Server device, information processing device and information providing method

JP7633969B2Active Publication Date: 2025-02-20SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Application Number
JP2022115421
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-20
Publication Date
2025-02-20
Estimated Expiration
2042-07-20

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Patent Text Reader

Abstract

To provide a user with appropriate information.SOLUTION: A situation specification portion 230 specifies a user's situation. An activity specification portion 240 specifies activity recommended to a user on the basis of the specified user's situation. The situation specification portion 230 specifies a user's current situation relative to play start timing or play end timing of a game, and the activity specification portion 240 specifies activity recommended to a user on the basis of a selection criterion corresponding to a user's current situation.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present disclosure relates to a technique for providing information about a game to a user. [Background technology]

[0002] Patent Document 1 discloses a server device that processes event data related to activities performed by multiple players. The server device acquires play times of the activities performed by multiple players from the multiple event data, assigns the players to one of multiple classes according to their skill values, and determines a representative value of the play time for each class based on the play times of the multiple players in each class. The server device notifies the user of an expected play time based on the representative value of the play time associated with the user's class. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-63756 Summary of the Invention [Problem to be solved by the invention]

[0004] By having the server device collect data on games played by multiple players, it becomes possible to derive various information through statistical processing or the like and provide the information to users. The present disclosure aims to realize a technology for providing appropriate information to users. [Means for solving the problem]

[0005] In order to solve the above problem, a server device according to one aspect of the present invention includes a situation identification unit that identifies a user's situation, and an activity identification unit that identifies an activity to be recommended to the user based on the identified user's situation.

[0006] Another aspect of the information processing device of the present invention is an information processing device operated by a user, and includes a transmission processing unit that transmits information indicating the user's status to a server device, an information acquisition unit that acquires information regarding recommended activities based on the user's status, and a display processing unit that displays information regarding the activities.

[0007] Yet another aspect of the information providing method of the present invention is a method of providing information to a user, which identifies a user's situation, identifies an activity to be recommended to the user based on the identified user situation, and provides information regarding the identified activity to the user.

[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. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram illustrating 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. 2 is a diagram illustrating functional blocks of the server device. [Diagram 5] FIG. 11 is a diagram for explaining a method for calculating a play time. [Figure 6] FIG. 13 is a diagram for explaining a method for deriving a play order. [Figure 7] FIG. 11 is a diagram illustrating an example of a system screen displayed on an output device. [Figure 8] FIG. 11 is a diagram illustrating an example of a system screen displayed on an output device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] In the embodiment, an information processing device, which is a user terminal device, executes game software. When an event occurs in the game, the game software outputs event information identifying the event that has occurred to the system software. An event occurs when there is a change in the progress of game play, a change in the behavior of a game character, or the like.

[0011] The game software includes multiple activities, each of which has an end condition. It is preferable that a start condition is also set for each activity. In this case, the game progress from when the start condition is met to when the end condition is met constitutes one activity.

[0012] An activity is a unit of play that is comprised of stages, quests, missions, tournaments, sessions, etc. incorporated into a game. Activities are set appropriately by the game maker, and for example, one quest that appears in the game progression may constitute one activity, or multiple quests may constitute one activity. When multiple quests constitute one activity, the condition for ending that activity is to complete all of the multiple quests.

[0013] A game maker may set all of the stages, quests, missions, tournaments, and sessions incorporated into a game as activities, or may set only some of the stages, quests, missions, tournaments, and sessions as activities. As described above, one activity may be set for a combination of multiple quests and missions to form one play unit.

[0014] When the game software starts an activity, it outputs to the system software an activity identifier (activity ID) that identifies the activity and event information including information indicating the start of the activity. When the game software ends the activity, it outputs to the system software event information including the activity ID and information indicating the end of the activity. The system software generates event data by adding a user identifier (user account) that identifies the user, a game identifier (game ID) that identifies the game, and time information (timestamp) to the event information output from the game software, and transmits the event data to an external server device.

