Information processing device and information processing method
Patent Information
- Application Number
- JP2023190191
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-11-07
- Publication Date
- 2025-02-20
- Estimated Expiration
- 2039-10-21
AI Technical Summary
【0007】 本発明の一態様によれば、他のプレイヤと共にゲームをプレイしたプレイヤに対して、ゲーム以外の場所で利用可能なポイントを付与することで、共同プレイに対する意欲を喚起し、且つ、上記ポイントが使用可能なサービス提供場所の活性化を図ることができる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device and an information processing method. [Background technology]
[0002] Encouraging players to play a common game simultaneously, such as in multiplayer online games, with multiple players operating their own terminals (hereinafter referred to as cooperative play), is important in terms of popularizing the game and increasing the number of times it is played. As a method for encouraging players to play cooperatively, as described in Non-Patent Document 1, it is possible to give a predetermined reward to players who play cooperatively as a motivation (incentive) for playing cooperatively. [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] [Monster Strike Official Website], [online], October 10, 2013, Mixi, Inc., [searched September 27, 2019], Internet [https: / / www.monster-strike.com / connect] Summary of the Invention [Problem to be solved by the invention]
[0004] It is preferable that the reward given to a player who plays cooperatively is beneficial to that player, since this increases the value of the reward as an incentive for playing cooperatively. Furthermore, if rewards are given as an incentive for cooperative play, it would be even more preferable if those rewards could be used in places other than the game, as this would lead to the revitalization of those places (specifically, by increasing the number of customers, etc.).
[0005] Therefore, an object of the present invention is to provide an information processing device and an information processing method that can stimulate the desire of game players to play together and revitalize places linked to the game. [Means for solving the problem]
[0006] An information processing device according to one aspect of the present invention is characterized in having a point allotting unit that awards points to a player who plays a game playable through a terminal together with other players, the points being usable when availing services at service providing locations other than the game, and a point memory unit that stores the points awarded to the player. Effect of the Invention
[0007] According to one aspect of the present invention, by awarding points that can be used in places other than the game to players who play a game together with other players, it is possible to stimulate enthusiasm for collaborative play and to revitalize service providing locations where the points can be used. [Brief description of the drawings]
[0008] [Figure 1] 1 is a conceptual diagram of a communication system including an information processing device according to an embodiment of the present invention. [Diagram 2] FIG. 1 is a diagram illustrating the hardware configuration of an information processing device and a terminal according to an embodiment of the present invention. [Diagram 3] FIG. 2 is an explanatory diagram of functions of a terminal according to an embodiment of the present invention. [Figure 4] FIG. 2 is an explanatory diagram of functions of a server constituting an information processing device according to an embodiment of the present invention. [Diagram 5] FIG. 13 is an explanatory diagram of points given to a player who plays a game together with other players. [Figure 6] FIG. 2 is an explanatory diagram of information regarding stores where points can be used. [Figure 7]FIG. 2 is an explanatory diagram of functions of a store terminal constituting an information processing device according to an embodiment of the present invention. [Figure 8] FIG. 13 is a diagram showing an example of a screen displaying a player identification ID. [Figure 9] FIG. 13 is an explanatory diagram of the number of visits to a store by each player. [Figure 10] FIG. 13 is a diagram showing an example of a screen for specifying points to be used when using a service at a store. [Figure 11] FIG. 13 is a diagram showing an information processing flow in a point giving phase. [Figure 12] FIG. 13 is a diagram showing the information processing flow in the point usage phase (part 1). [Figure 13] FIG. 13 is a diagram showing the information processing flow in the point usage phase (part 2). [Figure 14] FIG. 13 is a diagram showing the information processing flow in the point usage phase (part 3). [Figure 15] FIG. 13 is a diagram showing a communication system according to a modified example of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, one embodiment of the present invention (the present embodiment) will be described in detail with reference to the accompanying drawings. However, the embodiment described below is given to facilitate understanding of the present invention, and does not limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. In addition, the present invention naturally includes its equivalents. In addition, the screen designs described in the following explanation and drawings are merely examples, and examples of screen configurations, displayed information, and specific contents of the GUI (Graphical User Interface), etc., may be changed as appropriate depending on the application of the present invention and the user's requests, etc.
[0010] In this specification, "location" is not limited to real locations, but also includes virtual locations (so-called sites) that exist on the Internet, as well as locations that exist within augmented reality (AR), virtual reality (VR) and mixed reality (MR) spaces.
[0011] In addition, in this specification, the term "device" is not limited to a single device that performs a specific function on its own, but also includes multiple devices that are distributed and work together to perform a specific function.
[0012] <<About the point management system>> First, a communication system including an information processing device according to this embodiment (hereinafter, referred to as a point management system S) will be described with reference to Fig. 1. Fig. 1 is a conceptual diagram of the point management system S.
[0013] The point management system S is a communication system constructed to manage the acquisition and use of points by game players. Here, the term "game" refers to a game that multiple players can play together at the same time by operating their own terminals, that is, a cooperative play-compatible game (a so-called multiplayer game). Such games include, for example, social games that can be used with only a web browser and an SNS (Social Networking Service) account.
[0014] Cooperative play is performed through the communication function of each player's terminal. Specifically, when one player applies for cooperative play and the other players accept the application, a communication path for cooperative play is established, and then various data required for cooperative play is sent and received according to a known communication method. The data at this time may be sent in a client-server manner via a server, or in a P2P (peer-to-peer) manner without a server.
[0015] The cooperative play style is classified into a fully synchronous type and an asynchronous type, the fully synchronous type including a key input synchronization type and a command input type, and the asynchronous type including a server centralized processing type and a client distributed processing type. Any of these types may be adopted. In addition, an application for joint play may be made to other players who are within a specified distance from the player making the application, or to other players who have been registered in advance as friends (people with whom the player has a friendship relationship) of the player making the application.
[0016] In addition, games that support cooperative play include cooperative play games in which multiple users cooperate with each other, and competitive games in which users compete against each other. The upper limit (maximum number of players) of the number of players in one cooperative play is not particularly limited and may be set to any number, but it is recommended to set it to a maximum of about four people, for example.
[0017] Points are awarded to players who play together and can be used when using services at locations providing services other than games. To be more specific, players who have earned points can use the points to pay for the service to receive a discount of a certain value, specifically, an amount according to the number of points used.
[0018] In this way, in this embodiment, players can earn points by playing a game together with other players, and these points can be used in places other than the game. In other words, the above points are given as an incentive for players to play the game together. In addition, service providing places where the above points can be used can be said to be places linked to the game, and players can be expected to use services as a result of using the points.
[0019] In this embodiment, the service providing location is an actual store T, such as a department store, a restaurant, a store selling goods, a movie theater, a store providing services that do not involve the exchange of goods (specifically, a massage parlor, an esthetic salon, a beauty salon, a culture school, a sports club, etc.), an entertainment facility, a commercial facility, and other service providing stores. In other words, in this embodiment, points acquired in a joint play of an online game can be used offline (in real space). Incidentally, the service provision locations of the present invention include locations other than the store T described above, such as schools, companies (examples include cafeterias and shops used by company employees), hospitals, community centers and other public facilities, as well as locations where people gather, such as nursing homes.
