Game server
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-07
- Publication Date
- 2026-08-14
AI Technical Summary
【0008】 本発明によれば、ユーザがゲームを楽しみつつ、自然にポイントを取得可能なスキームを提供することを実現することができる。
Smart Images

Figure 2026131549000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a server or the like that provides a game in which one or more user terminals can obtain points that can be used as electronic money.
Background Art
[0002] Recently, in the real world, electronic money has become widespread, and in physical stores or online stores, users can obtain goods or services by remitting electronic money through a payment service. Here, the electronic money may be points or currency having a value that can be exchanged with goods or services issued by each company, or may be something that can transact legal currency such as the Japanese yen or the US dollar.
[0003] On the other hand, an activity called "point activation," in which such electronic money (for example, points) is granted based on receiving the execution of a predetermined action by a user, has also become widespread. For example, it is disclosed that points are granted based on the amount of carbon dioxide reduction calculated when a user moves (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, many of the schemes for point granting called "point activation" tend to focus mainly on the acquisition of points by users, and there is a problem that the value and purpose that the goods or services associated with point activation are originally intended to provide are impaired.
[0006] Therefore, the present invention aims to provide a scheme that allows users to naturally acquire points that can be used as electronic money while enjoying games. [Means for solving the problem]
[0007] One embodiment of the present invention is a server that provides a game to one or more user terminals, and which awards points usable as electronic money based on the acceptance of predetermined actions in the game by the user's user terminal. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a scheme that allows users to naturally acquire points while enjoying a game. [Brief explanation of the drawing]
[0009] [Figure 1] This is a diagram showing the configuration of a game system according to the first embodiment of the present invention. [Figure 2] This is a functional block diagram of a game server according to the first embodiment of the present invention. [Figure 3] This is a functional block diagram showing the details of the control unit of a game server according to the first embodiment of the present invention. [Figure 4] This is a functional block diagram showing the details of the storage of a game server according to the first embodiment of the present invention. [Figure 5] This is an example of game information according to the first embodiment of the present invention. [Figure 6] This is an example of user information according to the first embodiment of the present invention. [Figure 7] This is an example of point information according to the first embodiment of the present invention. [Figure 8] This is a flowchart illustrating an example of game processing according to the first embodiment of the present invention. [Figure 9]It is a diagram for explaining an example of a game screen displayed on a user terminal according to a first embodiment of the present invention.
Embodiments for Carrying Out the Invention
[0010] The contents of the embodiments of the present invention will be listed and described. The game server according to the embodiments of the present invention has the following configuration. [Item 1] A server that provides a game to one or more user terminals, Based on receiving a predetermined action in the game by the user's user terminal, A server that awards points that can be used as electronic money. [Item 2] The server, Based on receiving the action in a predetermined mission in the game, The server according to Item 1 that awards points that can be used as the electronic money. [[ID=2⑤]] [Item 3] The server according to Item 1, which causes the user terminal to display one or more of the predetermined missions. [Item 4] The server receives a selection of a game mode in which the points can be obtained from among a plurality of modes by the user terminal, In the mode in which the points can be obtained, the server according to Item 1 causes the user terminal to display one or more of the predetermined missions. [Item 5] The server according to Item 1, wherein the plurality of modes further include a selection of a mode in which the points cannot be obtained.
[0011] [ (First Embodiment) Hereinafter, a game system according to a first embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a configuration diagram of a game system according to a first embodiment of the present invention.
[0012] As shown in FIG. 1, the game system includes a game server 1, user terminals 2A and 2B connected to the game server 1 via a network such as the Internet, and a settlement service provider server 3 of a settlement provider that provides an electronic money settlement service. In FIG. 1, for convenience of explanation, user terminals 2A and 2B and settlement service provider server 3 are illustrated, but any number of user terminals and settlement service provider servers can be connected to the network.
[0013] The game server 1 can provide a game service including an element in which a user executes a predetermined mission by operating a character (user character) in a game space for a user associated with the user terminals 2A and 2B. As an example, the game server 1 can provide, via the network, a game in which a user operates a user character, raises livestock on a ranch, procures meat at a butcher shop, and ships (sells) it, to the user terminals 2A and 2B. In the game of the present embodiment, based on receiving the execution of a predetermined action such as the user executing a predetermined mission, the server 1 is characterized by providing points that can be used as electronic money to the user terminal 2.
