Server device, information processing device and praise evaluation method
The system enables players to send praise in multiplayer games, aggregating points for praising and being praised, enhancing motivation and game appeal by recognizing positive behaviors.
Patent Information
- Application Number
- JP2022097051
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-06-16
- Publication Date
- 2024-12-13
- Estimated Expiration
- 2042-06-16
AI Technical Summary
In online multiplayer games, players often fail to recognize and appreciate each other's positive behaviors during matches, lacking a system to send praise, which diminishes motivation and game appeal.
A server device and information processing system that allows players to send praise to each other, aggregating points for praising and being praised, and evaluating praise based on these points.
Enhances player motivation by recognizing positive behaviors and fostering a more engaging multiplayer experience through a praise-based system.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to techniques that allow a player to give praise to another player with whom they played a game. [Background technology]
[0002] In an online multiplayer game in which multiple players participate in the same session, the players cooperate with each other to enjoy the game. In recent years, it has become common for players who do not know each other to play games together, and it is preferable to build a system that allows players to praise a player when they are impressed by the behavior of the player during the game. Summary of the Invention [Problem to be solved by the invention]
[0003] By receiving praise, players can recognize that their behavior during the game was highly evaluated by other players, which increases their motivation for multiplayer. By stimulating the use of a system that allows players to send praise to other players, it is expected that the appeal of online multiplayer games will be further increased.
[0004] Therefore, an object of the present disclosure is to provide a technique that allows a player to praise another player with whom he or she played a game. [Means for solving the problem]
[0005] In order to solve the above problems, a server device of one embodiment of the present disclosure includes one or more processors having hardware, and the one or more processors acquire praise information indicating that a player has praised another player, award points to the player who praised the other player based on the praise information, award points to the other player who was praised based on the praise information, tally up, for each player, the points awarded for praising and the points awarded for being praised, and make an evaluation of the praise based on the tallied points.
[0006] Another embodiment of an information processing device of the present disclosure includes one or more processors having hardware, and the one or more processors transmit praise information indicating that a player has praised another player to a server device, obtain evaluation information based on points awarded to the player for praising another player and points awarded to the player for being praised by another player, and display the evaluation information.
[0007] Yet another aspect of the praise evaluation method of the present disclosure is a method of making an evaluation regarding praise, which obtains praise information indicating that a player has praised another player, awards points to the player who praised the other player based on the praise information, awards points to the other player who was praised based on the praise information, tallying up the points awarded for praising and the points awarded for being praised for each player, and makes an evaluation regarding praise based on the tallied points.
[0008] Any combination of the above components, and conversion of the present disclosure into a method, device, system, recording medium, computer program, etc. are also valid aspects of the present disclosure. Effect of the Invention
[0009] According to the present disclosure, a technique can be provided that allows a player to praise another player with whom he or she played a game. [Brief description of the drawings]
[0010] [Figure 1] FIG. 1 is a diagram showing an information processing system according to an embodiment. [Diagram 2] FIG. 2 is a diagram illustrating a hardware configuration of an information processing device. [Diagram 3] FIG. 2 is a diagram illustrating functional blocks of the information processing device. [Figure 4] FIG. 11 is a diagram showing an example of a displayed game image. [Diagram 5] FIG. 13 is a diagram showing an example of a player list. [Figure 6] FIG. 13 is a diagram showing an example of a screen for selecting a type of praise. [Figure 7] FIG. 2 is a diagram illustrating functional blocks of a management server. [Figure 8] FIG. 13 is a diagram showing an example of display of evaluation information derived for a player. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] 1 shows an information processing system 1 according to an embodiment of the present disclosure. The information processing system 1 includes a plurality of information processing devices 10 operated by a plurality of users, and a server device 12, which are connected via a network 3 such as the Internet or a LAN (Local Area Network). An access point (hereinafter referred to as "AP") 8 has the functions of a wireless access point and a router, and the information processing device 10 connects to the AP 8 wirelessly or via a wired connection, and is communicatively connected to the server device 12 on the network 3.
[0012] The information processing device 10 is connected wirelessly or by wire to an input device 6 operated by a user, and the input device 6 outputs information operated by the user to the information processing device 10. When the information processing device 10 receives operation information from the input device 6, it reflects the information in the processing of system software and application software, and causes the output device 4 to output the processing result. In the information processing system 1, the information processing device 10 is a game device (game console) that executes game software, and the input device 6 may be a device such as a game controller that supplies user operation information to the information processing device 10. The input device 6 may be an input interface such as a keyboard or a mouse.