[0015] The server device collects event data transmitted from a plurality of information processing devices operated by a plurality of players, and analyzes play trends related to the activities. For example, the server device may derive the play times of the activities by the plurality of players through statistical processing based on the event data transmitted from the plurality of information processing devices. The server device may also derive the order in which the plurality of activities are performed in one game through statistical processing based on the event data transmitted from the plurality of information processing devices. The server device may also derive an activity that is often played immediately after the start of game play in one game based on the event data transmitted from one or more information processing devices.

[0016] FIG. 1 illustrates an information processing system 1 according to an embodiment of the present disclosure. The information processing system 1 according to the embodiment is a game system that supports gameplay by a user (hereinafter, sometimes referred to as a "player"), and includes an information processing device 10 operated by the user and a server device 5. An access point (hereinafter, referred to as an "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 to be communicable with the server device 5 on a network 3. Although FIG. 1 illustrates one user and one information processing device 10, the information processing system 1 is premised on the assumption that multiple information processing devices 10 operated by multiple users are connected to the server device 5 via the network 3.

[0017] 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 game 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 a game, 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.

[0018] 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 a built-in 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 sounds. The output device 4 may be connected to the information processing device 10 via a wired cable or wirelessly.

[0019] Camera 7, which is an imaging device, is provided near output device 4 and captures an image of the space around output device 4. Although an example in which camera 7 is attached to the top of output device 4 is shown in Fig. 1, camera 7 may be disposed on the side or bottom of 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 output device 4. Camera 7 may be a stereo camera.

[0020] The server device 5 provides network services to users of the information processing system 1. The server device 5 manages network accounts (user accounts) that identify each user, and each user signs in to the network services provided by the server device 5 using the network account. By signing in to the network service from the information processing device 10, the user can register game save data and trophies, which are virtual rewards acquired during game play, in the server device 5. By registering the save data and trophies in the server device 5, the save data and trophies can be synchronized even if the user uses an information processing device other than the information processing device 10.

[0021] The server device 5 of the embodiment collects event data from a plurality of information processing devices 10. The server device 5 processes information related to activities from the collected event data, and derives, for example, the average play time for each activity and the order in which the activities are performed in the game through statistical processing. By deriving the order in which the activities are performed in advance, the server device 5 can identify an activity that is likely to be performed next when a user completes a certain activity, and recommend the activity.

[0022] 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.

[0023] 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 system software and executing game programs installed in the auxiliary storage device 2 in the environment provided by the system software. 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.

[0024] While the main CPU has the function of executing a game program installed in the auxiliary storage device 2, the sub-CPU does not have such a function. 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 5. The sub-CPU is configured with only such 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.

[0025] 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.

[0026] 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 .

[0027] 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.

[0028] 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.

[0029] 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 USB cables. The flash memory 36 is an auxiliary storage device that constitutes an internal storage. The wireless communication module 38 wirelessly communicates with 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 the AP 8.

[0030] 3 shows functional blocks of the information processing device 10. The information processing device 10 includes a processing unit 100 and a communication unit 102. The processing unit 100 includes game software 110, an event information acquisition unit 120, a status acquisition unit 122, a transmission processing unit 124, a game image generation unit 130, a display processing unit 140, and an information acquisition unit 150.

[0031] 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.

[0032] The game software 110 includes at least a game program, image data, and sound data. The game program receives operation information from the input device 6 by the user and performs calculation processing to move a game character in a virtual space. The game image generation unit 130 includes a GPU (Graphics Processing Unit) that executes rendering processing and the like, and generates game images. The display processing unit 140 outputs the generated game images from the output device 4. The processing unit 100 also includes a game sound generation unit that generates game sounds and a sound output unit that outputs game sounds, but these are omitted from FIG. 3.

[0033] When an event occurs during the progress of the game, the game program outputs event information indicating the event that has occurred. When the event information acquisition unit 120 acquires the event information from the game software 110, the event information acquisition unit 120 generates event data by adding a user account, a game ID, and time information (timestamp) indicating the time when the event occurred to the event information, and provides the event data to the transmission processing unit 124. Note that the game program may output the event information including the game ID and / or the timestamp to the event information acquisition unit 120. The transmission processing unit 124 transmits the generated event data to the server device 5 via the communication unit 102.