[0020] The points can be accumulated for a certain period of time, and the player can use the points at store T within that period. Furthermore, in this embodiment, in order for a player to use points at store T, the player needs to be present in store T with other players who played the game together with the player. That is, in order for a player to use points that he or she has earned at store T, the player must either visit store T accompanied by other players who played with the player in the joint play that led to the points being awarded, or play jointly with other players in store T to earn new points.
[0021] As described above, in this embodiment, when multiple players who have previously played a game together visit store T as a group, or when multiple players play together inside store T, each player can use points when using services at store T. This allows multiple players to interact with each other through playing a game together, and deepen friendships by using points to use services at the actual store T. This also brings benefits to store T, such as an increase in the number of customers.
[0022] In addition, when the above-mentioned multiple players use the service as a group, the points of the multiple players can be combined and used. The number of players who can combine points may be determined arbitrarily, but it is preferable to set an upper limit from the viewpoint of preventing fraudulent acts. For example, the upper limit may be set to the number of players who visit the store T, and more preferably, the same number as the maximum number of players in one joint play, or a number determined based on the maximum number of players.
[0023] Further, to add a supplement to the use of points at store T, the number of times points can be used within a specified period of time need not be limited, but it is preferable to set an upper limit in order to prevent fraudulent activities, for example, the maximum number of times points can be used in a day may be set to 1 to several times. Also, the number of points used per time need not be limited, but it is preferable to set an upper limit in order to prevent fraudulent activities, for example, it is preferable to set the number of points equivalent to a discount amount of several percent to several tens of percent of the service usage fee.
[0024] In addition, there may be no particular restrictions on the points that can be used at store T, or they may be limited to points awarded for playing together within an area defined based on the location of store T.
[0025] Returning to the explanation of the point management system S, the point management system S is made up of a terminal operated by a player (hereinafter referred to as a player terminal 10), a server 12, and a shop terminal 14.
[0026] The player terminal 10 is equipped with a program stored in the terminal and a processor that executes the program. A player operates the player terminal 10 when playing a game. In addition, a player who has acquired the above-mentioned points by playing a game together operates the player terminal 10 to use the points when utilizing a service at the store T. The number of player terminals 10 constituting the point management system S is not particularly limited and may be any number, but for convenience of illustration in FIG. 1, the number of player terminals 10 is set to three.
[0027] The server 12 is a computer constituting the information processing device of the present invention. The server 12 manages game account information of each player and distributes data for game progress to each player. In this embodiment, the server 12 also gives the above-mentioned points to players who have played the game together and stores the points of each player. Furthermore, for a player who has newly acquired points or used points at store T, the server 12 updates the points owned by that player by increasing or decreasing the points.
[0028] Furthermore, when a player uses points when availing a service at store T, the server 12 determines a value according to the number of points used, specifically, a discount amount on the service usage amount, and notifies the player and store T of the determined discount amount. Here, when multiple players in the same store T use the service as a group, the points of the multiple players can be combined and used as described above. At this time, the server 12 determines the discount amount according to the combined number of used points and notifies the determined discount amount.
[0029] The store terminal 14 is a communication terminal installed in the store T, and constitutes an information processing device of the present invention together with the server 12. When a player uses points to utilize a service at the store T, the store terminal 14 notifies the server 12 of information about the player (specifically, ID information, etc.) and the number of points to be used designated by the player.
[0030] The store terminal 14 is also notified by the server 12 of the discount amount according to the number of points used designated by the player. After that, when the player instructs to use the points, the store terminal 14 accepts the instruction and notifies the server 12.
[0031] The number of stores T and the number of store terminals 14 installed in each store T are not particularly limited and may be any number, but in Figure 1, for convenience of illustration, the number of stores T is one, and the number of store terminals 14 in each store T is one.
[0032] 1, the player terminals 10, the server 12, and the store terminals 14 are communicatively connected to each other via a communication network N. The communication network N includes the Internet, a mobile communication network, a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), and the like.
[0033] A plurality of terminals may be connected to the server 12 at the same time, or only one terminal may be connected to the server 12. Furthermore, the player terminals 10 may communicate with each other via the communication network N, or may communicate directly with each other without going through the communication network N via Bluetooth (registered trademark), Wifi-Direct, or the like. In addition, information may be exchanged between the player terminal 10 and the store terminal 14 via the communication network N, or directly via Bluetooth (registered trademark) or Wifi-Direct, etc., without going through the communication network N, or the store terminal 14 may optically or magnetically read information displayed on the screen of the player terminal 10.
[0034] <<Player device configuration>> Next, the configuration of the player terminal 10 according to this embodiment will be described. The player terminal 10 is carried by the player who owns it, and is configured, for example, by a smartphone, a mobile phone, a notebook PC, a tablet terminal, a wearable terminal, or a dedicated game device equipped with a communication function.
[0035] The player terminal 10 is operated when the player plays a game (including cooperative play) and when the player uses points when utilizing a service at the store T. There is no particular limit to the number of player terminals 10 operated by one player. However, from the viewpoint of preventing fraudulent acts (for example, an act in which one player operates multiple player terminals 10 to perform pseudo cooperative play and illegally obtain points), it is preferable to limit the number of player terminals 10 used when using points to one per player.
[0036] As shown in Fig. 2, the player terminal 10 has a processor 101, a memory 102, a communication interface 103, a storage 104, an input device 105, and an output device 106, and these devices are electrically connected via a bus 107. Fig. 2 is a diagram showing the hardware configuration of each of the player terminal 10, the server 12, and the shop terminal 14.
[0037] The processor 101 executes various processes by executing programs installed in the player terminal 10. The programs executed by the processor 101 include an OS (Operating System), which is system software for controlling the entire player terminal 10, and application programs for games. The processor 101 is composed of a central processing unit (CPU), a micro-processing unit (MPU), a graphics processing unit (GPU), a digital signal processor (DSP), and the like.
[0038] The memory 102 is composed of semiconductor memories such as a Read Only Memory (ROM) and a Random Access Memory (RAM), and provides a working area for the processor 101 by temporarily storing programs and data. The memory 102 also temporarily stores various data generated by the processing executed by the processor 101.
[0039] The communication interface 103 is configured, for example, by a communication interface board or the like, and controls communication processing of the player terminal 10. There are no particular limitations on the communication standard used by the communication interface 103, and any public communication standard can be applied without restriction. In addition, the communication method used by the communication interface 103 may be a wireless method or a wired method.
[0040] Storage 104 stores various data related to the game and is composed of, for example, a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), and a universal serial bus memory (USB memory).
[0041] The input device 105 is a device that accepts operations by the player, and may be, for example, an operation key and an operation button provided on the player terminal 10, a microphone for collecting sound, a camera for taking pictures, and the like.
