Program and Information Processing Device

JP2026131709APending Publication Date: 2026-08-14SEGA CORP
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Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-06-02
Publication Date
2026-08-14

AI Technical Summary

Benefits of technology

【0016】 本発明によれば、広告を確認したプレイヤの不公平感を軽減させることができる。

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Abstract

This reduces the feeling of unfairness experienced by players who have seen the advertisement. [Solution] The program causes the computer to function as a display means 52 that displays advertisements different from those in the game, a calculation means 56 that calculates a confirmation degree indicating the degree to which the player has viewed the advertisements, and a provision means 58 that provides the player with content available in the game based on the display of the advertisements, and the provision means 58 gives preferential treatment to the content provided the higher the confirmation degree.
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Description

Technical Field

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

[0002] Conventionally, there has been known a game in which advertisements for products different from the game are displayed within the game.

[0003] Regarding this, Patent Document 1 discloses a technique for displaying an advertisement at a predetermined timing within a game and providing a player with a reward for favorably advancing the game.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In such a game, since rewards are provided equally to each player regardless of whether the player has viewed the advertisement or not, there has been a sense of unfairness.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of reducing the sense of unfairness of players who have viewed an advertisement.

Means for Solving the Problems

[0007] To solve the above problems, a program according to the first aspect of the present invention causes a computer to function as a display means for displaying advertisements different from those of the game within the game, a calculation means for calculating a confirmation degree indicating the degree to which the player has confirmed the advertisement, and a provision means for providing the player with content usable within the game based on the display of the advertisement, wherein the provision means gives preferential treatment to the content to be provided as the confirmation degree increases.

[0008] Furthermore, in a second aspect of the present invention, the display means displays one or more objects while the advertisement is being displayed, and the calculation means calculates the confirmation level according to the timing at which the player gives an input instruction to the object.

[0009] Furthermore, in a third aspect of the present invention, the calculation means calculates a higher degree of confirmation the closer the timing at which the object is displayed matches the timing at which the input instruction is received.

[0010] Furthermore, in a fourth aspect of the present invention, the display means moves and displays the object toward a predetermined position, and the calculation means calculates a higher degree of confirmation the closer the timing of the object reaching the predetermined position matches the timing of receiving the input instruction.

[0011] Furthermore, in a fifth aspect of the present invention, the display means displays a question relating to the advertisement in response to the display of the advertisement, and the calculation means calculates the confirmation score in response to the answer to the question received from the player.

[0012] Furthermore, in a sixth aspect of the present invention, the calculation means calculates the amount of time the player's gaze is directed towards the advertisement, and calculates a higher degree of confirmation the longer the time.

[0013] Furthermore, in a seventh aspect of the present invention, the preferential treatment is to increase the amount of content.

[0014] Furthermore, in the eighth aspect of the present invention, the preferential treatment is to improve the quality of the content.

[0015] Furthermore, an information processing device according to the ninth aspect of the present invention includes a display means for displaying an advertisement different from the game within the game, a calculation means for calculating a confirmation degree indicating the degree to which the player has confirmed the advertisement, and a provision means for providing the player with content usable within the game based on the display of the advertisement, wherein the provision means gives preferential treatment to the content provided as the confirmation degree increases. [Effects of the Invention]

[0016] According to the present invention, it is possible to reduce the sense of unfairness felt by players who have seen the advertisement. [Brief explanation of the drawing]

[0017] [Figure 1] This document shows an example of the overall configuration of the game system according to this embodiment. [Figure 2] This diagram schematically shows an example of a server device hardware configuration. [Figure 3] Figure 1 shows an example of a smartphone hardware configuration as a terminal device. [Figure 4] This is a block diagram showing an example of the functional configuration of a server device. [Figure 5] This flowchart shows an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to this embodiment. [Figure 6] (A) is a diagram showing an example of an advertising screen according to this embodiment. (B) is a diagram showing an example of an advertising screen in which an object according to this embodiment is displayed. [Figure 7] This figure shows an example of the display screen according to this embodiment. [Modes for carrying out the invention]

[0018] Hereinafter, embodiments of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and redundant descriptions are omitted.

[0019] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the present embodiment.