[0034] In a game program, the start and end of an activity are coded as events. When an activity is started during the progress of a game, the game program outputs event information indicating the occurrence of a start event of the activity, and when the activity is ended, the game program outputs event information indicating the occurrence of an end event of the activity. A game maker may incorporate various events into a game. For example, if a battle activity against an enemy boss is incorporated into a game, the game program outputs event information including an activity ID that identifies the battle activity and information that indicates the start of the battle activity at the start of the battle. When a player wins a battle against an enemy boss, the game program outputs event information including an activity ID that identifies the battle activity, information that indicates the end of the battle activity, and information that indicates the success of the activity.

[0035] The transmission processing unit 124 transmits event data related to the activity performed by the player to the server device 5 via the communication unit 102. In the information processing system 1, the event data transmission process is performed by all information processing devices 10 connected to the server device 5, and the server device 5 collects event data related to various activities of various games from the multiple information processing devices 10. Note that the transmission processing unit 124 transmits not only event data related to activities but also event data unrelated to activities to the server device 5. Upon acquiring event information from the game software 110, the event information acquisition unit 120 preferably generates event data with a timestamp added immediately, and the transmission processing unit 124 transmits the event data to the server device 5.

[0036] The situation acquisition unit 122 acquires information indicating the user's context, that is, information indicating the user's current situation. For example, the user's context includes at least situations such as logging in to the information processing device 10, starting the game software 110 to start game play, and ending the execution of the game software 110 to end game play. The situation acquisition unit 122 acquires, from the system software, information indicating that the user has logged in, information indicating that the game software 110 has been started, and information indicating that the game software 110 has been ended, as information indicating the user's current situation (context). The situation acquisition unit 122 generates user situation data by adding a user account and a time (timestamp) at which the information was acquired to the information indicating the user's situation, and provides the generated user situation data to the transmission processing unit 124. The transmission processing unit 124 transmits the generated user situation data to the server device 5 via the communication unit 102.

[0037] 4 shows functional blocks of the server device 5 of the embodiment. The server device 5 includes a processing unit 200, a communication unit 202, a data recording unit 260, an event analysis result recording unit 270, and a user situation analysis result recording unit 272. The processing unit 200 includes a data acquisition unit 210, an event analysis unit 220, a user situation analysis unit 222, a situation identification unit 230, an activity identification unit 240, and an information providing unit 250. The data acquisition unit 210 includes an event data acquisition unit 212 and a user situation data acquisition unit 214. The activity identification unit 240 includes a first activity identification unit 242, a second activity identification unit 244, and a third activity identification unit 246. The data recording unit 260 includes an event data recording unit 262 and a user situation data recording unit 264.

[0038] The server device 5 includes a computer, which executes a program to realize various functions shown in Fig. 4. The computer includes hardware such as a memory for loading the program, one or more processors for executing 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. 4 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.

[0039] The data acquisition unit 210 acquires data from a plurality of information processing devices 10 and records the data in the data recording unit 260 . The event data acquisition unit 212 acquires event data related to activities performed by multiple players from multiple information processing devices 10, and records the event data in the event data recording unit 262. The event data recording unit 262 records the event data for each game title, linking it to the network account of the player. As described above, the event data includes at least a game ID, an activity ID, information indicating the start or end of the activity, and a time stamp. Note that the event data acquisition unit 212 may acquire event data unrelated to an activity, and record the event data in the event data recording unit 262.

[0040] The event analysis unit 220 analyzes event data related to activities performed by multiple players to obtain information indicating play histories related to the activities. In an embodiment, the event analysis unit 220 analyzes past event data of a game X performed by multiple players to derive an average play time for each of the multiple activities, a play order for the multiple activities, and the like.

[0041] (Deriving the average play time of an activity) The event analysis unit 220 acquires the play time of an activity for each player. The event analysis unit 220 acquires the play time of the activity for multiple players from event data (start event data) including start event information of the activity and event data (end event data) including end event information of the activity, which are recorded in the event data recording unit 262. The play time of the activity is calculated based on the timestamp included in the start event data and the timestamp included in the end event data.

