Entertainment systems and servers
Patent Information
- Application Number
- JP2025058481
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-31
- Publication Date
- 2026-10-14
Smart Images

Figure 2026165863000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an entertainment system and a server.
Background Art
[0002] Conventionally, a game system is known that accepts voting points from viewer terminals to which game play videos are distributed, and modifies game content based on the accepted voting points (see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] The above game system does not have a mechanism that changes the weight of a vote after the vote is accepted.
[0005] The present invention has been made in view of the above problems, and an object thereof is to provide an entertainment system and a server capable of realizing a new voting system.
Means for Solving the Problems
[0006] (1) The present invention relates to an entertainment system that provides a service in which multiple users can participate, and is characterized by including: a presentation unit that presents to a user a plurality of voting targets that the user can vote on; a voting reception unit that accepts votes based on a predetermined voting value for a voting target selected by the user from among the plurality of voting targets during a predetermined voting period; a voting result aggregation unit that aggregates the votes at a predetermined aggregation timing; and a voting value control unit that changes the voting value based on the user's behavior history from the time the user selects a voting target until a predetermined timing. The present invention also relates to a server including the above units.
[0007] According to the present invention, a new voting system can be realized in which the value of a vote changes according to the user's behavior history after the user has selected a voting target, thereby stimulating user behavior after the user has selected a voting target.
[0008] (2) In addition, in the entertainment system and server according to the present invention, the voting value control unit may change the voting value based on the user's behavioral history regarding the voting target selected by the user.
[0009] According to the present invention, after a user has selected a voting target, the user can be prompted to take action regarding that voting target.
[0010] (3) In addition, in the entertainment system and server according to the present invention, the voting value control unit may change the voting value based on the user's behavior history and the user's information.
[0011] (4) Furthermore, in the entertainment system and server according to the present invention, the voting value The control unit may change the voting value based on a combination of the attributes of the voting target selected by the user and the attributes in the user's behavioral history.
[0012] (5) The entertainment system and server according to the present invention may further include an expansion element progress control unit that advances the expansion elements determined based on the results of the votes, wherein the plurality of voting targets are a plurality of expansion elements of the service.
[0013] (6) In addition, in the entertainment system and server according to the present invention, the deployment element progress control unit may change the progress of the deployment elements based on the user's behavior history.
[0014] (7) In addition, in the entertainment system and server according to the present invention, the presentation unit may present to the user what the user should do during the voting period.
[0015] (8) In addition, in the entertainment system and server according to the present invention, the voting value control unit may change the voting value during the voting period based on the selection status of the voting target.
[0016] (9) In addition, in the entertainment system and server according to the present invention, there are multiple predetermined timings, and the voting value control unit may change the voting value at each of the multiple predetermined timings.
[0017] (10) In addition, in the entertainment system and server according to the present invention, the voting value control unit may change the voting value based on the timing at which the user selects the voting target, or based on the user's behavior history up to the time the user selects the voting target.
[0018] (11) In addition, in the entertainment system and server according to the present invention, the voting value control unit may change the voting value based on a given game medium set as the voting target by the user.
[0019] (12) Also, in the entertainment system and the server according to the present invention, the voting result aggregation unit may perform intermediate aggregation at least once before the aggregation timing, and notify the user of the result of the intermediate aggregation.
[0020] (13) Also, in the entertainment system and the server according to the present invention, the voting may be performed multiple times during the voting period. [Brief Description of the Drawings]
[0021] [Figure 1] A diagram showing the entertainment system of the present embodiment. [Figure 2] A diagram showing an example of a functional block diagram of the server of the present embodiment. [Figure 3] A diagram showing an example of a functional block diagram of the terminal of the present embodiment. [Figure 4] A diagram showing an example of a game screen where a user casts a vote. [Figure 5] A diagram showing an example of a table for managing user action histories and voting values. [Figure 6] A flowchart showing the processing flow of the entertainment system of the present embodiment. [Figure 7] A flowchart showing the processing flow of the entertainment system of the present embodiment. [Modes for Carrying Out the Invention]
[0022] Hereinafter, the present embodiment will be described. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. In addition, not all the configurations described in the present embodiment are necessarily essential constituent features of the present invention.