[0020] As shown in FIG. 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0021] The server device 10 is an information processing device that provides the execution result of a game obtained by executing a game program 14 or the game program 14 itself to the players of each terminal device 12 via the communication network NT. In the present embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.

[0022] Each terminal device 12 is an information processing device possessed by each player. After installing the game program 14 received from the server device 10, it is an information processing device that provides a game to each player by executing the program. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0023] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.

[0024] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24.

[0025] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0026] The communication device 26 consists of a communication interface and the like for communicating with external devices. The communication device 26, for example, sends and receives various types of information with the terminal device 12.

[0027] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs and information necessary for executing processing in the control device 20, including the game program 14, as well as information on the processing results.

[0028] The server device 10 can be implemented using an information processing device such as a dedicated or general-purpose server computer. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed across the communication network NT. Also, Figure 2 only shows a portion of the main hardware configuration of the server device 10; the server device 10 may have other configurations that are generally found in servers. Similarly, the hardware configuration of the multiple terminal devices 12 may be similar to that of the server device 10, except for the inclusion of, for example, operating means, display devices, and audio input / output devices.

[0029] Figure 3 shows an example of the hardware configuration of a smartphone, which is the terminal device 12 shown in Figure 1.

[0030] As shown in Figure 3, the terminal device 12 includes a main control unit 30, a touch panel (touchscreen) 32, a camera (front camera / rear camera) 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, a speaker 42, and a microphone 44.

[0031] The main control unit 30 is comprised of a CPU, memory, and other components. This main control unit 30 is connected to a touch panel 32 (which serves as a display input device), a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, a speaker 42, and a microphone 44. The main control unit 30 also has the function of controlling these connected devices.

[0032] The touch panel 32 has both display and input functions, and is composed of a display 32A that handles the display function and a touch sensor 32B that handles the input function. In this embodiment, the display 32A can display game images including button images, directional key images, joystick images, and other operation input images. The touch sensor 32B can detect the player's input position relative to the game image.

[0033] The camera 34 has the function of capturing still images and / or videos and saving them to the memory unit 40.

[0034] The mobile communication unit 36 ​​has the function of connecting to a mobile communication network via the antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0035] The wireless LAN communication unit 38 connects to the communication network NT via the antenna 38A and has the function of communicating with other devices such as the server device 10 that are connected to the communication network NT.

[0036] The memory unit 40 stores various programs and data, such as the game program 14 and play data indicating the game's progress and player information. The play data may also be stored in the server device 10.

[0037] Speaker 42 has the function of outputting game sounds, etc.

[0038] <Game Overview> The game according to this embodiment includes a lottery game, quests, and missions that allow players to acquire content (e.g., characters and various items). This lottery game may be referred to as gacha, lottery, summoning, etc. This quest may be referred to as a battle game, dungeon, exploration, mission, etc.

[0039] The lottery game according to this embodiment is a game in which, upon instruction (request) from the player to execute a lottery game, the player acquires one or more characters randomly selected from a group of characters that are the subject of the lottery. This lottery is performed based on the consumption of items owned by the player. Examples of such items include paid items (paid gems, paid tickets, etc.) and non-paid items (free gems, free tickets, game coins, etc.). Paid items are items that are granted to the player based on payment with money, prepaid cards, credit cards, etc. Non-paid items have the same value as paid items and are granted to the player free of charge within the game.

[0040] Furthermore, the quests in this embodiment are games in which a team composed of one or more characters owned by the player battles an enemy character, based on instructions (requests) from the player to execute a quest. These quests are executed based on the consumption of stamina associated with the player. Stamina is recovered by using stamina recovery items or by the passage of a predetermined amount of time (e.g., 3 minutes). If the player clears a quest, they can obtain a clear reward. Clear rewards include non-paid items (e.g., free gems), enemy characters that appeared in the quest, and experience points to increase the player rank.

[0041] Furthermore, the missions according to this embodiment are tasks assigned to players by the game operator, and players can earn rewards based on the completion of these missions. Examples of missions include watching (viewing) advertisements for various products and services, clearing specific quests, reaching a predetermined player rank, reaching a predetermined number of logins, and reaching a predetermined total value of consumed stamina. Examples of rewards include in-game content and coupons (barcodes, gift codes, etc.) usable at stores, etc. Examples of this content include characters, non-paid items, material items for strengthening (evolving) characters, stamina recovery items, and items usable in quests (continue items, etc.). This content may also be content usable in other games. In addition, the rewards earned by players may be determined randomly according to a predetermined probability.

