Information processing method, information processing device, and program
The information processing method enhances driver motivation and mobility performance by calculating reports and providing game-based incentives, addressing the challenge of motivation in existing systems.
Patent Information
- Application Number
- JP2026021948
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2025-02-14
- Filing Date
- 2026-02-13
- Publication Date
- 2026-08-26
AI Technical Summary
Existing methods struggle to enhance driver motivation and improve mobility performance effectively.
An information processing method that acquires mobile information, calculates mobility performance reports, and provides incentives in a game based on these reports to enhance driver motivation and improve mobility performance.
Improves mobility performance while maintaining or increasing driver motivation through the use of incentives in a game-based system.
Smart Images

Figure 2026137102000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing method, an information processing apparatus, and a program.
Background Art
[0002] One of the purposes of vehicle management is to improve mobility performance (details will be described later). By improving mobility performance, effects such as accident reduction, fuel (electric power) savings, and improvement of the external image (when using a moving body as a company) can be expected.
[0003] For example, Patent Document 1 discloses an apparatus that determines the dangerous driving level of a driver based on the driving behavior and driving environment of a vehicle, and presents advice information for prompting safe driving to the driver according to the determined dangerous driving level.
[0004]
Patent Document 1
Summary of the Invention
[0005] However, there is a problem that it is difficult to increase the motivation by simply advising the driver to improve the driving quality.
[0006] An object of the present invention is to propose an information processing technology capable of improving mobility performance while enhancing or maintaining the driver's motivation.
Means for Solving the Problems
[0007] According to one aspect of the present invention, an information processing method performed by one or more processors includes: acquiring mobile information which is information relating to the driving and / or operation of a mobile body by a driver; calculating a mobility performance report which is evaluation information relating to the driving and / or operation of the mobile body during a first predetermined period based on the mobile information; and providing an incentive to the driver in a game performed on an information processing device associated with the driver based on the evaluation information. [Effects of the Invention]
[0008] According to the present invention, it is possible to improve mobility performance while increasing or maintaining driver motivation. [Brief explanation of the drawing]
[0009] [Figure 1] This is a system configuration diagram of a mobile device management system according to one aspect of this embodiment. [Figure 2] Figure 1 is a block diagram showing the functional configuration of the mobile information acquisition device 10. [Figure 3] Figure 1 is a block diagram showing the functional configuration of the mobile terminal 20. [Figure 4] Figure 1 is a block diagram showing the functional configuration of the mobile device management server 30. [Figure 5] Figure 1 is a block diagram showing the functional configuration of the game server 40. [Figure 6] Figure 1 is a block diagram showing the functional configuration of the administrator terminal 50. [Figure 7] This is a flowchart of the incentive processing in this embodiment. [Figure 8] This is an example of the user management table 424 in this embodiment. [Figure 9] This is an example of an incentive management table 425 in this embodiment. [Figure 10] This is an example of an output pattern indicating that an incentive has been provided in this embodiment. [Modes for carrying out the invention]
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings as an example of a mode for carrying out the present invention. In addition, in the descriptions of the drawings, the same reference numeral is used for identical elements, and redundant explanations may be omitted. Furthermore, the components described in these embodiments are merely illustrative and are not intended to limit the scope of the present invention to them.
[0011] In this specification, "mobile object management service" means an information processing function or system that acquires information about mobile objects, and stores, analyzes, and evaluates such information. The mobile device management service may consist of a cloud server, an on-premises server, or terminal devices capable of communicating with these. Furthermore, the service includes a function to manage location information, driving information, driving behavior information, operational status information, etc. of a moving object in association with the driver, and to generate evaluation information about the driver.
[0012] <Regarding Mobility Performance> Mobility performance refers to elements related to the driving and operation of a mobile vehicle, including its efficiency, safety, environmental impact, comfort, and compliance with regulations. Specifically, it is a concept that evaluates the overall performance of a mobile vehicle, including its driving quality, energy efficiency, comfort, safety, environmental impact, compliance with regulations, and maintenance status. Mobility performance consists of, for example, the following six elements: 1. Driving Quality (Safety): Evaluating the risk of sudden acceleration / deceleration, lane departure, and collisions to ensure safe travel. 2. Energy Efficiency (Fuel Economy & EV Management)... Optimization of fuel economy, idling reduction, and EV battery efficiency. 3. Ride comfort: Improved comfort through smooth acceleration and deceleration and appropriate steering. 4. Environmental impact… Reduction of CO2 emissions, shift to EVs, and mitigation of traffic congestion. 5. Compliance with Laws and Regulations... Proper implementation of speed limits, alcohol checks, and safety inspections 6. Vehicle Management and Maintenance... Management of engine abnormalities, tire wear, and inspection history In this specification, "mobility performance information" refers to information including evaluation values, scores, ranks, indicators, or combinations thereof calculated based on data related to each of the above elements. Such information is not limited to those based on a single element and may be the result of comprehensively evaluating multiple elements.
[0013] By improving mobility performance, at least some of the following merits can be obtained. (1) Improvement in traffic safety · Reducing the risk of accidents (suppressing sudden braking and sudden steering) · Strengthening compliance with laws and regulations (preventing speeding and ignoring signals) · Discount on insurance premiums (applying incentives to safe drivers) (2) Energy efficiency and cost reduction · Improving fuel efficiency (reducing idling and smooth driving) · Extending the life of the EV battery (optimal charging and discharging management) · Reducing vehicle management costs (performing appropriate maintenance) (3) Improvement in riding comfort and service quality · Improving passenger satisfaction in taxis and buses (comfortable driving control) · Assisting the movement of the elderly and disabled (driving techniques with less impact) · Improving the services of ride-sharing and car-sharing (smooth vehicle dispatching and driving quality evaluation) (4) Reduction of environmental impact · Reducing CO2 emissions (optimizing fuel consumption) · Promoting the popularization of EVs (optimizing battery management) · Alleviating traffic congestion in urban areas (utilizing real-time traffic data)
[0014] Information regarding mobility performance is generated by a mobile body management service and is managed in association with the driver.
[0015] Information regarding mobility performance may be calculated by one or more processors provided in the mobility management service. Furthermore, the mobility performance information may be calculated by an external server or information processing device that is communicatively connected to the mobile management service, and the entity that generates it is not limited to a specific configuration.
[0016] <Functional Configuration> Figure 1 is a system configuration diagram of a mobile device management system according to one aspect of this embodiment. This system comprises a mobile device information processing device 10 mounted on the mobile device 1, a mobile terminal 20 carried by the driver operating the mobile device 1, a mobile device management server 30, a game server 40, and an administrator terminal 50 operated by the administrator managing the mobile device 1, all of which are connected via a network NW. The mobile object information processing device 10 acquires mobile object information (for example, location information and acceleration information) related to the mobile object 1. The acquired mobile object information is transmitted to the mobile object management server 30 via the network NW. The mobile device management server 30 performs predetermined analysis and evaluation processing based on the mobile device information. For example, the mobile device management server 30 can calculate driving quality information based on the mobile device information. The calculated driving quality information is transmitted to the game server 40 as appropriate. The mobile terminal 20 and the game server 40 are connected via a network (NW) and communicate with each other, exchanging data and operation information necessary for game progression. Furthermore, the mobile device management server 30 can perform various management processes based on the accumulated mobile device information and output the results to the administrator terminal 50.
[0017] The term "mobile body 1" refers to a broad concept encompassing all objects capable of physically changing their position, such as automobiles, but is not limited to automobiles. Other examples include vehicles that travel on land, such as motorcycles, bicycles, and trains; ships and submarines that travel on or underwater; and airplanes and drones that travel through the air. However, the term is not limited to these examples, and within the technical scope of this invention, "mobile body" can include any form of object that has the function of being controlled by human operation.