[0013] The auxiliary storage device 2 is a large-capacity storage device such as an HDD (hard disk drive) or an SSD (solid state drive), and may be an internal storage device or an external storage device connected to the information processing device 10 via a USB (Universal Serial Bus) or the like. The output device 4 may be a television having a display for outputting images and a speaker for outputting audio, or may be a head-mounted display. The output device 4 may be connected to the information processing device 10 via a wired cable or wirelessly.
[0014] The camera 7, which is an imaging device, is provided near the output device 4 and captures an image of the space around the output device 4. Although FIG. 1 shows an example in which the camera 7 is attached to the top of the output device 4, it may be disposed on the side or bottom of the output device 4, and in either case, is disposed in a position where it can capture an image of a user positioned in front of the output device 4. The camera 7 may be a stereo camera. In the embodiment, the user wears a headset 9 for audio chat (voice chat).
[0015] The server device 12 includes a management server 14 and a session server 16, and is maintained and managed by the operating entity of the information processing system 1. The server device 12 may be configured to include other types of servers. A user has a user account that uniquely identifies the user, and can use the services provided by the management server 14 and the session server 16 by signing in to the management server 14 using the user account. The server device 12 may be configured from multiple servers, or multiple functions may be consolidated into one server.
[0016] Session server 16 manages the state of a session created by a game. Session server 16 manages information about a session created by a game, such as the game title, the user account of the user who created the session (session leader), the user accounts of users participating in the session, and the duration of the session. When a change occurs in the state of a session, the system software of information processing device 10 may transmit information indicating the change to session server 16, and session server 16 may manage the latest state of the session.
[0017] When one user (e.g., user A) starts a game and selects the game's multiplayer mode, the game creates a session related to the game. When another user joins the created game session, multiple users can play the game and chat together on the game session. There are various methods for joining a game session, but a user can join a session, for example, by sending a message to the session leader requesting participation and receiving permission from the session leader.
[0018] In the embodiment, a plurality of users perform voice chat while playing a game. Hereinafter, the users who play the game are also referred to as "players". Online multiplay is realized by connecting the information processing devices 10 of the players with each other via P2P (Peer to Peer) and transmitting and receiving game operation information between the plurality of information processing devices 10. Voice chat is also realized by transmitting and receiving voice chat data between the plurality of information processing devices 10. Note that a chat server may be provided in the server device 12, and voice chat data may be transmitted and received between the plurality of information processing devices 10 via the chat server.
[0019] The management server 14 has a function of receiving information from a player indicating that the player has praised another player (hereinafter, also referred to as "praise information"). In the information processing system 1 of the embodiment, when a player encounters a player who behaves cooperatively or friendly during a match, the player can anonymously send praise to the player after the match ends. When the online multiplay ends, the information processing device 10 displays a list of participants who played the game together, and the player can select one player from the participant list and send praise to him / her. Note that if there is no player that the player wants to praise, there is no need to forcefully send praise to someone.
[0020] 2 shows a hardware configuration of the information processing device 10. The information processing device 10 includes a main power button 20, a power ON LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, a wired communication module 40, a subsystem 50, and a main system 60.
[0021] The main system 60 comprises a main CPU (Central Processing Unit), a memory and a memory controller serving as a primary storage device, a GPU (Graphics Processing Unit), etc. The GPU is mainly used for arithmetic processing of game programs. The main CPU has a function of starting up the OS and executing the game program installed in the auxiliary storage device 2 in the environment provided by the OS. The subsystem 50 comprises a sub CPU, a memory and a memory controller serving as a primary storage device, etc., but does not comprise a GPU.
[0022] While the main CPU has the function of executing game programs installed in the auxiliary storage device 2 and ROM medium 44, the sub-CPU does not have such functions. However, the sub-CPU has the function of accessing the auxiliary storage device 2 and the function of sending and receiving data to and from the server device 12. The sub-CPU is configured with only these limited processing functions, and therefore can operate with less power consumption compared to the main CPU. These functions of the sub-CPU are executed when the main CPU is in standby mode.
