (1) Terminal hardware configuration Figure 1-1 shows an example of the hardware configuration of terminal 20. Terminal 20 includes, for example, a control unit 21 (CPU: central processing unit), a storage unit 28, a communication interface 22, an input / output unit 23, a clock unit 29A, and a position calculation information detection unit 29B. Each hardware component of terminal 20 is interconnected via, for example, bus B. It is not necessary for terminal 20's hardware configuration to include all components. For example, terminal 20 may have a configuration in which individual components or multiple components are removed, or it may not.

[0100] The communication interface 22 transmits and receives various types of data via the network 30. Communication may be performed via wired or wireless connections, and any communication protocol may be used as long as communication between the interfaces is possible. The communication interface 22 has the function of communicating with various devices, such as the server 10, via the network 30. The communication interface 22 transmits various types of data to the server 10 and other devices according to instructions from the control unit 21. The communication interface 22 also receives various types of data transmitted from the server 10 and other devices and transmits them to the control unit 21. The communication interface 22 may also be simply referred to as the communication unit. Furthermore, if the communication interface 22 is composed of a physically structured circuit, it may be referred to as the communication circuit.

[0101] The input / output unit 23 includes devices for inputting various operations to the terminal 20, and devices for outputting processing results processed by the terminal 20. The input / output unit 23 may have an integrated input unit and an output unit, or it may have separate input and output units, or it may not have to be integrated.

[0102] The input unit is implemented by any or a combination of any type of device capable of receiving user input and transmitting the information related to the input to the control unit 21. The input unit includes, for example, hardware keys such as touch panels, touch displays, and keyboards, pointing devices such as mice, cameras (operation input via video), and microphones (operation input via voice).

[0103] The output unit is implemented by any or a combination of any type of device capable of outputting the processing results processed by the control unit 21. The output unit includes, for example, a touch panel, a touch display, a speaker (for audio output), a lens (for example, 3D output or hologram output), a printer, and the like.

[0104] This is just one example, but the input / output unit 23 may include, for example, a display unit 24, an audio input unit 25, an audio output unit 26, and an imaging unit 27.

[0105] The display unit 24 is implemented by any or a combination of any type of device capable of displaying data according to the display data written to the frame buffer. The display unit 24 includes, for example, touch panels, touch displays, monitors (e.g., liquid crystal displays and OLEDs (organic electroluminescence displays)), head-mounted displays (HDMs), projection mapping, holograms, and devices capable of displaying images, text information, etc., in air (which may or may not be a vacuum). These display units 24 may or may not be capable of displaying display data in 3D.

[0106] The sound input unit 25 is used for inputting sound data (including voice data; the same applies hereinafter). The sound input unit 25 includes a microphone, etc. The sound output unit 26 is used for outputting sound data. The sound output unit 26 includes a speaker and the like. The imaging unit 27 is used to acquire image data (including still image data and moving image data; the same applies hereinafter). The imaging unit 27 includes a camera, etc.

[0107] If the input / output unit 23 is a touch panel, the input / output unit 23 and the display unit 24 may be arranged facing each other and have substantially the same size and shape.

[0108] The clock unit 29A is the built-in clock of the terminal 20 and outputs time information (timing information). The clock unit 29A is configured to include, for example, a clock using a crystal oscillator. The clock unit 29A can also be described as, for example, a timing unit or a time information detection unit.

[0109] The clock unit 29A may or may not have a clock that conforms to the NITZ (Network Identity and Time Zone) standard, etc.

[0110] The position calculation information detection unit 29B is a functional unit that detects (measures) information necessary for the control unit 21 to calculate (measure) the position of its own terminal 20 (hereinafter referred to as "position calculation information"). The position calculation information detection unit 29B can also be described as, for example, a position calculation sensor unit.

[0111] The position calculation information detection unit 29B includes, for example, a satellite positioning sensor (satellite positioning unit) which is a sensor or unit for calculating the position of the terminal 20 using a satellite positioning system such as GPS (Global Positioning System), an inertial measurement sensor (inertial measurement unit (IMU)) which is a sensor or unit for calculating the position of the terminal 20 using an inertial navigation system, and a UWB positioning sensor (UWB positioning unit) which is a sensor or unit for calculating the position of the terminal 20 using UWB (Ultra Wide Band).

[0112] The satellite positioning unit includes, for example, an RF receiving circuit that converts RF (Radio Frequency) signals, including positioning satellite signals transmitted from positioning satellites received by an antenna (not shown), into digital signals, and a baseband processing circuit that performs correlation calculations on the digital signals output from the RF receiving circuit to capture positioning satellite signals, and outputs information such as satellite orbit data and time data extracted from the positioning satellite signals as position calculation information.

[0113] The inertial measurement unit has inertial sensors, which are sensors that detect information necessary to calculate the position of terminal 20 by inertial navigation calculations. The inertial sensors include, for example, a 3-axis accelerometer and a 3-axis gyroscope, and output the acceleration detected by the accelerometer and the angular velocity detected by the gyroscope as position calculation information.

[0114] The UWB positioning unit includes, for example, an ultra-wideband RF (Radio Frequency) receiving circuit that converts an ultra-wideband RF signal, including a positioning ultra-wideband pulse signal transmitted from a positioning beacon received by an antenna (not shown), into a digital signal, and a relative position calculation processing circuit that calculates the relative position between the terminal 20 and the positioning beacon based on the digital signal output from the ultra-wideband RF receiving circuit. For example, the UWB positioning unit may or may not make terminal 20 function as a positioning beacon by transmitting an ultra-wideband RF signal including a positioning ultra-wideband pulse signal from an antenna (not shown).

[0115] The control unit 21 calculates the position of its own terminal 20 at regular or specific intervals, for example, based on the position calculation information detected by the position calculation information detection unit 29B. The position of the terminal is referred to as the "terminal position," and the calculated terminal position is referred to as the "calculated terminal position." The control unit 21 may or may not store the calculated terminal position in the storage unit 28 as calculated terminal position history data, associated with the date and time the calculated terminal position was calculated.

[0116] The control unit 21 has physically structured circuitry to perform functions realized by code or instructions contained within the program, and is realized, for example, by a data processing device built into the hardware. Therefore, the control unit 21 may or may not be described as a control circuit.

[0117] The control unit 21 includes, for example, a central processing unit (CPU), a microprocessor, a processor core, a multiprocessor, an ASIC (application-specific integrated circuit), and an FPGA (field programmable gate array).

[0118] The storage unit 28 has the function of storing various programs and data necessary for the operation of the terminal 20. The storage unit 28 includes various storage media such as HDD (hard disk drive), SSD (solid state drive), flash memory, RAM (random access memory), and ROM (read-only memory). The storage unit 28 may or may not be referred to as memory.

[0119] Terminal 20 stores program P in storage unit 28, and by executing program P, the control unit 21 executes the processing of each part included in the control unit 21. In other words, program P stored in storage unit 28 enables terminal 20 to realize the various functions executed by the control unit 21. Furthermore, this program P may or may not be described as a program module.

[0120] (2) Server hardware configuration Figure 1-1 shows an example of the hardware configuration of server 10. Server 10 includes, for example, a control unit 11 (CPU), a storage unit 15, a communication interface 14, an input / output unit 12, a display unit 13, and a clock unit 19. Each component of the server 10's hardware is interconnected, for example, via bus B. It should be noted that the server 10's hardware configuration does not necessarily include all components. For example, the server 10's hardware may be configured to exclude individual components or multiple components, or it may not.

[0121] The control unit 11 has physically structured circuitry to perform functions realized by code or instructions contained within the program, and is realized, for example, by a data processing device built into the hardware.

[0122] The control unit 11 is typically a central processing unit (CPU), but may also be a microprocessor, processor core, multiprocessor, ASIC, FPGA, or otherwise. In this disclosure, the control unit 11 is not limited to these.

[0123] The storage unit 15 has the function of storing various programs and data necessary for the operation of the server 10. The storage unit 15 is implemented using various storage media such as HDDs, SSDs, and flash memory. However, in this disclosure, the storage unit 15 is not limited to these. Also, the storage unit 15 may or may not be referred to as memory.

[0124] The communication interface 14 transmits and receives various types of data via the network 30. Communication may be performed via wired or wireless connections, and any communication protocol may be used as long as communication between the interfaces is possible. The communication interface 14 has the function of communicating with various devices, such as terminals 20, via the network 30. The communication interface 14 transmits various types of data to various devices, such as terminals 20, according to instructions from the control unit 11. The communication interface 14 also receives various types of data transmitted from various devices, such as terminals 20, and transmits them to the control unit 11. The communication interface 14 may also be simply referred to as the communication unit. Furthermore, if the communication interface 14 is composed of a physically structured circuit, it may be referred to as the communication circuit.

[0125] The input / output unit 12 includes devices for inputting various operations to the server 10, and devices for outputting processing results processed by the server 10. The input / output unit 12 may have an integrated input unit and an output unit, or it may have separate input and output units, or it may not have to be integrated.

[0126] The input unit is implemented by any or a combination of any type of device capable of receiving user input and transmitting the information related to the input to the control unit 11. The input unit is typically implemented by hardware keys such as a keyboard or a pointing device such as a mouse. The input unit may or may not include, for example, a touch panel, a camera (operation input via video), or a microphone (operation input via voice).

[0127] The output unit is implemented by any or a combination of any type of device capable of outputting the processing results processed by the control unit 11. The output unit includes, for example, a touch panel, a touch display, a speaker (sound output), a lens (e.g., 3D output or hologram output), a printer, and the like.

[0128] This is just one example, but the input / output unit 12 may include, for instance, a display unit 13.

[0129] The display unit 13 is implemented by a display or the like. Typically, the display is implemented by a monitor (for example, a liquid crystal display or an OLED (organic electroluminescence display)). The display may also be a head-mounted display (HDM) or not. These displays may or may not be capable of displaying data in 3D. In this disclosure, the display is not limited to these.

[0130] The clock unit 19 is the built-in clock of the server 10 and outputs time information (timing information). The clock unit 19 is configured to include, for example, a hardware clock such as an RTC (Real Time Clock) or a system clock. The clock unit 19 can also be described as, for example, a timing unit or a time information detection unit.

[0131] (3) Others Server 10 stores program P in storage unit 15, and by executing program P, the control unit 11 performs the processing of each part included in the control unit 11. In other words, program P stored in storage unit 15 enables server 10 to realize each function executed by the control unit 11. This program P may or may not be described as a program module. The same applies to other devices.