[0042] FIG. 5 is a diagram for explaining a calculation method of play time. FIG. 5 shows a start event and an end event of activity S during play by one player, specifically, "S start" indicates the start event of activity S, and "S end" indicates the end event of activity S. The start event data includes the start time t1 of activity S, and the end event data includes the end time t2 of activity S, and the event analysis unit 220 calculates the play time of activity S by the player as (t2-t1). The event analysis unit 220 links the calculated play time of activity S to the network account of the player and records it in the event analysis result recording unit 270 together with the game ID and activity ID. Similarly, the event analysis unit 220 calculates the play time of activity S by other players, links it to the network account of the player, and records it in the event analysis result recording unit 270 together with the game ID and activity ID.

[0043] The event analysis unit 220 averages the play times of all players derived for activity S of game X to derive an average play time for activity S. The event analysis unit 220 records the derived average play time for activity S in the event analysis result recording unit 270. In this manner, the event analysis unit 220 also derives average play times for other activities, and records the average play times for all activities in game X in the event analysis result recording unit 270.

[0044] (Extraction of relationships related to the order in which activities are played) When game X is a story-based game in which the order of activities to be played is relatively easy to determine (for example, an adventure game), the event analysis unit 220 identifies the order in which a plurality of activities in game X are played.

[0045] Fig. 6 is a diagram for explaining a method of deriving a play order. Fig. 6 shows a play status of activities from when one player starts playing game X until the player clears it. In this play status, the play order of activities when the player clears the first stage to the final stage is shown.

[0046] The event analysis unit 220 derives the play order of the activities by all players who have cleared the game X, by referring to the event data recorded in the event data recording unit 262. The event analysis unit 220 may perform statistical processing on all derived play orders to extract relationships related to the play orders of the activities. For example, the event analysis unit 220 recognizes that, in the game X, if the rate at which a player who has played activity B next plays activity C is 80% or more, activity C is likely to be played after activity B. In addition, the event analysis unit 220 recognizes that, in the game X, if the rate at which a player who has played activity C next plays activity D is 80% or more, activity D is likely to be played after activity C. In this way, the event analysis unit 220 extracts relationships related to the play order of the activities and records them in the event analysis result recording unit 270.

[0047] (Identifying the first activity to be played in a day's gameplay) The event analysis unit 220 refers to the event data recorded in the event data recording unit 262 and identifies an activity that the player often plays at the start of a day's game play. For example, in the case of a story-based game X, since the player progresses through the game along the story, the event analysis unit 220 may refer to the relationship regarding the play order of the activities recorded in the event analysis result recording unit 270 and identify that the activity played at the start of a day's game is the activity that is most likely to be played after the activity played immediately before the end of the previous game. In this case, the event analysis unit 220 determines that the activity played first in a day's game play for game X is an activity that follows the relationship regarding the play order of the activities, and records this in the event analysis result recording unit 270 as the analysis result.

[0048] The event analysis unit 220 may identify activities that are frequently played by multiple players at the start of game play in a day by statistically processing the event data of multiple players, or may refer to the event data for each player to identify the activity that is frequently played for each player at the start of game play in a day.

[0049] Furthermore, for the sports-based game Y, the event analysis unit 220 refers to the event data recorded in the event data recording unit 262 to identify an activity that the player often plays at the start of a day's game play. For example, the event analysis unit 220 may identify that for the sports-based game Y, an activity that the player often plays at the start of a day's game play is an activity for training a player. When the event analysis unit 220 determines that the activity that is first often played in a day's game play for the game Y is a player training activity, it records this in the event analysis result recording unit 270 as an analysis result. The event analysis unit 220 may identify activities that the multiple players often play at the start of a day's game play by statistically processing the event data of the multiple players, but may also identify an activity that is often played at the start of a day's game play for each player by referring to the event data for each player.

[0050] The event analysis unit 220 may periodically perform the above analysis using the event data. For example, it is preferable that the event analysis unit 220 performs the above analysis once a day or once a week, and records the latest analysis result in the event analysis result recording unit 270.