[0042] <Function means> Figure 4 is a block diagram showing an example of the functional configuration of the server device 10.

[0043] As shown in Figure 4, the server device 10 has a functional configuration comprising a storage means 50, a display means 52, a receiving means 54, a calculation means 56, and a providing means 58. The storage means 50 is implemented by one or more storage devices 28. The functional means other than the storage means 50 are implemented by the control device 20 executing a game program 14 stored in the storage devices 28, etc.

[0044] The memory means 50 is a functional means for storing player information 50A, character information 50B, advertising information 50C, etc.

[0045] Player information 50A is stored for each player, associated with that player's player ID. This player information 50A includes, for example, the player's name, age, owned characters, owned items, and verification level. Owned character information includes the character ID and ability parameters of each character owned by the player. Ability parameters include, for example, character level, hit points, attack power, and defense power. Level increases when a character gains character experience points through synthesis with material items, etc. As a character's level increases, hit points, attack power, defense power, etc. also increase. The item ownership information includes the number of each item the player owns. These items include paid gems, paid tickets, free gems, free tickets, material items, etc. The confirmation rate includes the degree (numerical value) to which the player viewed the advertisement.

[0046] Character information 50B is stored for each character, associated with that character's character ID. This character information 50B includes, for example, the character's name, image (design), rarity, initial values ​​of ability parameters (e.g., hit points, attack power, defense power at level 1, etc.) and maximum values ​​(e.g., hit points, attack power, defense power at level 100, etc.), skills, etc. Rarity includes a number ranging from 1 to 6, for example. This number may be represented by, for example, the number of stars. Characters with higher rarity have ability parameters and skills that are advantageous for playing the game (for example, quests and missions).

[0047] The advertising information 50C is stored for each advertisement, associated with the advertisement ID of that advertisement. This advertising information 50C includes, for example, the advertiser's name, the product name being advertised, advertising data, object information, Q&A information, reward information, and the number of impressions. Examples of this advertising data include videos, still images, and applications that run games. This advertising data is displayed for, for example, 10 seconds. The advertisement includes, for example, a string of characters such as the product name, product overview, product image, and the name of the company selling the product. This product includes services. The object information includes the object ID, display information, and movement information of one or more objects displayed in the advertisement. Examples of objects include marks and text. The display information includes the display position (coordinates) and display timing of the object within the advertisement's display area. The display position is set, for example, near the product name shown within the advertisement's display area (for example, the first object is near the beginning of the product name). The display timing includes, for example, the timing (e.g., in seconds) when the object is displayed during the advertisement's display and the timing when the displayed object disappears. The movement information includes a predetermined position, which is the destination of the displayed object, and its speed. This predetermined position is set, for example, in part or all of the advertisement display area. For example, the predetermined position is set near the end of the product name shown within the advertisement display area. The question and answer information includes question information and answer information. The question information includes strings and image data presented to the player as a question (problem) about the advertisement. The answer information includes strings (words), numbers, symbols (choices), etc., as the answer to the question. The reward information includes content provided to the player based on the display of the advertisement. The number of impressions includes the total number of times the advertisement was displayed on each player's terminal device 12.

[0048] The display means 52 is a functional means for displaying game screens, advertisement screens, etc., on the touch panel 32. In this embodiment, the display means 52 displays advertisements that are different from those of the game within the game.

[0049] Furthermore, the display means 52 causes one or more objects to be displayed while the advertisement is being displayed. For example, the display means 52 refers to the display information of the advertisement information 50C and causes an object to be displayed below or behind the product name shown within the display area of ​​the advertisement.

[0050] Furthermore, the display means 52 moves and displays the object toward a predetermined position. For example, the display means 52 refers to the movement information of the advertising information 50C and moves the displayed object toward the vicinity of the beginning to the vicinity of the end (predetermined position) of the product name shown within the display area of ​​the advertisement. This predetermined position is represented on the screen, for example, by an area composed of a circle or polygon, or by a line segment, etc.