[0132] Each embodiment of this disclosure is described as being realized by the CPU of terminal 20 and / or server 10 executing program P. The same applies to other devices.

[0133] Furthermore, the control unit 21 of terminal 20 and / or the control unit 11 of server 10 may implement each process not only with a CPU having a control circuit, but also with logic circuits (hardware) or dedicated circuits formed on an integrated circuit (IC (Integrated Circuit) chip, LSI (Large Scale Integration)), etc., or they may not. Also, these circuits may be implemented by one or more integrated circuits, and the multiple processes shown in each embodiment may be implemented by a single integrated circuit, or they may not. In addition, LSIs are sometimes called VLSI, Super LSI, Ultra LSI, etc., depending on the degree of integration. For this reason, the control unit 21 may or may not be described as a control circuit. The same applies to other devices.

[0134] Furthermore, the program P (e.g., a software program, a computer program, or a program module) of each embodiment of the present disclosure may or may not be provided stored on a computer-readable storage medium. The storage medium is a “non-temporary tangible medium” capable of storing the program P. Also, the program P may or may not be for the purpose of implementing some of the functions of each embodiment of the present disclosure. Furthermore, the program P may or may not be a so-called differential file (differential program) that can implement the functions of each embodiment of the present disclosure in combination with a program P already recorded on the storage medium.

[0135] The storage medium may include one or more semiconductor-based or other integrated circuits (ICs) (e.g., field-programmable gate arrays (FPGAs) or application-specific integrated circuits (ASICs)), hard disk drives (HDDs), hybrid hard drives (HHDs), optical disks, optical disk drives (ODDs), magneto-optical disks, magneto-optical drives, floppy diskettes, floppy disk drives (FDDs), magnetic tapes, solid-state drives (SSDs), RAM drives, secure digital cards, or drives, any other suitable storage medium, or any two or more suitable combinations thereof. The storage medium may be volatile, non-volatile, or a combination of volatile and non-volatile, where appropriate. The storage medium is not limited to these examples and may be any device or medium capable of storing program P. The storage medium may or may not be referred to as memory.

[0136] The server 10 and / or terminal 20 can realize the functions of the multiple functional units shown in each embodiment by reading the program P stored in the storage medium and executing the read program P. The same applies to other devices.

[0137] Furthermore, the program P of this disclosure may or may not be provided to the server 10 and / or terminal 20 via any transmission medium capable of transmitting programs (such as a communication network or broadcast waves). The server 10 and / or terminal 20 realize the functions of the multiple functional units shown in each embodiment by executing the program P downloaded, for example, via the Internet. The same applies to other devices.

[0138] Furthermore, each embodiment of this disclosure can also be realized in the form of a data signal in which the program P is embodied by electronic transmission. At least part of the processing on server 10 and / or terminal 20 may or may not be implemented by cloud computing consisting of one or more computers. The configuration may be such that at least some or all of the processing on terminal 20 is performed by server 10, or it may not be so. In this case, the configuration may be such that at least some or all of the processing of each functional unit of the control unit 21 of terminal 20 is performed by server 10, or it may not be so. The configuration may be such that at least some or all of the processing in the server 10 is performed by the terminal 20, or it may not be so. In this case, the configuration may be such that at least some or all of the processing of each functional unit of the control unit 11 of the server 10 is performed by the terminal 20, or it may not be so. Unless otherwise explicitly stated, the configuration of the determination in the embodiments of this disclosure is not mandatory, and a predetermined process may be performed if the determination condition is met, or if the determination condition is not met, or not.

[0139] The programs disclosed herein are implemented using, for example, scripting languages ​​such as ActionScript and JavaScript®, compiled languages ​​such as Objective-C and Java®, and markup languages ​​such as HTML Living Standard.

[0140] The ad delivery server 40 is a server that manages information related to ad delivery services, and can be a server managed by an ad delivery service provider. The advertising distribution server 40 includes a control unit 41 (CPU), a storage unit 45, a communication I / F 44 (interface), an input / output unit 42 (including a display unit 43), and a clock unit 49.

[0141] The hardware configuration of each functional unit of these servers can be the same as the hardware configuration of each functional unit of server 10 described above, so the explanation will be omitted.

[0142] [Functional Configuration of Each Device] (1) Functional configuration of the SNS server Figure 1-2 shows an example of a function realized by the control unit 11 of the server 10 in this embodiment. The control unit 11 includes, for example, an application management processing unit 111 as a functional unit.

[0143] The application management processing unit 111 has the function of executing application management processing according to an application management processing program 151 stored in the storage unit 15, for example.

[0144] Figure 1-3 shows an example of the information stored in the storage unit 15 of the server 10 in this embodiment. The storage unit 15 stores, for example, an application management processing program 151 that is executed as an application management process, account registration data 153, and an account management database 155.

[0145] The account registration data 153 is registration data related to an application account (in this embodiment, an SNS application), and an example of its data structure is shown in Figure 1-4. The account registration data 153 stores, for example, the username, application ID, and other registration information in association with each other.

[0146] The username is the name of the account on device 20 using this application. For example, the name registered by the user of device 20 when using the application is stored.

[0147] An application ID is information used to identify an application account, or the account itself. This application ID is preferably a unique value for each account, for example, a unique value (unique value) is set and stored for each account by the server 10. The Application ID is information associated with terminal 20 or the user of terminal 20, and is an example of information about the terminal or the user of the terminal.

[0148] Other registration information may include, for example, identification information to identify terminal 20, the phone number of terminal 20 (terminal phone number), email address (terminal email address), and authentication information such as passwords used for various authentications in the application (login password, authentication password, etc.).

[0149] Identification information for identifying terminal 20 can be, for example, a terminal ID (e.g., IMEI (International Mobile Equipment Identity)).

[0150] For example, user information may be associated with and stored in other registration information.

[0151] Note that you may or may not use a "User ID" instead of an "Application ID". Also, if the application can only register one account per terminal 20, then for example, "Identification information for identifying terminal 20 = Identification information for identifying the user of terminal 20 = Application ID" can be used.

[0152] Furthermore, for example, it may or may not be possible to assign multiple terminal IDs to a single application ID. In this case, it may or may not be possible to launch the application simultaneously on multiple terminals 20 using a single application ID as the target for identification (login).

[0153] Furthermore, it is possible to apply a method of managing accounts using information such as the terminal's phone number instead of various IDs such as application IDs. In this case, instead of storing information such as the application ID in the account registration data 153, information such as the terminal phone number can be stored in the account registration data 153. Alternatively, the application ID information may be associated with the terminal phone number information on a one-to-one basis, or it may not be necessary to do so.

[0154] For the sake of simplicity, in the following embodiment, it will be assumed that one account is registered for each terminal 20. Furthermore, in this case, as described above, "identification information for identifying terminal 20 = identification information for identifying the user of terminal 20 = application ID," therefore, the term "user of the account" used in the following explanation may or may not be considered synonymous with "terminal of the account."

[0155] The account management database 155 is, for example, a database for managing information about users in a social networking service (SNS).

[0156] (2) Functional configuration of the ad delivery server Figure 1-5 shows an example of a function implemented by the control unit 41 of the ad delivery server 40 in this embodiment. The control unit 41 includes, for example, an application management processing unit 411 as a functional unit.

[0157] The application management processing unit 411 has the function of executing application management processing according to an application management processing program 451 stored in the storage unit 45, for example.

[0158] Figure 1-6 shows an example of the information stored in the storage unit 45 of the advertising distribution server 40 in this embodiment. The memory unit 45 stores, for example, an application management processing program 451 that is executed as an application management process, demo play video data 453, in-advertisement game data 455, and a game advertisement management database 457.

[0159] Demo play video data 453 is data related to videos (including still images) used in demo play videos for playable advertisements in advertising distribution services. The demo play video data 453 stores, for example, the video ID, the video data, and other registration information in association with each other.

[0160] A video ID is information used to identify a video. This video ID is preferably a unique value for each video, for example, a unique value (unique value) is set and stored for each video by the ad delivery server 40.

[0161] Video data is the data itself related to the video associated with the video ID. This video data is stored as a video file (data) saved in, for example, the MP4 file format.

[0162] Other registration information can include various types of information, such as the name of the video data, the upload date and time, and video data stored in other formats.

[0163] Ad-based game data 455 is data related to in-ad games in playable ads on ad delivery services. The in-advertisement game data 455 stores, for example, the in-advertisement game data, the URI corresponding to the in-advertisement game data, and other registration information in association with each other.

[0164] The in-advertisement game data is the game data itself used to play the in-advertisement game. This in-advertisement game data is stored, for example, in an HTML demo file (data) created with HTML5.

[0165] The in-advertisement game data URI is information used to identify the location where the in-advertisement game data is stored. For example, the URI (Uniform Resource Identifier) ​​where the HTML demo file is stored is set and stored.

[0166] The game advertising management database 457 is a database for managing information related to game advertisements (playable advertisements in this example) in an advertising distribution service, and an example of its data structure is shown in Figure 1-7. The game advertisement management database 457 stores game advertisement management data as management data for each game advertisement.

[0167] Each game ad management data set stores, for example, a game ad ID, a game ID, demo play video data, data for the in-ad game experience, and data for ending the in-ad.

[0168] The game ad ID is information used to identify game ads managed in the game ad management data.

[0169] The game ID is information used to identify the game being advertised in the game advertisement. For example, the ad delivery server 40 sets and stores a unique value (unique value) for each corresponding game.

[0170] Demo play video data is data used to store information about, for example, the demo play video for this game advertisement. The demo play video data stores information such as the video ID and other associated details.

[0171] In-advertisement game experience data is, for example, data used to store information about the in-advertisement game within this game advertisement. This data may include, for instance, a save ID, the starting position of the in-advertisement game, and other associated information.

[0172] The save ID is information used to identify the save status in the in-advertisement game. For example, the ad delivery server 40 sets and stores a unique value (a specific value) for each save status.

[0173] The in-advertisement game starting position is information about the starting position when starting the in-advertisement game, which is set in accordance with the save ID. For example, it stores the point from which the in-advertisement game will load and start after being saved.

[0174] Other information may be stored in association with the following: the in-advertisement game data URI corresponding to the in-advertisement game starting position; information regarding the starting position when starting the game (the game application targeted by the game advertisement) set in accordance with the save ID; information regarding items usable in the in-advertisement game (in-advertisement game items) set in accordance with the save ID; and information regarding items usable in the game (game application) set in accordance with the save ID (game items).