[0042] The output device 106 is a device that draws a screen to display images and character string information, etc., and plays back audio, and may be a liquid crystal display or an organic EL (Electroluminescence) display provided in the player terminal 10, a head-mounted display, a speaker, etc. In this embodiment, the output device 106 has at least a display 108. The display 108 may have the functions of both the input device 105 and the output device 106, such as a touch panel display.
[0043] Next, the configuration of the player terminal 10 will be described again from a functional perspective with reference to Fig. 3. Fig. 3 is an explanatory diagram of the functions of the player terminal 10. 3, specifically, an operation identification unit 111, a terminal storage unit 112, a terminal transmission / reception unit 113, a terminal generation unit 114, and a display processing unit 115. These functional units are realized by cooperation between the hardware devices of the player terminal 10 and a program stored in the player terminal 10 as software.
[0044] The operation identification unit 111 identifies the contents of various operations performed by the player through the input device 105 of the player terminal 10. The operations identified by the operation identification unit 111 include operations for progressing through the game, operations for applying for joint play, operations for replying to an application for joint play, and operations related to point use. Operations related to point use include an operation for specifying the number of points to be used by the player, an operation for instructing the use of the specified number of points, etc.
[0045] The terminal-side storage unit 112 stores various data related to the game progress (e.g., video data, image data, and audio data, etc.) and data required for using points. The latter data includes, for example, the authentication ID and password of the player who is the owner of the player terminal 10, and data for encoding (specifically, barcoding) and displaying these.
[0046] The terminal-side transmitting / receiving unit 113 transmits and receives information and data between the server 12, the store terminal 14, and the player terminals 10 of other players. For example, while playing a game, the terminal-side transmitting / receiving unit 113 receives data for game progress sent from the server 12, and transmits data according to the player's operation (hereinafter also referred to as game operation data) to the server 12. Furthermore, when a game is being played jointly, the terminal-side transmitting / receiving unit 113 may transmit and receive data for joint play (specifically, data on the game operation of each player) between the player terminals 10 of other players.
[0047] Furthermore, when the player uses points when utilizing a service at store T, the terminal-side transmitting / receiving unit 113 receives the number of points that the player can use at that time (hereinafter referred to as the number of usable points) from the server 12. Furthermore, when the player specifies the number of points to be used at store T, the terminal-side transmitting / receiving unit 113 transmits information related to the specification (specifically, the number of points to be used) to the store terminal 14.
[0048] The terminal-side generating unit 114 generates data and information according to the operation contents of the player identified by the operation identifying unit 111, specifically, game operation data, an application for shared play, a response to the application, information on operation contents related to point use, etc. This generated data and information is transmitted by the terminal-side transmitting / receiving unit 113 to the server 12 or the shop terminal 14.
[0049] The display processing unit 115 executes a display process to display data and information received by the terminal side transmitting / receiving unit 113 on the display 108 by using a browsing function. Specifically, the display processing unit 115 draws a game screen when the game starts, and during game play, develops data for game progress received by the terminal side transmitting / receiving unit 113 from the server 12, and displays images and other information on the game screen. During game play, the display processing unit 115 also displays images that change according to game operation data generated by the terminal side generating unit 114 (specifically, images that move according to the player's operations) on the game screen.
[0050] Furthermore, when the player uses points when availing services at store T, the display processing unit 115 renders a predetermined screen (specifically, the screens shown in Figs. 8 and 10 described below) on the display 108 and displays information necessary for using points on the screen. Through the above screen, the player can check the points (number of available points) that can be used when availing services at store T, specify the points that will actually be used at store T, and instruct the use of the specified number of points.
[0051] <<Server configuration>> Next, the configuration of the server 12 according to the present embodiment will be described. The server 12 is an information processing device of the present invention, and is configured, for example, by one or more computers operated as an SNS server by a game provider.
[0052] The server 12 provides players with data for game progress, and manages the game account and current status of each player. When one player applies for joint play, the server 12 accepts the application and receives responses to the application from the other players (specifically, answers to whether or not the application is accepted). The server 12 then provides data for joint play to the player who applied for joint play and to the other players who have been permitted to play jointly.
[0053] Furthermore, the server 12 grants points to players who have played together, and when the players use points, subtracts the number of points used from the points. Furthermore, when a player uses points at store T, the server 12 determines the number of points available to the player, and determines the discount amount according to the number of points used designated by the player.
[0054] The hardware configuration of the server 12 according to this embodiment is similar to that of a general server computer. That is, the server 12 has a processor 201, a memory 202, a communication interface 203, and a storage 204, as shown in FIG. 2, and these devices are electrically connected via a bus 205.
[0055] The processor 201 is configured with a CPU, an MPU, a GPU, a DSP, etc., and executes various processes by executing programs installed in the server 12. The programs executed by the processor 201 include an OS, which is system software for controlling the entire server 12, and application programs for causing the server 12 to function as the information processing device of the present invention.
[0056] The memory 202 is configured from semiconductor memory such as ROM and RAM, and provides a working area for the processor 201 by temporarily storing programs and data, and temporarily stores data generated by the processing by the processor 201.
[0057] The communication interface 203 is configured, for example, by a communication interface board or the like, and controls the communication processing of the server 12. The communication standard used by the communication interface 203 is not particularly limited, and any public communication standard can be applied without restriction. The communication method used by the communication interface 103 may be a wireless method or a wired method.
[0058] The storage 204 is a device that stores data for game progress, points acquired by each player, information on stores T where points can be used, and other information, and is configured, for example, with a flash memory, HDD, SSD, FD, MO disk, CD, DVD, SD card, USB memory, etc. Note that a server computer for a database connected to the server 12 via a communication network N may be used as the storage 204.
[0059] Next, the configuration of the server 12 will be described again from a functional perspective with reference to Fig. 4. Fig. 4 is an explanatory diagram of the functions of the server 12. 4, specifically, a server-side storage unit 211, a server-side transmission / reception unit 212, a point granting unit 213, a server-side generation unit 214, a permission unit 215, a point number determination unit 216, a value determination unit 217, and a point subtraction unit 218. These functional units are realized by cooperation between the hardware devices of the server 12 and programs stored in the server 12 as software. When the server 12 is configured by a plurality of computers, the above-mentioned functions may be distributed so that each of the plurality of computers performs a different function.
[0060] The server-side storage unit 211 stores various data including data for game progress. The server-side storage unit 211 also functions as a point storage unit of the present invention, and stores the points acquired by each player. In this embodiment, the server-side storage unit 211 stores the points awarded to each player in association with the other players who played with the player in a joint play that triggered the awarding of the points, as shown in FIG. 5. FIG. 5 is an explanatory diagram of points stored for each player in the server 12. In the example shown in the figure, player A has previously played a game together with players B, D, E, and F, and player B has previously played together with players A, C, and F.
[0061] Furthermore, the server-side storage unit 211 stores information about a store T where points can be used (hereinafter, store information) for each store T. As shown in Fig. 6, the store information includes an identification ID of the store T, a discount coefficient described below, and an upper limit of the number of points that can be used per visit to the store T. Fig. 6 is an explanatory diagram of the store information stored for each store T in the server 12.