[0051] The user situation data acquisition unit 214 acquires user situation data of multiple players from multiple information processing devices 10, and records it in the user situation data recording unit 264. The event data recording unit 262 records the user situation data by linking it to the network account of the player. As described above, the user situation data includes information indicating the user's situation and the time (timestamp) when the information was acquired. The information indicating the user's situation may include information indicating that the user has logged in, information indicating that the game software 110 has been started, and information indicating that the game software 110 has been terminated.

[0052] The user situation analysis unit 222 analyzes the user situation data for the past several days accumulated in the user situation data recording unit 264 to identify the play schedule of each user for one day. Specifically, the user situation analysis unit 222 derives the login timing of the user from information indicating that the user has logged in, derives the start timing of game play from information indicating that the game software has been started, and derives the end timing of game play from information indicating that the game software has been terminated. The user situation analysis unit 222 may derive the login timing, play start timing, and play end timing of each user for each day of the week, or may derive them separately for weekdays and holidays. The user situation analysis unit 222 derives the play schedule of each user and records it in the user situation analysis result recording unit 272. In an embodiment, the play end timing in the play schedule is used to estimate the timing at which the user will end play.

[0053] Below is an example of a derived Sunday play schedule for user A. Login time: 13:50 · Start time: 14:00 · End of play time: 8 p.m. This play schedule is derived from user situation data for multiple days in the past Sundays, and does not guarantee that user A will act according to this schedule on every Sunday, but the situation identification unit 230 of the embodiment may use this play schedule to predict the Sunday behavior of user A. The situation identification unit 230 identifies the user's current situation with respect to the timing of starting or ending game play based on the user's situation.

[0054] (when user logs in) On a certain Sunday, when user A logs in to the information processing device 10, the status acquisition unit 122 acquires information indicating that the user has logged in from the system software. The transmission processing unit 124 transmits user status data, which is the information indicating that the user has logged in, plus user A's account and the time (timestamp) at which the user logged in, to the server device 5 via the communication unit 102.

[0055] In the server device 5, the user situation data acquisition unit 214 acquires user situation data, and the situation identification unit 230 identifies the user's situation from the user situation data. Specifically, the situation identification unit 230 determines from the user situation data that the user has logged in to the information processing device 10 but has not yet started playing a game, and identifies that the user is about to start playing a game.

[0056] The activity identification unit 240 has a function of identifying an activity to be recommended to the user based on the user's situation identified by the situation identification unit 230. Specifically, the activity identification unit 240 identifies an activity to be recommended to the user based on a selection criterion corresponding to the user's situation. The selection criterion may be set for each type of game, and for example, different selection criteria may be set for story-based games and sports-related games. The selection criterion may be set for each game title.

[0057] The first activity identification unit 242 identifies an activity to be recommended to the user based on a first selection criterion corresponding to a situation in which the user is about to start playing a game. When the situation identification unit 230 determines that the user has not started playing a game and identifies that the user is about to start playing a game, the first activity identification unit 242 identifies an activity to be recommended to the user based on the first selection criterion. Here, the first selection criterion corresponds to the analysis result identified by the event analysis unit 220 as an activity that the player often plays at the start of a game play in one day.

[0058] The first activity identification unit 242, in accordance with the first selection criterion for the story-based game X, refers to the relationship regarding the play order of the activities and identifies the activity that is most likely to be played next to the activity played immediately before the end of the previous play of the game X. When the event analysis result recording unit 270 records, as the relationship regarding the play order of the activities, that the rate at which a player who played activity B next plays activity C is 80% or more, the first activity identification unit 242 identifies activity C as the activity to be recommended to the user if the activity played immediately before the end of the previous play of the game X was activity B. In the case of the story-based game X, user A expects the game to progress in accordance with the story, so recommending activity C matches the user's desire.

[0059] The first activity identification unit 242 also identifies a player development activity according to the first selection criterion for the sports-related game Y. The event analysis result recording unit 270 records that the first activity frequently played in a day for the game Y is the player development activity, and therefore the first activity identification unit 242 identifies the player development activity for the game Y as an activity to be recommended to the user.