[0014] For example, the user can download a game application from the game server 1 or another platform to the user terminal 2 and transmit and receive data related to the game service to and from the game server 1 via the game application. Alternatively, the user can also transmit and receive data related to the game service by accessing a web application stored in the game server 1 using a web browser built into the user terminal 2. In the following embodiments, as an example, a method for providing a game service via a downloaded game application will be described.
[0015] The user terminal 2 may be a general-purpose computer such as a workstation or a personal computer, or may be a smartphone, a tablet, a mobile terminal, or other information terminal.
[0016] Figure 2 is a functional block diagram of a game server according to the first embodiment of the present invention. Note that the illustrated configuration is just one example, and other configurations may also be available.
[0017] As shown in the diagram, game server 1 is connected to a database (not shown) and constitutes part of the system. Game server 1 may be a general-purpose computer such as a workstation or personal computer, or it may be logically implemented through cloud computing.
[0018] The game server 1 comprises at least a control unit 10, memory 11, storage 12, a transceiver 13, an input / output unit 14, etc., which are electrically connected to each other via a bus 15.
[0019] The control unit 10 is a computing unit that controls the operation of the entire game server 1, controls the transmission and reception of data between each element, and performs information processing necessary for application execution and authentication processing. For example, the control unit 10 is a CPU (Central Processing Unit) and executes programs stored in the storage 12 and loaded into the memory 11 to perform various information processing tasks.
[0020] Memory 11 includes main memory composed of volatile storage devices such as DRAM (Dynamic Random Access Memory) and auxiliary memory composed of non-volatile storage devices such as flash memory and HDD (Hard Disk Drive). Memory 11 is used as a work area for the processor 10, and also stores the BIOS (Basic Input / Output System) executed when the game server 1 starts up, as well as various configuration information.
[0021] Storage 12 stores various programs, such as application programs. A database (not shown) containing data used for each process may also be built on storage 12.
[0022] The transmitting / receiving unit 13 connects the game server 1 to the network. The transmitting / receiving unit 13 may also be equipped with Bluetooth® and BLE (Bluetooth Low Energy) short-range communication interfaces.
[0023] The input / output section 14 consists of information input devices such as keyboards and mice, and output devices such as displays.
[0024] Bus 15 is connected in common to all of the above elements and transmits, for example, address signals, data signals, and various control signals.
[0025] Figure 3 is a functional block diagram showing details of the control unit 10 of the server according to the first embodiment of the present invention. As described above, the control unit 10 executes the application program related to the service according to this embodiment, and the modules of the program to be executed are divided into several functional blocks as shown in the figure. Furthermore, all or part of the functional blocks executed in this control unit of the game server can also be executed by the control unit of the user terminal, depending on their nature.
[0026] First, the information receiving unit 21 receives requests from the user terminal 2 via an application related to the service according to this embodiment (hereinafter referred to as "this application"), and executes processing to receive information in order to obtain information from other servers. Examples of information receiving processing include, in game processing, in a game that includes elements such as the user controlling a user character, maintaining a farm, raising livestock, and procuring meat, processing to receive requests from the user terminal 2 to control the user character, processing to request the execution of missions, etc.
[0027] Next, the game processing unit 22 executes a process in which the user controls a user character and performs a predetermined mission.
[0028] The game in this embodiment is a simulation-type game that includes, as described above, multiple missions such as developing a ranch, raising livestock, shipping meat, and selling it at a butcher shop, but is not limited to this. Typically, user characters or enemy characters that constitute elements of a game have a predetermined display form, are defined by shape, size, and color, have predetermined attributes, and have parameters (e.g., level, experience points, stamina, numerical values that affect skills, etc.). Similarly, game media have a predetermined display form, are defined by shape, size, and color, etc., and game media such as game items are associated with predetermined parameters (e.g., the display form of the user character, numerical values that affect skills such as stamina / intelligence, etc.) so that the display form and parameters of the user character change based on their acquisition. In terms of game processing, the user moves the user character displayed in the game space, selects predetermined commands, acquires game media, and executes predetermined missions. In particular, the game in this embodiment is characterized in that the user can acquire points that can be used for electronic money while executing predetermined missions. Furthermore, users can select and execute their desired mission from among multiple missions in order to earn points. The game also features a first mode in which players execute missions to earn points, and a second mode in which players execute missions that do not involve earning points, making it playable for beginners.
[0029] The user management unit 23 manages users' game-related information.
[0030] The screen data generation processing unit 25 generates screen information as data necessary to configure the screen displayed on the user terminal 2.