[0062] The server-side transmitting / receiving unit 212 transmits and receives data and information between the player terminal 10 and the store terminal 14. For example, during game play, the server-side transmitting / receiving unit 212 transmits data for game progress to the player terminal 10 of the player, and receives game operation data from the player terminal 10. In addition, while a game is being played jointly, the server-side transceiver unit 212 receives data for joint play from each of the player terminals 10 of the multiple players playing jointly, and transmits data for synchronizing the players to each player terminal 10.
[0063] In addition, when a player uses points when utilizing a service at a store T, the server-side transceiver unit 212 receives information such as the player using the points, the store T where the points will be used, and the number of points used from the store-side terminal 14 installed at the store T. Meanwhile, the server-side transmitting / receiving unit 212 transmits the number of points available to the player at the store T, and the discount amount according to the points used by the player, to each of the store terminal 14 and the player terminal 10 of the player. Furthermore, when the player instructs to use points at shop T, the server-side transmitting / receiving unit 212 receives a notification of the instruction to use points from the shop-side terminal 14 that has accepted the instruction.
[0064] The point giving unit 213 gives points to a player who has played a game together with other players. To be more specific, while the player and the other players are playing a game together, the server-side transmitting / receiving unit 212 receives game operation data from the player terminal 10 of each player. The point giving unit 213 identifies the player who has played together and the other players from the data received by the server-side transmitting / receiving unit 212, and gives each identified player a number of points according to the joint play. The "number according to cooperative play" refers to the number of points awarded for engaging in one cooperative play session, and the specific method for determining the number of points is not particularly limited. However, it may be determined, for example, according to the number of cooperative plays, the content of the play (specifically, the outcome of an event in which a winner is determined), the play time, and the number of players who played cooperatively.
[0065] Furthermore, the point giving unit 213 sets a validity period for each point given. The validity period is a period during which the points given to a player can be used, and is set based on the fact that the player has played a game together with other players. The validity period is stored in the server-side storage unit 211 together with the points given to the player, as shown in FIG. 5. There is no particular limitation on the method for setting the validity period. For example, the validity period may be set according to certain rules based on the time when the joint play is carried out, or the validity period may be set to a period obtained by adding a specified number of hours or days to the time when the joint play is completed.
[0066] The server-side generation unit 214 generates data to be transmitted by the server-side transmission / reception unit 212, specifically, generates data indicating the number of points the player can use at store T, and data indicating the amount of discount the player can receive by using the points, etc.
[0067] When a player uses points, the permission unit 215 judges whether the validity period of the player's points stored in the server-side storage unit 211 remains, and permits the use of the points only if the validity period remains at the time of using the points.
[0068] The point number determination unit 216 determines the number of points that the player can use at the store T. In this embodiment, the point number determination unit 216 determines the number of usable points based on the points of the player that are stored in the server-side storage unit 211 and whose use has been permitted by the permission unit 215. In other words, the points that the player can use at the store T are limited to points that have a remaining validity period, and the point number determination unit 216 determines the number of usable points based on the points that have a remaining validity period.
[0069] The point number determination unit 216 determines the number of usable points based on the points associated with other players who satisfy a predetermined condition, among the points of the player stored in the server-side storage unit 211. Here, the predetermined condition is a condition regarding the relationship with the player (strictly speaking, a player who uses points at store T), and in particular, a condition regarding the degree of interaction with the player.
[0070] To explain in more detail, in this embodiment, the number of points that a player can use at store T is determined based on the points of the player stored in the server-side storage unit 211, which are associated with other players who play the game together with the player and are present in store T. In other words, a player who uses points at store T needs to be present in store T together with other players who played the game together with the player.
[0071] 5, in order for player A to use points at store T, he must be present at store T with at least one of players B, D, E, and F. If player A is present at store T with players B, E, and F, the number of points available to player A will be 1300P (=500+400+400), which is the total value of the points granted to player A that are associated with players B, E, and F.
[0072] Furthermore, when multiple players use the service as a group at the store T, the point number determination unit 216 adds up the points of each of the multiple players to determine the number of usable points for all of the multiple players. Strictly speaking, the number of usable points for all of the multiple players is determined by adding up the points associated with other players (other players who have played together) at the store T among the points of each of the multiple players stored in the server-side storage unit 211.
[0073] To explain this using the case shown in FIG. 5 as an example, when player A is in store T with players B, E, and F, the number of usable points for player A in store T is 1300P (=500+400+400). Similarly, the number of usable points for players B, E, and F are 1000P (=500+0+500), 500P (=400+0+100), and 1000P (=400+500+100), respectively. Then, the point number determination unit 216 determines the total number of usable points for each player, that is, 3800P, as the number of usable points for all of the multiple players.
[0074] The value determination unit 217 determines the value that the player can obtain by using the points when using the service at the store T, specifically, the discount amount on the service usage fee. The value determination unit 217 determines the discount amount according to the points that the player uses at the store T. More specifically, when the store terminal 14 accepts the designation of the points to be used by the player when utilizing a service at store T, the store terminal 14 notifies the server-side transmitting / receiving unit 212 of the designated number of points to be used, and the server-side transmitting / receiving unit 212 receives the notification information. The value determining unit 217 identifies the information received by the server-side transmitting / receiving unit 212, i.e., the designated number of points to be used, and determines the discount amount as the value obtained by multiplying the number of points to be used by the discount coefficient.
[0075] When multiple players use the service as a group at the store T, the points of the multiple players can be combined and used as described above. At this time, the value determination unit 217 determines the discount amount by multiplying the number of points used by all the multiple players (i.e., the total value of the number of points used by each player) by a discount coefficient.
[0076] Here, the discount coefficient is a parameter that is referenced when determining the discount amount, and is stored in the server-side storage unit 211. The discount coefficient is predetermined and may be the same for all stores T, but it is preferable that the discount coefficient can be set for each store T. For example, if the discount coefficient applied to a store T that attracts a relatively small number of customers is set to a larger value, the number of people who visit the store T to use points will increase, leading to an increase in the number of customers.
[0077] It is more preferable if the discount coefficient changes depending on the time of year when the player visits store T, and in the case shown in Figure 6, different discount coefficients are set for "morning, afternoon, and night." For example, if the discount coefficient is made larger during times when the number of customers is smaller, the number of people who visit store T to use points during those times will increase, leading to an increase in the number of customers. In this specification, the term "season" is a concept having a certain width in time, and includes a specific date and time, a specific time period in a day, or a period of time with specific weather or climate.
[0078] Furthermore, it is more preferable that the discount coefficient varies according to the number of people who visit the store T together with the player (hereinafter referred to as the number of accompanying persons) and the number of visits the player has made to the store T. For example, if the discount coefficient is set higher the more accompanying persons the player is, or the more frequent the visits, the player's motivation (incentive) to visit the store T can be further increased. In addition, "company" includes other players who have played a game together with the player (or who plan to play together), and may also include acquaintances or family members who have not played together with the player.
