Program, information processing method, and information processing system

JP2026165508APending Publication Date: 2026-10-14CAPCOM CO LTD
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Patent Information

Application Number
JP2025057924
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-31
Publication Date
2026-10-14

AI Technical Summary

Benefits of technology

【0017】 本開示によれば、プレイヤの長時間のゲームのプレイを是正しつつ、プレイヤのゲームを快適にプレイできるゲーム環境を提供できる。

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Abstract

The goal is to address the issue of players playing games for extended periods while providing a comfortable gaming environment for them. [Solution] The reference time setting means 64 sets a reference time that allows the player to continue playing the game without taking a break, based on the player's input. The time measurement means 66 measures the excess time the player has played the game beyond the reference time if it determines that the player's game play time has exceeded the reference time and that the game mode is determined to be adjustment mode. The time display means 70 performs various processes to display the measured excess time on the game image when the time measurement means 66 has measured the excess time. The reference time changing means 72 changes the player's reference time for the next time the player plays, according to the reference time set by the reference time setting means 64 and the excess time measured by the time measurement means 66.
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Description

Technical Field

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

Background Art

[0002] Conventionally, appropriate breaks are important when playing a game using an electronic device such as a television for a long time. In this regard, for example, Patent Document 1 discloses a concept related to a video game device having a function of automatically pausing after a game is executed for a certain period of time.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problem to be Solved by the Invention

[0004] Here, in the technique described in the above-mentioned Patent Document 1, the game being played is forcibly terminated when a predetermined play time elapses. However, for example, it is not uncommon for inconveniences to arise if the game is forcibly terminated simply because the play time has become long, such as during a battle with an enemy character, during an important event, or during so-called multiplayer play.

[0005] The present disclosure has been made in view of such circumstances, and an object thereof is to provide a game environment that allows a player to comfortably play a game while correcting long-duration game play by the player.

[0006] To achieve the above object, a first aspect of the present disclosure is directed to: an information processing apparatus related to a game, a setting unit configured to set a reference time related to a play time of the game by a player; A measuring means for measuring the elapsed time when the player's game play time exceeds the reference time, A first modification means for changing the reference time for the player according to the elapsed time, This is a program that makes it function as such.

[0007] Furthermore, in the first aspect, the above-described program may also function as a display means for displaying the elapsed time on the game image of the game.

[0008] Furthermore, in the first aspect, the measuring means may terminate the player's play of the game if the elapsed time exceeds a predetermined time.

[0009] Furthermore, in the first aspect, the program described above may also function as a first rewarding means that, when the game is a game played by multiple players via a network, grants a player a portion of the reward for the game when the player's play time exceeds the reference time and the game is terminated.

[0010] Furthermore, in the first aspect, the program described above may also function as a second modification means for changing the difficulty or length of events related to the game when the game is a game played by multiple players over a network and a player for whom the reference time has been set is participating in the game.

[0011] Furthermore, in the first aspect, the program described above may also function as a second rewarding means that, when the game is a game played by multiple players via a network, rewards the player for whom the reference time is set and the player who played the game when the game is played.

[0012] Furthermore, in the first aspect, the program described above may also function as a third modifying means for changing the probability of each player matching with the set reference time when the game is a game played by multiple players via a network.

[0013] Furthermore, in the first aspect, the program described above may also function as a fourth modifying means that changes the probability of matching according to the difference between the set reference time and the play time of the player's game at the time of matching, when the game is a game played by multiple players via a network.

[0014] Furthermore, the second aspect of this disclosure is, An information processing method executed by an information processing device related to a game, A setting step to set a reference time for the player's playtime of the aforementioned game, A measurement step to measure the elapsed time when the player's game play time exceeds the reference time, A first modification step involves changing the reference time for the player according to the elapsed time, This is an information processing method that includes [something].

[0015] Furthermore, the third aspect of this disclosure is, An information processing system related to games, A setting means for setting a reference time for the player's play time of the aforementioned game, A measuring means for measuring the elapsed time when the player's game play time exceeds the reference time, A first modification means for changing the reference time for the player according to the elapsed time, It is an information processing system equipped with [the following features].