[0031] Figure 4 is a functional block diagram showing the details of the storage 12 of the game server according to the first embodiment of the present invention.
[0032] The storage 12 has an area 31 for storing game-related information, an area 32 for storing user-related information, and an area 33 for storing point-related information. Here, all or part of this information and image data can be stored in any storage area inside or outside the game server 1 instead of being stored in the storage 12.
[0033] The details of each table stored in storage 12 are described below. Figure 5 is an example of game information according to the first embodiment of the present invention.
[0034] The game information in this embodiment includes various types of information necessary for game processing, such as character information (e.g., character ID, character image, detailed information, parameters, etc.) and game medium information (e.g., game medium ID, game item image, detailed information, parameters, etc.). In this example, as shown in Figure 5, information identifying each of the multiple missions (e.g., mission ID) and detailed information corresponding to each mission (e.g., "Level up your farm 3 times in one day") are stored. Although not shown, the missions may also include, for example, missions that allow intermediate and advanced players to earn points (first mode) and missions for beginners that do not involve earning points (second mode).
[0035] Figure 6 shows an example of user information according to the first embodiment of the present invention. As user information in this embodiment, for example, as information about the user, information such as the player name, a friend ID registered in the same game service, and a character ID associated with that player is stored in association with the user ID. As shown in Figure 6(a), for each user, the type of points acquired (for example, points usable for the electronic money "ABCPay") and the number of points acquired can also be included. Furthermore, as shown in Figure 6(b), for each user, progress information for each ongoing mission can be included (for example, information indicating that a user identified by user ID "20001" has completed the mission "Level up your farm 3 times in one day," identified by mission ID "10001," 2 out of 3 times).
[0036] Figure 7 shows an example of point information according to the first embodiment of the present invention. The point information of this embodiment may include the type of points (for example, points usable for the electronic money "ABCPay") and information regarding the number of points (or the rate) that can be obtained when a mission is completed (for example, the number of points that can be obtained when the mission "Level up your farm 3 times in one day," identified by mission ID "10001," is completed is "30"). Here, regarding point acquisition, points may be obtained when a mission is completed (for example, when the mission to perform a predetermined action 3 times is completed), or points may be obtained according to the progress of the mission (for example, when the mission to perform a predetermined action 3 times is completed, points may be obtained each time the action is completed). In this case, the rate of points that can be obtained when a mission is finally completed may be set higher than the rate of points that can be obtained according to the progress of the mission.
[0037] Figure 8 is a flowchart illustrating an example of game processing according to the first embodiment of the present invention. This processing is achieved, for example, by executing a program stored in the memory 11 of the game server 1 in the control unit 10.
[0038] First, the information receiving unit 21 of the control unit 10 of the game server 1 receives a mission mode selection (in this example, the "Point Activity" mode) from the user terminal 2 (S101). As mentioned above, there are multiple types of mission modes in the game, and for example, there can be missions for intermediate and advanced players that allow them to acquire points (first mode (in this example, "Point Activity")) and missions for beginners that do not involve acquiring points (second mode (in this example, "Beginner")). In this example, the information receiving unit 21 receives the selection of "Point Activity" from the user terminal 2. For example, as shown in Figure 9, the game screen displayed on the user terminal 2 shows a "Beginner" tab and a "Point Activity" tab, and when the user selects the "Point Activity" tab, the information receiving unit 21 receives the selection of "Point Activity".
[0039] Next, the game processing unit 22 of the control unit 10, based on the acceptance of the mission mode selection, refers to the game information 31 in the storage 12 and displays multiple missions available to the user to the user terminal 2 (S102). The available missions can be determined based on the user's gameplay progress and / or the progress of missions already presented. The game processing unit 22 can also set an upper limit on the number of points the user can acquire within a predetermined period or within predetermined elements such as game scenarios or chapters. On the condition that the upper limit on the number of points has not been reached, or by referring to the user information 32 and referring to the remaining number of points the user can acquire, the game processing unit 22 can determine which missions to present to the user based on the missions in the game information 31 and the point exchange rates corresponding to the missions in the point information 33. As shown in Figure 9, a list of multiple missions, such as "Level up your farm 3 times in one day" or "Receive ham and pig bonuses 5 times in one day," is displayed on the user terminal 2, and the user can perform all or any of the presented missions. Additionally, users can pre-select a mission from a list of multiple missions (for example, "Level up your farm three times in one day"). In this case, the information reception unit 21 receives the mission selected by the user and stores it as user information 32. From an operational standpoint, pre-setting the missions that users will complete allows for predicting the number of points to be awarded, thus enabling stable game operation.