[0023] 1. Configuration Figure 1 shows the entertainment system of this embodiment. In this embodiment, it is composed of multiple terminals 10 and a server 20. In other words, as shown in Figure 1, the entertainment system of this embodiment is configured so that the server 20 that provides services (game server) and the user terminals 10 (10A, 10B, 10C, etc.) can connect to a network.
[0024] Server 20 is an information processing device that provides online services accessible to multiple users in response to requests from terminal 10. Server 20 can be composed of one or more servers (such as an authentication server, a matching server, a game processing server, a communication server, a billing server, a database server, etc.).
[0025] In this embodiment, the server 20 receives votes from users, tallys the votes, and performs processes to provide services based on the voting results, while the terminal 10 runs games and the like. The server 20 also manages information such as user account information, game results of games run on the terminal 10, game media usable in the game (characters, cards, items, etc.), and in-game currency and points usable in the game.
[0026] Terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game console, etc.), a personal computer (PC), a game device, or an image generation device, and is capable of connecting to Server 20 via a network such as the Internet (WAN) or LAN. The communication line between Terminal 10 and Server 20 may be wired or wireless.
[0027] Figure 2 shows an example of a functional block diagram of the server 20 of this embodiment. Note that the server of this embodiment may have a configuration in which some of the components (parts) shown in Figure 2 are omitted.
[0028] The memory unit 270 stores programs and various data necessary for the computer to function as parts of the processing unit 200, and also functions as a work area for the processing unit 200, the functionality of which can be realized by a hard disk, RAM, etc. The memory unit 270 includes a storage unit 272 (for example, a database).
[0029] The storage unit 272 stores user information for each of the multiple users participating in the online service performed by the entertainment system of this embodiment. For example, the storage unit 272 stores user information such as username (user account), password, and destination information of terminal 10 (IP address, etc.), associated with the user identification information (user ID, terminal ID used by the user, etc.) of each of the multiple users. The storage unit 272 also stores information for identifying other users who are friends with the user (an example of a predetermined relationship), as user information. Furthermore, the storage unit 272 stores information about the game media owned by the user, associated with the user identification information, as user information.
[0030] The communication unit 296 performs various controls for communication with the terminal 10 and other servers, and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.
[0031] The processing unit 200 (processor) manages user information and performs login / logout operations based on data, programs, etc., transmitted from the terminal 10 and received via the communication unit 296. The processing unit 200 performs various processes, including processing and communication control processing. The processing unit 200 uses the storage unit 270 as a work area to perform various processes. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), or by programs. The processing unit 200 includes a presentation unit 210, a vote reception unit 212, a vote result tabulation unit 214, and a vote value control unit 216.
[0032] The presentation unit 210 performs the process of presenting to the user (displaying on the display unit of the user's terminal 10) multiple voting targets that the user can vote on. The presentation unit 210 may also present to the user what actions the user should take during the voting period.
[0033] The voting reception unit 212 processes votes based on a predetermined voting value for the voting target selected by the user from among multiple voting targets during a predetermined voting period. Users can cast multiple votes during the voting period.
[0034] The voting result aggregation unit 214 processes the votes received by the vote reception unit 212 at a predetermined aggregation timing. The voting result aggregation unit 214 may perform a sub-aggregation (interim aggregation) at least once during the voting period (before the predetermined aggregation timing) and notify the user of the results of the interim aggregation, and perform an overall aggregation at the aggregation timing after the end of the voting period and notify the user of the results of the overall aggregation.
[0035] The voting value control unit 216 changes the voting value based on the user's behavior history (such as gameplay, login, purchase of items, and information sharing) from the time the user selects a voting target until a predetermined time. Selecting a voting target may mean selecting a voting target at the time of voting, or selecting a voting target to be voted for before voting (before the voting period begins). The predetermined time may be the time when the voting period ends, or it may be a time within the voting period. Changing the voting value may mean changing the value (weight) of one vote by the user, or changing the number of voting tickets (rights to vote) granted to the user.
[0036] The processing unit 200 may further include an element progression control unit 218. If the multiple voting targets are multiple elements (episodes, etc.) of a service (game, story), the element progression control unit 218 controls the progression of the elements determined based on the vote count. The element progression control unit 218 may also change the progression of the determined elements (for example, by branching the scenario) based on the user's behavior history.