[0175] The in-advertisement game termination data is used to store information related to saving or taking a call to action (CTA) when ending the game advertisement. This data may include, for example, the in-advertisement gameplay status, save code, save ID, and other associated information.

[0176] The in-advertisement gameplay status is information that indicates the progress of the in-advertisement game when the in-advertisement game is terminated. For example, information regarding the progress of the in-advertisement game obtained by the ad delivery server 40 is stored.

[0177] A save code is information used by users who have played a game advertisement, and is set in accordance with the gameplay status within the advertisement. For example, the ad delivery server 40 sets and stores a unique value (unique value) for each gameplay status within the advertisement and save ID.

[0178] Other information may include, for example, information related to the CTA, such as information for installing the game application or information for registering the OA corresponding to the game application as a friend, and this information may be stored in association with the CTA.

[0179] Furthermore, information regarding the CTA is not limited to the (3) Call to Action Part: when the in-advertisement game is terminated, but may be displayed at any step of the game advertisement ((1) Demo Viewing Part, (2) Experience Part). In that case, even in the (1) Demo Viewing Part or (2) Experience Part, the ad delivery server 40 should refer to the CTA information from the in-advertisement game termination data.

[0180] (3) Terminal Functional Configuration Figure 1-8 shows an example of a function realized by the control unit 21 of the terminal 20 in this embodiment. The control unit 21 includes, for example, an application processing unit 211 as a functional unit for executing application processing according to an application processing program 281 stored in the storage unit 28.

[0181] Figure 1-9 shows an example of data stored in the storage unit 28 of the terminal 20 in this embodiment. The memory unit 28 stores, for example, an application processing program 281 that is executed as application processing, and an application ID 283 that corresponds to the terminal 20 or the user account of the terminal 20.

[0182] <Display screen> The following describes examples of display screens. The screen transitions described below are merely examples of screen transitions for implementing the method of this disclosure. Some screens may be omitted or additional screens may be added to the screen transitions exemplified below. Furthermore, the terminology used in the display screens described below may differ from the terminology used in the processes described later (some terms may not be consistent).

[0183] In the following example, we will describe a case where terminal 20 is a smartphone equipped with a vertically oriented display unit 24. The smartphone has, for example, a touch panel that functions as an input unit, positioned opposite its display, to form a touchscreen. When an element such as an icon, button, item, or input area is displayed on the display, and a part of the touch panel that is opposite the area on which the element is displayed is operated by the user, the program associated with that element or a subroutine of that program may be executed.

[0184] In addition, the flow of screen transitions may be explained by showing predetermined screens displayed on different terminals 20, either within a single drawing or across multiple drawings. In this case, for example, the predetermined screen may be displayed on different terminals 20 based on (or triggered by) at least one of the following: • Automatically displayed • When a notification (including push notifications, etc.; the same applies hereinafter) is sent to device 20, and the user takes action in response to the notification, it will be displayed. • No notification is sent to device 20, but it will be displayed when the user performs a specific action on the application. • A notification is sent to terminal 20, and the user performs a specified action on the application that sent the notification, which then displays the message.

[0185] The following example illustrates an account using an SNS application, specifically using user AA's device 20A. In this example, the name of the SNS application is written as "SNS App".

[0186] Figures 1-10 and 1-11 show examples of screens displayed on the display unit 24 of terminal 20A in this embodiment. Figures 1-10 and 1-11 show an example of a scene in a social networking application where user AA saves the results of playing a playable advertisement.

[0187] This example shows a screen diagram of a scene in a social networking application where a user attempts to play a playable ad targeting a game application for the first time. In other words, it can be described as a screen diagram of a scene where a user attempts to play a playable ad for the first time.

[0188] Figure 1-10, left side, shows an example of the home screen of an SNS application displayed on terminal 20A. The SNS home screen displays the SNS accounts that the user of terminal 20A follows and the SNS content of advertisements suggested to the user of terminal 20A in a predetermined order (for example, chronological order, recommended order, etc.). This screen may be displayed, for example, when an icon is tapped to transition to the SNS home screen of an SNS application.

[0189] The SNS home screen includes an SNS content information display area (CR) for displaying SNS content. The SNS content information display area CR shows SNS content SCT1, which is a playable advertisement targeting a game application. This SNS content SCT1 contains information corresponding to the (1) demo viewing part of the playable ad, and displays information such as information about the target of the playable ad (e.g., the words "Game App", an icon, etc.), information to inform the user that this SNS content is an ad (e.g., the word "Advertisement"), information about a message to prompt the user to take action on the playable ad (e.g., the message "Let's complete the jigsaw puzzle!"), and information about the demo play video of the playable ad (e.g., a demo play video of Stage 1 showing the last piece moving to complete the jigsaw puzzle, a button to encourage the user to actually play the game within the playable ad (a play button PBT including the words "PLAY NOW"), etc.).

[0190] When the play button (PBT) is tapped by the user, the display changes to the screen shown in the center of Figure 1-10. This screen is a game preview screen for actually playing the in-app game in a playable ad. For example, the game preview screen is displayed overlaid on the home screen of the SNS application that was previously displayed.

[0191] The game preview screen is configured with an Advertisement Game Information Display Area (AGR) for displaying the in-advertisement game. The ad's in-ad game information display area (AGR) shows the in-ad game content (AGCT1) related to the game application that the playable ad is advertising. This in-advertisement game content AGCT1 is information corresponding to the (2) experience part of the playable advertisement, and displays information such as information about the in-advertisement game (e.g., the game screen for the jigsaw puzzle advertisement in Stage 1), and information for installing the game application that is the target of the playable advertisement (e.g., an install button IBT containing the word "install").

[0192] At this time, the code input information CF, which allows users who have a save code for a playable ad to enter the save code, is displayed superimposed on the in-ad game content AGCT1 in the in-ad game information display area AGR. The code input information CF is, for example, a window-type object that displays a save code input area for entering a save code, a "Not Owned" button (NBT) for users who do not have a save code to close the object, and an "OK" button (OBT) for users who do have a save code to use the entered save code.

[0193] When the user taps the "Not Owned" button (NBT), the display changes to the screen shown on the right side of Figure 1-10. On this screen, the code input information CF has been cleared, and you are now able to play the in-advertisement game content AGCT1.

[0194] When the in-advertisement game is played by the user and cleared, the display changes to the screen shown on the left in Figure 1-11. This screen corresponds to the (3) call to action part of the playable ad. For example, the clear information CL, which indicates that the ad game has been completed, is displayed superimposed on the ad game content AGCT1 in the ad game information display area AGR.

[0195] The clear information (CL) is, for example, a window-shaped object that displays information about clearing the game within the advertisement (e.g., the text "CLEAR!", score information (e.g., the text "Rank S"), and a save button (SBT) to save the progress made so far. In this case, based on the fact that it is the (3) call to action part of the playable advertisement, the install button IBT is displayed as an emphasized install button EIBT in an highlighted manner.

[0196] When the user taps the save button (SBT), the display changes to the screen shown on the right side of Figure 1-11. On this screen, the save code information SC related to the saved game is displayed superimposed on the in-advertisement game content AGCT1 in the in-advertisement game information display area AGR.

[0197] The save code information SC is, for example, a window-type object that displays information about the save code (for example, the save code "1234 XXXX"), a copy button CBT for saving the save code to terminal 20, a display button for this object, and an exit button for ending the in-advertisement game.

[0198] When the user taps the copy button (CBT), the save code is stored in terminal 20, the display of the save code information (SC) ends, the game preview screen is displayed, and the display changes to the SNS home screen (not shown). Furthermore, when the user taps the exit button, the save code is not stored in the terminal 20, the display of the save code information SC ends, the game preview screen is displayed, and the display changes to the SNS home screen (not shown). Furthermore, when the user taps the highlighted install button EIBT, the display of save code information SC ends, the game preview screen is displayed, and the user is taken to a screen for installing the game application (not shown).

[0199] Furthermore, the highlighted install button EIBT may be the most highlighted object among the objects displayed in the playable ad. For example, it may be the most highlighted compared to other buttons in the playable ad. Specifically, it may be highlighted by display color (install button is "white", highlighted install button is "red"), display area (install button is "displayed in a small area", highlighted install button is "displayed in a large area"), display format (install button is "not flashing", highlighted install button is "flashing").

[0200] Figure 1-12 shows an example of a screen displayed on the display unit 24 of terminal 20A in this embodiment. Figure 1-12 shows an example of a scenario in a social networking application where user AA applies save data from a playable ad to another playable ad targeting the same advertised game.

[0201] In this example, the screen shows a scene where a user who has previously played a playable ad targeting a game application on a social networking service (SNS) application and saved a save code on device 20 attempts to play the same playable ad targeting the same game application again on the SNS application. In other words, it can be described as a screen showing the user attempting to play a playable ad for the second time.

[0202] The explanation for the parts of the screen on the left in Figure 1-12 that are the same as the screen in the center of Figure 1-10 mentioned above will be omitted. The save code input area of ​​the code input information CF on this screen contains the save code that was stored on terminal 20 (for example, "1234 XXXX").

[0203] When "1234 XXXX" is entered in the save code input area and the OK button (OBT) is tapped by the user, the display changes to the screen shown on the right side of Figure 1-12. On this screen, the code input information CF has been cleared, and based on the acquisition of save data, you are now able to play the in-advertisement game content AGCT2. This in-advertisement game content AGCT2 is information corresponding to the (2) experience part of the playable advertisement, and displays information such as information about the in-advertisement game (e.g., the game screen in the Stage 5 jigsaw puzzle advertisement), and information for installing the game application that is the target of the playable advertisement (e.g., an install button IBT containing the word "install").

[0204] In this way, you can play the in-advertisement game (Stage 5) in the playable ad, which is a higher level than the in-advertisement game (Stage 1) in the first playable ad.

[0205] Figures 1-10 to 1-12 show an example where the game in the second playable ad changes to a higher level based on the results of the first play of the playable ad. However, the example is not limited to this; similar to Figures 1-10 to 1-12, the game in the (n+1)th playable ad may change to a higher level based on the results of the nth play of the playable ad.

[0206] With this configuration, the nth play of a playable ad is reflected in the (n+1)th playable ad, which motivates users to play the playable ad and makes them more receptive to the playable ad, which could otherwise become annoying due to repeated display. This improves the effectiveness of installing the product advertised by the playable ad.