[0051] Furthermore, the display means 52 displays questions related to the advertisement in response to the display of the advertisement. For example, the display means 52 refers to the question and answer information (question information) of the advertisement information 50C and displays an image showing the questions related to the advertisement. Examples of these questions include questions (problems) that ask for the product name, product overview, or part or all of the product image.

[0052] The reception means 54 is a functional means for receiving input instructions from the player. In this embodiment, the reception means 54 receives operation inputs and voice inputs from the player regarding objects. Operational inputs include touch operations, tap operations, slide operations, flick operations, and long presses on the touch panel 32. Voice inputs include sounds produced by the player (e.g., voice or applause).

[0053] Furthermore, the reception means 54 receives input instructions from the player for answers to questions regarding the content of the advertisement displayed by the display means 52. These answers may be strings of characters (words), numbers, symbols (options), etc.

[0054] The calculation means 56 is a functional means for calculating various numerical values. In this embodiment, the calculation means 56 calculates a confirmation score, which indicates the degree to which the player has viewed the advertisement. This confirmation score includes any number from 0 to 100, for example, and a higher number indicates that the advertisement has been viewed.

[0055] Furthermore, the calculation means 56 calculates the confirmation score according to the timing of receiving input instructions from the player regarding the objects. For example, the calculation means 56 calculates a higher confirmation score the closer the timing of the object being displayed by the display means 52 is to the timing of receiving input instructions by the reception means 54. Specifically, the calculation means 56 increases the confirmation score by 10 if a touch operation is performed at the display position where the object is displayed within 0.2 seconds of the timing of the object being displayed, and increases the confirmation score by 5 if a touch operation is performed at the display position where the object is displayed within 0.4 seconds of the timing of the object being displayed. In this case, a total of 10 objects are displayed.

[0056] Furthermore, the calculation means 56 calculates a higher confirmation score the closer the timing of the moving and displayed object reaching a predetermined position is to the timing of the input instruction being given. For example, the calculation means 56 calculates a higher confirmation score the closer the timing of the object moving and displayed toward a predetermined position by the display means 52 reaching that predetermined position is to the timing of the input instruction being received by the reception means 54. Specifically, the calculation means 56 increases the confirmation score by 10 if a touch operation is performed at the predetermined position within 0.2 seconds of the object reaching that position, and increases the confirmation score by 5 if a touch operation is performed at the predetermined position within 0.5 seconds of that timing. In this case, there are a total of 10 moving and displayed objects.

[0057] Furthermore, the calculation means 56 calculates the confirmation score according to the answers received from the player. For example, the calculation means 56 refers to the question and answer information (answer information) of the advertising information 50C, and if the answer given by the player received by the reception means 54 is correct, it increases the confirmation score by 50. In this case, a total of two questions are displayed.

[0058] Furthermore, the calculation means 56 calculates a higher confirmation score the longer the player's gaze is directed towards the advertisement. For example, the calculation means 56 sets the confirmation score to 100 if the player's eyes (pupils) are captured by the camera (front camera) 34 for 8 seconds or more while the advertisement is displayed, to 50 if it is between 5 seconds and 8 seconds, and to 0 if it is less than 5 seconds. In this case, the advertisement is displayed for 10 seconds.

[0059] The provisioning means 58 is a functional means for providing content to the player. In this embodiment, the provisioning means 58 provides the player with in-game content (rewards) based on the display of advertisements. For example, the provisioning means 58 provides more favorable content the higher the confirmation level calculated by the calculation means 56. This favoritism may include increasing the quantity of content or increasing the quality of the content. For example, the provisioning means 58 provides 5 free gems if the confirmation level is 100, 3 free gems if the confirmation level is 50 or more but less than 100, and 1 free gem if the confirmation level is 0 or more but less than 50. In addition, the provisioning means 58 provides a character with rarity 5 if the confirmation level is 100, a character with rarity 4 if the confirmation level is 50 or more but less than 100, and material items if the confirmation level is 0 or more but less than 50.