[0023] The main power button 20 is an input unit through which a user inputs operations, is provided on the front of the housing of the information processing device 10, and is operated to turn on or off the power supply to a main system 60 of the information processing device 10. The power ON LED 21 lights up when the main power button 20 is turned on, and the standby LED 22 lights up when the main power button 20 is turned off. The system controller 24 detects that the main power button 20 has been pressed by the user.
[0024] The clock 26 is a real-time clock that generates current date and time information and supplies it to the system controller 24, the subsystem 50, and the main system 60.
[0025] The device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that executes the transfer of information between devices, like a south bridge. As shown in the figure, devices such as the system controller 24, media drive 32, USB module 34, flash memory 36, wireless communication module 38, wired communication module 40, subsystem 50, and main system 60 are connected to the device controller 30. The device controller 30 absorbs differences in electrical characteristics and data transfer speeds of the respective devices and controls the timing of data transfer.
[0026] The media drive 32 is a drive device that is driven by mounting a ROM medium 44 on which application software such as games and license information are recorded, and that reads out programs, data, and the like from the ROM medium 44. The ROM medium 44 is a read-only recording medium such as an optical disk, a magneto-optical disk, or a Blu-ray disk.
[0027] The USB module 34 is a module that connects to an external device via a USB cable. The USB module 34 may be connected to the auxiliary storage device 2 and the camera 7 via a USB cable. The flash memory 36 is an auxiliary storage device that constitutes an internal storage. The wireless communication module 38 wirelessly communicates with, for example, the input device 6 using a communication protocol such as Bluetooth (registered trademark) protocol or IEEE802.11 protocol. The wired communication module 40 communicates with an external device via a wired connection, and connects to the network 3 via, for example, an AP 8.
[0028] 3 shows functional blocks of the information processing device 10. The information processing device 10 of the embodiment includes a processing unit 100 and a communication unit 102, and has a function of transmitting information praising a player with whom a user (player) played to the server device 12, and also receiving an evaluation of the praise given to the user himself from the server device 12.
[0029] The processing unit 100 includes an operation receiving unit 104, a game executing unit 110, a system image generating unit 120, a chat management unit 130, a praise information sending unit 140, an evaluation information acquiring unit 142, and an output processing unit 150. The game executing unit 110 includes a game image generating unit 112, a game sound generating unit 114, and a session managing unit 116.
[0030] The information processing device 10 includes a computer, and various functions shown in Fig. 3 are realized by the computer executing a program. The computer includes, as hardware, a memory into which the program is loaded, one or more processors that execute the loaded program, an auxiliary storage device, other LSIs, and the like. The processor is composed of multiple electronic circuits including a semiconductor integrated circuit and an LSI, and the multiple electronic circuits may be mounted on one chip or multiple chips. The functional blocks shown in Fig. 3 are realized by cooperation between hardware and software, and therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various forms by hardware alone, software alone, or a combination thereof.
[0031] The communication unit 102 receives operation information of a user operating the input unit of the input device 6, and provides the operation information to the operation reception unit 104. The communication unit 102 also communicates with the management server 14 and the session server 16 to transmit and receive various information and data. The communication unit 102 may have the functions of both the wireless communication module 38 and the wired communication module 40.
[0032] The operation reception unit 104 receives operation information of the input device 6 via the communication unit 102. In the embodiment, the game execution unit 110 executes a game program to generate image data and sound data for the game. The functions shown as the game execution unit 110 are realized by system software, the game program, and hardware such as a GPU (Graphics Processing Unit) that executes rendering processing, etc. Note that a game is an example of an application, and the game execution unit 110 may execute applications other than games.
[0033] When a multi-player mode of a game is selected by a user, the session management unit 116 creates a session on condition that the connection environment with the network 3 is good, and notifies the session server 16 of session information including the user's user ID and the game's identification information (game ID). Note that the game may explicitly provide a menu item for "creating a session," and the session management unit 116 may create a session when the user selects that menu item. In this embodiment, user A (player A) selects the multi-player mode to create a session.
[0034] When a session is created, the session server 16 returns session identification information (session ID) to the game and manages the state of the session. If user A permits the session to be made public, the session server 16 makes the session public on the network 3, allowing other users to find and join the session. The information processing devices 10 of multiple users participating in the session are connected to each other via P2P communication.