[0018] Figure 2 is a block diagram showing the functional configuration of the mobile information processing device 10 shown in Figure 1. The mobile information processing device 10 in this embodiment is a device that collects mobile information in accordance with the ETC2.0 method and transmits it to the mobile management server 30. Another example is a device that can be inserted into a socket in the mobile body 1 (for example, a cigarette lighter socket, an electrical supply socket, or a connection socket) and fixed inside the mobile body 1 (referred to as a "cigarette lighter socket device" in this application). The electrical supply socket or connection socket is, for example, a socket that supports USB (Universal Serial Bus). Of course, the mobile information processing device 10 is not limited to these, and may be any device such as a drive recorder, a car navigation system, a digital tachograph, or a portable terminal carried by a passenger in the mobile body 1, as long as it can at least collect mobile information from the mobile body 1 and transmit it to the mobile management server 30. The mobile information processing device 10 is configured, for example, to include a processing unit 110, a storage unit 120, a communication unit 130, a mobile information acquisition unit 170, and a clock unit 180. The mobile information processing device 10 collects mobile information via the mobile information acquisition unit 170 at appropriate times (for example, at predetermined times or when a corresponding event occurs), associates it with time information acquired by the clock unit 180, and stores it in the storage unit 120. Then, at predetermined times, it transmits the stored acquired mobile information to the mobile management server 30 connected to the network NW via the communication unit 130.
[0019] In this embodiment, for convenience, the mobile information processing device 10 is configured to be mounted on one mobile body. However, the number of mobile information processing devices 10 mounted on one mobile body is not limited to one. Multiple mobile information processing devices 10 may be mounted, each collecting different types of mobile information depending on the type of mobile information to be collected.
[0020] The processing unit 110 is composed of a processing arithmetic unit including, for example, a CPU (Central Processing Unit) and an MPU (Micro-Processing Unit). The processing unit 110 performs various processing on each data and also controls various functional units such as the communication unit 130, display unit 140, operation unit 150, sound output unit 160, mobile information acquisition unit 170, and clock unit 180 by reading and executing programs stored in the storage unit 120.
[0021] The storage unit 120 includes, for example, an HDD (Hard Disk Drive), SSD (Solid State Drive), EEPROM (Electrically Erasable Programmable Read-Only Memory), ROM (Read-Only Memory), RAM (Random Access Memory), etc., and stores control programs processed by the processing unit 110, various data, such as information acquired by each functional unit. Note that the storage unit 120 is not limited to one built into the mobile information processing device 10, but may also be an external storage device connected via a digital input / output port such as USB (Universal Serial Bus).
[0022] In this embodiment, the storage unit 120 stores, for example, a mobile information acquisition and transmission processing program 121 and a mobile information database 122.
[0023] The mobile information acquisition and transmission processing program 121 is a program that implements the mobile information acquisition and transmission processing for transmitting mobile information acquired via the mobile information acquisition unit 170 to the mobile management server 30 at an appropriate timing. The mobile information acquisition and transmission processing will be described later.
[0024] The mobile object information database 122 is a database that stores, for example, mobile object information acquired for each mobile object 1. Mobile object information is stored in the mobile object information database 122 in association with time information issued by the clock unit 180, which will be described later. In other words, the mobile object information database 122 is stored in a manner that allows it to be determined when the mobile object information was acquired. For example, when the mobile object information processing device 10 acquires location information as mobile object information, the coordinate information as acquired location information and the time of acquisition are stored in association with each other.
[0025] The communication unit 130 is a module that connects to a public network such as the Internet using, for example, mobile communication such as LTE (Long Term Evolution), 3G, 4G, or 5G, or narrowband communication such as DSRC (Dedicated Short Range Communication), and is capable of data communication with various devices such as the server 20 connected to the same network. Alternatively, information may be exchanged using ETC2.0-compatible communication that performs bidirectional communication using DSRC. Through the communication unit 130, mobile information stored in the mobile information database 122 (described later) is transmitted to the external mobile management server 30. Details of the process for transmitting mobile information to the mobile management server 30 will be described later.
[0026] The mobile object information acquisition unit 170 acquires and stores mobile object information of mobile object 1 at predetermined timings, and the mobile object information stored in the mobile object information processing unit 10 is transmitted to the mobile object management server 30 at predetermined timings. For example, in one mobile object information processing unit 10, mobile object information may be collected every second and transmitted to the mobile object management server 30 every minute, while in another mobile object information processing unit 10, mobile object information may be collected every 10 seconds and transmitted to the mobile object management server 30 every 10 minutes. Furthermore, in one mobile object information processing unit 10, mobile object information may be collected every 10 seconds and transmitted via a roadside unit connected to the mobile object management server 30 when mobile object 1 passes near the roadside unit (for example, the ETC2.0 method can be used).
[0027] Here, mobile information refers to information about mobile body 1. For example, it could be any of the following, but is not limited to these; any information that can directly or indirectly derive the mobility performance of mobile body 1 is acceptable. • Vehicle behavior and driving operation related information Speed (instantaneous speed, average speed, maximum speed, etc.) Acceleration (frequency of sudden acceleration and deceleration, degree of acceleration and deceleration, etc.) Steering wheel operation (steering angle, steering speed, etc.) Brake operation (brake pedal pressure, number of sudden braking incidents, number of ABS activations, etc.) Accelerator opening Shift operation (including gear change timing in manual transmission vehicles) Timing and frequency of using turn signals and changing lanes • Vehicle internal sensor information Engine speed (RPM) and fuel consumption (fuel efficiency) Battery level and power consumption (for electric vehicles) Status of various warning lights • Driving event information Number of sudden braking, sudden steering, and sudden acceleration Presence and frequency of collisions / contacts (accidents or minor contacts) Number of times the lane departure warning system activated The frequency with which safety devices (such as ESC) are activated. • Information related to vehicle location and route selection GPS location information Mileage (how the same distance is covered, and under what driving conditions) Compliance with speed limits on the route (frequency and amount of speeding). Behavior that demonstrates adherence to traffic rules, such as stopping at stop signs or traffic lights (the extent to which the driver's intentions can control the vehicle). • Information related to the in-vehicle environment and driver operation status Seatbelt usage status (whether the driver is wearing a seatbelt, and whether they have instructed passengers to wear one) Driver's gaze and facial expression Smartphone and mobile device operation status Air conditioning and audio controls • Driving time • Date and time • Break time Start time and end time of operation Continuous operating time and timing / frequency of breaks • Status of operations related to mobile vehicles Timing of alcohol checks Timing of periodic inspections or pre-boarding inspections of mobile vehicles
[0028] Furthermore, mobile information is not limited to being composed of only one type of information, but may include multiple types of information. For example, mobile information may include position information and acceleration information.
[0029] For example, if the mobile information includes location information, the location information (e.g., latitude and longitude information) of the mobile information processing device 10 is acquired at predetermined intervals based on radio waves arriving from GNSS satellites (e.g., GPS satellites). In other words, the location information of the mobile body 1 equipped with the mobile information processing device 10 can be acquired. Conversely, by using the mobile body 1 equipped with the mobile information processing device 10, the location information of the mobile body 1 can be acquired in effect. For example, if the mobile information includes speed information, vehicle speed pulse information acquired by a vehicle speed pulse acquisition unit (not shown) mounted on the mobile body 1 is acquired, and the speed information of the mobile body 1 is acquired at predetermined intervals based on that vehicle speed pulse information. Alternatively, the speed information may be calculated based on separately acquired location information. For example, if the mobile information includes acceleration information, acceleration is acquired by a piezoelectric acceleration sensor. Alternatively, the acceleration of the vehicle may be calculated based on separately acquired location information or speed information. The acquired mobile object information is associated with information regarding the time (current time) at which the mobile object information was acquired by the clock unit 180 (described later), and is stored in the mobile object information database 122 of the storage unit 120.
[0030] If location information is included in the moving object information, a precision value (e.g., DOP value) indicating the accuracy of the location information may be obtained when acquiring the location information. In this case, the acquired location information and precision value are associated with the current time and stored in the storage unit 120.