[0207] <Processing> Figures 1-13 and 1-14 are flowcharts illustrating an example of the processing flow performed by each device in this embodiment. In these figures, from left to right, an example of processing performed by the control unit 21 of user AA's terminal 20A, an example of processing performed by the control unit 11 of the SNS server 10, and an example of processing performed by the control unit 41 of the advertising distribution server 40 are shown, respectively. This example illustrates the process for playing a playable ad when SNS content, including playable ads, is displayed in an SNS application or similar on user AA's terminal 20A.

[0208] The processes described below are merely examples of processes for implementing the method of this disclosure, and are not limited to these. Additionally, you may add other steps to the process described below, or omit (delete) some steps from the process described below.

[0209] The control unit 21 of terminal 20A sends SNS content request information to the server 10 via the communication I / F 22 to request SNS content (A110).

[0210] Here, the processing of A110 may be performed by the control unit 21 of terminal 20 when a predetermined condition is met, and the predetermined condition may be, for example, at least one of the following conditions. (A1) The SNS application was launched on terminal 20. (A2) A request to display the SNS home screen was received from terminal 20. (A3) A request to update the SNS home screen was received from terminal 20. (A3) The set time or date has arrived, or a predetermined amount of time has elapsed since the last processing of A110.

[0211] When the control unit 11 of the server 10 receives SNS content request information from the terminal 20 via the communication interface 14, it sends advertising content request information to the advertising distribution server 40 via the communication interface 14 to request advertising content (S110).

[0212] When the ad distribution server 40 receives ad content request information from the server 10 via the communication interface 44, the control unit 41 of the ad distribution server 40 transmits ad content information related to the ad content to the server 10 via the communication interface 44 (T110).

[0213] This advertising content information may include, for example, at least the following: (B0) Information regarding game advertisements (game advertisement ID, name of the game in the advertisement, icon, etc.) (B1) Information regarding the demo gameplay video (video data) (B2) Information about in-advertisement games (in-advertisement game data) (B3) Information regarding CTA (installation data)

[0214] In this embodiment, a configuration is adopted in which save data is sent to terminal 20 based on the user entering a save code (see Figure 1-14). Therefore, (B2) information regarding the in-advertisement game (in-advertisement game data) may be the data corresponding to the in-advertisement game of the default (first time) playable advertisement.

[0215] Before executing the T110 process, the control unit 41 of the ad delivery server 40 may perform a process to determine which game ad (which game ad ID) to use as the ad content (not shown). Specifically, for the target terminal 20 (in this example, terminal 20A), for example, information regarding the following status in the SNS application may be obtained, and the game ad for a game highly relevant to that following status may be selected. Alternatively, for the target terminal 20 (in this example, terminal 20A), for example, information regarding the display history of past game ads in the SNS application may be obtained, and the display history may be referenced to select the same game ad or a highly relevant game ad.

[0216] When the server 10 receives advertising content information from the advertising distribution server 40 via the communication interface 14, the control unit 11 of the server 10 transmits SNS content request information, including the advertising content information, to the terminal 20 via the communication interface 14 (S120).

[0217] Before executing the process in S120, the control unit 11 of the server 10 may perform a process to determine the display format (order) of the SNS content (not shown). Specifically, according to a program for performing this process, the control unit 11 may determine a suitable display format (for example, chronological order, recommended order, etc.) for the content that combines the advertising content received from the advertising distribution server 40 and the SNS content other than advertising stored in the server 10.

[0218] When the terminal 20 receives SNS content information from the server 10 via the communication interface 22, the control unit 21 of the terminal 20 displays SNS content request information, including advertising content information, on the display unit 24 of the terminal 20 (A120).

[0219] Subsequently, in-advertisement game processing is initiated between terminal 20 and server 10 (A130, S130). The in-advertisement game processing described herein includes, as an example, processing to realize the (1) demo viewing part, (2) experience part, and (3) call to action part of a playable advertisement. For convenience, the steps of terminal 20 acquiring save data for the playable advertisement and terminal 20 saving the play status of the playable advertisement are illustrated and explained in Figure 1-14 as steps that occur after the in-advertisement game processing has started, but these steps may also be included in the steps of in-advertisement game processing (or may be part of the in-advertisement game processing).

[0220] Furthermore, the in-advertisement game processing may be executed between terminal 20, server 10, and ad delivery server 40.

[0221] After the in-ad game processing is started, when an operation to request save data of the playable advertisement (for example, an operation as shown on the left side of FIG. 1-12) is performed by the user, the control unit 21 of the terminal 20 transmits save data request information for requesting save data to the server 10 via the communication I / F 22 (A140). This save data request information may include, for example, a game advertisement ID, a save code, and a save ID corresponding to the save code.

[0222] When the server 10 receives the save data request information from the terminal 20 via the communication I / F 14, the control unit 11 of the server 10 transmits the save data request information to the advertisement distribution server 40 via the communication I / F 14 (S140). This save data request information may include, for example, at least a save code and a save ID corresponding to the save code, and may be the same information as the save data request information in A140, or may be different information from the save data request information in A140.

[0223] When the advertisement distribution server 40 receives the save data request information from the server 10 via the communication I / F 44, the control unit 41 of the advertisement distribution server 40 executes a save data generation process for generating save data (not shown), and then transmits save data information including the result of the save data generation process to the server 10 via the communication I / F 44 (T120).

[0224] The control unit 41 of the advertisement distribution server 40 may perform a save data generation process (not shown). Specifically, according to a program for executing this save data generation process, based on the game advertisement ID included in the save data request information, game advertisement management data corresponding to the game advertisement ID is specified from the game advertisement management database, and based on the save ID included in the save data request information, save data corresponding to the save ID (such as in-game game data corresponding to the in-ad game start position) may be acquired from the in-game game experience data and the in-game game data 455 of the game advertisement management data 457.

[0225] When the save data information is received from the advertisement distribution server 40 by the communication I / F 14, the control unit 11 of the server 10 transmits the save data information to the terminal 20 by the communication I / F 14 (S150). This save data information may include, for example, at least the result of the save data generation process, may be the same information as the save data information in T120, or may be different information from the save data information in T120.

[0226] When the save data information is received from the server 10 by the communication I / F 22, the control unit 21 of the terminal 20 displays the save data information on the display unit 24 of the terminal 20 (A150). That is, on the terminal 20 that has received the save data information, a playable advertisement in which the save data is reflected is displayed (for example, the screen shown on the right side of FIG. 1-12).

[0227] In addition, when an operation that does not request the save data of the playable advertisement (for example, the operation shown in the center of FIG. 1-10) is performed by the user after the in-advertisement game process is started, the control unit 21 of the terminal 20 may not execute the processes of A140 to A150 and may proceed to the processes after A160. That is, on the terminal 20 that has not received the save data information, a default playable advertisement in which the save data is not reflected is displayed (for example, the screen shown on the right side of FIG. 1-10).

[0228] When an operation for requesting the save of the play status of the playable advertisement (for example, the operation shown on the left side of FIG. 1-11) is performed by the user, the control unit 21 of the terminal 20 transmits save code request information for requesting the save of the play status to the server 10 by the communication I / F 22 (A160). This save code request information may include, for example, a game advertisement ID and information regarding the play status of the in-advertisement game of the playable advertisement (appropriately referred to as the "in-advertisement game play status").

[0229] When the server 10 receives save code request information from terminal 20 via communication interface 14, the control unit 11 of server 10 transmits the save code request information to the advertising distribution server 40 via communication interface 14 (S160). This save code request information only needs to include, for example, the game advertisement ID and the gameplay status within the advertisement, and may be the same information as the save code request information in A160, or it may be different information from the save code request information in A160.

[0230] When the ad distribution server 40 receives save code request information from the server 10 via the communication interface 44, the control unit 41 of the ad distribution server 40 executes a save code generation process (not shown) to generate a save code, and then transmits the save code information, including the result of the save code generation process (save code, save ID), to the server 10 via the communication interface 44 (T130).

[0231] The control unit 41 of the ad distribution server 40 may perform save code generation processing (not shown). Specifically, according to a program for executing this save code generation processing, it may identify game ad management data corresponding to the game ad ID from the game ad management database based on the game ad ID included in the save code request information, and generate a save code and a save ID corresponding to the save code in the ad game termination data of the game ad management data 457 based on the in-ad game play status included in the save data request information, and store these in association with the ad game termination data of the game ad management data 457.

[0232] After T130, the control unit 41 of the ad delivery server 40 determines whether to terminate the process (T190). If it determines to continue the process (T190: NO), it returns to before T120 and waits for the receipt of save data request information from the server 10. On the other hand, if it determines to terminate the process (T190: YES), the control unit 41 of the ad delivery server 40 terminates the process.

[0233] When the server 10 receives save code information from the advertising distribution server 40 via the communication interface 14, the control unit 11 of the server 10 transmits the save code information to the terminal 20 via the communication interface 14 (S170). This save code information only needs to include, for example, the result of the save code generation process (save code, save ID), and may be the same as the save code information in T130, or it may be different from the save code information in T130.

[0234] After S170, the control unit 11 of server 10 determines whether to terminate the process (S190). If it determines to continue the process (S190: NO), it returns to before S140 and waits for the receipt of save data request information from terminal 20. On the other hand, if it determines to terminate the process (S190: YES), the control unit 11 of server 10 terminates the in-advertisement game processing and ends the process.

[0235] When the terminal 20 receives save code information from the server 10 via the communication interface 22, the control unit 21 of the terminal 20 displays the save code information on the display unit 24 of the terminal 20 (A170). In other words, the save code information is displayed in the playable advertisement on terminal 20, which has received the save code information (for example, a screen like the one shown on the right side of Figure 1-11).

[0236] After A170, the control unit 21 of terminal 20 determines whether to terminate the process (A190). If it determines to continue the process (A190: NO), it returns to before A140 and waits for input from the user of terminal 20 to send save data request information. On the other hand, if it determines to terminate the process (A190: YES), the control unit 21 of terminal 20 terminates the in-advertisement game processing and ends the process.

[0237] In addition, during in-advertisement game processing, the control unit 21 of terminal 20 may transmit information regarding the play status of the playable advertisement (e.g., play time, number of plays, play progress) to the ad delivery server 40 via server 10. The control unit 41 of the ad delivery server 40 may, based on that information, execute a process to select a playable ad that is more suitable for the user of terminal 20, and send information regarding the result (ad content information corresponding to a different playable ad) to terminal 20 via server 10. Furthermore, the control unit 41 of the ad delivery server 40 may perform a process to grant a reward for the next playable ad based on that information.