[0037] Furthermore, the voting value control unit 216 may change the voting value based on the user's behavioral history related to the voting target selected by the user (for example, the history of actions such as playing a game in which the character that is the voting target appears, purchasing items related to the character, or disseminating information about the character). The voting value control unit 216 may also change the voting value based on the user's behavioral history and user information (user level, purchase history). Furthermore, the voting value control unit 216 may change the voting value based on a combination of the attributes of the voting target selected by the user (for example, the attributes of the character that is the voting target) and attributes in the user's behavioral history. Furthermore, the voting value control unit 216 may change the voting value during the voting period based on the selection status of the voting target or the voting status (for example, the number of votes for each voting target). Furthermore, if there are multiple predetermined timings, the voting value control unit 216 may change the voting value at each of the multiple predetermined timings. Furthermore, the voting value control unit 216 may change the voting value based on the timing at which the user selected the voting target, or the user's behavioral history up to the time the user selected the voting target. Furthermore, the voting value control unit 216 may change the voting value based on a given game medium (for example, the rarity or type of the character, which is the game medium) set as the voting target by the user. .
[0038] Figure 3 shows an example of a functional block diagram of terminal 10 in this embodiment. Note that terminal 10 in this embodiment may have a configuration in which some of the components (parts) shown in Figure 3 are omitted.
[0039] The input unit 150 is a device for receiving (detecting) input information from the user and outputs the user's input information (operation input) to the processing unit 100. The functions of the input unit 150 can be realized by pointing devices (touch panels, touchpads, mice, etc.), directional keys, buttons, keyboards, and other input devices.
[0040] The memory unit 170 stores programs and various data necessary for the computer to function as a part of the processing unit 100, and also functions as the work area of the processing unit 100, and this function can be realized by a hard disk, RAM, etc.
[0041] The display unit 190 outputs game images generated by the processing unit 100, and this function can be realized by a display such as a touch panel, LCD, or HMD (head-mounted display), which also functions as the input unit 150.
[0042] The sound output unit 192 outputs sound generated by the processing unit 100, and this function can be realized by a speaker or headphones.
[0043] The communication unit 196 performs various controls for communication with the server 20 and other terminals 10, and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.
[0044] Furthermore, the server 20 may receive programs and various data for operating the computer as parts of the processing unit 100 stored in its information storage medium or storage unit via the network, and store the received programs and data in the storage unit 170. This method of receiving programs and various data to operate the terminal is also included within the scope of the present invention.
[0045] The processing unit 100 (processor) performs processing such as game processing, image generation processing, and sound generation processing based on input information (operation information) from the input unit 150, programs, and data received via the communication unit 196. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs. When the processing unit 100 receives an operation from the user to select at least one voting target from among multiple voting targets instructed by the user, or an operation from the user to instruct to vote for the selected voting target, it transmits information about the operation to the server 20. The processing unit 100 includes a game processing unit 110, an image generation unit 120, and a sound generation unit 130.
[0046] The game processing unit 110 processes the game using the game medium owned by the user (for example, a game in which a character from the game medium appears in the game) based on the input information from the input unit 150 and the information received from the server 20.
[0047] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating game images (game screens for selecting voting targets and voting, game screens for games using game media) and outputting them to the display unit 190. The image generation unit 120 may also generate images (so-called 3D images) that are visible from a virtual camera (a given viewpoint) within the object space (game space).
[0048] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100. It generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 192.
[0049] Furthermore, when the game is started, the processing unit 100 sends information to the server 20 to notify it that the game has started, and when the game is finished, it sends game result information (information about the game media and in-game currency held by the user, game progress, etc.) to the server 20. Based on the game result information sent from the game device (terminal 10), the server 20 performs update processing of various data associated with each user. Note that the example of sending game result information generated on the terminal 10 side to the server 20 is not limited to this case; the server 20 may also generate game result information based on various information sequentially sent from the terminal 10 to the server 20 during game execution. Also, whether or not the game has finished may be determined on the terminal 10 side or on the server 20 side.
[0050] Furthermore, the entertainment system of this embodiment may be configured as a server system. The server system can consist of one or more servers (authentication server, game processing server, communication server, billing server, database server, etc.). In this case, the server system processes the game processing unit 110 based on operation inputs (data entered into the input section of the terminal) transmitted from one or more terminals (e.g., smartphones, mobile phones, portable game consoles, etc.) connected via a network to generate image generation data for generating images, and transmits the generated image generation data to each terminal. Here, the image generation data is data for displaying the image generated by the method of this embodiment on each terminal, and may be the image data itself, or various data used by each terminal to generate images (object data, game processing result data, etc.). Thus, the processing of the presentation unit 210, the vote reception unit 212, the vote result tabulation unit 214, the vote value control unit 216, the development element progress control unit 218, and the game processing unit 110 may all be configured to be executed on the server, all may be configured to be executed on the terminal, or may be configured to be executed in a distributed manner between the server and the terminals.