[0031] The method for acquiring location information is not limited to those described above, and any method for acquiring location information may be applied. For example, the location information of the mobile information processing device 10 may be acquired by the location information acquisition unit 170 receiving radio waves containing location information specific to a roadside device, which is emitted by a roadside device installed on the side of the road, when a mobile body 1 equipped with the mobile information processing device 10 approaches it.
[0032] The clock unit 180 is the built-in clock of the mobile information processing device 10 and outputs time information (timing information). The clock unit 180 is configured to include, for example, a clock using a crystal oscillator. The clock unit 180 may be configured with a clock that conforms to the NITZ (Network Identity and Time Zone) standard or the like.
[0033] In this embodiment, the mobile terminal 20 is a device for the user driving the mobile vehicle 1 to execute (play) a predetermined game. In this embodiment, the mobile terminal 20 is capable of executing a game that can provide incentives based on the driving quality and operating manner of the mobile vehicle 1. Figure 3 is a block diagram showing the functional configuration of the mobile terminal 20 in Figure 1. The mobile terminal 20 is configured to include, for example, a processing unit 210, a storage unit 220, a communication unit 230, a display unit 240, an operation unit 250, a sound output unit 260, and a clock unit 280. The mobile device 20 is implemented by, for example, a smartphone or a tablet.
[0034] In this embodiment, "to provide an incentive" is not limited to simply giving users points, items, rewards, etc. For example, this includes influencing the processing conditions or states within the game, such as changing probability processing within the game, adjusting difficulty, changing character states, changing game progression conditions, changing matchmaking conditions for opponents in battle or co-op, or changing the unlocking or restriction of available functions.
[0035] In other words, "granting" is used as a concept that includes not only the direct provision of rewards to the user, but also changes to processing conditions within the game engine, reflection of changes to internal parameters, or control of the game state.
[0036] Furthermore, such granting is not limited to a form that is visually or explicitly notified to the user, and may also include internal probability fluctuations or progress controls that are not explicitly shown to the user. Therefore, the term "grant" as used herein is interpreted as a broad concept that results in a favorable state or condition within the game being attributed to the user.
[0037] Since the processing unit 210, storage unit 220, communication unit 230, and clock unit 280 have the same functional configuration as the processing unit 110, storage unit 120, communication unit 130, and clock unit 180 in the mobile information processing device 10, their explanation will be omitted here.
[0038] In this embodiment, the storage unit 220 stores, for example, a game program 221 and a database 222.
[0039] The game program 221 is a program that works in cooperation with the server 30 (described later) to implement the process of running a specified game on the mobile terminal 20. If there are multiple target games, there may be multiple game programs 221.
[0040] Database 222 is a database that stores and stores information acquired via the operation unit 250.
[0041] The display unit 240 is a display device configured, for example, with an LCD, and performs various displays based on display signals output from the processing unit 210. The display unit 240 may be integrated with a touch panel to form an operation unit 250 that functions as a touchscreen.
[0042] The operation unit 250 is configured to have input devices such as operation buttons and operation switches for the user to perform various operations on the mobile terminal 20. The operation unit 250 may also have a touch panel integrated with the display unit 240, and this touch panel may function as an input interface between the user and the mobile terminal 20. Operation signals corresponding to user operations are output from the operation unit 250 to the processing unit 210.
[0043] Furthermore, the operation unit 250 may be configured as an integral part of an image acquisition unit (not shown). For example, image information captured by the image acquisition unit may be acquired as input information.
[0044] The sound output unit 260 is a sound output device that includes a speaker or the like, and performs various sound outputs based on the sound output signal output from the processing unit 210.
[0045] In this embodiment, the mobile information acquisition device 10 and the mobile terminal 20 are described as separate entities, but the embodiment is not limited to this. For example, the mobile terminal 20 may include all or part of the functions of the mobile information acquisition device 10. That is, the mobile terminal 20 may acquire at least a portion of the mobile information for calculating MP information and transmit it to the mobile management server 30.
[0046] In this embodiment, the mobile object management server 30 is a server for managing a group of mobile objects, including mobile object 1, and in this embodiment, it calculates mobility performance information (hereinafter referred to as "MP information") based on mobile object information. Figure 4 is a block diagram showing the functional configuration of the mobile device management server 30 in Figure 1. In this embodiment, the server 30 is configured to include a processing unit 310, a storage unit 320, and a communication unit 330. Server 30 is connected to the mobile information processing device 10, game server 40, administrator terminal 50, etc., via a network such as the Internet, and transmits and receives information to each other, and processes information as appropriate based on the received information.
[0047] Mobility performance information (MP information) is an index used to evaluate the mobility performance of a moving object. For example, it is an index that evaluates elements such as driving behavior, vehicle management, legal compliance, energy efficiency, and health management. In this embodiment, the evaluation shall include at least one of the elements listed below. Furthermore, the evaluation format may include any form of evaluation, such as a score shown as a numerical value, verbal / descriptive evaluation (comments, etc.), category-based ranking, graphs / heatmaps, goal achievement rate, etc. 1. Safe driving score This score relates to the safety of driving behavior, and by using this score, it is possible to reduce the risk of accidents and promote safe driving. 2. Eco-driving score This score relates to environmental impact and energy efficiency. By using this score, it is possible to reduce fuel and energy consumption and lower the environmental impact. 3. Comfortable Driving Score This score relates to the comfort of driving, and by using this score, passenger satisfaction can be improved in taxis, ride-sharing services, and other similar services. 4. Compliance Score This score relates to legal compliance, and by using this score, it is possible to evaluate the compliance of individual drivers and, by extension, the entire company. 5. Rest and Fatigue Management Score This score relates to health management and fatigue risk, and by using this score, it is possible to reduce driver fatigue and manage operations safely. 6. Mobile Operations Management Score This score relates to mobile vehicle management and maintenance. By using this score, it is possible to support the proper management of mobile vehicles and reduce the risk of failure.
[0048] The processing unit 310 is composed of a processing arithmetic unit including, for example, a CPU (Central Processing Unit) and an MPU (Micro-Processing Unit). The processing unit 310 performs various processing on each data and also reads and executes programs stored in the storage unit 320.
[0049] The storage unit 320 includes, for example, an HDD (Hard Disk Drive), SSD (Solid State Drive), EEPROM (Electrically Erasable Programmable Read-Only Memory), ROM (Read-Only Memory), RAM (Random Access Memory), etc., and stores control programs processed by the processing unit 310, various data, such as tables containing information about each mobile unit 1. Note that the storage unit 320 is not limited to one built into the server 30, but may also be an external storage device connected via a digital input / output port such as USB (Universal Serial Bus).
[0050] In this embodiment, the storage unit 320 stores, for example, a mobile body management processing program 321, an MP information calculation processing program 322, and a mobile body information database 323.
[0051] The mobile object management processing program 321 is a program that is read by the processing unit 310 and executed as mobile object management processing. Mobile object management processing is processing for managing mobile object 1, and based on the mobile object information of mobile object 1 that is acquired, it performs tasks such as outputting calculated MP information, outputting the travel route, outputting the time-series changes in driving quality, managing alcohol check implementation, managing daily inspections, and managing repair timing. Mobile object management processing is controlled by the administrator of mobile object 1 via the administrator terminal 50, which will be described later.
[0052] The MP information calculation processing program 322 is a program that is read by the processing unit 310 and executed as the MP information calculation process. Details of the MP information calculation process will be described later.
[0053] The driving information database 323 is a database for storing mobile information transmitted from the mobile information processing device 10, as well as information generated by appropriately processing the mobile information.
[0054] The communication unit 330 is a module that connects to a network such as the Internet using a wired or wireless communication interface, for example, using mobile communication such as LTE (Long Term Evolution), 3G, 4G, or 5G, or narrowband communication such as DSRC (Dedicated Short Range Communication), and is capable of data communication with various devices such as the mobile information processing device 10 connected to the same network.