[0016] An information processing method and information processing system according to one aspect of this disclosure are also provided as an information processing method or information processing system corresponding to a program according to one aspect of this disclosure. ADVANTAGEOUS EFFECTS OF THE INVENTION

[0017] According to the present disclosure, it is possible to provide a game environment that allows a player to comfortably play a game while correcting the player's long-time game playing behavior. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] [Figure 1] It is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] It is a diagram illustrating an example of a hardware configuration of a game device constituting the information processing system according to the embodiment of the present disclosure. [Figure 3] It is a diagram illustrating an example of a functional configuration of a game device, a server, and the like constituting the information processing system according to the embodiment of the present disclosure. [Figure 4] It is a diagram illustrating an example of a game image displayed on the game device constituting the information processing system according to the embodiment of the present disclosure. [Figure 5] It is a diagram illustrating an example of a game image displayed on the game device constituting the information processing system according to the embodiment of the present disclosure, and is a diagram illustrating an example different from the example of FIG. 4. [Figure 6] It is a diagram illustrating an example of a game image displayed on the game device constituting the information processing system according to the embodiment of the present disclosure, and is a diagram illustrating an example different from the examples of FIG. 4 and FIG. 5. [Figure 7] It is a diagram illustrating an example of a flow of processing executed by the game device constituting the information processing system according to the embodiment of the present disclosure. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0019] [Embodiment] First, prior to describing an embodiment of the present disclosure, a brief description will be given of a game (hereinafter referred to as "the present game") to which an information processing system (hereinafter referred to as "the present system") according to the embodiment of the present invention is applied. This game is an action game designed for competitive and cooperative play over a network. In this game, players can freely control a character displayed in a virtual space (hereinafter referred to as the "player character") through various input operations. Players progress through the game by clearing various events (such as defeating enemy characters) while utilizing in-game objects such as guns and explosives through their player character. Furthermore, in this game, a maximum time limit (hereinafter referred to as the "standard time") can be set for continuous gameplay without breaks, taking into consideration the player's health and well-being. However, as mentioned above, simply setting a standard time and having the game forcibly terminate when the player's playtime exceeds the standard time may cause significant disadvantages to the player's game progress. Therefore, this game is equipped with a function that allows players to adjust the length of playtime to some extent after setting a baseline time. This game allows players to set a game mode that allows adjustment of playtime (hereinafter referred to as "adjustment mode") and a game mode that does not allow adjustment of playtime (hereinafter referred to as "normal mode"). When playing in adjustment mode, the game allows players to play beyond the baseline time within a certain range. Specifically, in adjustment mode, even if a player's game playtime exceeds the baseline time, the game does not end immediately. Instead, the baseline time for the next time the player plays is reduced by the amount of time the player has exceeded the baseline time. In short, in adjustment mode, players can borrow game playtime in advance. By incorporating such a function into this game, this system provides a game environment in which players can play comfortably while also considering the health of the players.

[0020] Figure 1 shows an example of the configuration of an information processing system according to one embodiment of the present disclosure. As shown in Figure 1, this system consists of a game device 1, a server 2, and other game devices 3-1 to 3-n (where n is any integer value of 1 or more). Game device 1, server 2, and other game devices 3-1 to 3-n are interconnected via a predetermined network N, such as the Internet. However, network N is not a mandatory component; for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc., may be used. In the following description, when there is no need to distinguish between each of the other game devices 3-1 to 3-n, they will be collectively referred to as other game device 3. Also, hereafter, when simply referred to as "image," it will include both "moving images" and "still images."

[0021] Game device 1 is used by players who wish to apply the services provided by this system. Game device 1 consists of a general-purpose home game console, PC (Personal Computer), smartphone, tablet, etc. Game device 1 performs various processes necessary for the player to progress through the game.

[0022] Server 2 is managed by the system administrator, etc. Server 2 is composed of a general-purpose PC or similar device. Server 2 communicates with game device 1 and other devices, and performs tasks such as saving and managing various information necessary for the progress of this game.