[0060] <Processing flow> Figure 5 is a flowchart showing an example of the processing flow performed by each functional means shown in Figure 4 in the game system according to this embodiment. Furthermore, the processing in the following steps starts, for example, when the player performs an input operation to watch an advertisement from the mission menu screen. Note that the order and content of the following steps can be changed as appropriate.

[0061] (Step SP10) The display means 52 displays the advertisement screen 60 on the touch panel 32. For example, the display means 52 refers to the advertisement information 50C and plays advertisement data (e.g., a still image) corresponding to an advertisement that has been displayed infrequently.

[0062] Figure 6(A) shows an example of an advertising screen 60 according to this embodiment.

[0063] As shown in Figure 6(A), the advertisement screen 60 is provided with a product description area 62 and a product image area 64. The product description area 62 displays the product name, a summary of the product, the name of the company selling the product, etc. The product image area 64 displays an image of the product.

[0064] Returning to Figure 5, the process moves on to step SP12.

[0065] (Step SP12) The display means 52 displays an object on the advertisement displayed in step SP10.

[0066] Figure 6(B) shows an example of an advertising screen 60 in which an object according to this embodiment is displayed.

[0067] As shown in Figure 6(B), the advertisement screen 60 is provided with a product description area 62, a product image area 64, and an object 66. The object 66 is displayed, for example, near the product name (for example, at the bottom).

[0068] Returning to Figure 5, the process moves on to step SP14.

[0069] (Step SP14) The reception means 54 receives input instructions from the player. For example, the reception means 54 receives touch operations from the player on the object displayed in step SP12. If a predetermined time (e.g., 0.5 seconds) has elapsed since the object was displayed in step SP12, the reception means 54 will consider that no input instructions were received from the player. Then, the process proceeds to the processing in step SP16.

[0070] (Step SP16) The calculation means 56 updates (calculates) the player's confirmation level. For example, the calculation means 56 updates the confirmation level of the player information 50A according to the time elapsed from when the object was displayed in step SP12 to when the player performed a touch operation in step SP14. Specifically, the calculation means 56 increases the confirmation level by 10 if the time is 0.2 seconds or less, increases the confirmation level by 5 if the time is 0.4 seconds or less, and does not increase the confirmation level if the time exceeds 0.4 seconds. Then, the process moves on to the process in step SP18.

[0071] (Step SP18) The display means 52 refers to the object information of the advertising information 50C and determines whether all objects (for example, a total of 10) have been displayed. If the determination is positive, the process proceeds to step SP20. On the other hand, if the determination is negative, the process proceeds to step SP12.

[0072] (Step SP20) The display means 52 terminates the display of the advertisement. The display means 52 may also terminate the display of the advertisement in response to an input operation from the player. Then, the process proceeds to the process of step SP22.

[0073] (Step SP22) The providing means 58 provides content to the player. For example, the providing means 58 adds the content to be provided to the owned character information or owned item information of the player information 50A. Specifically, if the verification level updated in step SP16 is 100, the providing means 58 provides a character with rarity 5; if the verification level is 50 or more but less than 100, it provides a character with rarity 4; and if the verification level is 0 or more but less than 50, it provides a material item. Next, the calculation means 56 initializes the verification level of the player information 50A to 0. Then, the process moves on to the process in step SP24.

[0074] (Step SP24) The display means 52 displays a provision screen 70 on the touch panel 32, which shows the content provided to the player in step SP22.

[0075] Figure 7 shows an example of the provided screen 70 according to this embodiment.

[0076] As shown in Figure 7, the display screen 70 has a display information area 72. The display information area 72 shows the player's view rate of the advertisement and the content that has been provided.

[0077] Then, the process concludes with the series of steps shown in Figure 5.

[0078] <Effects> In this embodiment, the computer functions as a display means 52 for displaying advertisements different from those in the game, a calculation means 56 for calculating a confirmation degree indicating the degree to which the player has viewed the advertisement, and a provision means 58 for providing content usable within the game to the player based on the display of the advertisement. The provision means 58 prioritizes providing content that is more favorable the higher the confirmation degree.

[0079] This configuration allows for a reduction in feelings of unfairness among players who have viewed ads, as the more frequently a player views an ad, the more favorable the content they receive will be.