[0055] In this embodiment, the game server 40 provides data related to a predetermined game to the mobile terminal 20, receives operation information for the predetermined game on the mobile terminal 20 and performs appropriate processing, and processes the MP information transmitted from the mobile device management server 30 to reflect in the predetermined game. Figure 5 is a block diagram showing the functional configuration of the game server 40 in Figure 1. In this embodiment, the game server 40 is configured to include a processing unit 410, a storage unit 420, and a communication unit 430. The game server 40 is connected to the mobile information processing device 10, mobile terminal 20, mobile management server 30, etc., via a network such as the Internet, and transmits and receives information to each other, and processes information as appropriate based on the received information.
[0056] The processing unit 410 is composed of a processing arithmetic unit including, for example, a CPU (Central Processing Unit) and an MPU (Micro-Processing Unit). The processing unit 410 performs various processing on each data and also reads and executes programs stored in the storage unit 420.
[0057] The memory unit 420 includes, for example, an HDD (Hard Disk Drive), SSD (Solid State Drive), EEPROM (Electrically Erasable Programmable Read-Only Memory), ROM (Read-Only Memory), RAM (Random Access Memory), etc., and stores control programs processed by the processing unit 410, various data, such as tables containing information about each mobile unit 1. Note that the memory unit 420 is not limited to one built into the game server 40, but may also be an external storage device connected via a digital input / output port such as USB (Universal Serial Bus).
[0058] In this embodiment, the storage unit 420 stores, for example, a game processing program 421, an incentive processing program 422, and a database 423.
[0059] The game program 421 is a program that is read by the processing unit 410 and executed as processing related to a predetermined game provided to the mobile terminal 20.
[0060] The incentive processing program 422 is read by the processing unit 410 and executed as an incentive process to grant incentives corresponding to MP information in a given game. The incentive processing will be described later.
[0061] Database 423 is a database for storing information about the game being played. Database 423 also contains a user management table 424 for managing user information of the games being managed, and an incentive management table 425 that records the settings for what incentives are to be given to each driver who is also a user of a given game.
[0062] The communication unit 430 is a module that connects to a network such as the Internet using a wired or wireless communication interface, for example, using mobile communication such as LTE (Long Term Evolution), 3G, 4G, or 5G, or narrowband communication such as DSRC (Dedicated Short Range Communication), and is capable of data communication with various devices connected to the same network, such as the mobile terminal 20 and the mobile management server 30.
[0063] Figure 6 is a block diagram showing the functional configuration of the administrator terminal 50 in Figure 1. The administrator terminal 50 in this embodiment is not limited to but may be any electronic device such as a tablet, desktop PC, or laptop PC, and may be configured to include, for example, a processing unit 510, a storage unit 520, a communication unit 530, a display unit 540, an operation unit 550, and an audio output unit 560. The configurations of these functional units, the processing unit 510, the storage unit 520, the communication unit 530, the display unit 540, the operation unit 550, and the sound output unit 560, may be substantially the same as those of the processing unit 110, storage unit 120, communication unit 130, display unit 140, operation unit 150, and sound output unit 160 of the mobile information processing device 10, so a detailed explanation of these will be omitted.
[0064] In this embodiment, for example, a mobile object management processing program 521 is stored in the storage unit 520.
[0065] In this embodiment, the evaluation information is not limited to that calculated for a single user or mobile entity. For example, the system may be configured to aggregate mobile entity information corresponding to multiple users, multiple mobile entities, or a predetermined group (team, department, office, vehicle group, etc.) and calculate evaluation information for the group based on the aggregated results. The evaluation information for the group may be calculated based on the mean, median, distribution, or percentage of the individual evaluation information that meets predetermined conditions.
[0066] The mobile object related processing program 521 is read by the processing unit 510 and is a program executed as mobile object management processing in cooperation with the mobile object management program 321 of the mobile object management server 30.
[0067] <Mobile Object Information Acquisition and Transmission Processing> Hereinafter, the mobile object information acquisition and transmission processing for acquiring mobile object information by the mobile object information processing apparatus 10 and transmitting and storing the acquired mobile object information to the mobile object management server 30 will be described. The mobile object information acquisition and transmission processing is performed by the mobile object information acquisition and transmission processing program 121 stored in the storage unit 120. Specifically, the mobile object information acquired by the mobile object information processing apparatus 10 is transmitted directly or indirectly to the mobile object management server 30 at an appropriate timing (for example, immediately after acquisition, or at a timing such as a predetermined interval of every minute, etc., or in the case of a method based on ETC2.0, the timing when the mobile object 1 passes near a predetermined roadside unit, etc.). At this time, it is preferable that time information corresponding to the timing when the mobile object information is acquired is associated with the mobile object information. Then, the mobile object management server 30 that has received the mobile object information accumulates the received mobile object information in the mobile object information database 323 of the storage unit 320. Also, at the time of reception, it is preferable that the identification information of the mobile object information processing apparatus 10 that is the transmission source is also received and accumulated in a manner that distinguishes from which mobile object information processing apparatus 10 the mobile object information has been received.
[0068] <MP Information Calculation Processing> As described above, the MP information calculation processing outputs information regarding the driving and operation of the mobile object 1 by the driver. In the present embodiment, it is assumed that a score is calculated as the MP information. The MP information calculation in the present invention scores the situation regarding the driving and operation of the mobile object 1 from some viewpoints in a predetermined period (for example, one month, one week, one day, etc.), and the same MP information may be output for the same mobile object information regardless of the content of the mobile object information, or it may not be so.
[0069] For example, when calculating a score based on acquired mobile information, the following scoring methods can be used. Of course, these are not the only methods, and any scoring method may be applied. 1. When calculating a safe driving score The data is quantified (using weighted averages, machine learning, etc.) based on predetermined indicators (e.g., sudden braking, sudden acceleration, sudden steering, lane departure, adherence to speed limits, running red lights, collision detection, etc.). 2. When calculating the eco-driving score The system integrates information such as fuel efficiency, idling time, energy consumption, and accelerator usage to calculate a score. 3. When calculating the comfortable driving score The system integrates information such as smooth driving (rate of G-force change), steering input, and lane change frequency to calculate a score. 4. When calculating a compliance score The system integrates information such as speeding, obedience to stop signs, running red lights, and seatbelt usage to calculate a score. 5. When calculating the rest and fatigue management score The system integrates information such as continuous driving time, whether or not breaks were taken, and driving time (e.g., nighttime driving) to calculate a score. 6. Mobile Operations Management Score The system integrates information such as the number of times alcohol checks were not performed, the number of times regular inspections were not performed, the number of times the engine warning light illuminated and the time it was left unaddressed, and the number of times tire pressure checks were not performed, and calculates a score. Alternatively, a score may be calculated using any combination of items 1-6 above.
[0070] In this way, MP information is calculated and output. It is preferable to adjust the score appropriately to avoid discrepancies between predetermined periods, considering that there may be periods or days when the vehicle is not in operation, or that the number of days included may differ when calculating monthly MP information (for example, in method 1, the score is calculated based on the cumulative value divided by the operating time).
[0071] In this embodiment, the score calculated is a numerical value in the range of 0 to 100, and it is explained below that a higher score is output in order to improve mobility performance such as the driving quality and operational quality of the mobile body. Furthermore, the calculation of MP information shall be performed at least in accordance with the implementation interval of the incentive processing. For example, if the incentive processing is performed once a week, the MP information calculation process shall also be performed once a week or at a shorter interval (e.g., once a day), so that the calculation interval and criteria for MP information match the operational method and period of the incentive processing.
[0072] In this embodiment, the control based on the evaluation information is not limited to granting the user in-game items, points, or rights. For example, the system may be configured to adjust the internal processing conditions in the game based on the evaluation information.
[0073] The internal processing conditions referred to here include various conditions used as the game's internal logic, such as game progression, difficulty level, success / failure determination, event occurrence, initial state settings, or user matching.
[0074] For example, if the evaluation information is high, the conditions for success in the game may be relaxed, the frequency of enemy character appearances may be reduced, or the game may start from an advantageous initial state.