[0035] The session management unit 116 holds identification information (user IDs) of multiple users participating in a session, and manages the participating users as players of a session group. The user ID may be a user account, but may be identification information different from a user account, for example, an online ID used online. The session management unit 116 manages a player who newly joins a session or a player who leaves a session, and provides the user IDs of all players constituting a session group to the chat management unit 130. This enables the chat management unit 130 to recognize all players participating in the session.
[0036] When the chat management unit 130 receives a chat participation request from a player participating in a session, the chat management unit 130 allows the player to participate in the chat room. In this embodiment, the session leader is "User A", and other players participate in the chat room, allowing multiple players to chat while enjoying an online multiplayer match.
[0037] During the match, the operation reception unit 104 supplies operation information of the input device 6 by player A and operation information of the input devices by other players to the game execution unit 110, and the game image generation unit 112 performs calculation processing to move characters operated by multiple players and NPCs (non-player characters) in the virtual space based on the operation information. The game image generation unit 112 includes a GPU, and receives the results of the calculation processing in the virtual space, and generates game image data from a viewpoint position (virtual camera) in the virtual space. The game sound generation unit 114 generates game sound data from a viewpoint position in the virtual space.
[0038] 4 shows an example of a game image displayed on the output device. The output processing unit 150 displays the game image from the output device 4 and outputs game sound from the headset 9. If the user is not wearing the headset 9, the output processing unit 150 may output the game sound from the speaker of the output device 4.
[0039] In the information processing system 1 of the embodiment, when an online multiplayer match ends, a player can send praise to another player who participated in the match. FIG. 5 shows an example of a player list displayed after the end of a match. When the match ends, the game image generating unit 112 generates a list of players who participated in the match, and the output processing unit 150 displays it on the output device 4. FIG. 5 shows a list of the names of players who played together with player A. It is preferable that the player list display the character names and features such as icons used by other players during the match so that player A can identify the other players. If player A does not want to send praise to anyone, he or she presses the "Do not send praise" button and exits from this player list screen.
[0040] Player A can send praise to only one person in one game. The number of people to whom praise can be sent may be appropriately determined by the operating body of the information processing system 1, but it is not preferable to send praise to an unlimited number of people, and it is preferable to limit the number of people to a predetermined number. For example, the number of people to whom praise can be sent may be determined according to the number of participating players, and praise may be sent to one person if the number of participating players is equal to or less than a predetermined number, and to multiple people if the number exceeds the predetermined number. In addition, after sending praise to a certain player, sending praise to the same player within a predetermined time (for example, 12 hours) may be limited so that praise cannot be sent to a specific player in a concentrated manner.
[0041] In order to prevent players from sending praise to each other, player A may be restricted from sending praise to his / her friends. Therefore, when player A plays a match with a friend, the friend is removed from the friend list and hidden, or even if the friend is included in the friend list, the friend is displayed as not selectable.
[0042] In the example shown in Fig. 5, player A selects "player D" as the person to whom he / she will send praise. After selecting "player D," player A can send praise to player D anonymously by pressing the "Send praise to the selected player" button.
[0043] Fig. 6 shows an example of a screen for selecting the type of praise. When player A presses the "praise the selected player" button on the player list screen shown in Fig. 5, the game image generation unit 112 generates a screen for selecting the type of praise, and the output processing unit 150 displays it on the output device 4. The following four types of praise may be prepared on the praise type selection screen. "Helpful" Consideration, positive communication, and teamwork "Good Sport" Positive, conscientious, polite "Leader" Leading, decisiveness, planning "Welcoming" Tolerant, open and friendly
[0044] Player A selects an appropriate praise for player D from among "Helpful", "Good Sport", "Leader", and "Welcoming", and then presses the "Send Praise" button. In the example shown in FIG. 6, "Good Sport" is selected. The praise information sending unit 140 sends information indicating that player A has praised player D (praise information) to the management server 14 via the communication unit 102.
[0045] Although the above describes a case where player A praises a player who participated in the same session, each of the other players B to F can also praise a player other than himself / herself. For example, player C may praise player A, and the information processing device 10 of player C may transmit information indicating that player C praised player A to the management server 14. Note that the act of praising another player is not mandatory, so there is no need to force yourself to praise another player.
[0046] 7 shows functional blocks of the management server 14. The management server 14 of the embodiment includes a processing unit 200, a communication unit 202, and a recording unit 230, and has a function of processing praise information transmitted from each player's information processing device 10. The processing unit 200 includes a praise information acquisition unit 210, a point granting unit 212, an evaluation unit 218, and a provision unit 220, and the point granting unit 212 includes a first point granting unit 214 and a second point granting unit 216.