[0238] For example, if a playable ad targeting a jigsaw puzzle game application is displayed multiple times on terminal 20, and the play duration of each of those playable ads is 3 seconds or less, the control unit 41 of the ad delivery server 40 may determine that the user of terminal 20 has little interest in the gameplay of jigsaw puzzles and send ad content information corresponding to a playable ad targeting a game application of a different genre (e.g., RPG) to terminal 20 via server 10.

[0239] Furthermore, even if the playable ad is only partially completed and not fully finished, the control unit 41 of the ad delivery server 40 may execute a process to grant a reward for the next playable ad (for example, an in-ad game item) and send information regarding that reward (for example, a save code, information regarding the acquisition of an in-ad game item) to the terminal 20 via the server 10.

[0240] <Specific examples of situations where playable ads are played multiple times> Figures 1-15 and 1-16 are functional diagrams illustrating the process by which the control unit 41 of the ad delivery server 40 saves the results of playable ads played by the user on terminal 20 to the game ad management database when the user (user JJ) on terminal 20 plays a playable ad multiple times, and the process by which the control unit 21 of terminal 20 retrieves the playable ad save data from the game ad management database. In this figure, from left to right, it shows (A) an example of the output executed by the terminal 20 of user J.J and (B) an example of the process executed by the advertisement distribution server 40, respectively. Note that there is a process executed by the SNS server 10 between the output on the terminal 20 of user J.J and the process on the advertisement distribution server 40. However, since the details are as described in FIGS. 1-13 and 1-14 mentioned above, they are omitted for convenience in this figure.

[0241] In this example, it is assumed that user J.J plays the playable advertisement multiple times, such as the first time, the second time, ···, the nth time, and the n + 1th time on the terminal 20.

[0242] (1) Based on receiving SNS content information (including the advertisement content information of the first playable advertisement), the control unit 21 of the terminal 20 causes the first playable advertisement (in this example, the in-game advertisement on stage 1) to be displayed on the display unit 24 in the SNS application. Then, based on the input for saving the play result being made by user J.J who played the first playable advertisement, the control unit 21 of the terminal 20 transmits save code request information (including the in-game advertisement play status of the first playable advertisement) to the advertisement distribution server 40 via the server 10.

[0243] (2) The control unit 41 of the advertisement distribution server 40 that has received the save code request information (including the in-game advertisement play status of the first playable advertisement) executes a save code generation process based on the save code request information, stores the save code and the save ID in the in-game advertisement end data of the game advertisement management data, and transmits save code information (including the save code and the save ID based on the play result of the first playable advertisement) to the terminal 20 via the server 10.

[0244] Then, at a predetermined time, user JJ starts playing the second playable ad in the SNS application and attempts to retrieve the save data from when they played the first playable ad. (3) Upon receiving save data request information (including a save code and save ID based on the play results of the first playable ad), the control unit 41 of the ad distribution server 40 executes a save data generation process based on the save data request information, obtains save data (including in-ad game data such as the starting position of the in-ad game based on the play results of the first playable ad) from the in-ad game experience data of the game ad management data, and transmits the save data information (including save data based on the play results of the first playable ad) to the terminal 20 via the server 10.

[0245] (4) Based on receiving save data information (including save data based on the play results of the first playable ad), the control unit 21 of the terminal 20 displays the playable ad (second play) (in this example, the game within the ad for stage 5) which reflects the save data from when the first playable ad was played, on the display unit 24 in the SNS application. Then, based on the fact that user JJ, who played the second playable advertisement, has made an input to save the play results, the control unit 21 of terminal 20 sends save code request information (including the game play status within the advertisement for the second playable advertisement) to the ad delivery server 40 via server 10.

[0246] The controls described in (1) to (4) below can be performed similarly, and it is assumed that the nth playable advertisement is being displayed in the SNS application on user JJ's terminal 20.

[0247] (5) Based on receiving save data information (including save data based on the play results of the playable advertisement (n-1 time)), the control unit 21 of the terminal 20 displays the playable advertisement (n time) (in this example, the game within the advertisement for stage P) which reflects the save data from when the playable advertisement (n-1 time) was played, on the display unit 24 in the SNS application. Then, based on the fact that user JJ, who played the nth playable ad, has made an input to save the play results, the control unit 21 of terminal 20 sends save code request information (including the game play status within the playable ad (nth time)) to the ad delivery server 40 via server 10.

[0248] (6) Upon receiving save code request information (including the gameplay status within the ad for the nth playable ad), the control unit 41 of the ad delivery server 40 executes a save code generation process based on the save code request information, stores the save code and save ID in the ad game termination data of the game ad management data, and transmits the save code information (including the save code and save ID based on the play result of the nth playable ad) to the terminal 20 via the server 10.

[0249] Then, at a predetermined time, user JJ starts playing the (n+1)th playable ad in the SNS application and attempts to obtain the save data from when the nth playable ad was played. (7) Upon receiving save data request information (including a save code and save ID based on the play result of the playable ad (nth time)), the control unit 41 of the ad distribution server 40 executes a save data generation process based on the save data request information, obtains save data (including in-ad game data such as the starting position of the in-ad game based on the play result of the playable ad (nth time)) from the in-ad game experience data of the game ad management data, and transmits the save data information (including save data based on the play result of the playable ad (nth time)) to the terminal 20 via the server 10.

[0250] (8) Based on receiving save data information (including save data based on the play results of the nth playable ad), the control unit 21 of the terminal 20 displays the playable ad (n+1 time) (in this example, the game within the ad for stage P+1) which reflects the save data from when the nth playable ad was played, on the display unit 24 in the SNS application. Then, based on the fact that user JJ, who played the playable advertisement for the (n+1)th time, has made an input to save the play results, the control unit 21 of terminal 20 sends save code request information (including the game play status within the advertisement for the playable advertisement (n+1)) to the ad delivery server 40 via server 10. The following controls (5) to (8) can be performed similarly.

[0251] While repeatedly displaying an ad can increase its effectiveness, it also carries the risk of creating a negative impression of the ad. However, by reflecting the results of the nth playable ad in the (n+1)th playable ad, it is possible to enhance the ad's effectiveness while simultaneously fostering a more favorable perception of the repeatedly displayed ad.

[0252] <Effects of the First Example> According to this embodiment, the terminal displays game advertisement information (e.g., playable advertisement) on the terminal's display unit, which includes a game advertisement and a mini-game related to the game that the terminal user can play (e.g., an in-advertisement game). The game advertisement information also includes a first game advertisement (e.g., the nth playable advertisement) and a second game advertisement (e.g., the n+1th playable advertisement) that is displayed after the first game advertisement. Based on the user's play of the mini-game corresponding to the first game advertisement, the terminal grants rewards related to the mini-game corresponding to the second game advertisement (e.g., the right to play an in-advertisement game that is further along than the previous play, items usable in the in-advertisement game). This increases the motivation for users to play games even if they see game advertisements multiple times, and also enhances the effectiveness of game advertisements as advertising.

[0253] Furthermore, game advertisements included in game advertisement information may be advertisements related to games (including image information, text information, and audio information), advertisements related to games (including image information, text information, and audio information), or game advertisement images (including moving images and still images). Also, mini-games included in game advertisement information may be mini-game information (including image information, text information, and audio information), or mini-game images (including moving images and still images). Furthermore, mini-games included in game advertisement information may be games related to game advertisements, or games related to the advertised game.

[0254] Additionally, rewards related to mini-games include information about the progress of the mini-game (for example, in-ad game data corresponding to the starting position of the game within the ad). This increases the motivation for users to play games even if they see game advertisements multiple times, and also enhances the effectiveness of game advertisements as advertising.

[0255] Furthermore, rewards related to minigames include information about in-game value usable within the minigame (e.g., in-game data including in-advertisement game items). This increases the motivation for users to play games even if they see game advertisements multiple times, and also enhances the effectiveness of game advertisements as advertising.

[0256] Furthermore, based on the user's play of the mini-game corresponding to the first game advertisement information, save information (e.g., save code information) related to the granting of rewards for the mini-game is displayed on the terminal's display. Then, based on the user's input of the save information, the rewards related to the mini-game are made available (for example, as shown in Figure 1-14, save data information corresponding to the reward is displayed based on the user's input of a save code). This allows players to save their progress when rewards are granted, preventing fraudulent use of rewards and providing a proper environment for playing minigames.

[0257] Furthermore, the rewards related to mini-games will vary depending on the user's performance in the mini-game corresponding to the first game advertisement information (for example, a higher rank in the performance result may result in a more valuable reward for the user). This can increase users' motivation to play mini-games, ultimately enhancing their effectiveness as advertising.

[0258] Furthermore, game advertising information includes multiple types of objects, including at least one transition object related to information for transitioning to the game (e.g., a highlighted install button EIBT). The transition object is displayed with a higher priority than other objects (for example, the highlighted install button EIBT in its highlighted form is the most highlighted object among the objects displayed in the playable ad). This allows users to prioritize recognizing the transition object, thereby increasing its effectiveness as an advertisement.

[0259] Furthermore, social networking services display game advertisements on the device's screen (for example, playable ads are displayed in SNS applications). This allows game advertisements to be viewed by users of social networking services, which are platforms unrelated to games, thereby increasing the effectiveness of the advertisements.

[0260] <First variation (1)> The first variation (1) is a variation in which a playable advertisement is displayed with the previous play results automatically reflected.

[0261] <Display screen> Figure 1-17 shows an example of the screen displayed on the display unit 24 of terminal 20A in this modified example. Figure 1-17 shows an example of a scene in a social networking application where, after user AA plays a playable ad, another playable ad for the same target audience is displayed.

[0262] The explanation for the parts of the screen in Figure 1-17 that are the same as the screen on the left side of Figure 1-10 mentioned above will be omitted. In the screen shown in Figure 1-17, the SNS content SCT1 displays information related to messages that prompt the user to interact with the playable ad and inform them that the in-advertisement game has leveled up since the last time (for example, the message, "Try to complete the leveled-up jigsaw puzzle!"), as well as information related to a demo video of the leveled-up in-advertisement game (for example, a demo video of stage 5 showing the last piece moving to complete the jigsaw puzzle).

[0263] Furthermore, when a playable ad is displayed for the second time or later as SNS content on the SNS home screen of an SNS application, the playable ad on the SNS home screen may include information that makes it easy for users to recognize that this is a playable ad for the second time or later.

[0264] For example, the social media content for playable ads may include information that makes it easy to recognize that the playable ad is a second or subsequent playable ad, such as an icon with the text "You can continue playing from where you left off!" or a message like "We look forward to your next play!".