[0060] The information providing unit 250 transmits information about an activity recommended at the start of gameplay to the information processing device 10 of user A who has not yet started gameplay, via the communication unit 202. In the information processing device 10, the information acquiring unit 150 acquires information about the recommended activity from the server device 5. The display processing unit 140 displays the information acquired by the information acquiring unit 150.

[0061] FIG. 7 shows an example of a system screen displayed on the output device 4 before the start of a game. The display processing unit 140 generates system images 180 and 182 from the information acquired by the information acquisition unit 150, and displays them on the output device 4. The system image 180 displays the activity name of game X, "activity C," and the average play time, "10 minutes," and the system image 182 displays the activity name of game Y, "player training activity," and the average play time, "12 minutes." The system images 180 and 182 displayed in a card format may be GUIs (Graphical User Interfaces), and when a user selects the system image 180, game X may be automatically started, and activity C corresponding to the system image 180 may be automatically started. Similarly, when a user selects the system image 182, game Y is automatically started, and the player training activity corresponding to the system image 182 is automatically started.

[0062] (User is playing) When logged-in user A starts game software 110, status acquisition unit 122 acquires information indicating that game software 110 has been started from the system software. Transmission processing unit 124 transmits user status data, which is the information indicating that game software 110 has been started, plus user A's account and the time (timestamp) when the user started game software 110, to server device 5 via communication unit 102.

[0063] In the server device 5, the user situation data acquisition unit 214 acquires user situation data, and the situation identification unit 230 identifies the user's situation from the user situation data. Specifically, the situation identification unit 230 determines from the user situation data that the user has started playing a game, and identifies that the user is in a situation where he or she is playing a game.

[0064] The second activity identification unit 244 identifies an activity to be recommended to the user based on a second selection criterion corresponding to a situation in which the user is playing a game. When the situation identification unit 230 determines that the user has started playing a game and identifies that the user is in a situation in which the user is playing a game, the second activity identification unit 244 identifies an activity to be recommended to the user based on the second selection criterion. Here, the second selection criterion is set to preferentially select an activity with a relatively long average play time.

[0065] It is not preferable to recommend an activity with a long average play time to a user when the user is about to finish the game. Therefore, when the user has not yet finished the game, it is preferable to select an activity with a relatively long average play time in the game according to the second selection criterion. For example, when the event analysis result recording unit 270 records that, as a relationship regarding the play order of activities in game X, a player who plays activity D next plays activity E and activity F at a rate of 40%, respectively, and the average play time of activity E is longer than the average play time of activity F, the second activity identification unit 244 identifies activity E with a long average play time as an activity to be recommended to a player who played activity D in game X.

[0066] Similarly, the second activity identification unit 244 may prioritize activities with longer average play times as activities to be recommended to the user in accordance with the second selection criterion for the sports-related game Y.

[0067] The information providing unit 250 transmits information about an activity recommended during game play to the information processing device 10 of user A who is playing the game, via the communication unit 202. In the information processing device 10, the information acquiring unit 150 acquires information about the recommended activity from the server device 5. The display processing unit 140 displays the information acquired by the information acquiring unit 150.

[0068] 8 shows an example of a system screen displayed on the output device 4. The display processing unit 140 generates system images 184 and 186 from the information acquired by the information acquisition unit 150, and displays them on the output device 4. The system image 184 displays the activity name of game X, "Activity E," and the average play time, "35 minutes," while the system image 186 displays the activity name of game Y, "World Championship Activity," and the average play time, "50 minutes." The system images 184 and 186, which are displayed in card format, may be GUIs (Graphical User Interfaces).

[0069] (Just before the user finishes playing) The user situation analysis result recording unit 272 records the play schedule of user A on Sunday as follows: Login time: 13:50 · Start time: 14:00 · End of play time: 8 p.m.

[0070] The situation identification unit 230 estimates the timing when the user will end play from the play schedule, and identifies that the user is in a situation where he or she is likely to end game play from the estimated play end timing. Specifically, the situation identification unit 230 identifies that the user is in a situation where he or she is likely to end game play if the current time is close to the play end timing (20:00).