[0079] The value determination unit 217 identifies each element that determines the discount coefficient (the store T where the player uses points, the time of visit to the store T, the number of visits, the number of accompanying persons, etc.), sets the discount coefficient according to the identification results, and determines the discount amount based on the set discount coefficient and the number of points used notified by the store terminal 14. The determined discount amount is converted into data by the server-side generation unit 214, and transmitted by the server-side transmission / reception unit 212 to the store terminal 14 and the player terminal 10 of the player (strictly speaking, the player who uses points at the store T).
[0080] In this embodiment, the discount coefficient is given as an example of a parameter for determining the value obtained by using points, but parameters other than the discount coefficient are also conceivable, and for example, the parameter may be the upper limit of the number of points that can be used at store T. In this case, the upper limit of the number of points that can be used may be set according to the number of visits to store T by the player and the number of accompanying persons, etc., and specifically, the upper limit may be set so that the greater the number of visits or the greater the number of accompanying persons.
[0081] When a player actually uses points when utilizing a service at store T, the point subtraction unit 218 subtracts the number of points used from the player's points stored in the server-side storage unit 211. When an instruction to use points by a player is notified from the store-side terminal 14, the point subtraction unit 218 identifies the player who issued the instruction and the number of points used as instructed. At this time, the point subtraction unit 218 also identifies other players who are in store T together with the player who issued the instruction.
[0082] Thereafter, the point subtraction unit 218 subtracts the number of used points from the points stored in the server-side storage unit 211 for the player who instructed the use of points, and which are associated with other players who are in the store T together with the player. As a result, the points for the player stored in the server-side storage unit 211 are updated to the points after the subtraction. In addition, when multiple players combine their points when using a service at store T, the point subtraction unit 218 repeatedly performs the series of processes related to point subtraction described above for each of the multiple players.
[0083] <<Store terminal configuration>> Next, the configuration of the store terminal 14 according to this embodiment will be described. The store terminal 14, together with the server 12, constitutes an information processing device of the present invention, and is composed of a terminal (computer) operated by a store clerk in the store T where points can be used, such as a cash register with a network communication function.
[0084] Furthermore, the store terminal 14 receives various information from the player terminal 10 of the player who uses points in the store T, and receives, based on the received information, a designation of the number of points to be used by the player, an instruction to use the designated number of points, etc. In this manner, in this embodiment, the store terminal 14 functions as a reception unit that receives designation and the like relating to point usage.
[0085] The hardware configuration of the store terminal 14 according to this embodiment is as shown in Fig. 2. That is, the store terminal 14 has a processor 301, a memory 302, a communication interface 303, a storage 304, an input device 305, and an output device 306, and these devices are electrically connected via a bus 307.
[0086] The processor 301 is configured with a CPU, an MPU, a GPU, a DSP, etc., and executes various processes by executing programs installed in the store terminal 14. The programs executed by the processor 301 include an OS, which is system software for controlling the entire store terminal 14, and application programs for performing the functions of the store terminal 14.
[0087] The memory 302 is configured of semiconductor memories such as ROM and RAM, and temporarily stores programs and data to provide a working area for the processor 301. The memory 302 also temporarily stores various data generated by the processing by the processor 301.
[0088] The communication interface 303 is configured, for example, by a communication interface board or the like, and controls communication processing by the store terminal 14. There are no particular limitations on the communication standard used by the communication interface 303, and any public communication standard can be applied without restriction. The communication method used by the communication interface 303 may be a wireless method or a wired method.
[0089] The storage 304 stores various data such as the number of visits by players, and is composed of, for example, a flash memory, a HDD, an SSD, a FD, an MO disk, a CD, a DVD, an SD card, a USB memory, and the like.
[0090] The input device 305 is a device that accepts operations by a clerk of the store T, and examples of the input device 305 include a keyboard, a pointing display, a keyboard touch panel, etc. In this embodiment, the input device 305 includes a barcode reader 308.
[0091] The output device 306 is a device that allows the store staff at store T to check the service usage fee of the player, the discount amount that the player can obtain by using points when using the service, and the discounted price, and can be an LCD display or an organic EL display provided on the store terminal 14.
[0092] Next, the configuration of the store terminal 14 will be described again from a functional perspective with reference to Fig. 7. Fig. 7 is an explanatory diagram of the functions of the store terminal 14. 7, specifically, a visiting player identification unit 311, a visit count storage unit 312, a designation etc. receiving unit 313, a store notification unit 314, and a store display unit 315. These functional units are realized by cooperation between the hardware devices of the store terminal 14 and programs stored in the store terminal 14 as software.
[0093] The visiting player identification unit 311 identifies a player present in the store T based on information received from the player terminal 10 of the player within the store T. Specifically, when a player present in the store T performs a predetermined operation on the player terminal 10, a player identification screen P1 shown in FIG. 8 is displayed on the display 108 of the player terminal 10. As shown in the figure, a barcode BC is displayed on the player identification screen P1, and this barcode BC represents the identification ID (information) of the player. FIG. 8 is a diagram showing an example of the player identification screen P1. The visiting player identification unit 311 receives the player's identification ID by reading the barcode BC with the barcode reader 308 of the shop terminal 14, and identifies the player present in the shop T based on the player's identification ID.
[0094] Furthermore, when a group of multiple players visit the store T, the visiting player identification unit 311 identifies each of the multiple players present in the store T by the above-mentioned method. The method of identifying a player who has visited the store T is not limited to the above method. For example, the visiting player identification unit 311 may receive information (e.g., a player's identification ID) sent from the player terminal 10 in a wired or wireless manner, and identify the player who is in the store T based on the information.
[0095] The visit count storage unit 312 stores the number of visits to the store T of a player who has visited the store T in the past. As shown in FIG. 9, the visit count is stored in the visit count storage unit 312 for each player and for each store T. FIG. 9 is an explanatory diagram of the number of visits to the store T of each player stored in the store terminal 14. In addition, when a player visits a store T, the store side terminal 14 installed in the store T When the player is identified (more specifically, by the visiting player identification unit 311), the number of visits of the player to the store T stored in the visit count storage unit 312 is incremented by +1.
[0096] The designation etc. receiving unit 313 receives information sent from the player terminal 10 of a player present at the store T, and based on that information, receives designation of points to be used by the player when utilizing services at the store T, and instructions for using the designated points, etc. More specifically, when a player performs a predetermined operation on the player terminal 10 inside the store T, a point designation screen P2 shown in FIG. 10 is displayed on the display 108 of the player terminal 10. The player designates the points to be used when using services at the store T through the point designation screen P2. At this time, the player checks the number of available points on the point designation screen P2 and designates the actual number of points to be used within the range of the available points. FIG. 10 is a diagram showing an example of the point designation screen P2.
[0097] Thereafter, when information on the designated number of points to be used is sent from the player terminal 10 of the player, the designation etc. receiving unit 313 receives the information, and based on the received information, receives a designation of the number of points to be used by the player. The method of accepting the designation of the number of points to be used is not limited to the above-mentioned method. For example, the designation of the number of points to be used may be accepted in such a manner that a clerk at the store T asks the player who is using the points how many points he / she wants to use, and inputs the asked number into the input device 305 of the store terminal 14.