[0080] In this embodiment, the display means 52 displays one or more objects while the advertisement is being displayed, and the calculation means 56 calculates the confirmation rate according to the timing at which the player gives input instructions to the objects.

[0081] This configuration prioritizes the content provided based on when input instructions are given for the displayed object, thus motivating players to focus on and review advertisements.

[0082] Furthermore, in this embodiment, the calculation means 56 calculates a higher degree of confirmation the closer the timing of the object's display to the timing of the input instruction.

[0083] With this configuration, the closer the timing of an object's display to the timing of an input instruction, the more favorably the content provided will be treated, thus motivating players to focus on and review advertisements.

[0084] Furthermore, in this embodiment, the display means 52 moves and displays the object toward a predetermined position, and the calculation means 56 calculates a higher degree of confirmation the closer the timing of the object reaching the predetermined position matches the timing of the input instruction.

[0085] With this configuration, the closer the timing of an object reaching a predetermined position is to the timing of an input instruction, the more favorable the content provided will be, thus motivating players to focus on and review advertisements.

[0086] In this embodiment, the display means 52 displays questions related to the advertisement in response to the advertisement being displayed, and the calculation means 56 calculates the degree of confirmation in response to the answers received from the player.

[0087] This configuration allows players to receive preferential treatment regarding the content they are offered based on their answers to questions about advertisements, thereby motivating them to focus on reviewing ads.

[0088] Furthermore, in this embodiment, the calculation means 56 calculates a higher degree of confirmation the longer the player's gaze is directed towards the advertisement.

[0089] This configuration allows players to focus on and review advertisements because the longer a player's gaze is directed towards an advertisement, the more favorable the content offered will be.

[0090] Furthermore, in this embodiment, the preferential treatment is to increase the amount of content.

[0091] This configuration allows players to focus on viewing advertisements because a higher level of confirmation leads to more content being provided.

[0092] Furthermore, in this embodiment, the preferential treatment is to improve the quality of the content.

[0093] This configuration ensures that the higher the level of confirmation, the higher the quality of content provided, thus motivating players to focus on and review advertisements.

[0094] <Variation> It should be noted that the present invention is not limited to the above-described examples. That is, designs modified by those skilled in the art to the above-described examples are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the embodiments described above and the modifications described later can be combined to the extent that it is technically possible, and combinations thereof are also included within the scope of the present invention, as long as they retain the features of the present invention.

[0095] For example, in this embodiment, the display means 52 is described as displaying one or more objects while the advertisement is being displayed, but it may also change the display format of the product name, product overview, product image, etc., included in the advertisement. For example, instead of displaying objects, the display means 52 may change the string of characters, such as the product name, included in the advertisement. Examples of such changes to the string of characters include changes to the color, font, font size, and font weight. In this case, the calculation means 56 calculates a higher confirmation rate the closer the timing of the change in the display format of the product name, etc., by the display means 52 matches the timing of the input instruction.

[0096] Furthermore, the display means 52 may display some or all of the product name, product overview, product image, and the name of the company selling the product as objects. For example, the display means 52 may display the product name, etc., as objects, starting from a state where the advertisement does not contain the product name, etc.

[0097] Furthermore, the object may be an end button that terminates the display of the advertisement. For example, the display means 52 displays an end button when the video playback of the advertisement ends. Subsequently, the calculation means 56 calculates a higher confirmation rate the more the timing of the end button being displayed by the display means 52 matches the timing of the input instruction. Then, the display means 52 displays the content provision screen in response to the input instruction for the end button.

[0098] Furthermore, the object may be a transition button that leads to a screen where the advertised product can be purchased. For example, if the advertised product is an application for a smart device, the object may be a transition button that leads to a screen where the application can be installed. In this case, the calculation means 56 calculates a higher confirmation score depending on whether an input instruction was given for the transition button or whether the product was purchased (installed).

[0099] Furthermore, although this embodiment describes a case where the display means 52 moves and displays an object toward a predetermined position, the size of the object may also be gradually changed. For example, the display means 52 may gradually reduce the size of a circular object until it overlaps with the circular area indicating the predetermined position.