[0051] 2. The method of this embodiment Next, the method of this embodiment will be explained with reference to the drawings.
[0052] The entertainment system of this embodiment is configured such that, during a predetermined voting period, a user selects at least one voting target from among multiple voting targets and casts a vote based on a predetermined voting value, and the development of the service (game) changes according to the results of the vote tally.
[0053] Figure 4 shows an example of a game screen where a user casts a vote. The game screen GI is displayed on the display unit 190 of the user's terminal 10. In the example shown in Figure 4, "Episode A" and "Episode B," which are multiple plot elements of the game, are displayed as multiple voting targets that the user can vote for. "Episode A" is the episode in which character A appears, and "Episode B" is the episode in which character B appears. During a predetermined voting period, the user can vote for "Episode A" by pressing the voting button VB displayed to the right of "Episode A," and can vote for "Episode B" by pressing the voting button VB displayed to the right of "Episode B." For example, the user can obtain one voting ticket in exchange for a predetermined amount of points they possess, and can cast one vote for their chosen voting target by consuming one voting ticket they possess.
[0054] Once the voting period ends, at the time of tallying after the voting period has ended, the votes from each user are tallied, and control is implemented to proceed with the development elements determined based on the vote tally results. For example, if the number of votes for "Episode A" is greater than the number of votes for "Episode B", each At the end of the 10th month, "Episode A" featuring "Character A" will become playable ("Episode A" will be unlocked in the game). If the number of votes for "Episode B" is greater than the number of votes for "Episode A", then "Episode B" featuring "Character B" will become playable on each device 10 ("Episode B" will be unlocked in the game). In addition, if there are multiple voting targets for multiple characters (for example, "Character A" and "Character B"), and the votes are tallied and "Character A" receives more votes, then it may be possible to make "Character A" obtainable in the game ("Character A" will be implemented), or to strengthen "Character A" (increase its rarity and ability values), or to implement new items or music related to "Character A".
[0055] In this embodiment, the value of a user's vote (the value of one vote) is changed based on the user's behavioral history during the period from when the user casts a vote (selects a voting target) until the end of the voting period (an example of a predetermined timing). Figure 5 shows an example of a table that manages a user's behavioral history and vote value. Table 300 stores the voting target that the user voted for (selected), the user's behavioral history, and the user's vote value, associated with the user's user ID. The example shown in Figure 5 shows that user ID "001" selected "Episode A" as the voting target and voted, and user ID "002" selected "Episode B" as the voting target and voted. The user's behavioral history includes, for example, actions such as logging into the game (service), playing the game, purchasing game media (characters, items, etc.) by consuming in-game currency or points (including acquiring game media determined by a lottery process, so-called gacha), and actions such as posting information on an SNS (Social Networking Service) linked to server 20. For example, the value of a user's vote (number of votes per voting ticket) will increase as they log into the game more often, play the game more often (or play for longer periods) during the period from when they cast their vote until the end of the voting period, spend more money on game-related merchandise (or purchase more items), and / or share information about the game more often.
[0056] Furthermore, users may select their voting targets before the voting period begins and cast their votes for those pre-selected targets during the voting period. In this case, the number of voting tickets awarded to the user will vary based on their activity history during the period from when they select their voting targets until the start of the voting period or the time of voting (or other specified timings). For example, the more times a user logs into the game, plays the game, spends more on game-related media, and / or shares information about the game during that period, the more voting tickets they will receive.
[0057] Furthermore, the voting value of a user (the number of votes per voting ticket used by the user, or the number of voting tickets given to the user) may be changed based on the user's behavioral history regarding the voting target selected by the user. For example, if a user selects "Character A" (or "Episode A" in which "Character A" appears) as the voting target, the voting value of that user may increase if, during the period from the time of selection until a predetermined time, the user plays a game in which "Character A" appears, purchases items related to "Character A", or disseminates information encouraging people to vote for "Character A".