[0098] Furthermore, when a player operates the player terminal 10 to instruct the use of the specified number of points after designating the number of points to be used, information indicating the content of the instruction is sent from the player terminal 10 of the player, and the instruction etc. receiving unit 313 receives the information. Then, the instruction etc. receiving unit 313 receives an instruction to use the points from the player based on the received information. When multiple players combine their points when using a service at store T, the designation etc. receiving unit 313 receives designation of the number of points to be used and instructions on point usage for each player.
[0099] The store side notification unit 314 notifies the server 12 of the player identified by the visiting player identification unit 311 (i.e., the player present at the store T), and also reads out the number of visits of the identified player to the store T from the server side memory unit 211 and notifies the server 12. Furthermore, when the designation of points to be used by the player when using a service at store T is accepted by the designation acceptance unit 313, the store notification unit 314 notifies the server 12 of the number of points to be used designated by the player. After that, when the player instructs to use points and the instruction is accepted by the designation acceptance unit 313, the store notification unit 314 notifies the server 12 of the instruction to use points by the player. When multiple players combine their points when using a service at store T, the above-mentioned series of notification processes by the store side notification unit 314 is performed for each player.
[0100] The store display unit 315 expands data sent from the server 12 regarding the use of points by players at the store T, and displays various information on the display of the store terminal 14. For example, when data indicating points (i.e., the number of usable points) that can be used when a player visiting the store T uses a service is sent from the server 12, the store display unit 315 displays the number of usable points of the player. This allows the staff at the store T to check the number of usable points of the player. When multiple players combine their points when using a service at store T, the store's display unit 315 displays the combined number of usable points for all of the multiple players.
[0101] In addition, when data indicating the discount amount that the player can receive by using the points when using the service at the store T is sent from the server 12, the store side display unit 315 displays the discount amount. This allows the staff at the store T to confirm the discount amount that the player can receive. When multiple players combine their points when using a service at store T, the store's display unit 315 displays the discount amount for all of the multiple players.
[0102] <<Information Processing Flow According to the Present Embodiment>> Next, the information processing flow according to this embodiment will be described. The information processing flow described below employs the information processing method of the present invention. In other words, each step in the information processing flow described below corresponds to a component of the information processing method of the present invention.
[0103] The information processing flow according to this embodiment is divided into a stage where points are given to players who have played a game together (hereinafter referred to as a point giving phase), and a stage where players visit a store T and use points (hereinafter referred to as a point use phase). Each phase will be explained individually below.
[0104] In the following, for ease of understanding, an example will be described in which three players A, B, and C visit a store T and play a game together, and then all three players A, B, and C use the services at the store T. In this case, for one of the three players A, B, and C, the remaining two players correspond to the "other players" who played together.
[0105] (Points allocation phase) The information processing flow in the point-granting phase proceeds according to the procedure shown in Fig. 11. Fig. 11 is a diagram showing the procedure of the information processing flow in the point-granting phase. The information processing flow in the point giving phase is triggered by three players A, B, and C operating their respective player terminals 10 to play the game together.
[0106] In the information processing flow of the point granting phase, first, the point granting unit 213 of the server 12 grants points to each of the players A, B, and C (S001). The number of points to be granted is determined according to a preset rule, and is determined according to, for example, the number of joint plays, the play time, the play content (specifically, the outcome of an event that determines a winner), the number of players who have played jointly, and the like.
[0107] Furthermore, when the points are awarded to each player, the point awarding unit 213 sets a validity period for the awarded points (S002). Then, the points given to each player are stored in the server-side storage unit 211 together with the set validity period (S003). At this time, the points given to each player are stored in association with other players who have played together with that player. For example, points given to player A based on the joint play of players A, B, and C are divided into points associated with player B and points associated with player C, and are stored in the server-side storage unit 211.
[0108] (Points Use Phase) The information processing flow in the point usage phase proceeds according to the procedures shown in Figures 12 to 14. Figures 12 to 14 are diagrams showing the procedures of the information processing flow in the point usage phase. In the point usage phase, the three players A, B, and C use their points when using services at store T, specifically, when paying for the service. At this time, the points of the three players A, B, and C are added together and used, and a discount is received by using the points of all three players.
[0109] In the information processing flow in the point use phase, first, each player in the store T performs a predetermined operation on the player terminal 10, and the display processing unit 115 of the player terminal 10 displays the player identification screen P1 (S011). The barcode reader 308 of the store terminal 14 reads the barcode BC in the displayed player identification screen P1, and the visiting player identification unit 311 accepts the player's identification ID, and identifies the player in the store T based on the accepted identification ID (S012).
[0110] The above steps S011 and S012 are repeatedly performed for each of the three players A, B, and C (S013). Through the steps up to this point, each of the three players A, B, and C present in the store T is identified, which means that one player present in the store T and other players who played the game together with that player are identified by the store terminal 14.
[0111] After that, the store notification unit 314 of the store terminal 14 reads out the number of visits to store T for each of the three identified players A, B, and C (i.e., each player present in store T) from the visit count storage unit 312 (S014). Then, the store notification unit 314 notifies the server 12 of the number of visits to store T of each player, the time of this visit (strictly speaking, the date and time of visit), and the number of accompanying persons (two in this case) for each player (S015).
[0112] The notification information from the shop terminal 14 is received by the server-side transmitting / receiving unit 212 of the server 12 through the communication network N (S016). After that, the server 12 identifies each player (i.e., the three players A, B, and C) identified by the shop terminal 14 from the received notification information, and determines the number of available points for each identified player based on the points recorded in the server-side storage unit 211 (S017).
[0113] To explain the specific procedure of step S017, the permission unit 215 of the server 12 identifies points of players A, B, and C stored in the server-side memory unit 211 that have remaining validity periods, and permits the use of the identified points (in other words, permits the use of points within the validity periods). In the case described below, it is assumed that the points of players A, B, and C stored in the server-side storage unit 211 still have valid periods remaining.
[0114] Thereafter, the points determination unit 216 of the server 12 determines the number of available points for each of the three players A, B, and C based on the points that have been approved for use by the permission unit 215 and that are associated with other players who satisfy specified conditions. For example, the number of points available to player A is determined by adding up the points that player A has been permitted to use by the permission unit 215, and the points associated with players who have played games with player A and are present in store T with player A (i.e., other players B and C identified by the store terminal 14). In a similar manner, the number of available points for player B and the number of available points for player C are determined.
[0115] Furthermore, the point number determination unit 216 adds up the usable points of each of the three players A, B, and C to determine the usable points for all three players (S018). After that, the server-side generation unit 214 generates data indicating the usable points determined in steps S017 and S018, and the server-side transmission / reception unit 212 transmits the generated data to the shop terminal 14 and each of the player terminals 10 of players A, B, and C (S019).