[0265] <Processing> In the above embodiment, a configuration is adopted in which save data is sent to terminal 20 based on the user entering a save code. Therefore, the (B2) information regarding the in-advertisement game (in-advertisement game data) is shown as an example where the data corresponds to the in-advertisement game of the default (first time) playable advertisement.

[0266] However, the system is not limited to such examples, and a configuration may be adopted in which save data is sent to terminal 20 even if the user has not entered a save code.

[0267] Specifically, information regarding save data based on the results of playing playable advertisements may be associated with and stored in the user information (e.g., account management database) of the user in the SNS application of terminal 20. For example, if a process is executed on terminal 20 requesting to save the results of playing a playable advertisement, the server 10 may store the application ID of the SNS application corresponding to the user of terminal 20, the game advertisement ID of the playable advertisement, and information regarding the play status in association with that process in its storage unit (e.g., account management database 155). Then, the ad delivery server 40 may store the application ID of the SNS application corresponding to the user of terminal 20, the game advertisement ID of the playable advertisement, and save data based on the play status in association with that information in its storage unit (e.g., game advertisement management database 457). Furthermore, if a process is executed on terminal 20 that requests saving the results of playing a playable advertisement, the server 10 may, based on that process, store in its storage unit (for example, the account management database 155) the application ID of the SNS application corresponding to the user of terminal 20, the game advertisement ID of the playable advertisement, information regarding the play status, and save data based on the play status (for example, which may be obtained in advance from the ad distribution server 40).

[0268] As a result, the control unit 41 of the ad delivery server 40 can identify the user (account) of the application ID of the SNS application associated with the playable ad corresponding to the game ad ID. Therefore, if the user of the terminal 20 that sent the SNS content request information has save data for the playable ad, the (B2) information about the in-ad game (in-ad game data) can be configured to include the save data for the in-ad game of the playable ad. In other words, the advertising content information can include information about playable ads that reflect the save data.

[0269] Therefore, the SNS content information received by terminal 20 from the ad distribution server 40 via server 10 includes information on playable ads that reflect the save data. As a result, the control unit 21 of terminal 20 can display the SNS content information of the playable ad that reflects the save data (a playable ad that reflects the save data on the SNS home screen).

[0270] With this configuration, there is no need to issue a save code to display on terminal 20, the user of terminal 20 does not need to save a save code, and the user of terminal 20 does not need to enter a save code. Therefore, it is possible to provide a highly convenient service to the user of terminal 20 who plays the in-advertisement game in the playable ad.

[0271] <Effects of the first modified example (1)> In this modified example, the user's account on the SNS is associated with the save information (for example, information about save data based on the results of playing playable advertisements may be associated and stored in the account management database of the SNS application for the user of terminal 20). This allows users to access mini-game rewards without needing to be aware of their save data, and provides them with highly convenient game advertising information.

[0272] <First variation (2)> The first variation (2) is a variation in which an expiration date is set for saving playable advertisements.

[0273] In the above embodiment, we showed an example where it is possible to save the results of playing a playable advertisement. However, in this modified example, a time limit may be set for saving the results of playing a playable advertisement. For example, the following may be included as the save period for the results of playing a playable ad: • One week since the last save 10 days since the last play • 15 days since the last display Similarly, you may also set a limit on the number of times you can save the results of playable advertisements.

[0274] <Display screen> In this modified example, an example of the screen displayed on the display unit 24 of terminal 20A is shown (not shown). For example, the save code information SC on the right side of Figure 1-11 may include information about the save code's expiration date (for example, a message such as "Valid until November 11th").

[0275] <Processing> For example, the control unit 41 of the ad delivery server 40 may, in the save code generation process shown in Figure 1-14, simultaneously set an expiration date for the acquired save code and save ID, and store that expiration date in association with the in-advertisement game termination data in the game ad management data 457. Furthermore, the control unit 41 of the ad distribution server 40 may send save code information, including the expiration date of the save code, to the server 10 during the processing of T130 in Figure 1-14. The control unit 21 of the terminal 20, which has received the save code information via the server 10, may display the save code information, including the expiration date of the save code (for example, the message "Valid until November 11th"), on the display unit 24.

[0276] <Effects of the first modified example (2)> In this modified version, the save information includes information about the expiration date (for example, save code information including the expiration date of the save code). This allows players to use their save codes before the deadline, thus motivating them to play the mini-games associated with the game's advertisements.

[0277] <First variation (3)> The first variation (3) is a variation that allows users to share the results of playing a playable advertisement with other users.

[0278] In this modified version, a configuration may be adopted that allows a user of one terminal 20 to share the play results, the save code corresponding to the play results, etc., based on the user playing a playable advertisement, with users of other terminals 20.

[0279] For example, a mechanism could be established to allow user AA on terminal 20A to share a save code issued based on playing a playable advertisement in an SNS application with mutual followers (users who follow each other) of user AA who also use the same SNS application. Then, by sharing the save code according to that procedure, information including the save code may be notified to User AA's mutual followers (for example, all of the mutual followers, mutual followers who have played the same playable ad, a randomly selected number of mutual followers, mutual followers arbitrarily selected by User AA, etc.).

[0280] <Display screen> In this modified example, an example of the screen displayed on the display unit 24 of terminal 20A is shown (not shown). For example, the save code information SC on the right side of Figure 1-11 may include information for sharing the save code with other users (for example, a share button containing the word "Share").

[0281] When the share button is tapped by the user, a screen appears for selecting the recipient to share with. Once the user selects a recipient on this screen, the shared save code information, including the save code, is sent to the recipient's device 20. The recipient's device 20 display unit 24 then shows the shared save code information (for example, a message such as "○○ has successfully cleared Stage 1! Would you like to play together with this data?", a button to transition to the in-advertisement game in a playable ad corresponding to the save code, a button to transition to the game application corresponding to the save code, etc.).

[0282] <Processing> For example, the save code information transmitted by the control unit 41 of the ad delivery server 40 may include sharing suggestion information (e.g., information about the share button) for the user who played the game that generated the save code (e.g., user AA) to share the save code with other users.

[0283] Furthermore, the control unit 21 of the terminal 20 may be configured to display save code information, including shared suggestion information received from the server 10, on the display unit 24. Furthermore, based on the user's (User AA's) actions on the save code information sharing proposal information, the system may send sharing request information (for example, the save code to be shared, information about the recipient (account ID, etc.), and game advertisement ID) to the server 10 requesting that the corresponding save code be shared with other users.

[0284] Furthermore, the control unit 11 of the server 10, upon receiving the sharing request information, may send shared save code information to each of the terminals 20 of those sharing partners based on the information about the sharing partners included in the sharing request information.

[0285] The control unit 21 of the terminal 20 that received the shared save code information (for example, terminal 20B of user BB, terminal 20C of user CC, etc.) may display the shared save code information (for example, information about the save code (save code), information about playable advertisements (buttons for playing playable advertisements), etc.) on the display unit 24.

[0286] With this configuration, users can share the results of playing playable ads with other users, thereby spreading playable ads (including the advertised content) to other users. Furthermore, since other users who have received the results of a user's playable ad can utilize them, it is expected that the motivation to play will increase compared to when playable ads are displayed to users who do not have any save data.

[0287] <Effects of the first modified example (3)> In this modified version, the rewards related to the mini-game can be shared among multiple users, including users different from the device user (for example, a save code can be shared with mutual followers of users who use the same SNS application). This allows game advertising information to be spread to users different from the device's user, thus further enhancing the effectiveness of the advertising.

[0288] <First variation (4)> The first variation (4) is a variation in which a reward is given to the next playable ad based on the display of a playable ad.

[0289] <Processing> For example, when the control unit 21 of terminal 20 displays SNS content information including playable advertisements on the display unit 24, it may send advertisement display information to the server 10 via the communication interface 22, indicating that SNS content information including playable advertisements has been displayed on the display unit 24. This ad display information may include, for example, the game ad ID and ad display status (information regarding whether playable ads were displayed, the position of the displayed playable ads (how far they were displayed), the number of impressions, and the duration of the impressions).

[0290] Here, you may include the following as an example of conditions for submitting ad display information: • A playable demo video of the advertisement was displayed ((1) Demo viewing part was displayed) • The in-advertisement game was displayed in the playable ad. ((2) The in-advertisement game was displayed.)

[0291] The control unit 11 of the server 10, which has received information that an advertisement has been displayed via the communication interface 14, may also send the same information that an advertisement has been displayed to the ad distribution server 40 via the communication interface 14.

[0292] The control unit 41 of the ad distribution server 40, which receives ad display information via the communication I / F 44, may perform a process similar to the save code generation process described above based on the ad display status of the received ad display information to generate save IDs, and store these in association with the in-ad game termination data of the game ad management data 457. In this modified version, a save code is not generated, but it may be added to generate one if desired.

[0293] Furthermore, the control unit 21 of the terminal 20 may grant bonuses to new playable advertisements ((1) demo viewing part, (2) experience part, etc.) based on save data corresponding to the display status of past playable advertisements obtained from the ad distribution server 40. This can be achieved, for example, by including save data corresponding to the ad display status of past playable ads in the ad content information of T110 or the save data information of T120.

[0294] Furthermore, if both a system is adopted in which rewards are granted to the next playable ad based on the display of a playable ad, and a system in which rewards are granted to the next playable ad based on the actual play of a playable ad, the rewards granted based on the actual play of a playable ad may be made to be of higher value to the user than the rewards granted based on the display of a playable ad. For example, rewards awarded based on the display of a playable ad may advance one stage, while rewards awarded based on the actual play of a playable ad may advance multiple stages.

[0295] <Second Example> The second embodiment is an embodiment in which, after a user plays a playable ad, if the user uses the product advertised in the playable ad, the user is granted a benefit related to the product advertised in the playable ad based on their past play results in the playable ad. The contents described in the second embodiment are equally applicable to any of the other embodiments or other modifications.

[0296] In this embodiment, we will explain an example in which, when a user plays a playable advertisement targeting a game application and then uses that game application, the user is granted a reward based on the results of playing the playable advertisement, specifically a reward related to the game application.

[0297] In the following explanation, for example, we will assume that, in accordance with the configuration of (C1), the server 10 providing the SNS service is operated and managed by the SNS service provider, and the server 40 providing the advertising distribution service is operated and managed by the advertising distribution service provider.