[0047] The management server 14 includes a computer, which executes a program to realize various functions shown in Fig. 7. The computer includes hardware such as a memory into which the program is loaded, one or more processors that execute the loaded program, an auxiliary storage device, and other LSIs. The processor is composed of multiple electronic circuits including a semiconductor integrated circuit and an LSI, and the multiple electronic circuits may be mounted on one chip or multiple chips. The functional blocks shown in Fig. 7 are realized by cooperation between hardware and software, and therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various forms by hardware alone, software alone, or a combination thereof.
[0048] The praise information acquisition unit 210 acquires praise information indicating that a player praised another player via the communication unit 202, and records the praise information in the recording unit 230. The praise information may include at least identification information (user ID) of the player who praised another player, identification information (user ID) of the other player who was praised, and information (type information) specifying the selected type of praise. In the above example, player A praises player D from the viewpoint of “Good Sport”, and the praise information transmitted from the information processing device 10 of player A includes the user ID of player A as identification information of the player who praised, the user ID of player D as identification information of the player who was praised, and “Good Sport” as type information. The point allocation unit 212 accumulates and derives points related to the praise for each player.
[0049] The first point giving unit 214 has a function of giving points to a player who has praised another player based on the praise information. The number of points given for one praise is X points. For example, when player A praises player D, the first point giving unit 214 gives X points to player A and adds X points to the cumulative points accumulated so far by the praise. When player A has praised another player N times, the first point giving unit 214 derives the number of points of player A as N×X points.
[0050] The second point giving unit 216 has a function of giving points to the player who has been praised based on the praise information. The number of points given for one praise is Y points. For example, when player C praises player A, the second point giving unit 216 gives Y points to player A and adds Y points to the cumulative points accumulated so far by being praised. When player A has been praised M times by another player, the second point giving unit 216 derives the number of points for player A as M×Y points.
[0051] The evaluation unit 218 performs an evaluation of praise for each player based on the total points of points given for praising another player and points given for being praised by another player. In the example of player A, the evaluation unit 218 adds up the points given for praising (N×X points) and the points given for being praised (M×Y points), and determines a level value according to the total number of points. The level value represents one stage when the number of points is divided into a plurality of stages, and the higher the level value, the more times the player has received praise from other players and the more times the player has praised other players.
[0052] The evaluation section 218 may determine the level value using the following (Equation 1). (N×X+M×Y) / L (Formula 1) L is a constant and may be, for example, 100. The evaluation unit 218 calculates (Equation 1) to obtain a (quotient) and a (remainder).
[0053] Here, when the remainder is 0, the evaluation unit 218 determines the (quotient) as the level value. Therefore, when (N×X + M×Y) = 300, (quotient) = 3, and (remainder) = 0, the evaluation unit 218 evaluates the level value regarding the praise of Player A as "3".
[0054] On the other hand, when the remainder is non - zero, the evaluation unit 218 determines ((quotient)+1) as the level value. Therefore, when (N×X + M×Y) = 301, (quotient) = 3, and (remainder) = 1, the evaluation unit 218 evaluates the level value regarding the praise of Player A as "4".
[0055] By the evaluation unit 218 performing an evaluation regarding praise while taking into account the points given for praising another player, the motivation for a player to praise another player can be enhanced. As a result, the user behavior of sending praise can be activated.
[0056] Note that the number of points X given for praise may be relatively smaller than the number of points Y given for being praised. For example, when the number of points X is 1, the number of points Y may be 2. By setting the relationship X < Y, it becomes possible to enhance the relative value of being praised when calculating the level value. Y may be three times or more of X.
[0057] The evaluation unit 218 derives the ratio for each type of the number of times of praise based on the praise information recorded in the recording unit 230. The following shows the number of times of praise received for each type of praise. ·Helpful 18 times ·Good Sport 78 times ·Leader 30 times ·Welcoming 24 times
[0058] Therefore, the evaluation unit 218 derives the proportion of each type as follows. Helpful 12% Good Sport 52% Leader 20% Welcoming 16% The evaluation unit 218 records the proportion of each type in the recording unit 230.