[0116] In the store terminal 14, the store display unit 315 receives the above data and displays the number of usable points indicated by the data (S020). This allows the store clerk operating the store terminal 14 to confirm the number of usable points for all three players A, B, and C. Similarly, in each of the player terminals 10 of the players A, B, and C, the terminal side transmitting / receiving unit 113 receives the above data and displays the number of available points indicated by the data (S021). This allows each player to check the number of available points.
[0117] After checking the number of available points, each of the three players A, B, and C performs a predetermined operation on the player terminal 10 to display the point designation screen P2 on the display 108, and designates the points (number of points used) to be actually used at the store T through that screen. The terminal side transmitting / receiving unit 113 of each player's player terminal 10 transmits information on the designated points, i.e., the number of points used, to the store side terminal 14 (S022).
[0118] At the store terminal 14, the designation etc. receiving unit 313 receives information sent from each player terminal 10, thereby receiving point designations by each player, and the store notification unit 314 notifies the server 12 of the number of points used by each player (S023).
[0119] On the server 12 side, the server side transmitting / receiving unit 212 receives the notification information from the shop side terminal 14. The value determining unit 217 identifies the number of points used by each player from the received notification information (S024), and determines the discount amount for the three players based on the identified number of points used by each player (S025).
[0120] The specific procedure of step S025 will be described. The value determination unit 217 reads out the store information of the store T where the three players A, B, and C are present from the store information stored in the server-side storage unit 211, and identifies the discount coefficient set for the store T. In this embodiment, a plurality of discount coefficients are set for the store T according to the visiting time of the players. The value determination unit 217 adopts, from among the plurality of discount coefficients, the discount coefficient corresponding to the visiting time notified by the store-side terminal 14 in step S016.
[0121] In this embodiment, the discount coefficient varies depending on the number of visits to store T by the player and the number of accompanying persons. The value determination unit 217 sets the discount coefficient based on the number of visits and the number of accompanying persons notified from the store terminal 14 in step S016. The value determination unit 217 then obtains a numerical value for each player by multiplying the number of points used designated by each player by the discount coefficient, and determines the discount amount by adding up the numerical values obtained for each player. At this time, the discount coefficient may be a value common to the three players A, B, and C, or may be a value different for each player.
[0122] Thereafter, the server-side generation unit 214 generates data indicating the discount amount determined in step S024, and the server-side transmission / reception unit 212 transmits the generated data to the store terminal 14 and each of the player terminals 10 of players A, B, and C (S026).
[0123] In the store terminal 14, the store display unit 315 receives the above data and displays the discount amount indicated by the data (S027). This allows the store clerk operating the store terminal 14 to confirm the discount amount resulting from the use of the points for the three players (i.e., the discount amount available to the three players A, B, and C). Similarly, in each of the player terminals 10 of the players A, B, and C, the terminal side transmitting / receiving unit 113 receives the above data and displays the discount amount indicated by the data (S028). This allows each of the players A, B, and C to confirm the discount amount that can be obtained by using the points.
[0124] After checking the discount amount, each of the three players A, B, and C performs a predetermined operation on the player terminal 10 to instruct the use of points up to the number of points to be used that he or she designated earlier. The terminal side transmitting / receiving unit 113 of each player's player terminal 10 transmits the instruction information for point use to the shop side terminal 14 (S029).
[0125] At the store terminal 14, the designation etc. receiving unit 313 receives information sent from each player's player terminal 10, thereby receiving each player's point use instructions, and the store notification unit 314 notifies the server 12 of each player's point use instructions (S030). After going through the above steps, players A, B, and C can use their points when using services at store T and receive a discount according to the number of points used when paying for the service.
[0126] Meanwhile, on the server 12 side, when the server-side transmitting / receiving unit 212 receives notification information from the store-side terminal 14 (S031), the point subtraction unit 218 subtracts the points used by each player when using the service at store T from the points of each of players A, B, and C stored in the server-side memory unit 211 (S032). More precisely, among the points of each player stored in the server-side storage unit 211, the number of points used by each player is subtracted from the points associated with other players who have played the game together with that player and are together with that player at the store T. For example, for player A, among the points of player A stored in the server-side storage unit 211, the points associated with player B and the points associated with player C are subtracted.
[0127] When the series of steps described above is completed, the information processing flow in the point usage phase ends.
[0128] <<Summary>> The information processing device (server 12 and shop terminal 14) according to this embodiment has a point allotting unit 213 and a server-side storage unit 211. The point allotting unit 213 allotts points to players who have played a game together, the points being usable when using services at service providing locations other than the game. The server-side storage unit 211 stores the points allotted to the players. By using the information processing device configured as above, it is possible to give points to players who play a game together, thereby stimulating their desire to play together. In addition, by allowing the points to be used at service providing locations, it is possible to revitalize the locations (increasing the number of customers, etc.).
[0129] Also, as in this embodiment, the server-side storage unit 211 may store the points given to the player in association with other players who played the game together with the player. The information processing device has a points number determination unit 216 that determines the points that the player can use when using a service at a service providing location, i.e., the number of usable points. In this configuration, the points number determination unit 216 may determine the number of usable points based on the points associated with other players who satisfy a predetermined condition, among the points of the player stored in the server-side storage unit 211. As described above, in this embodiment, the number of points available to a player is determined according to the points that the player possesses and that are associated with other players who satisfy a predetermined condition. This allows the player to use points associated with other players who satisfy the predetermined condition.
[0130] The information processing device according to this embodiment also has a reception unit that receives designation of points used by the player when using a service at a service providing location. Furthermore, the information processing device has a point subtraction unit 218 that subtracts points used by the player when using a service at a service providing location from the player's points stored in the server-side storage unit 211. This allows the player to use the points designated by the player, and by subtracting the points used, it is possible to appropriately manage the increase and decrease of the player's points.
[0131] Also, as in this embodiment, the service providing location may be a store T. Also, the information processing device according to this embodiment has a store terminal 14 as a reception unit installed in the store T. In this case, the store terminal 14 may receive a designation based on information received from the player terminal 10 of the player in the store T, and may identify other players based on information received from the player terminals 10 of other players who are in the store T. Also, the point number determination unit 216 may determine the number of usable points based on points associated with other players identified by the store terminal 14, among the points of the players stored in the server-side storage unit 211. According to the above configuration, the number of points available to a player is determined according to the points associated with other players who are present at store T with the player, which motivates players to bring other players to store T, thereby resulting in an increase in the number of visitors to store T.
[0132] In the above configuration, when multiple players use services at store T, the points determination unit 216 may add up the points of each of the multiple players to determine the number of usable points for the multiple players. If the points of each of the multiple players can be added up and used in this way, more players will visit store T to use the services, which will result in an increase in the number of visitors to store T.
[0133] In the above configuration, when adding up the points of each of the multiple players, the point number determination unit 216 may add up the points associated with other players specified by the store terminal 14, among the points of each of the multiple players stored in the server-side storage unit 211. In this case, each of the multiple players who use points at store T will visit store T together with other players who have played the game together, and as a result, the number of visitors to store T will increase further.