[0023] Other game device 3 is used by a player other than the player mentioned above (hereinafter referred to as "other player"). Other game device 3 consists of a general-purpose home game console, PC (Personal Computer), smartphone, tablet, etc. Other game device 3 performs various processes necessary for the other player to progress through this game.

[0024] Figure 2 shows an example of the hardware configuration of a game device that constitutes an information processing system according to one embodiment of the present disclosure.

[0025] As shown in Figure 2, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20.

[0026] The control unit 11 is composed of a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a microcomputer including semiconductor memory, etc. The control unit 11 executes various processes according to the program recorded in the ROM 12 or the program loaded from the storage unit 18 into the RAM 13. RAM13 also stores information necessary for the control unit 11 to perform various processes.

[0027] The control unit 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0028] The output unit 16 outputs image information or audio information to a display or speaker. The image information or audio information output by the output unit 16 is output from the display or speaker in a format that can be recognized by a person as an image or sound.

[0029] The input unit 17 is, for example, a game controller, and it inputs various information in response to the player's input operations.

[0030] The memory unit 18 consists of an HDD (Hard Disk Drive) or SSD (Solid State Drive), and stores various types of information. For example, the memory unit 18 stores various game programs necessary for game progression, save data, account information, and so on.

[0031] The communications unit 19 controls communications with other hardware, etc., via the network N, including the Internet.

[0032] A drive 20 is provided as needed. A removable media 31, consisting of a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately mounted in the drive 20. Various programs for running the game are stored in the removable media 31. Programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable media 31 can store various types of information stored in the memory unit 18, just as the memory unit 18 does.

[0033] Here, the hardware configuration of Server 2 and the other game device 3 can be basically the same as that of Game Device 1, with Server 2 equipped with the control unit 100 and communication unit 110 shown in Figure 3, so we will omit the explanation here.

[0034] Figure 3 shows an example of the functional configuration of a game device and server constituting an information processing system according to one embodiment of the present disclosure. As shown in Figure 3, the control unit 11 of the game device 1 functions as a game processing execution means 60, an input operation reception means 62, a reference time setting means 64, a time measurement means 66, a game termination means 68, a time display means 70, a reference time changing means 72, and an output control means 74 by executing various programs.

[0035] The game processing execution means 60 of the game device 1 performs various processes related to the game. Specifically, the game processing execution means 60 executes the game program and generates 2D or 3D images and sounds related to the game, by reading virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations from the player or other users. In other words, the game processing execution means 60 controls the progress of the game by generating and managing game images of the game based on input operations and the position and angle of the virtual camera. Furthermore, the game processing execution means 60 transmits various information related to the game to the server 2 as appropriate.

[0036] The input operation receiving means 62 receives game-related input operations from the player. The information regarding input operations received by the input operation receiving means 62 (hereinafter referred to as "input operation information") includes, for example, information regarding the type of button or analog stick used for the input operation, information regarding the time the input operation was performed, and information regarding the number of times the button was pressed.

[0037] The reference time setting means 64 sets a reference time for the player's playtime of the game. Specifically, the reference time setting means 64 sets a reference time for the player to be able to play the game continuously without taking a break, based on the player's input operations.

[0038] The time measurement means 66 measures the elapsed time when the player's game play time exceeds the reference time. Specifically, the time measurement means 66 measures the play time during which the player continues to play the game while the player is playing the game. Furthermore, the time measurement means 66 determines whether the player's game play time exceeds the standard time. If the time measurement means 66 determines that the player's game play time exceeds the standard time and that the game mode is adjustment mode, it measures the time the player has played the game beyond the standard time (hereinafter referred to as "excess time").

[0039] The game termination means 68 determines whether the game mode is adjustment mode or normal mode. If the game termination means 68 determines that the player's game play time has exceeded the standard time and that the game mode is normal mode, it executes various processes to forcibly terminate the player's game play.

[0040] The time display means 70 displays the elapsed time on the game image of the game. Specifically, when the time measurement means 66 measures an excess time, the time display means 70 performs various processes to display the measured excess time on the game image.