[0071] The third activity identification unit 246 identifies an activity to be recommended to the user based on a third selection criterion corresponding to a situation where the user is likely to end game play. When the situation identification unit 230 determines that the current time is close to the timing to end play and identifies that the user is in a situation where he or she is likely to end game play, the third activity identification unit 246 identifies an activity to be recommended to the user based on the third selection criterion. Here, the third selection criterion is set to preferentially select an activity with a relatively short average play time.

[0072] The third activity identification unit 246 identifies an activity with a short average play time as an activity to be recommended to the user based on the third selection criterion, regardless of the type of game. The information providing unit 250 transmits information on the activity to be recommended immediately before the end of game play to the information processing device 10 of user A via the communication unit 202. In the information processing device 10, the information acquisition unit 150 acquires information on the recommended activity from the server device 5. The display processing unit 140 displays the information acquired by the information acquisition unit 150.

[0073] The present disclosure has been described above based on the embodiment. This embodiment is an example, and it is understood by those skilled in the art that various modifications are possible in the combination of each component and each processing process, and that such modifications are also within the scope of the present disclosure. In the embodiment, the information processing device 10 is a stationary game machine, but it may be a cloud server that provides a cloud gaming service to user A. [Explanation of symbols]

[0074] 1 information processing system, 5 server device, 10 information processing device, 100 processing unit, 102 communication unit, 110 game software, 120 event information acquisition unit, 122 status acquisition unit, 124 transmission processing unit, 130 game image generation unit, 140 display processing unit, 150 information acquisition unit, 200 processing unit, 202 communication unit, 210 data acquisition unit, 212 event data acquisition unit, 214 user status data acquisition unit acquisition unit, 220...event analysis unit, 222...user status analysis unit, 230...status identification unit, 240...activity identification unit, 242...first activity identification unit, 244...second activity identification unit, 246...third activity identification unit, 250...information provision unit, 260...data recording unit, 262...event data recording unit, 264...user status data recording unit, 270...event analysis result recording unit, 272...user status analysis result recording unit.

Claims

1. A server device, comprising one or more processors having hardware, The one or more processors: determining whether or not the user is about to end the game play during the user's game play; identifying an activity to recommend to the user when the user is not close to finishing playing the game based on selection criteria corresponding to a situation in which the user is playing the game; When the user is in a situation where the game play is likely to end, identifying an activity to be recommended to the user based on a selection criterion corresponding to the situation where the user is in a situation where the game play is likely to end; Server device.

2. The one or more processors: Identifying whether the user is in a state where the user has not started playing a game or is in a state where the user is playing a game; Identifying activities to recommend to the user based on selection criteria responsive to the identified user context; The server device according to claim 1 .

3. The one or more processors: Estimating a time when the user will end the game play, and determining whether or not the user is in a situation where he or she is likely to end the game play based on the estimated play end time and a current time; The server device according to claim 1 .

4. The one or more processors: Identifying an activity having a relatively long average play time as an activity to be recommended to the user when the user is not about to finish playing the game; Identifying an activity having a relatively short average play time as an activity to be recommended to a user when the user is in a situation where the user is about to end game play; The server device according to claim 1 .

5. The one or more processors: Estimating a time when a user will finish playing a game based on information about a time when the user previously finished a game; The server device according to claim 1 .

6. The selection criteria are set for each game. The server device according to claim 1 .

7. An information processing device operated by a user, comprising one or more processors having hardware, The one or more processors: Transmitting information indicating the user's situation to a server device; During the user's gameplay, obtain information regarding a recommended activity based on whether the user is in a situation where the user is about to finish playing the game or whether the user is not in a situation where the user is about to finish playing the game; View information about your activities, Information processing device.

8. A method for a server device to provide information to a user, comprising: The server device includes: determining whether or not the user is about to end the game play during the user's game play; identifying an activity to recommend to the user when the user is not close to finishing playing the game based on selection criteria corresponding to a situation in which the user is playing the game; When the user is in a situation where the game play is likely to end, identifying an activity to recommend to the user based on selection criteria corresponding to the situation where the user is in a situation where the game play is likely to end; Providing you with information about identified activities; Information provision method.

Citation Information

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