[0134] Also, as in this embodiment, the server-side storage unit 211 may store the points granted to the player together with the validity period set for the points. In this case, the point number determination unit 216 may determine the number of usable points based on the points granted to the player that have remaining validity periods. This can encourage the player to use the granted points, i.e., to use the services at the store T.
[0135] The information processing device of this embodiment further includes a permission unit 215. The permission unit 215 permits the use of the points granted to the player within a period (i.e., validity period) that is set based on the fact that the player has played a game together with other players. This makes it possible to set a limit on the period during which the points can be used, and encourages the player to use the points, i.e., to use services at a store.
[0136] Also, as in the present embodiment, the service providing location may be a store. In this case, the information processing device of the present invention may have a value determination unit 217 that determines the value (specifically, the discount amount) that the player can obtain by using the points when using the service at the store T. In the above configuration, it is preferable that the value determination unit 217 determines the value based on the points used by the player and a parameter set according to the number of people who visit the store T together with the player. This can motivate the player to bring a companion to the store T, and as a result, the number of visitors to the store T can be increased.
[0137] In the above configuration, it is more preferable that the value determination unit 217 determines the value based on the points used by the player and a parameter (specifically, a discount coefficient) that is set according to the number of times the player visits the store T. This can motivate the player to visit the store T frequently, and as a result, the number of visitors to the store T can be increased.
[0138] In the above configuration, the aforementioned parameters may be changed depending on the time when the player visits the store T. In this case, the value that can be received by using points when using services at the store T is determined depending on the time when the player visits the store T, so that it is possible to encourage the player to visit the store at a time that is not a busy time, for example.
[0139] In the above configuration, the above-mentioned parameters may be set for each store T. If the parameters that determine the value can be set for each store T in this way, it is possible to encourage visits to a specific store T, for example, a store T that attracts few customers.
[0140] In the present embodiment, an example of an information processing method using the information processing device of the present invention has been described, and in the information processing method, points that can be used when using services other than games at service providing locations are given to players who play a game playable through a terminal together with other players, and the points given to the players are stored. This makes it possible to stimulate a desire for joint play and to revitalize the service providing locations. The information processing method according to this embodiment is realized by the server 12 alone or by a combination of the server 12 and the shop terminal 14. Here, the server 12 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processes related to the granting and use of points (excluding input and display of information) are executed by the server 12, so that the player terminal 10 and the shop terminal 14 only need to input and display information necessary for granting and use of points.
[0141] <<Other embodiments>> Up to this point, the information processing device and the information processing method of the present invention have been described using specific examples. However, the above-described embodiment is merely an example, and other embodiments are also possible. For example, points awarded for playing a game together are not limited to being used when using services at real stores, but may be usable when using services on an Internet site (i.e., electronic commerce). There are various examples of Internet site services for which points can be used, but one example is an investment service using the points (a service in which points are invested in stocks, bonds, investment trusts, etc.).
[0142] In the above embodiment, the value obtained by using the points is a discount on the service usage fee, but this is not limited to this and may be a value other than the discount. For example, the value may be a product or novelty goods with a price according to the number of points used, or a free ticket for using the service.
[0143] In the above-described embodiment, among the points given to a player by playing a game together, only the points associated with other players who satisfy a predetermined condition, specifically, other players who are in the store T together with the player, can be used in the store T. However, the condition for using the points in the store T is not limited to the above condition (i.e., the points are associated with other players who are in the store T together with the player), and may be, for example, points associated with other players who have played together with the player a reference number of times. Alternatively, no particular constraints may be placed on the use of points, and the player may be able to use the points freely at the store T. For example, the player may be able to use the points alone, even if there are no other players in the store T who have played a game with the player. Furthermore, in the above-described embodiment, a validity period is set for the points, and the points are permitted to be used only within the validity period. However, a validity period does not have to be set for the points.
[0144] In the above embodiment, the designation of points to be used by the player and an instruction to use the points designated by the player are accepted by the store terminal 14. That is, in the above embodiment, the store terminal 14 functions as a reception unit, but this is not limited to this. For example, as shown in FIG. 15, a point management system Sx in which the store terminal 14 is not provided is conceivable, and in such a system, the server 12 functions as a reception unit and directly accepts the designation of points and an instruction to use the points by the player from the player terminal 10. FIG. 15 is a conceptual diagram of a point management system Sx according to a modified example of the present invention.
[0145] Alternatively, some of the functions of the server 12 may be provided in the store terminal 14; for example, functions equivalent to the point number determination unit 216 and the value determination unit 217 may be provided in the store terminal 14 rather than the server 12.
[0146] In the above embodiment, a case has been described in which points are individually given to each of a plurality of players who play a game together, and each player uses the points individually, but the present invention is not limited to such a case. For example, a case may also be where a plurality of players who play a game together share points, and when one of the plurality of players uses the shared points, the used points are subtracted from the shared points. [Explanation of symbols]
[0147] 10 Player terminal (terminal) 12 Server (information processing device) 14 Shop side terminal (information processing device, reception unit) 101, 201, 301 Processor 102, 202, 302 Memory 103, 203, 303 Communication interface 104, 204, 304 Storage 105, 305 Input device 106, 306 Output device 107, 205, 307 Bus 108 Display 111 Operation identification unit 112 Terminal side memory unit 113 Terminal side transmission / reception unit 114 Terminal side generation unit 115 Display processing unit 211 Server side memory unit (point memory unit) 212 Server side data transmission / reception unit 213 Point granting unit 214 Server side generation unit 215 Permission unit 216 Point number determination unit 217 Value determination unit 218 Point subtraction unit 308 Barcode reader 311 Visiting player identification unit 312 Visit number memory unit 313 Designation etc. reception unit 314 Store side notification unit 315 Store side display unit BC Barcode N Communication network P1 Player Identification Screen P2 Point designation screen S,Sx points management system T Store
Claims
1. a processor, the processor comprising: When a first user and a second user play a game together, the first user and the second user are given points that can be used for services at service providing locations other than the game; When both the first user and the second user use the service, the points granted to the first user and the points granted to a user among the second users identified by a terminal at the service providing location are added together to determine the number of usable points that can be used when using the service. Information processing device.
2. a processor, when a first user and a second user play a game together, granting points to the first user and the second user that can be used for services at a service providing location other than the game; a processor, when both the first user and the second user use the service, sums up the points granted to the first user and the points granted to a user among the second users identified by a terminal at the service providing location, to determine the number of usable points that can be used when using the service; Information processing methods.
3. When a first user and a second user play a game together, the first user and the second user are given points that can be used for services at service providing locations other than the game; When both the first user and the second user use the service, the points granted to the first user and the points granted to a user among the second users identified by a terminal at the service providing location are added together to determine the number of usable points that can be used when using the service. A program that causes a processor to execute a process.
4. A server and a terminal are provided, The server, When a first user and a second user play a game together, the first user and the second user are given points that can be used for services at service providing locations other than the game; When the first user and the second user both use the service, a total number of points that can be used when using the service, the total number being the points given to the first user and the points given to a user among the second users identified by a terminal at the service providing location, is displayed on the terminal. system.
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