[0298] <System Configuration> Figure 2-1 shows an example of the system configuration of communication system 1B in this embodiment. In communication system 1B, as an example and not limited to, an SNS server 10, an advertising distribution server 40, a game server 50, and multiple terminals 20 (terminal 20A, terminal 20B, terminal 20C, ...) are connected via network 30. The system configuration other than game server 50 is the same as in Figure 1-1 mentioned above, so we will omit the explanation.

[0299] The game server 50 is a server that manages information related to game applications (a server that provides game services), and for example, it can be a server managed by a game service provider (game manufacturer, etc.). The game server 50 includes, for example, a control unit 51 (CPU), a memory unit 55, a communication interface 54, an input / output unit 52, and a clock unit 59. Furthermore, the input / output unit 52 includes, but is not limited to, a display unit 53 as an example.

[0300] The hardware configuration of each functional unit of these servers is not limited to these configurations, but can be the same as the hardware configuration of each functional unit of server 10 described above; therefore, a detailed explanation is omitted.

[0301] [Functional Configuration of Each Device] The functional configurations of each device other than game server 50 are the same as those shown in Figure 1-1 above, so we will omit further explanation. (5) Functional configuration of the ad delivery server Figure 2-2 shows an example of a function implemented by the control unit 51 of the game server 50 in this embodiment. The control unit 51 includes, for example, an application management processing unit 511 as a functional unit.

[0302] The application management processing unit 511 has the function of executing application management processing according to an application management processing program 551 stored in the storage unit 55, for example.

[0303] Figure 2-3 shows an example of the information stored in the memory unit 55 of the game server 50 in this embodiment. The memory unit 55 stores, for example, an application management processing program 551 that is executed as application management processing, save code reflection data 553, a game master database 555, and a player management database 557.

[0304] Save code reflection data 553 is data used to reflect the play status of playable advertisements in this game application, and an example of its data structure is shown in Figure 2-4. Save code reflection data 553 includes, for example, the save ID, the completed puzzle, the initially available items, and other information, all of which are linked and defined accordingly.

[0305] The save ID is similar to the save ID in the game advertisement management database 457 shown in Figure 1-7 above.

[0306] The clear puzzle information is set in accordance with the save ID in the save code reflection data 553, and when the game application is started, it is information about the jigsaw puzzle completion status. For example, the specific numerical values ​​of the jigsaw puzzle stages that have been completed (or are considered completed) for each save ID are stored.

[0307] Initially available items are information set in accordance with the save ID in save code reflection data 553, and are information about game items that are available from the start when the game application is launched. For example, specific information about game items for each save ID (name, ID, etc.) is stored.

[0308] Other information may include information set in accordance with the save ID in save code reflection data 553, and may be associated with and stored information different from the above-mentioned information regarding benefits granted when starting the game application (for example, whether or not there is a right to perform 10 consecutive gacha draws in the game application when starting the game).

[0309] Furthermore, the cleared puzzles, initially available items, and other information stored in association with these save IDs may be referred to as "reflected save data" as appropriate.

[0310] Furthermore, the benefits related to the in-advertisement game corresponding to the save ID in the game ad management database 457 (Figure 1-7) of the ad distribution server 40 (referred to as "in-advertisement game benefits") and the benefits related to the game corresponding to the save ID in the save code reflection data (Figure 2-4) of the game server 50 (referred to as "game benefits") may or may not match.

[0311] For example, if the in-advertisement game reward corresponding to a save ID is that the starting position of the in-advertisement game is "Stage Z", then the clear puzzle reward corresponding to a save ID may also be "Stage Z-1" (i.e., the starting position of the game application is "Stage Z"). Furthermore, if the in-advertisement game starting position is "Stage Z" as a game bonus corresponding to a single save ID, the clear puzzle as a game bonus corresponding to a single save ID may be "Stage Z+4" (i.e., the game application's starting position is "Stage Z+5").

[0312] Game Master Database 555 is, for example, a database related to the game itself in a game application. For example, in a game application, the database could contain data that is essentially unchanging, such as information related to game control, information about characters appearing in the game, and information about items. Once stored, this data would essentially remain unchanged unless there are bugs or setting changes.

[0313] The player management database 557 can store player management data, for example, as management data for each user registered as a player. Each player management data may include, for example, data such as the player name and password, which are arbitrarily registered by the player, game save data, and game play history data.

[0314] <Display screen> The following example illustrates a case where user AA uses terminal 20A as an account for using a game application. In this example, the name of the game application is written as "Game App".

[0315] Figure 2-5 shows an example of a screen displayed on the display unit 24 of terminal 20A in this embodiment. Figure 2-5 shows an example of a scenario in which, after user AA plays a playable advertisement and saves the results in an SNS application, the game application reflects the saved data from the playable advertisement.

[0316] In this example, the save code "1234 XXXX," which was saved on device 20 based on a playable advertisement targeting a game application within a social networking application, is displayed on the screen when the game application is launched and the user enters the save code to receive a reward.

[0317] Figure 2-5, on the left, shows an example of the game start screen for a game application displayed on terminal 20A. This screen may appear, for example, when an icon for launching a game application is tapped.

[0318] The game start screen includes a game start information display area GOR, which displays information related to the start of the game application. The GOR (Game Start Information Display Area) displays information related to the start of the game application, such as the name of the game application.

[0319] At this time, the code input information CF is displayed superimposed on the information regarding the start of the game application in the game start information display area GOR, and the save code input area of ​​the code input information CF contains the save code (for example, "1234 XXXX") that was saved on terminal 20 when the playable advertisement was played.

[0320] When "1234 XXXX" is entered in the save code input area and the OK button (OBT) is tapped by the user, the display changes to the screen shown on the right side of Figure 2-5. This screen is the game's home screen in a game application.

[0321] The game home screen consists of a game home information display area (GHR) that displays information such as the progress of a jigsaw puzzle in the game application. The Game Home Information Display Area (GHR) shows game content related to the jigsaw puzzles for each stage of this game application.

[0322] In this example, based on the entry of save code "1234 XXXX", the game content displayed shows that stages 1-4 have been cleared, and the player can start playing from stage 5.

[0323] <Processing> Figure 2-6 is a flowchart showing an example of the processing flow performed by each device in this embodiment. In this diagram, from left to right, we show an example of a process executed by the control unit 21 of user AA's terminal 20A, and an example of a process executed by the control unit 51 of the game server 50. This example illustrates the process when a playable advertisement is played on user AA's terminal 20A, and the save data (save ID, save code) is stored in the ad delivery server 40.

[0324] First, game processing is initiated between terminal 20 and game server 50 (A210, G210). The game processing described herein includes, as an example, processing to implement game control in a game application. For convenience, the step in which terminal 20 reflects the save data of the playable advertisement in the game application is illustrated and explained as a step that occurs after the game processing has started, but these steps may also be included in the game processing steps (or may be part of the game processing).

[0325] After the in-advertisement game processing has started, if the user performs an operation to request that the save data from the playable advertisement be reflected in the game application (for example, an operation as shown on the left side of Figure 2-5), the control unit 21 of terminal 20 sends save data reflection request information to the game server 50 via the communication I / F 22 (A220). This save data reflection request information may include, for example, a save code and a save ID corresponding to the save code.

[0326] When the game server 50 receives save data reflection request information from terminal 20 via communication I / F 54, the control unit 51 of the game server 50 executes a save data reflection process to reflect the save data of the playable advertisement in the game application (G220).

[0327] Specifically, the save data reflection process may, according to a program for executing this save data reflection process, retrieve the reflected save data corresponding to the save ID included in the save data reflection request information from the save code reflection data 553. Hereafter, the save data reflection process may be referred to as the "game data reflection process" as appropriate.

[0328] Then, the control unit 51 of the game server 50 transmits save data reflection information, including reflected save data, to the server 10 via the communication I / F 44 (G230).

[0329] When the terminal 20 receives save data reflection information from the game server 50 via the communication interface 22, the control unit 21 of the terminal 20 displays the save data reflection information on the display unit 24 (A230).

[0330] After A230, the control unit 21 of terminal 20 determines whether to terminate the process (A290). If it determines to continue the process (A290: NO), it returns to before A220 and waits for input from the user of terminal 20 to send save data reflection request information. On the other hand, if it determines to terminate the process (A290: YES), the control unit 21 of terminal 20 terminates the game process and ends the process.

[0331] After G230, the control unit 51 of the game server 50 determines whether to terminate processing (G290). If it determines to continue processing (G290: NO), it returns to before G220 and waits for the receipt of save data reflection request information. On the other hand, if it determines to terminate processing (G290: YES), the control unit 51 of the game server 50 terminates game processing and ends processing.

[0332] Here, since the game service provider that provides the game application and the advertising distribution service provider are different businesses but are affiliated companies, it can be assumed that information related to saving (e.g., save ID, save code, etc.) can be shared with each other relatively easily.

[0333] <Specific examples of situations where a player plays a game app after playing a playable ad> Figures 2-7 and 2-8 are functional diagrams illustrating the process by which the control unit 41 of the ad delivery server 40 saves the play results of playable ads played by the user on terminal 20 to the game ad management database, based on the fact that the user (user JJ) on terminal 20 has played playable ads multiple times, and the process by which the control unit 21 of terminal 20 obtains the playable ad reflection save data from the save code reflection data of the game server 50.

[0334] Figure 2-7 shows, from left to right, (A) an example of output executed by user JJ's terminal 20, and (B) an example of processing executed by the ad delivery server 40. Note that there is processing performed by (C) the SNS server 10 between the output on user JJ's terminal 20 and the processing on the ad delivery server 40, but the details of this are explained in Figures 1-13 and 1-14 above, and are therefore omitted from this figure for convenience. Figure 2-8 shows, from left to right, (A) an example of output executed by user JJ's terminal 20, and (D) an example of processing executed by the game server 50.

[0335] In this example, user JJ plays a playable advertisement multiple times on device 20 (1st time, 2nd time, ..., nth time), and then the game application reflects the save data of the playable advertisement.

[0336] (1) Based on receiving save data information (including save data based on the play results of the playable advertisement (n-1 time)), the control unit 21 of the terminal 20 displays the playable advertisement (n time) (in this example, the game within the advertisement for stage P) which reflects the save data from when the playable advertisement (n-1 time) was played, on the display unit 24 in the SNS application. Then, based on the fact that user JJ, who played the nth playable ad, has made an input to save the play results, the control unit 21 of terminal 20 sends save code request information (including the game play status within the playable ad (nth time)) to the ad delivery server 40 via server 10.