[0075] The aforementioned internal processing conditions may include conditions relating to probability processing or random number processing used in the game.
[0076] For example, the probability of obtaining an item, the probability of success, the probability of an event occurring, or the distribution of random numbers used in the lottery process may be configured to change according to the evaluation information.
[0077] This embodiment is not limited to games played by a single user, but can also be applied to competitive or cooperative games involving multiple users.
[0078] In this case, the system may be configured to adjust the matching conditions between users based on the aforementioned evaluation information.
[0079] For example, the system may prioritize matching users with similar rating information, or it may implement controls to prevent users with high and low rating information from participating in the same competitive or cooperative play.
[0080] Furthermore, if the evaluation information continuously meets predetermined conditions over time, the system may be configured to gradually expand the control effect on the game.
[0081] For example, if safe operation is performed continuously, the adjustment range of the internal processing conditions may be gradually expanded, or advantageous control content may be additionally applied.
[0082] On the other hand, if the predetermined conditions are no longer met, the control effect may be gradually reduced over time.
[0083] <Incentive processing> Figure 7 is a flowchart of the incentive processing in this embodiment. Incentive processing is the process of providing an incentive in a predetermined game played by the driver on the mobile terminal 20, according to the MP information calculated by the MP information calculation process. The incentive to be provided may be any one of the following, or any combination thereof. • In-game currency • Gacha tickets / Gacha points (the right to obtain rare characters, equipment, etc. through a lottery) • Rare items / Special items • Experience point boost / increased acquisition amount • Enhanced login bonuses / Special login rewards (For a limited time, you will be able to receive more generous login bonuses than usual) • Increased stamina / remaining time / life recovery and increased inventory limit • Content unlocked Characters, skins, and avatar items • Titles / Badges / Profile Decorations • Slot expansion (item box, number of characters, etc.) • Timer reduction / cooldown reduction (allows you to temporarily skip construction, research, synthesis, gacha cooldowns, etc.) • Ad-free period / Trial of premium features • In-game store coupons / discount codes • Added friend invitation bonus (Only event registrants who invite friends will receive additional rewards, special items, and other benefits).
[0084] It should be noted that the incentives in this embodiment are not limited to those that grant users new items or points. The incentives may also be reflected in the progress, difficulty, probability, matching conditions, initial state, or other control parameters used within the game engine that are executed on the mobile terminal 20. In other words, instead of directly granting results or rewards in the game based on mobility performance information, the system may influence a part of the internal processing of the game engine to create a state in which the user can progress through the game to an advantage.
[0085] For example, the following forms may be included as ways in which the incentive is reflected. In games involving predetermined probability processing, the distribution conditions for drawing probabilities, appearance probabilities, success probabilities, or random numbers are adjusted according to mobility performance information. - In competitive or cooperative games, adjust user matchmaking conditions (such as the level range of opponents and the skill level of co-op partners) according to mobility performance information. In puzzle games, simulation games, etc., the initial setup, initial resource amount, time limit, hint appearance frequency, etc., are adjusted according to mobility performance information. - In-game events, stage unlock conditions, or some of the number of attempts available will be changed based on mobility performance information. These adjustments may be in a form that can be explicitly recognized by the user, or may be in a form that affects the difficulty level and progression of the overall game experience in a way that the user does not directly recognize.
[0086] The incentives in the game are not limited to mere item grants or point grants, and may also change the processing conditions or state transition conditions within the game.
[0087] In one aspect, the incentive may change the growth rate associated with the passage of time in a placement or breeding game. For example, it may be configured to increase the growth rate of a character, the resource acquisition rate, the experience value acquisition multiplier, or the accumulation limit of offline rewards. By configuring it in this way, the evaluation regarding the driving or operation of the driver is reflected in the game as an effect of accelerating the time progression.
[0088] In another aspect, the incentive may change the internal parameters regarding probability processing or random number processing. For example, it may include an increase in the appearance probability of rare items, an increase in the winning probability, an increase in the transition probability to a predetermined high-probability state, or a reduction in the occurrence probability of losing events. Thus, by changing the internal probability distribution based on the mobility performance information, the behavior of the driver can be configured to directly affect the result expectation value within the game.
[0089] Furthermore, the incentive may be related to the maintenance or fixation of the in-game state. For example, it may be configured to maintain a high-probability state, a bonus state, or a special mode that is normally released over time for a predetermined period. Also, the incentive may change the relief conditions at the time of failure. For example, it may include an increase in the number of re-challenge attempts at the time of failure in the game, a reduction in penalties, or automatic revival under certain conditions. Furthermore, the incentive may grant access rights to special stages, events, characters, or functions. With these configurations, the evaluation of the driver's driving or operation can be realized in a way that influences not only the external rewards of the game, but also the internal temporal structure, probability structure, state structure, or risk structure of the game.
[0090] In this embodiment, the control results based on evaluation information calculated for a particular user are not limited to being reflected in the game used by that user, but may also include being reflected in games used by other users. For example, if a particular user's evaluation information meets predetermined conditions, control may be implemented so that events, stages, or advantageous progression conditions are unlocked in games used by other users belonging to the same group.
[0091] Furthermore, the system may be configured to control the internal processing conditions of the game used by each user belonging to a group, based on evaluation information calculated at the group level. For example, if the evaluation information for the entire team improves, a common event may be unlocked in each user's game, or the game progression may be controlled to be generally more favorable. Such a configuration allows for linking individual actions with the overall group performance, effectively promoting organizational behavioral improvement.
[0092] In cooperative games, the roles, abilities, or scope of influence within the game may be controlled based on each user's evaluation information. For example, a user with a high evaluation score regarding safe driving may be assigned a supporting role to other users in cooperative play. By incorporating evaluation information into the design of cooperative relationships in this way, mutual support and behavioral improvement through the game experience can be promoted.
[0093] In this embodiment, incentives are not limited to those provided as external rewards or grants, but may also be provided as progress, unlocking, or growth within the game system itself. That is, the user reaching a new stage or the availability of new features or options based on evaluation information may itself function as an incentive.
[0094] Furthermore, if the effects of these incentives continue indefinitely or for a long period, the significance of them being a reward for high mobility performance during a predetermined period may diminish. For such incentives, it is preferable that they only last for a predetermined period after they become available (for example, 24 hours after granting, the period until the next opportunity to grant an incentive, the time period set as a break time on the schedule, until midnight the next day, etc.). For example, it is preferable that incentives such as "experience point boost / increased acquisition amount," "enhanced login bonus / special login reward," "stamina / remaining time increase / life recovery or increased inventory limit," "timer reduction / cooldown reduction," and "ad-free period / premium feature trial" are only valid for a predetermined period (for example, all or part of the incentive disappears after the predetermined period, or becomes available as a different incentive).
[0095] The relationship between the predetermined period for which MP information is calculated (hereinafter referred to as the "first predetermined period") and the predetermined period for granting incentives (hereinafter referred to as the "second predetermined period") may be arbitrary, and for example, the following relationship may be acceptable. The second predetermined period begins immediately after the end of the first predetermined period. For example, based on a driving evaluation for one day, an incentive is provided for a predetermined period starting the following day. This configuration clarifies the temporal causal relationship between the evaluated behavior and the incentive, and has the effect of strongly encouraging drivers to improve their behavior. • The first and second predetermined periods partially overlap in terms of time. In this case, actions taken during the evaluation period are reflected in the in-game processing in real time or near real time, which has the effect of promoting continuous improvement of actions. The second prescribed period begins after the first prescribed period has ended, following a predetermined interval period. This makes it possible to provide incentives after the finalization of evaluation results, fraud detection, or statistical processing has been completed, thereby improving the stability of the system's operation. • The first predetermined period is set to be longer than the second predetermined period. In this case, based on evaluation information accumulated over a certain period, reinforcement incentives can be provided only for a limited short period, which has the effect of increasing the event-like nature or scarcity. • The first predetermined period is set to be shorter than the second predetermined period. This ensures that good driving behavior in the short term is reflected in the incentives for a relatively long period, resulting in sustained user engagement. If the MP information consistently meets the predetermined conditions over multiple predetermined periods, the length of the second predetermined period or the intensity of the incentive will be gradually extended. This will strongly motivate continued safe driving.