[0041] The reference time changing means 72 changes the reference time for the player according to the elapsed time. Specifically, the reference time changing means 72 determines whether the player has finished playing the game. Furthermore, when a player finishes playing a game, the reference time changing means 72 changes the reference time for the next time the player plays, according to the reference time set by the reference time setting means 64 and the excess time measured by the time measuring means 66. Specifically, for example, if the normal reference time is set to 2 hours and the player plays the game for 2 hours and 10 minutes (excess time of 10 minutes), the reference time changing means 72 will change the reference time for the next player from 2 hours to 1 hour and 50 minutes.

[0042] The output control means 74 performs various processes to display various game images, sounds, etc., generated by the game processing execution means 60 on the output unit 16.

[0043] As shown in Figure 3, the control unit 100 of server 2 executes various programs, thereby enabling the game information management means 120 to function.

[0044] The game information management means 120 of server 2 manages various information necessary for the game to progress on game device 1 and executes various processes. Specifically, for example, the game information management means 120 performs authentication for account information transmitted from game device 1, and delivers game information in response to download requests for various game information from game device 1.

[0045] Next, an example of a game image for this game will be described with reference to Figures 4 to 6. Figures 4 to 6 are all diagrams showing an example of a game image displayed on a game device that constitutes an information processing system according to one embodiment of this disclosure. Figure 4 shows an example of a game image presented to a player in both adjustment mode and normal mode when the player's game playtime does not exceed the standard time. In the example in Figure 4, the game character C1 is displayed on the game image. In contrast, Figure 5 shows an example of a game image that is displayed to the player when the player's game play time exceeds the standard time in adjustment mode. In the example of Figure 5, in addition to the game character C2, a display area A2 is displayed on the game image. In the example of Figure 5, the message "3 minutes have passed" is displayed in display area A2, indicating that the player's excess time is 3 minutes (the game play time has exceeded the standard time by 3 minutes). Thus, this system can, for example, in adjustment mode, display the excess time that exceeds the standard time on a part of the screen when the player's game play time exceeds the standard time. The player can check the excess time they have exceeded and decide to end the game play according to the game situation. On the other hand, Figure 6 shows an example of a game image that is presented to the player when the player's game playtime exceeds a set limit in normal mode. In the example in Figure 6, the message "Game will be terminated" is displayed on the darkened game image, and the game is forcibly terminated after a predetermined time has elapsed. Thus, in normal mode, this system forcibly terminates the player's game play when the player's game playtime exceeds a set limit. In this way, this system can change the processing when the player's game playtime exceeds a set limit depending on the selected game mode. This allows players (including their guardians, etc.) to play games safely with health in mind, or to flexibly adjust game time according to the game's progress while taking health into consideration.

[0046] Figure 7 shows an example of the processing flow performed by a game device that constitutes an information processing system according to one embodiment of the present disclosure.

[0047] In step S1, the reference time setting means 64 sets a reference time that allows the game to be played continuously without breaks, based on the player's input.

[0048] In step S2, the time measurement means 66 determines whether the player's play time exceeds the reference time set by the reference time setting means 64. If the player's game play time does not exceed the standard time, the time measurement means 66 determines step S2 to be NO, and the process returns to immediately before step S2. In response to this, if the player's game play time exceeds the standard time, the time measurement means 66 determines step S2 as YES, and the process proceeds to step S3.

[0049] In step S3, the game termination means 68 determines whether the game mode is adjustment mode or normal mode. If the game mode is normal mode, the game termination means 68 determines that step S3 is NO, and the process proceeds to step S4. In step S4, if the game mode is normal mode and the time measurement means 66 determines that the player's game play time has exceeded the reference time, the game termination means 68 executes various processes to forcibly terminate the player's game play. In contrast, if the game mode is adjustment mode, the game termination means 68 determines step S3 as YES, and the process proceeds to step S5.

[0050] In step S5, if the time measurement means 66 determines that the player's game play time has exceeded the standard time and that the game mode is adjustment mode, it measures the excess time during which the player has played the game beyond the standard time.

[0051] In step S6, if the time measurement means 66 measures an excess time, the time display means 70 performs various processes to display the measured excess time on the game image.