[0100] Furthermore, in this embodiment, the receiving means 54 was described as receiving input instructions (e.g., touch operation) from the player at the timing when the object is displayed, but it may also receive continuous input instructions (e.g., long press) while the object is displayed. In this case, the calculation means 56 calculates a higher confirmation degree the more closely the timing from the start to the disappearance of the object matches the timing from the start to the end of the input instruction (long press). Note that this object may be displayed while moving toward a predetermined position.

[0101] Furthermore, in this embodiment, the calculation means 56 was described as increasing the confirmation level when a touch operation is performed at the display position where the object is displayed. However, the confirmation level may be increased regardless of whether or not a touch operation is performed at the display position. For example, the calculation means 56 may calculate a higher confirmation level the closer the timing of the object being displayed is with the timing of any area of ​​the touch panel 32 being touched. Similarly, the calculation means 56 may calculate a higher confirmation level the closer the timing of the moving object reaching a predetermined position is with the timing of any area of ​​the touch panel 32 being touched. In this case, a dedicated operation area (e.g., touch operation) for receiving operation input from the player to the object may be provided on the touch panel 32.

[0102] Furthermore, although this embodiment mainly describes the case where the calculation means 56 increases the confirmation level, it may also decrease it. For example, if no input instruction (e.g., touch operation) is given for more than 0.5 seconds from the time the object is displayed, the calculation means 56 decreases the confirmation level by 5.

[0103] Furthermore, in this embodiment, the provisioning means 58 has described a case where it gives preferential treatment to the content it provides as the verification score calculated by the calculation means 56 is higher. However, the provisioning means 58 may also give preferential treatment to the coupons (usable at stores, etc.) it provides as the verification score is higher. For example, the provisioning means 58 may increase the discount amount (discount rate) or the number of redeemable items as the verification score is higher.

[0104] Furthermore, the provisioning means 58 may also select the amount of content to be provided by lottery based on the verification rate and provide the selected amount of content to the player. This lottery rate is set so that the higher the verification rate, the more content is likely to be selected.

[0105] Furthermore, the provisioning means 58 may also select the type (quality) of content to be provided by lottery based on the verification level, and provide the player with the selected type of content. This lottery probability is set so that the higher the verification level, the more likely it is that high-quality content will be selected. [Explanation of Symbols]

[0106] 10...Server device (computer), 12...Terminal device, 50...Storage means, 52...Display means, 56...Calculation means, 58...Providing means

Claims

1. Computers, A means of displaying advertisements unrelated to the game within the game itself. A calculation means for calculating a confirmation score indicating the degree to which the player has seen the aforementioned advertisement. A means for providing the player with content available in the game based on the display of the aforementioned advertisement. To make it function as, The aforementioned provision means prioritizes the content provided, with the higher the degree of verification. program.

2. The display means causes one or more objects to be displayed while the advertisement is being displayed. The calculation means calculates the confirmation degree according to the timing at which it receives an input instruction from the player to the object. The program according to claim 1.

3. The calculation means calculates a higher degree of confirmation the closer the timing of the object's display is to the timing of the input instruction's receipt. The program according to claim 2.

4. The display means moves and displays the object toward a predetermined position. The calculation means calculates a higher degree of confirmation the closer the timing of the object reaching the predetermined position matches the timing of receiving the input instruction. The program according to claim 2.

5. The display means displays a question related to the advertisement in response to the display of the advertisement. The calculation means calculates the degree of confirmation in accordance with the answer to the question received from the player. The program according to claim 1.

6. The calculation means calculates the amount of time the player's gaze is directed towards the advertisement, and calculates a higher degree of confirmation the longer the time. The program according to claim 1.

7. The aforementioned preferential treatment is to increase the amount of the aforementioned content. The program according to any one of claims 1 to 6.

8. The aforementioned preferential treatment is to improve the quality of the aforementioned content. The program according to any one of claims 1 to 6.

9. A means of displaying advertisements unrelated to the game within the game, A calculation means for calculating the degree to which the player has viewed the aforementioned advertisement, A means for providing content usable within the game to the player based on the display of the aforementioned advertisement, Equipped with, The aforementioned provision means prioritizes the content provided, with the higher the degree of verification. Information processing device.

Citation Information

Patent Citations

  • Information processor, game server, and game program

    JP2018027183A