[0096] Furthermore, a re-evaluation may be conducted during the second predetermined period, and if the predetermined conditions are not met, the intensity of the incentive may be reduced over time. This can be used to promote not only temporary good behavior but also sustained good behavior.
[0097] Furthermore, the second predetermined period may be set based on the mobility performance information calculated during the first predetermined period. For example, if the evaluation results in the first prescribed period are above a prescribed standard, the period during which the incentive is effective in the second prescribed period may be extended. If the evaluation results are below a prescribed standard, the second prescribed period may be shortened, or the content of the incentives granted during that period may be restricted. Furthermore, the second predetermined period may be a fixed period, or it may be dynamically determined according to the evaluation results.
[0098] In this embodiment, the time control related to incentives is not limited to merely limiting the period during which they can be granted, but is preferably incorporated as part of the game's progression design or play conditions. That is, incentives generated or reflected based on mobility performance information may be assimilated into the game engine's processing conditions so that they become effective only when predetermined time conditions are met.
[0099] As shown in Figure 7, first, the mobile device management server 30 sends the MP information (score) calculated for the target driver to the game server 40 (M2001). Upon receiving the MP information, the game server 40 refers to the user management table 424 and the incentive management table 425 to determine what level of incentive will be awarded to the target user in relation to the score (G2002). Specifically, first, as shown in an example of the user management table 424 in Figure 8, it checks which games the target user can be given incentives in. For example, for a user with user ID U001, the game for which incentives can be awarded is [A], and the allocation ratio is
[0100] Since it is set as such (meaning 100% of the available incentives will be applied to Game A), we check the "Level 1 Incentive Granting Threshold" and "Level 2 Incentive Granting Threshold," which are defined as incentive granting conditions for Game A. These thresholds are used to determine which level of incentive a score corresponds to by comparing it with the score. Next, we refer to the incentive management table 425 shown in Figure 9 to determine specifically which level of incentive can be granted. For example, when granting incentives for Game A, if the score is greater than 85 (or above), a Level 1 incentive can be granted, and if the score is greater than 80 but 85 or less (or 80 or more but less than 85), a Level 2 incentive can be granted. Furthermore, higher or lower levels of incentives may be set, or there may be no lower levels, and if the score is 80 or less (or below 80), no incentives may be granted.
[0100] For example, for a user with user ID U002, the games eligible for incentives are [B,C], and the allocation ratio is [50,50] (meaning 50% of the available incentives are applied to game B and the remaining 50% to game C). Therefore, the incentive level for game C is determined using the same logic as for game A, while for game B, a different threshold is set, and the incentive level is determined based on that threshold.
[0101] Here, this threshold may be a fixed value, or it may be a dynamic value that corresponds to the situation in which the incentive is granted or calculated. If it is a dynamic value, its fluctuation may be the same for all users, or it may fluctuate according to the situation of each user. If it fluctuates, it may be based on the following factors, not as an example but as an example: • Time of day (For example, the threshold can be different for morning and evening, or the threshold can be lower or higher for time periods that are set as break times in the user's schedule compared to other times.) • Simultaneous / total number of players (for example, raise the threshold if the number of simultaneous players or total players is high) • User level / rank (for example, lower the threshold if the level / rank is high) • Degree of consecutive / cumulative achievement (for example, lower the threshold if you log into the game for a specified number of consecutive days, or if your MP information has been in a specified condition for a specified number of consecutive days). • User behavior history and activity level (for example, lowering the threshold when a dormant user who hasn't logged into the game for a certain period returns) • User location (for example, lower the threshold if the user is located within a designated area set by the administrator)
[0102] Furthermore, it is not necessary to apply all of the incentives that arise to games; at least some may arise in forms other than games. For example, for users with user IDs U071 and U189, the game for which no incentives are required is set as Z, but this could also be changed to something other than games, such as electronic money or a points program. Similarly, in this case, the incentive level may be determined according to the threshold, or a fixed incentive may be provided regardless of the content of the MP information without setting a threshold.
[0103] Once the level of incentive to be granted is determined, it is determined whether the incentive granting conditions are met (G2003) to decide whether or not to grant the incentive. The incentive granting conditions can be arbitrary and may be, for example, a predetermined time has arrived, or they may be based on user behavior. In particular, it is preferable that the conditions correspond to a state in which the incentive is reflected in the form intended by the manager of Mobile Unit 1, for example, conditions that reflect the intention to take a proper break during break time, to play the game in a safe environment, or to give the impression that it is a reward for high-quality driving and operation over a predetermined period.
[0104] For example, incentives may be controlled to be effective only for a predetermined period after the completion of the driving or operation that was the subject of the calculation of mobility performance information. In this case, it is preferable that the predetermined period be set in accordance with the time period during which the moving object is presumed to be stationary or the user is taking a break. This ensures that the driving act and the game are temporally separated, providing an incentive to play the game as a post-driving action while ensuring safety.
[0105] More specifically, the following conditions can be cited: - The mobile information corresponding to the target MP information must be acquired within a specified period (for example, if the MP information on a given day corresponds to a Level 1 incentive, the granting of the incentive may be limited to a specified number of days from that day (for example, the next day)). - When the user performs an operation on the mobile device 20 intended to reflect the incentive, the user's location must be a predetermined distance away from the mobile vehicle 1, or located at a predetermined rest spot (determined based on the location information of the mobile device 20). In other words, it must be certain that the user is playing the game away from the mobile vehicle 1 (at a rest spot), rather than riding the mobile vehicle 1 and playing the game. • Mobile object 1 is not in motion. • The user must be working during working hours or outside of working hours. • The total gameplay time in a specified period (e.g., 24 hours) must be within a specified period (e.g., 30 minutes).
[0106] If it is determined that the incentive conditions are met (G2003; Y), the incentive content for the game in question is determined according to the determined incentive level (G2004). If it is determined that the incentive conditions are not met (G2003; N), the decision in G2003 may be made again after a predetermined period (e.g., 10 minutes), or, if circumstances arise that make it impossible to meet the incentive conditions, the corresponding incentive may not be provided. For example, if the incentive granting condition is that the user performs an operation on the mobile terminal 20 with the intention of applying the incentive within a predetermined period after the mobile information corresponding to the target MP information is acquired, then it may be possible to make it impossible to grant the corresponding incentive if the user does not perform such operation within the predetermined period after the mobile information is acquired.
[0107] The incentives corresponding to each level are determined for each game. For example, if incentive level 1 corresponds to 100 points of in-game currency in Game A when the allocation ratio is 100, and a +0.2x experience boost in Game B, then user U002 can be given an incentive of 50 points of in-game currency in Game A and a +0.1x experience boost in Game B. Of course, these are just examples, and the incentives are not necessarily limited to a numerical 50%; they can be set to correspond to any percentage determined by any method.
[0108] In this case, as described above, if logging in within a specified period is included as a condition for granting an incentive, and the player logs in to game A within the specified period but does not log in to game B within the specified period, the incentive will be granted only for game A, and not for game B. The potential incentive for game B may be forfeited, or it may be automatically granted to game B regardless of whether the player is logged in or not (in this case, the incentive content may be the same, the incentive amount may be reduced, or a different type of incentive content may be granted, for example, a specified amount of in-game currency instead of an experience point boost), or it may be carried over to a future time when incentives can be granted and granted again.
[0109] Here, the incentive content is determined and granted according to the incentive level after it is determined that the incentive granting conditions have been met. However, this is not the only option; the incentive content may be determined before determining whether the incentive granting conditions have been met. For example, the incentive content may be determined at the time the incentive level is determined. In other words, the timing of determining the content of the incentive can be independent of the timing of determining whether the conditions for granting the incentive have been met.