[0052] In step S7, the reference time changing means 72 determines whether the player's game play has finished. If the player has not finished playing the game, the reference time modification means 72 determines that step S7 is NO, and the process returns to immediately before step S5. In response to this, if the player finishes playing the game, the reference time modification means 72 determines that step S7 is YES, and the process proceeds to step S8.

[0053] In step S8, the reference time changing means 72 changes the reference time for the next time the player plays, according to the reference time set by the reference time setting means 64 and the excess time measured by the time measuring means 66. With this, the various processes performed by the game device 1 are completed.

[0054] Although one embodiment of the present disclosure has been described above, the present disclosure is not limited to the embodiment described above, and modifications, improvements, etc., to the extent that they can achieve the purpose of the present disclosure are included in the present disclosure.

[0055] [Other embodiments] Furthermore, although not explained in the embodiments described above, if a player is playing games that may have further health implications, such as playing late at night, the system may make adjustments, for example, by shortening the reference time or lowering the upper limit of the excess time.

[0056] Furthermore, although not explained in the embodiments described above, exceeding the play time limit or taking breaks may be set as one of the conditions for unlocking a predetermined game function, which is to measure game play performance. This system may, for example, adjust the standard time limit or raise the upper limit for excess time if it determines that a player has been playing the game within the standard time limit for a month.

[0057] Furthermore, although not explained in the above embodiment, the method and criteria by which this system counts a player's game play time are arbitrary, but for example, they can be done in the following way. This system may, for example, start counting from the moment the hardware used to play the game (e.g., game device 1) is powered on, and count the time the game is played. Furthermore, this system may, for example, start counting from the moment the game application is launched and count the game's play time. Furthermore, this system may or may not count the time a player spends playing a game when the hardware used to play the game (e.g., game device 1) is powered off or in a so-called sleep state.

[0058] Furthermore, although not explained in the above embodiment, the criteria by which this system determines whether or not the player has ended the game are arbitrary and not limited to those of the system administrator. For example, this system may determine that the game has ended when the power to the game device 1 is turned off, or when the application related to the game has been terminated. Alternatively, this system may determine that the game has ended when, for example, no input operations are performed by the player for a certain period of time.

[0059] Furthermore, although the above-described embodiment assumed that the reference time for this system was set by the player, it is not limited to this. The reference time for this system may be set by another player or related party (for example, the player's guardian), or it may be set in advance by the system administrator. In addition, this system may include functions that allow these settings and viewing of various information (for example, checking game play time) to be performed not only from the game device 1 described above, but also from any other information processing device, information processing terminal, smartphone, etc.

[0060] Furthermore, although not explained in the embodiments described above, this system may display information about the player's game play time on the game image even if the player's game play time has not exceeded the reference time. For example, if the player's game play time has not exceeded the reference time, this system may display the remaining time until the reference time (the difference between the reference time and the player's game play time at that point) on the game image.

[0061] Furthermore, although not described in the above embodiment, this system may allow the player to make the following settings, particularly in adjustment mode. (1) This system may have a function to enable adjustment mode only when certain conditions are met. These conditions may include, for example, when a player is playing multiplayer, as described later. In summary, this system may be configured to enable adjustment mode only in the case of multiplayer games, for example. Alternatively, this system may be configured to enable adjustment mode in all games, including games other than multiplayer games. (2) The system may include a function that allows the player to set an upper limit on the amount of time that can be exceeded. In this case, the system may include a function that forces the game to end if the player's play time exceeds the upper limit on the amount of time that can be exceeded, even in adjustment mode. (3) The system may include a function that allows the user to configure whether or not to display various time-related information (e.g., overtime, game play time, remaining time until the reference time) on the game image.