[0058] Furthermore, the voting value of a user may be changed based on their behavioral history and information about that user (level, purchase history of game media, etc.). For example, if a user's level is low, the voting value of that user may be increased based on their history of playing beginner (low difficulty) games (number of times and time), and if a user's level is high, the voting value may be increased based on their history of playing advanced (difficult) games. The voting value of a user may be increased based on their history of playing games (especially those with a high difficulty level). Alternatively, the change (increase) in voting value based on behavioral history may be increased for users who have made large purchases (purchased many items) compared to users who have made small purchases.
[0059] Furthermore, the value of a user's vote may be adjusted based on the combination of the attributes of the target they selected for voting and the attributes in their behavioral history. For example, if a user selects "Character A" as their target for voting, their vote value may be increased if, within a predetermined period between their selection and the user purchases a game medium with the same attributes as "Character A," or if they disseminate information related to those attributes.
[0060] Furthermore, the progression of the story elements determined based on the vote count may be altered based on the user's behavior history. For example, if "Episode A," featuring "Character A," is determined as a story element based on the vote count, and the user plays a game featuring "Character A," purchases items related to "Character A," or sends out information encouraging votes for "Character A" during the period from the time the user selects their vote target until a predetermined time, the progression of "Episode A" will be controlled so that when the user plays "Episode A," the scenario of "Episode A" proceeds to the true ending (or a special ending) (branching). On the other hand, if the user plays a game featuring "Character B" (but does not play a game featuring "Character A"), purchases items related to "Character B" (but does not purchase items related to "Character A"), or sends out information encouraging votes for "Character B" (but does not send out information encouraging votes for "Character A"), the progression of "Episode A" will be controlled so that when the user plays "Episode A," the scenario of "Episode A" proceeds to the bad ending (or a normal ending).
[0061] Furthermore, during the voting period, users may be presented with actions they should take (such as logging in, playing the game, purchasing game media, or sharing information). Additionally, users may be presented with actions related to the voting target they have selected (voted for) (such as playing the game related to that target, purchasing game media related to that target, or sharing information to encourage voting for that target) as actions they should take. Moreover, the actions users should take may change over time, for example, by presenting "logging in" as an action until they select (vote) a target, and then presenting "purchase" as an action after they have selected a target.
[0062] Furthermore, during the voting period, the value of a user's vote and the actions they should take may be changed based on their selection of voting targets (voting status). For example, in the interim tally during the voting period, if the number of votes for "Episode A" is less than the number of votes for "Episode B" ("Episode A" is at a disadvantage), the change in vote value based on the behavioral history of users who selected "Episode B" may be made greater than the change in vote value based on the behavioral history of users who selected "Episode B". Also, if "Episode A" is at a disadvantage, the vote value of users who selected "Episode A" may be multiplied by a coefficient greater than 1. Furthermore, if "Episode A" is at a disadvantage, users who selected "Episode A" may be presented with actions related to "Episode A" as actions they should take. Additionally, an interim tally may be performed at least once during the voting period (before a predetermined tally timing), and the results of the interim tally (number of votes and ranking for each voting target) may be notified to each user (push notification).
[0063] Furthermore, multiple predetermined timings are set, and the user's actions are considered at each of these predetermined timings. The voting value may be changed based on the user's history. For example, even if the user's behavioral history from the time they select a voting target until a first predetermined timing (first behavioral history) is the same as the user's behavioral history from the first predetermined timing until a second predetermined timing (second behavioral history), the change in voting value based on the second behavioral history may be greater than the change in voting value based on the first behavioral history, so that the voting value changes (increases) significantly depending on actions taken towards the end of the period. If the voting value is the value of one vote per user (number of votes per ballot), the first predetermined timing may be a timing during the voting period, and the second predetermined timing may be the end of the voting period. For example, an interim tally may be performed at the first predetermined timing, and the increase in voting value based on the user's behavioral history after the interim tally may be greater than the increase in voting value based on the user's behavioral history during the period until the interim tally is performed. Furthermore, if the voting value is the number of voting tickets granted to the user, the first predetermined timing may be a time before the voting period, and the second predetermined timing may be the start of the voting period.