[0110] Furthermore, if the incentive is carried over to a later date when it becomes possible to grant it, the content of the previous incentive that was not granted may be added to the current incentive (for example, if the content of the previous incentive was 20 points of in-game currency and the current incentive is 30 points of in-game currency, 50 points of in-game currency may be granted), or the content of the previous incentive may not be granted as is, and a reduced version may be granted (for example, 20 points of in-game currency from the previous time may be granted as 10 points of in-game currency), or a different predetermined incentive may be granted (for example, an experience point boost may be converted into in-game currency and granted).
[0111] Furthermore, while the timing of granting the determined and eligible incentives is at the discretion of the individual, it is not limited to any particular timing; for example, it could be at the following times: • When an operation intended to award an incentive is performed on the mobile device 20 (this may be an operation within the game to which the incentive is awarded, or an operation outside of the game). • When logging into a game that is eligible for incentives. When the designated time (for example, 8:00 AM) arrives • When the time set as a break time in the user's schedule arrives. • When the time set by the administrator has arrived When the location information of the user (mobile device 20 or mobile device 1) is determined to have entered a predetermined area (a predetermined spot such as a service area where resting is expected, etc.) • When a game eligible for an incentive is played and a predetermined timing (when some event occurs or ends) is reached.
[0112] Furthermore, the input for granting the information may have multiple forms depending on the inputting entity. For example, the input may be based on actions taken by the driver. Examples, though not limited to, include logging into a game, performing a specific action within the game, starting or completing a specific mission or task, starting or continuing to drive or operate a vehicle during a second specified period, continuing to work, or launching or operating a specific application. The system may be configured to provide an incentive if these actions are detected within the second specified period.
[0113] Furthermore, such input may also be based on actions taken by the administrator. Examples, though not limited to, include incentive granting operations on the administrator terminal, selection of target drivers, confirmation or finalization of driving evaluation results, input of improvement suggestions based on evaluations, or evaluation approval operations on a monthly or predetermined periodic basis. The system may be configured to grant incentives if these operations are performed within the second predetermined period.
[0114] Furthermore, the input for assigning the function may be based on the operating status of the mobile device. For example, it may be generated based on the end of the mobile device's journey. Specifically, the end of the journey may be determined based on the detection of engine shutdown, detection of vehicle speed being zero for a predetermined period of time, detection of a change in the shift position to the parking position, or reception of a journey completion signal transmitted from an on-board device.
[0115] In this case, the determination of the end of the run may be used as a trigger to execute the incentive granting process during the second predetermined period. Furthermore, the system may be configured to release the incentive only if the end of the drive is detected within the second predetermined period. Furthermore, the incentive is not limited to being granted immediately upon completion of the run; it may also be released when the driver logs into the game after the run has finished. This allows drivers to earn incentives while driving, ensuring safety by not having to operate games during the drive.
[0116] Furthermore, the drive completion determination may be configured to mean the completion of the drive subject to evaluation within the first predetermined period, and in response to the completion determination, a process for confirming mobility performance information may be performed, and the content of the incentive may be determined based on the confirmation result. By configuring it in this way, it is possible to create a structure in which the driver's actual driving behavior itself functions as an input for providing incentives.
[0117] Furthermore, the input for granting the status may be configured to be valid if any combination of the following is met: actions by the driver, actions by the administrator, and the operating status of the mobile device.
[0118] Furthermore, incentives may be offered as time-limited events, stages, or challenges distinct from normal game progression. For example, a special stage may be unlocked only if mobility performance information meets certain conditions, and only for a predetermined period after the end of a drive. This configuration increases the rarity of the incentives, while also discouraging excessive continuous gameplay and fostering an appropriate usage rhythm.
[0119] When an incentive is awarded, the mobile terminal 20 outputs a message indicating that the incentive has been awarded (T2005). Figure 10 shows an example of the output displayed on the mobile terminal 20. Alternatively, the device may output a message indicating that the incentive is now available. This can encourage users who have confirmed that the incentive is available to perform actions to award the incentive. Figure 10(a) shows an example of how incentives are provided in a puzzle game. As shown on the left side of Figure 10(a), this puzzle game has a time limit, but above the time limit, an additional 3 minutes of incentive is provided as "Bonus 3:00". Figure 10(b) also shows an example of how much of the game's currency a player holds. As shown in Figure 10(b), the player holds 12 "sapphires," the game's currency unit, as free currency, 4 as purchased currency, and 6 as incentives from linking with external apps.
[0120] This output may be displayed on the application of the game for which the incentive is to be awarded, or it may be displayed independently of the game's execution (for example, as a pop-up notification on the display unit 240 of the mobile terminal 20, or as a notification via email). Furthermore, this output does not necessarily correspond to the timing of the incentive awarding; for example, it may be displayed after the incentive has been awarded, in response to the target user logging into the game for which the incentive is to be awarded.
[0121] Furthermore, this output is not limited to what is displayed on the display unit 240 of the mobile terminal 20, but may also be, for example, sound output from the sound output unit 560, or output that vibrates the mobile terminal 20 by a vibration unit (not shown), and the means are not particularly limited as long as the user can recognize that an incentive has been given.
[0122] Afterward, the user plays the game using the incentives provided as appropriate (GT2006).
[0123] <Variation> In the embodiments described above, the level of incentives granted is determined based on MP information, but is not limited to this. The level of incentives may also be determined based on the following information in addition to MP information, or without using MP information. • Before the mobile device management service was initiated for the group of mobile devices including mobile device 1, did the user corresponding to the driver of mobile device 1 run a specific game? (For example, if so, set the level higher than usual.) Regarding the drivers of users who are friends of the driver of Mobile Unit 1, check whether the relevant Mobile Unit Management Service is provided (for example, if it is provided, set the level higher than usual). • Whether the mobile object management service has been implemented for a group of mobile objects including mobile object 1 within a specified period (for example, if it has been less than 6 months since implementation, set the level higher than usual). • In the mobile vehicle management service, whether the driver of mobile vehicle 1 meets the specified conditions (for example, if the driver has been designated as a driver requiring attention by the administrator, or if the driver is a novice driver, etc.) • Whether the user corresponding to the driver of Mobile Unit 1 has been playing a specified game (or a specified group of games) for a specified period of time or longer (for example, if the user is spending too much time on a specified game, such as playing for more than 4 hours a day, the level will be set lower than usual; conversely, if the user has been logging in at a specified frequency (e.g., daily) for a period of 3 months or more, the level will be set higher than usual)).
[0124] In this way, the content of the incentives can be determined by taking into account the user's personal level of engagement with the linked game (time spent, presence of friends, etc.), the level of use of the mobile device management service, and the intentions of the mobile device management service administrator.
[0125] Furthermore, the provision of incentives is not limited to the user corresponding to the driver of Mobile 1, but may also be provided to any group that includes that user. For example, if the driver of Mobile 1 is a member of a department in a certain company, incentives may be provided to some or all of the drivers belonging to that department. Similarly, incentives may be provided to some or all of a group of drivers based on MP information from that group. In addition, incentives may be provided to related individuals of a driver (members of the same department or company, personal acquaintances, in-game friends, etc.) based on the MP information of that driver. In other words, there only needs to be some kind of relationship between the driver who performed the driving corresponding to the mobile information that serves as an element of incentive provision and the person to whom the incentive is provided, and the nature of that relationship is not particularly limited.
[0126] Similarly, the provision of incentives to a driver may be based on actions taken by a person with some connection to that driver. For example, it could be any action, such as an action performed by a designated in-game friend of the driver that corresponds to the provision of incentives, or the MP information (score) of each driver in the same group of mobile bodies as the driver's mobile body 1 meeting a predetermined condition (for example, being above a predetermined threshold).
[0127] Furthermore, the period during which mobile information is acquired to calculate the incentive amount and the timing or period during which the incentive is granted may be close together or far apart. For example, an incentive based on mobile information acquired over the past seven days (one week) may be granted the following day or the following week, or it may be granted a month later or at the start of the next quarter. Furthermore, it is preferable that there be a gap between the period during which mobile information is acquired and the timing or period during which the corresponding incentive is provided. This is because it is expected to encourage sustainable positive behavior (habit formation) rather than just short-term results.