[0337] (2) Upon receiving save code request information (including the gameplay status within the ad for the nth playable ad), the control unit 41 of the ad delivery server 40 executes a save code generation process based on the save code request information, stores the save code and save ID in the ad game termination data of the game ad management data, and transmits the save code information (including the save code and save ID based on the play result of the nth playable ad) to the terminal 20 via the server 10.

[0338] Then, at a predetermined time, user JJ starts playing the game in the game application and attempts to obtain the save data reflecting the nth playable advertisement played.

[0339] (3) Upon receiving save data reflection request information (including a save code and save ID based on the play results of the playable advertisement (nth time)), the control unit 51 of the game server 50 executes save data reflection processing based on the save data reflection request information, obtains reflected save data (game data including cleared puzzles, initially available items, etc. based on the play results of the playable advertisement (nth time)) from the save code reflection data, and transmits the save data reflection information (including reflected save data based on the play results of the playable advertisement (nth time)) to the terminal 20.

[0340] (4) Based on receiving save data reflection information (including reflected save data based on the play results of the playable advertisement (nth time)), the control unit 21 of the terminal 20 displays on the display unit 24 in the game application the save data reflection result information (in this example, the game home screen showing the state after clearing up to stage P) in which the reflected save data from when the playable advertisement (nth time) was played was reflected.

[0341] Thus, while repeatedly displaying an advertisement can increase its effectiveness, there is also a risk of creating an aversion to it. However, by reflecting the results of playing the playable advertisement up to n times in the product (game application, etc.) advertised by the playable advertisement, it is possible to increase the effectiveness of the advertisement while also making users view the repeatedly displayed advertisement favorably, and thereby increasing the likelihood of users purchasing or installing the product advertised by the playable advertisement.

[0342] <Effects of the second example> In this embodiment, game advertisement information (e.g., playable advertisement) including a game advertisement and a mini-game related to the game that the user of the device can play (e.g., a game within the advertisement) is displayed on the device's display. Based on the user's play of the mini-game corresponding to the game advertisement information, game-related rewards (e.g., the right to play the game in an advanced state, items usable in the game) are granted. This increases the motivation for users to play games in response to game advertisements, and since users' play in response to game advertisements corresponds to rewards related to the game, it becomes possible to enhance the effectiveness of game advertisements.

[0343] Additionally, game-related bonuses include information about game progress (for example, save data reflecting information about completed puzzles). This increases the motivation for users to play games in response to game advertisements, and since users' play in response to game advertisements corresponds to rewards related to the game, it becomes possible to enhance the effectiveness of game advertisements.

[0344] Additionally, game-related bonuses include information about in-game value usable within the game (for example, reflected save data including information about initially available items). This increases the motivation for users to play games in response to game advertisements, and since users' play in response to game advertisements corresponds to rewards related to the game, it becomes possible to enhance the effectiveness of game advertisements.

[0345] Furthermore, based on the user's play of a mini-game corresponding to the game advertisement information, save information (e.g., save code information) related to the granting of game-related rewards is displayed on the terminal's display. Then, based on the user's input of save information in the game, the game-related rewards are made available (for example, as shown in Figure 2-6, based on the user's input of a save code, save data reflection information corresponding to the reward is displayed). This allows players to save their progress when bonuses are awarded, preventing fraudulent use of bonuses and ensuring a proper gaming environment.

[0346] Furthermore, game-related rewards may vary depending on the user's performance in the mini-games corresponding to the game advertisements (for example, users may be awarded more valuable rewards if they achieve a higher rank in their performance). This can increase users' motivation to play mini-games, ultimately enhancing their effectiveness as advertising.

[0347] Additionally, save information includes information about the expiration date of the save code (for example, save code information including the expiration date of the save code). This allows players to use their save codes before the deadline, thus motivating them to play the mini-games associated with the game's advertisements.

[0348] Furthermore, game-related rewards can be shared among multiple users, including users who are not the same person as the device owner (for example, save codes can be shared with mutual followers of users who use the same social networking application). This allows game advertising information to be spread to users different from the device's user, thus further enhancing the effectiveness of the advertising.

[0349] Furthermore, social networking services display game advertisements on the device's screen (for example, playable ads are displayed in SNS applications). This allows game advertisements to be viewed by users of social networking services, which are platforms unrelated to games, thereby increasing the effectiveness of the advertisements.

[0350] Furthermore, the user's account on the SNS is associated with the save information (for example, information about save data based on the results of playing playable advertisements may be associated and stored in the account management database of the SNS application for the user of device 20). This allows users to access mini-game rewards without needing to be aware of their save data, and provides them with highly convenient game advertising information.

[0351] <Second variation> The second variation is one in which a reward for using the game application is granted based on the display of a playable advertisement.

[0352] <Processing> For example, when the control unit 21 of terminal 20 displays SNS content information including playable advertisements on the display unit 24, it may send advertisement display information to the server 10 via the communication interface 22, indicating that SNS content information including playable advertisements has been displayed on the display unit 24. This ad display information may include, for example, the game ad ID and ad display status (information regarding whether playable ads were displayed, the position of the displayed playable ads (how far they were displayed), the number of impressions, and the duration of the impressions).

[0353] Here, you may include the following as an example of conditions for submitting ad display information: • A playable demo video of the advertisement was displayed ((1) Demo viewing part was displayed) • The in-advertisement game was displayed in the playable ad. ((2) The in-advertisement game was displayed.)

[0354] The control unit 11 of the server 10, which has received information that an advertisement has been displayed via the communication interface 14, may also send the same information that an advertisement has been displayed to the ad distribution server 40 via the communication interface 14.

[0355] The control unit 41 of the ad distribution server 40, which receives ad display information via the communication I / F 44, may perform the same processing as the save code generation process described above based on the ad display status of the received ad display information to generate a save ID and a corresponding save code, and store these in association with the in-ad game termination data of the game ad management data 457.

[0356] Furthermore, by including, for example, the save code and save ID generated using this method in the save data reflection request information shown in Figure 2-6, it becomes possible to grant rewards related to the game application advertised in the playable ad, based on the ad display status up to that point, even if the player has not played until the playable ad is cleared.

[0357] <Other> In the above embodiments, at least some of the processing that the server 10 is supposed to perform may be performed by the terminal 20. Conversely, in the above embodiments, at least some of the processing that the terminal 20 is supposed to perform may be performed by the server 10.

[0358] Furthermore, the operator of server 10 may also be an image generation service provider that partners with messaging service providers. In this case, the processing described in the above embodiment may be implemented by a single server, or the processing described in the above embodiment may be implemented by a server system consisting of multiple servers, with each server handling a portion of the processing.

[0359] For example, a system consisting of one or more servers may be defined as a server system, and the server of the present invention may be considered a server system. Furthermore, for example, the server system may consist of an information processing device, an image generation device, and a language generation device.

[0360] Furthermore, in the above embodiments, the server for distributing various applications (the server from which terminal 20 downloads applications) may be configured as a different server from the server that provides the corresponding services (applications). In other words, the server for distributing applications and the server that performs the application management processing described in the above embodiments may be configured as physically separate servers, or they may be configured as a single server.

[0361] Furthermore, the term "application" may include not only programs for various applications, but also programs that provide the functionality of other services as a function of the underlying application (for example, a program that provides the functionality of an advertising delivery service as a function of a messaging application, or vice versa), and programs for updating the underlying application. It may also include data used by application programs (which may include data for application updates, etc.).

[0362] Furthermore, while the above embodiments describe, for example, a method of realizing the present invention using a client-server system, the invention is not limited to this. As mentioned above, it may also be realized by a distributed system or other system in which the functions of a server or server system are provided to the terminal 20. For example, the processing described in the flowchart described in the above embodiments as being performed by a server or server system may be performed by the terminal.

[0363] Furthermore, as mentioned above, the contents described in each of the above embodiments, each of the modifications, other embodiments, and so on can be combined and applied accordingly. [Explanation of symbols]

[0364] 1. Communication System 10 servers 20 devices 30 Networks

Claims

1. A program to be executed on a terminal that performs game-related processing, The display unit of the terminal will display game advertising information, including an advertisement for the game and a mini-game related to the game that the user of the terminal can play. The aforementioned game advertisement information includes a first game advertisement and a second game advertisement displayed after the first game advertisement. Based on the user's play of the mini-game corresponding to the first game advertisement information, a reward related to the mini-game corresponding to the second game advertisement information is granted; A program to cause the aforementioned terminal to execute.

2. The program according to claim 1, The aforementioned bonus includes information regarding the progress of the aforementioned mini-game, program.

3. The program according to claim 1, The aforementioned benefits include information regarding in-game value usable in the aforementioned mini-game, program.

4. The program according to claim 1, Based on the user's play of the mini-game corresponding to the first game advertisement information, save information regarding the granting of the reward is displayed on the terminal's display unit. Based on the user's input of the save information, the user is allowed to use the bonus, A program to cause the aforementioned terminal to execute.

5. The program according to claim 4, The aforementioned benefits vary depending on the user's gameplay results in the mini-game corresponding to the first game advertisement information. program.

6. The program according to claim 1, The aforementioned game advertisement information includes multiple types of objects, including at least one transition object relating to information for transitioning to the game, The aforementioned migration object is displayed with a higher priority than other objects. program.

7. The program according to claim 4, The aforementioned save information includes information regarding the expiration date of its use. program.

8. The program according to claim 1, The aforementioned benefits can be shared by multiple users, including users other than the user of the aforementioned device. program.

9. The program according to claim 1, In a social networking service (hereinafter referred to as "SNS"), the game advertisement information is displayed on the display unit of the terminal. program.

10. L according to claim 5, The user account of the terminal on the aforementioned SNS is associated with the save information. program.

11. A method for processing information on a terminal that performs processing related to games, The display unit of the terminal will display game advertising information, including an advertisement for the game and a mini-game related to the game that the user of the terminal can play. The aforementioned game advertisement information includes a first game advertisement and a second game advertisement displayed after the first game advertisement. Based on the user's play of the mini-game corresponding to the first game advertisement information, a reward related to the mini-game corresponding to the second game advertisement information is granted; Information processing methods including

12. A device that performs processing related to games, A display unit that displays game advertising information including an advertisement for the aforementioned game and a mini-game related to the aforementioned game that the user of the terminal can play, The aforementioned game advertisement information includes a first game advertisement and a second game advertisement displayed after the first game advertisement. A processing unit that grants a reward related to the mini-game corresponding to the second game advertisement information based on the user's play of the mini-game corresponding to the first game advertisement information, A terminal equipped with the following features.