[0064] Furthermore, the value of a user's vote may be adjusted based on when they select their voting target. For example, the earlier a user selects their voting target (closer to the start of the event (when multiple voting targets are presented)), the greater the change in their voting value based on their behavioral history. Alternatively, the value of a user's vote may be adjusted based on their behavioral history (logging in, playing games, making purchases, sharing information, etc.) during the period leading up to their selection of a voting target. Additionally, if a user is allowed to vote multiple times during the voting period, the value of their vote (the coefficient applied to the voting value) may be higher for votes cast closer to the end of the voting period (for example, a vote made by the user on the (n+1)th vote is higher than their nth vote).
[0065] Furthermore, if a user votes by setting at least one game medium (for example, a character owned by the user) as the voting target, the value of the user's vote may be changed based on the game medium set as the voting target. For example, the amount of change in the voting value based on the user's behavior history (or the coefficient applied to the voting value) may be larger the more game mediums are set as the voting target, and the higher the rarity of those game mediums. The game mediums set as voting targets may be consumed (removed from the game mediums owned by the user), or they may not be consumed.
[0066] According to this embodiment, a new voting system can be realized in which the value of a user's vote changes according to the user's behavioral history from the time the user selects a voting target until a predetermined time, thereby stimulating user behavior after selecting a voting target. Furthermore, by changing the value of a user's vote according to the user's behavioral history regarding the voting target they have selected, it is possible to encourage the user to take action regarding that voting target after they have made their selection.
[0067] 3. Processing Next, an example of the processing of the entertainment system (server 20) of this embodiment will be explained using the flowcharts in Figures 6 and 7. Figure 6 is a flowchart of an example in which a user selects a voting target during the voting period.
[0068] First, the display unit 210 displays multiple voting targets (expandable elements) that the user can vote on on the display unit 190 of the terminal 10 (step S10). Next, the voting reception unit 212 receives votes for the voting targets selected by the user during the voting period (information sent from the terminal 10 regarding the user's operation instructing to vote for the selected voting targets) (step S11). Here, the voting reception unit 212 associates the user's user ID with the user's user ID. The voting targets selected by the system and the voting value based on the number of voting tickets used (1 vote per ticket) are registered in Table 300.
[0069] Next, the voting value control unit 216 acquires the actions of the user who cast a vote (such as playing games, logging in, purchasing items, or posting information) and updates the action history associated with the user ID in the table 300 (step S12). For example, points may be assigned to each type of action, and the points corresponding to the types of actions performed by the user may be added together sequentially to form the user's action history (action history points). Here, if the action performed by the user is related to the voting target selected by the user, the points corresponding to the type of action may be multiplied by a coefficient greater than 1 and added. Next, the processing unit 200 determines whether or not it is within the voting period (step S13), and if it is within the voting period (Y in step S13), it proceeds to step S11.
[0070] When the voting period ends (N in step S13), the voting value control unit 216 changes the user's voting value based on the user's behavior history (step S14). For example, the voting value control unit 216 changes the user's voting value by multiplying it by a coefficient that increases as the user's behavior history points increase. Next, the voting result aggregation unit 214 aggregates the number of votes for each voting target by summing the voting values of the users who selected each voting target (step S15). Next, the development element progress control unit 218 determines the development element with the most votes among the multiple voting targets (development elements) based on the voting aggregation results, and controls the development element to proceed (sends the information necessary to proceed with the development element to the terminal 10) (step S16).
[0071] Figure 7 is a flowchart illustrating an example of a user selecting a voting target before the voting period begins.
[0072] First, the display unit 210 displays multiple voting targets (expansion elements) that the user can vote on on the display unit 190 of the terminal 10 (step S20). Next, the voting reception unit 212 receives the user's selection of voting targets (information about the user's operation to select voting targets, transmitted from the terminal 10) before the voting period begins (step S21). Here, the voting reception unit 212 registers the voting targets selected by the user in the table 300, associated with the user's user ID. Next, the voting value control unit 216 acquires the user's actions (game play, login, purchase of items, information dissemination, etc.) and updates the action history (action history points) in the table 300 associated with the user's user ID (step S22). Next, the processing unit 200 determines whether or not it is before the voting period (step S23), and if it is before the voting period (Y in step S23), it proceeds to step S21.
[0073] When the voting period begins (N in step S23), the voting value control unit 216 determines the number of voting tickets to be given to the user based on the user's activity history (activity history points), and gives the determined number of voting tickets to the user (step S24). Here, the voting value control unit 216 determines the number of voting tickets to be given to the user such that the more activity history points the user has, the more voting tickets they will receive. Next, the voting reception unit 212 receives votes for the voting target selected by the user during the voting period (information sent from the terminal 10 regarding the user's operation instructing to vote for the voting target selected in advance) (step S25). Here, the voting reception unit 212 registers the voting value based on the number of voting tickets consumed in the vote in the table 300, associated with the user ID of the user. Next, the processing unit 200 determines whether or not it is within the voting period (step S26), and if it is within the voting period (Y in step S26), it proceeds to step S25.