[0040] Next, the game processing unit 22 executes game processing in response to user operations (S103). Here, game processing includes games related to missions performed by the user (for example, "Level up your farm three times in one day"). Here, the user management unit 23 updates the progress of one or more of the user's missions as user information 32 based on the user's progress in the mission-related games. For example, each time a user levels up their farm once in one day, the user management unit 23 updates the progress of the mission "Level up your farm three times in one day" by associating it with the user ID and storing it as "1 / 3", "2 / 3", etc.
[0041] Next, the user management unit 23 checks the user's mission progress in the user information 32 to confirm the user's mission progress (S104). Here, the mission progress confirmation process can be performed in response to a point exchange request from the user terminal 2, or it can be performed at any time without receiving a point exchange request from the user.
[0042] Next, the user management unit 23 awards points to the user based on the results of the user information 32 (S105). For example, as shown in Figure 6(b), if the user's mission progress is "2 / 3" for the mission "Level up your farm 3 times in one day" and "2 / 5" for the mission "Receive ham and pig bonuses 5 times in one day", the user management unit 23 does not award points because the user's missions are not completed. On the other hand, if the user's progress is "2 / 3" for the mission "Level up your farm 3 times in one day" and / or "5 / 5" for the mission "Receive ham and pig bonuses 5 times in one day", the user management unit 23 refers to the point information 33, confirms the number of points that can be exchanged for each mission, and awards points to the user. In the example above, for instance, if a user's progress towards the mission "Receive ham and pork bonuses 5 times in one day" is "5 / 5", the user management unit 23 refers to the point information 33 and, as shown in Figure 7, the number of points corresponding to mission ID "10002" is "50". Therefore, as shown in Figure 6(a), it processes the user to assign 50 points to the user ID "20001" and updates the user information 32. This allows the user to engage in the game with motivation to complete the mission. Furthermore, by setting multiple modes and differentiating the rewards for each mode, in particular, by differentiating the reward settings for intermediate and advanced players from those for beginners, it is possible to provide users with the motivation to continue playing the game and improve their skills. In particular, by awarding points that correspond to electronic money usable in the real world, it is possible to further increase motivation to play the game. Furthermore, unlike conventional schemes that put point acquisition front and center, the game is the main element, and the point acquisition element is integrated into the game as users continue to play it. This allows users to enjoy the game as a whole, without making point acquisition their primary goal. Users can then access the payment service provider server 3 and use the points they have acquired as electronic money.At this time, the payment service provider server 3 can communicate with server 1 via API or the like, refer to the user information 32 stored in server 1's storage 12, and check the available points.
[0043] Here, the user management unit 32 can also award points to users based on their progress, even if they haven't completed the mission. For example, if a user's progress on the mission "Level up your farm 3 times in one day" is "2 / 3", the unit can award the user 20 points (or adjust the rate, for example, awarding 30 points upon mission completion, but only 15 points when only 2 / 3 is completed). This helps maintain the user's motivation even if they complete the mission game without completing the mission.
[0044] Furthermore, missions that allow users to earn points can be provided (so-called activated or unlocked) according to the user's progress in the game. Here, game progress may include the user character's parameters (e.g., level and experience points), the progress of game elements such as chapters and missions the user has completed, etc. This allows users to continuously engage in the game in order to improve their skills and earn points.
[0045] The embodiments described above are merely illustrative to facilitate understanding of the present invention and are not intended to limit its interpretation. The present invention can be modified and improved without departing from its spirit, and it goes without saying that the present invention includes equivalents thereof. [Explanation of Symbols]
[0046] 1 Game Server 2 User terminals 3. Payment service provider server
Claims
1. A server that provides games to one or more user terminals, Based on the acceptance of a predetermined action in the game by the user's user terminal, A server that awards points that can be used as electronic money.
2. The aforementioned server, Based on accepting the aforementioned action in a predetermined mission in the aforementioned game, The server according to claim 1, which awards points that can be used as electronic money.
3. The server according to claim 1, wherein the server displays one or more predetermined missions to the user terminal.
4. The server accepts the user terminal's selection of a game mode from among several modes in which points can be acquired. The server according to claim 1, which in a mode in which the points can be acquired displays one or more predetermined missions to the user terminal.
5. The server according to claim 1, wherein the plurality of modes further comprises the selection of a mode in which the points cannot be acquired.
Citation Information
Patent Citations
Information processing system
JP2023149736A