[0059] Player A can request the management server 14 to transmit evaluation information regarding the praise. When the information processing device 10 transmits a request for evaluation information to the management server 14, the providing unit 220 reads out the evaluation information regarding the praise of player A from the recording unit 230, and transmits it to the information processing device 10 via the communication unit 202. The evaluation information may include a level value that is an evaluation value regarding the praise, and a proportion of each type of praise received.
[0060] When the evaluation information acquisition unit 142 acquires the evaluation information from the management server 14 , the system image generation unit 120 generates a system image including the evaluation information, and the output processing unit 150 displays it on the output device 4 . FIG. 8 shows an example of the display of evaluation information derived for player A. The evaluation information includes the ratio of the number of times each type of praise was received and a level value. By looking at the ratio of praise, player A can recognize the type of play that is being evaluated. Also, by looking at the level value, player A can increase his motivation to behave in a way that increases the level of praise.
[0061] The present disclosure has been described above based on examples. These examples are merely illustrative, and it will be understood by those skilled in the art that various modifications are possible in the combination of each component and each treatment process, and that such modifications are also within the scope of the present disclosure.
[0062] In the embodiment, it has been described that the number of points X given for praising may be relatively smaller than the number of points Y given for being praised. In a modified example, the number of points Y may vary depending on the play history of the player. For example, the number of points given when praised by a player with a short play history may be smaller than the number of points given when praised by a player with a long play history.
[0063] In the embodiment, a mechanism for a player to praise another player has been described, but this mechanism may also be used when a player reports a bad player who has bad manners. In this case, after a match, a player selects a bad player who has bad manners from the participant list and reports the player to the management server 14. At this time, the player may be able to select the behavior of the player from a plurality of options. The management server 14 may count the number of reports for each bad player and retain the count as one of the user information. [Explanation of symbols]
[0064] 1 information processing system, 10 information processing device, 12 server device, 14 management server, 16 session server, 100 processing unit, 102 communication unit, 104 operation reception unit, 110 game execution unit, 112 game image generation unit, 114 game sound generation unit, 116 session management unit, 120 system image generation unit unit, 130...chat management unit, 140...praise information transmission unit, 142...rating information acquisition unit, 150...output processing unit, 200...processing unit, 202...communication unit, 210...praise information acquisition unit, 212...point assignment unit, 214...first point assignment unit, 216...second point assignment unit, 218...evaluation unit, 220...providing unit, and 230...recording unit.
Claims
1. A server device, comprising one or more processors having hardware, The one or more processors: obtaining praise information indicating that a player has praised another player in an online multiplayer game, the praise information including identification information of the player who praised the other player, identification information of the other player who has been praised, and information specifying a type of praise; awarding points to a player who praised another player based on the praise information; Based on the praise information, award points to the other player who has been praised; For each player, tally up the points awarded for praising and for being praised, Based on the points collected, a praise evaluation is made. Derive the percentage of praise given by type of praise, The points awarded to a player for praising another player are relatively smaller than the points awarded to the player for being praised by another player. A server device comprising:
2. The one or more processors: Determine the level according to the points collected, The server device according to claim 1 .
3. An information processing device operated by a player, the information processing device comprising one or more processors having hardware, The one or more processors: When an online multiplayer game ends, a list screen of other players who have joined the game is displayed. When another player is selected on the list screen, a screen for selecting a type of praise is displayed; When the type of praise is selected, transmitting praise information to the server device, the praise information including identification information of the player who praised the other player, identification information of the other player who was praised, and information specifying the type of praise; acquiring evaluation information based on points awarded when a player praises another player in an online multiplayer game and points awarded when the player is praised by another player in the online multiplayer game, and a ratio of the number of times the player has received praise for each type of praise; View the information that was rated and the percentage of praise received by type of praise, Information processing device.
4. 1. A method for making a praise assessment, comprising: obtaining praise information indicating that a player has praised another player in an online multiplayer game, the praise information including identification information of the player who praised the other player, identification information of the other player who has been praised, and information specifying a type of praise; awarding points to a player who praised another player based on the praise information; Based on the praise information, award points to the other player who has been praised; For each player, tally up the points awarded for praising and for being praised, Based on the points collected, a praise evaluation is made. Derive the percentage of praise given by type of praise, The points awarded to a player for praising another player are relatively smaller than the points awarded to the player for being praised by another player. A praise evaluation method characterized by:
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