[0074] When the voting period ends (N in step S26), the voting result aggregation unit 214 aggregates the number of votes for each voting target by summing the vote values of the users who selected that target (step S27). Next, the development element progress control unit 218 determines the development element with the most votes among the multiple voting targets (development elements) based on the voting aggregation results, and controls the progress of the determined development element (step S28).
[0075] The present invention is not limited to the embodiments described above, and various modifications are possible. For example, terms cited in the specification or drawings as broad or synonymous terms can be replaced with broad or synonymous terms in other descriptions in the specification or drawings. [Explanation of Symbols]
[0076] 10...Terminal, 20...Server, 100...Processing Unit, 110...Game Processing Unit, 120...Image Generation Unit, 130...Sound Generation Unit, 150...Input Unit, 170...Storage Unit, 190...Display Unit, 192...Sound Output Unit, 196...Communication Unit, 200...Processing Unit, 210...Presentation Unit, 212...Voting Reception Unit, 214...Voting Result Aggregation Unit, 216...Voting Value Control Unit, 218...Development Element Progression Control Unit, 270...Storage Unit, 272...Storage Unit, 296...Communication Unit
Claims
1. An entertainment system that provides a service that can be taken part in by multiple users, A presentation unit that presents the user with multiple voting options, A voting reception unit that accepts votes based on a predetermined voting value for a voting target selected by the user from among multiple voting targets during a predetermined voting period, A voting results tabulation unit that tally the votes at a predetermined tabulation timing, An entertainment system characterized by including a voting value control unit that changes the voting value based on the user's behavior history from the time the user selects a voting target until a predetermined time.
2. In claim 1, The aforementioned voting value control unit, An entertainment system characterized by changing the voting value based on the user's behavioral history regarding the voting target selected by the user.
3. In claim 1, The aforementioned voting value control unit, An entertainment system characterized by changing the voting value based on the user's behavioral history and the user's information.
4. In claim 1, The aforementioned voting value control unit, An entertainment system characterized by changing the voting value based on a combination of the attributes of the voting target selected by the user and the attributes in the user's behavioral history.
5. In claim 1, The aforementioned multiple voting targets are multiple development elements of the service, An entertainment system further comprising a development element progression control unit that advances the development elements determined based on the results of the aforementioned votes.
6. In claim 5, The aforementioned deployment element progress control unit is An entertainment system characterized by changing the progress of the development elements based on the user's behavior history.
7. In claim 1, The aforementioned display unit is, An entertainment system characterized by presenting users with actions they should take during the aforementioned voting period.
8. In claim 1, The aforementioned voting value control unit, An entertainment system characterized by changing the voting value during the voting period based on the selection status of the voting target.
9. In claim 1, There are multiple predetermined timings, The aforementioned voting value control unit, An entertainment system characterized by changing the voting value at multiple predetermined timings.
10. In claim 1, The aforementioned voting value control unit, An entertainment system characterized by changing the voting value based on the timing at which the user selects the voting target, or based on the user's behavioral history up to the time the user selects the voting target.
11. In claim 1, The aforementioned voting value control unit, An entertainment system characterized by changing the voting value based on a given game medium set as the voting target by the user.
12. In claim 1, The aforementioned voting results tabulation unit, An entertainment system characterized by performing an intermediate aggregation at least once before the aforementioned aggregation timing and notifying the user of the results of the intermediate aggregation.
13. In claim 1, An entertainment system characterized in that the aforementioned vote can be cast multiple times during the voting period.
14. A server that provides a service that can be accessed by multiple users, A presentation unit that presents the user with multiple voting options, A voting reception unit that accepts votes based on a predetermined voting value for a voting target selected by the user from among multiple voting targets during a predetermined voting period, A voting results tabulation unit that tally the votes at a predetermined tabulation timing, A server characterized by including a voting value control unit that changes the voting value based on the user's behavior history from the time the user selects a voting target until a predetermined time.
Citation Information
Patent Citations
Game System
JP6624766B1