[0062] Furthermore, although not explained in the embodiments described above, the various functions of this system may be particularly effective in games where multiple players play simultaneously (hereinafter referred to as "multiplayer"). In multiplayer games, the game is generally played through the cooperation of multiple players, so if one player suddenly ends the game due to a time limit or other reason, it is highly likely to negatively impact the progress of other players. With this in mind, this system, for example in multiplayer games, can be equipped with the following additional functions to create a game environment that is beneficial to other players participating in the multiplayer game while also considering the health of the player in question. Note that "ending the game" here may refer to the game being forcibly terminated by this system, or to the game being terminated by the player's input. (1) This system may include a function that allows various time-related information for players with set reference times (e.g., overtime, game play time, remaining time until reference time, etc.) to be displayed on the game images of other players, for example, in a multiplayer game. (2) The system may also include a function that allows players who have set a time limit to quit the game midway through, for example in a multiplayer game, to still receive a portion of the rewards they would have received by participating in the multiplayer game (for example, by clearing an event). (3) The system may include a function that allows the difficulty and length of the game to be changed according to the length of the reference time or the remaining time until the reference time, for example, in a multiplayer game, when a player with a reference time set is participating. (4) The system may include a function that allows players to receive additional rewards when they clear an event together with a player who has set a time limit, for example, in a multiplayer game. In this case, the system may allow all players who participate in the multiplayer to receive additional rewards, or it may allow only some of the participating players (for example, only players who do not have a time limit set) to receive additional rewards. (5) This system may include a function that makes it easier for players with set reference times to match up with each other in the matching of players in a multiplayer game, for example. (6) The system may include a function that makes it easier to match players with similar remaining time until the reference time (the difference between the reference time and the player's game play time at the time of matchmaking) when matching players in a multiplayer game, for example. (7) In a multiplayer game, for example, if a player with a set time limit is participating, the system may select and present events or quests to the player according to the remaining length of the time limit, or it may display warnings for events or quests that are unlikely to be completed based on the remaining time limit.

[0063] Furthermore, in the embodiments described above, the system was explained as changing the base time for the next play from 2 hours to 1 hour and 50 minutes (reducing the base time by 10 minutes) when the excess time is 10 minutes, but it is not limited to this. For example, the system may change the base time for the next play from 2 hours to 1 hour and 40 minutes (reducing the base time by 20 minutes) for an excess time of 10 minutes. Alternatively, the system may change the base time for the next play from 2 hours to 1 hour and 55 minutes (reducing the base time by 5 minutes) for an excess time of 10 minutes. In other words, the extent and percentage to which the system changes the base time for the next play in relation to the excess time is arbitrary.

[0064] Furthermore, although not explained in the embodiments described above, if the reference time is changed once due to exceeding the time limit, the system may, for example, prohibit the player from playing a game that exceeds the reference time limit in the next game the player plays. Also, if the reference time is changed once due to exceeding the time limit, the system may, for example, allow the player to exceed the time limit again and further change the reference time for the next play.

[0065] Furthermore, although not explained in the embodiments described above, the games related to this system may be run on any hardware, such as a home game console like PlayStation®, a portable game console like Nintendo Switch®, various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.

[0066] Furthermore, although not explained in the embodiments described above, the content of the games covered by this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action games (including so-called open world games), simulation games, sports games, card games, battle royale (symmetrical and asymmetrical), MOBA (Multiplayer online battle arena), music games, fighting games, quiz games, and so on.

[0067] Furthermore, although the above-described embodiment has assumed that the game is a multiplayer game with multiple participants, it is not limited to this. The game may, for example, be a game played by one person.

[0068] Furthermore, the series of processes described above can be executed by hardware or by software. In other words, the functional configurations shown in Figure 3 are merely examples and are not particularly limiting. In other words, it is sufficient for the information processing system to have a function that can execute the series of processes described above as a whole, and the type of functional block used to realize this function is not limited to the examples shown in Figure 3. Furthermore, the location of the functional block is not limited to the examples shown in Figure 3, and can be arbitrary. Furthermore, a single functional block may consist of hardware alone, software alone, or a combination of both.

[0069] Furthermore, each function of this system may be executed as part of a game program included in the game device 1, or as part of a different program included in another information processing device different from the game device 1.

[0070] Furthermore, this system may be configured to include multiple game devices 1 connected by a method such as P2P (Peer to Peer). Furthermore, the various processes performed by Server 2 in the above-described embodiment may be performed by other game devices 1, for example. In other words, Server 2 is not an essential component of this system and is not limited to it.

[0071] Furthermore, the number and users of the various hardware components that make up this system are arbitrary, and it may also include other hardware components.