[0128] Furthermore, the incentive may be configured to be progressively expanded or strengthened if the results of multiple calculations of mobility performance information meet predetermined conditions consecutively over time. On the other hand, if mobility performance information is not calculated for a predetermined period, or if the conditions are not met for an extended period, the effect of the incentive may be controlled to diminish or disappear over time. This promotes continuous improvement in driving behavior rather than short-term results.
[0129] Furthermore, in the above embodiment, MP information is calculated based on the mobile information, and the level of incentive to be granted is determined based on the calculated MP information, but this is not limited to this. For example, the level of incentive may be determined directly from the mobile information, or the content of the incentive itself may be determined directly. In other words, the generation of intermediate elements may be omitted as appropriate.
[0130] In this invention, even if the content of an incentive is not given in the form of granting it, but is reflected in the internal state or processing conditions of the game, such reflection is treated as being included in the granting of an incentive. In other words, if the operation of the game engine is controlled to provide the user with some kind of advantageous game experience, such control constitutes the granting or provision of an incentive.
[0131] The time control in this embodiment also functions as a control to prevent excessive continuous gameplay and fraudulent acquisition of incentives. For example, the conditions for rewarding incentives may be restricted or adjusted based on the game execution time, the number of times incentives have been rewarded, or the frequency of acquiring movement information over a predetermined period in the past. By integrating time control into the game design in this way, safety and fairness can be ensured while maintaining the game experience without the need for external regulatory processing.
[0132] Furthermore, in the above embodiments, various programs and data related to various processes are stored in the storage unit, and the processing unit reads and executes these programs to realize the processes in each of the above embodiments. In this case, the storage unit of each device may have recording media (recording media, external storage devices, storage media) such as memory cards (SD cards), CompactFlash® cards, Memory Sticks, USB memory, CD-RWs (optical discs), and MOs (magneto-optical discs), in addition to internal storage devices such as ROM, EEPROM, flash memory, hard disks, and RAM, and the above programs and data may be stored on these recording media.
[0133] Furthermore, although the above embodiments described processing targeting "games," the scope of the present invention is not limited to explicit entertainment game software, nor is it limited to games in general. For example, it may be applied to processing targeting concepts including systems in general where progress, growth, unlocking, or achievement is managed according to user actions. More specifically, it may be a system having a level structure, progress management, conditional unlocking, or gradual achievement.
[0134] Furthermore, the game in the above embodiment does not necessarily need to have a dedicated game screen or user interface for operation, and may be implemented as part of another application, service, or business system. For example, even in an application involving task management, skill growth, or gradual feature unlocking, a configuration in which progress conditions are controlled based on evaluation information is also included in the technical concept of the present invention.
[0135] As described above, the present invention is based on a technical concept that reflects evaluation information related to a mobile object in the internal state of a game or game-like system, and is not limited to a specific service form, user interface, or implementation method. Therefore, the technical concept of the present invention is applicable to new service forms and interaction methods that may emerge in the future.
[0136] Although embodiments of the present invention have been described in detail above, the scope of the present invention is not limited to the above embodiments and modifications. Furthermore, the above embodiments and modifications can be improved or modified in various ways without departing from the spirit of the present invention. In addition, the above embodiments and modifications can be combined. [Explanation of Symbols]
[0137] 1 Mobile Unit 10 Mobile Information Processing Device 20 Mobile devices 30 Mobile device management server 40 game servers 50 Administrator terminals
Claims
1. An information processing method performed by one or more processors, To acquire mobile information, which is information regarding the driving and / or operation of a mobile object by a driver, Based on the aforementioned mobile information, evaluation information regarding the operation and / or use of the mobile during the first predetermined period is calculated. Based on the aforementioned evaluation information, the game executed in the information processing device associated with the driver reflects an incentive for the driver, Information processing methods, including those mentioned above.
2. The information processing method described in claim 1 is: The aforementioned reflection is performed when input for granting is received during the second predetermined period. Information processing methods.
3. The information processing method described in claim 2 is: If no input for granting the incentive is received during the aforementioned second predetermined period, the quantity or quality of the incentive shall be reduced to at least a portion thereof. An information processing method that further includes the above.
4. The information processing method described in claim 2 is: If no input for granting the incentive is received during the aforementioned second predetermined period, at least a portion of the incentive will be changed. An information processing method that further includes the above.
5. The information processing method described in claim 4 is: To grant at least a portion of the above during the third predetermined period following the second predetermined period, An information processing method that further includes the above.
6. In the information processing method described in claim 2, The aforementioned input is based on the driver's actions. Information processing methods.
7. In the information processing method described in claim 2, The aforementioned input is based on the actions of the driver's administrator. Information processing methods.
8. In the information processing method described in claim 2, The aforementioned input is based on the operating status of the mobile device. Information processing methods.
9. The information processing method according to claim 1, In connection with the mobile management service that acquires the mobile information and calculates the evaluation information, the incentive, in addition to the evaluation information, - Whether the driver has run the game before the mobile management service is started for the driver. - Whether the aforementioned mobile device management service is being provided to the driver corresponding to the friend user of the aforementioned driver. - Whether it is within the fourth predetermined period since the introduction of the mobile body management service to the driver, - Whether the driver has been designated as a designated driver by the administrator of the mobile device, - Whether the driver has been playing the game for a fifth predetermined period or longer, An information processing method determined based on at least one of the following. Information processing methods.
10. The information processing method according to claim 2, The second predetermined period begins immediately after the end of the first predetermined period. Information processing methods.
11. The information processing method according to claim 2, The first predetermined period and the second predetermined period overlap at least partially in terms of time. Information processing methods.
12. The information processing method according to claim 2, The second predetermined period begins after the first predetermined period has ended, following a predetermined interval period. Information processing methods.
13. The information processing method according to claim 2, The second predetermined period is determined based on the evaluation information calculated during the first predetermined period. Information processing methods.
14. On the computer, To acquire mobile information, which is information regarding the driving and / or operation of a mobile object by a driver, Based on the aforementioned mobile information, evaluation information regarding the operation and / or use of the mobile during the first predetermined period is calculated. Based on the evaluation information, an incentive is given to the driver in a game executed in the information processing device associated with the driver. A program that executes something.
15. An information processing device, A mobile information acquisition unit acquires mobile information, which is information relating to the driving and / or operation of a mobile object by a driver. A calculation unit calculates evaluation information regarding the operation and / or use of the mobile body during a first predetermined period based on the mobile body information, Based on the evaluation information, in a game executed in an information processing device associated with the driver, an incentive granting unit grants an incentive to the driver, An information processing device equipped with the following features.
16. An information processing method performed by one or more processors, To obtain information about a moving object, Based on the aforementioned mobile information, evaluation information regarding the operation or management of the mobile is calculated. Based on the aforementioned evaluation information, the internal processing conditions in the game are adjusted, and Based on the aforementioned evaluation information, adjust at least one of the game's progression, difficulty, probability, initial state, or matching conditions. Information processing methods, including those mentioned above.
17. The information processing method according to claim 16, The aforementioned internal processing conditions include conditions relating to probability processing or random number processing used in the game. Information processing methods.
18. The information processing method according to claim 16, The aforementioned internal processing conditions include user matching conditions in competitive or cooperative games. Information processing methods.
19. An information processing method performed by one or more processors, To obtain information about a moving object, To calculate evaluation information based on the aforementioned mobile information, Based on the aforementioned evaluation information, the game is controlled to be effective only for a predetermined period after the operation or use of the mobile device has ended. Information processing methods, including those mentioned above.
20. The information processing method described in claim 19 is: When the aforementioned evaluation information continuously satisfies predetermined conditions over time, the control effect on the game is gradually expanded. If the aforementioned predetermined conditions are not met, the control effect will be attenuated over time. Information processing methods, including those mentioned above.