[0072] Furthermore, when a series of processes are executed by software, the programs that make up that software are installed on a computer or other device from a network or storage medium.

[0073] Furthermore, the computer may be a computer built into dedicated hardware. Also, the computer may be a computer capable of performing various functions by installing various programs. In other words, for example, any computer, any mobile device such as a smartphone, any game console, etc., may be freely used as the various hardware in the above-described embodiment. Furthermore, any combination of types and contents of various input and output units may be adopted.

[0074] Furthermore, such a recording medium containing a program may consist not only of a removable medium (not shown) provided separately from the main unit of the device to provide the program to a player or the like, but may also consist of a recording medium that is pre-installed in the main unit of the device and provided to the player.

[0075] Furthermore, in this specification, each step in a program stored on a storage medium does not necessarily have to be processed chronologically in the order described in the embodiments above. It may be processed in a different order, and some processes may be omitted in parallel or individually, or only some processes may be executed.

[0076] Furthermore, in this specification, the term "system" refers to an overall system composed of multiple devices, means, etc.

[0077] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate.

[0078] In summary, the information processing system to which this disclosure applies can take various forms having the following configurations. The information processing device used in games A setting means (for example, a reference time setting means 64) for setting a reference time for the player's play time of the game, When the player's game playtime exceeds the reference time, a measuring means (for example, a time measuring means 66) measures the elapsed time, A first modification means (for example, a reference time modification means 72) that changes the reference time for the player according to the elapsed time, Any program that functions as such will suffice.

[0079] In other words, for example, the reference time setting means 64 functions as a setting means. For example, the time measurement means 66 functions as a measurement means. For example, the reference time changing means 72 functions as a first changing means.

[0080] This allows players to take sufficient breaks while playing the game without diminishing the enjoyment of the game. [Explanation of Symbols]

[0081] 1 Game device 11 Control Unit 60 Game Processing Execution Means 62 Input operation receiving means 64 Reference time setting means 66-hour measurement method 68. Game Termination Methods 70 Time display means 72 Means for changing the reference time 74 Output control means 2 servers 100 Control Unit 120 Game Information Management Methods

Claims

1. The information processing device used in games A setting means for setting a reference time for the player's play time of the aforementioned game, A measuring means for measuring the elapsed time when the player's game play time exceeds the reference time, A first modification means for changing the reference time for the player according to the elapsed time, A program that makes it function as such.

2. The elapsed time is further provided as a display means for displaying the game image of the game. The program according to claim 1.

3. The measuring means terminates the player's gameplay when the elapsed time exceeds a predetermined time. The program according to claim 1.

4. In the case where the game is played by multiple players via a network, if the player's play time exceeds the reference time and the game is terminated, the first reward means further functions to grant the player a portion of the reward for the game. The program according to claim 1.

5. In the case where the game is played by multiple players via a network, if a player for whom the reference time has been set is participating in the game, the second modification means further functions to change the difficulty or length of the event related to the game. The program according to claim 1.

6. In the case where the aforementioned game is played by multiple players via a network, a second rewarding means further functions to grant rewards to at least one of the players for whom the reference time is set and to the player who played the game. The program according to claim 1.

7. In the case where the aforementioned game is played by multiple players via a network, a third modification means is provided to further function as a means to change the probability of each player who has set the reference time matching with the others. The program according to claim 1.

8. In the case where the game is played by multiple players via a network, a fourth modifying means further functions to change the probability of matching according to the difference between the set reference time and the play time of the player's game at the time of matching. The program according to claim 7.

9. An information processing method executed by an information processing device related to a game, A setting step to set a reference time for the player's playtime of the aforementioned game, A measurement step to measure the elapsed time when the player's game play time exceeds the reference time, A first modification step involves changing the reference time for the player according to the elapsed time, Information processing methods including

10. An information processing system related to games, A setting means for setting a reference time for the player's play time of the aforementioned game, A measuring means for measuring the elapsed time when the player's game play time exceeds the reference time, A first modification means for changing the reference time for the player according to the elapsed time, An information processing system equipped with the following features.

Citation Information

Patent Citations

  • Video game system

    JP1995299248A