Server, method, and program

The server system addresses the lack of player motivation in existing game content by applying adverse game effects based on resource or energy waste, effectively reducing wasteful spending through integrated feedback mechanisms.

JP7655144B2Active Publication Date: 2025-04-02TOYOTA JIDOSHA KK
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Patent Information

Application Number
JP2021133651
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-08-18
Publication Date
2025-04-02
Estimated Expiration
2041-08-18

AI Technical Summary

Technical Problem

Existing technologies for incorporating external information in game content lack effectiveness in motivating players to reduce wasteful spending.

Method used

A server system that tracks resource or energy waste by players or facilities and applies game effects disadvantageous to the player based on this waste, such as reducing attack power or increasing enemy strength, to encourage more mindful behavior.

Benefits of technology

The system motivates players to reduce wasteful spending by reflecting their energy or resource usage in the game, thereby improving the integration of external information and enhancing player behavior change.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve a technique that takes in external information and reflects it into a game content.SOLUTION: A server 10 includes a control unit 13. The control unit 13 progresses a game played by a player, and acquires information on wasting of resources or energy by the player or a facility, and executes a game effect disadvantageous for the player in the game based on the information on wasting.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present disclosure relates to a server, a method, and a program. [Background technology]

[0002] Conventionally, there are known techniques for incorporating external information and reflecting it in game content. For example, Patent Document 1 discloses a technique for determining game content according to data obtained from a barcode. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 5-307634 Summary of the Invention [Problem to be solved by the invention]

[0004] There was room for improvement in the technology that incorporates external information and reflects it in the game content, especially in terms of motivating game players to change their behavior, such as reducing wasteful spending.

[0005] The purpose of the present disclosure, made in consideration of the above circumstances, is to improve the technology for incorporating external information and reflecting it in game content. [Means for solving the problem]

[0006] The server according to an embodiment of the present disclosure includes: A server including a control unit, The control unit is Progress the game played by the player, obtaining information regarding the waste of resources or energy by said player or facility; Based on the information regarding the wasteful spending, a game effect disadvantageous to the player is exerted in the game.

[0007] According to one embodiment of the present disclosure, the method comprises: A server-implemented method, comprising: Progressing a game played by a player; obtaining information regarding resource or energy waste by said player or facility; exerting a game effect disadvantageous to the player in the game based on the information regarding the wasteful spending; and Includes.

[0008] A program according to an embodiment of the present disclosure includes: On the computer, Progressing a game played by a player; obtaining information regarding resource or energy waste by said player or facility; exerting a game effect disadvantageous to the player in the game based on the information regarding the wasteful spending; and Execute the command. Effect of the Invention

[0009] According to one embodiment of the present disclosure, the technology for incorporating external information and reflecting it in game content is improved. [Brief description of the drawings]

[0010] [Figure 1] 1 is a block diagram showing a schematic configuration of an information processing system according to an embodiment of the present disclosure. [Diagram 2] FIG. 2 is a block diagram showing a schematic configuration of a server. [Diagram 3] FIG. 2 is a block diagram showing a schematic configuration of a terminal device. [Figure 4] 1 is a block diagram showing a schematic configuration of an information providing device; [Diagram 5] 13 is a flowchart showing the operation of the server. [Figure 6] FIG. 11 is a diagram showing an example of information regarding game effects. [Figure 7]FIG. 13 is a diagram showing an example of information regarding waste of resources or energy by players or facilities. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, embodiments of the present disclosure will be described.

[0012] (Overview of the embodiment) An overview of an information processing system 1 according to an embodiment of the present disclosure will be described with reference to Fig. 1. Fig. 1 is a block diagram showing a schematic configuration of the information processing system 1. The information processing system 1 includes a server 10, a terminal device 20, and information providing devices 30A and 30B.

[0013] The server 10 is one or a plurality of computers that can communicate with each other. The terminal device 20 is, for example, a computer such as a game machine, a smartphone, or a personal computer. The information providing devices 30A and 30B are one or a plurality of computers that can communicate with each other. In this embodiment, the information providing device 30A is installed in a residence of a game player, and the information providing device 30B is installed in a facility. The residence of a player is, for example, a place where a player lives, such as a player's home. The facility is, for example, a commercial facility such as a shopping mall, a public facility such as a government office, or an industrial facility such as a factory, but is not limited to these. However, the places where the information providing devices 30A and 30B are installed are not limited to these. In addition, hereinafter, when the information providing devices 30A and 30B are not particularly distinguished from each other, they are simply collectively referred to as the information providing device 30.

[0014] 1 shows one server 10, one terminal device 20, and two information providing devices 30A and 30B for ease of explanation. However, the information processing system 1 may include any number of servers 10, terminal devices 20, and information providing devices 30. The server 10, the terminal devices 20, and the information providing devices 30 are communicatively connected to a network 40 including, for example, the Internet and a mobile communication network.

[0015] First, an overview of the present embodiment will be described, and details will be described later. The server 10 progresses the game played by the player. The player accesses the server 10 from, for example, a terminal device 20 owned by the player to play the game. The server 10 acquires information on the waste of resources or energy by the player or the facility from, for example, an information providing device 30. The resources include, for example, food, gasoline, water, or gas. The energy includes, for example, electricity. The information providing device 30 may be, for example, an EMS (Energy Management System) such as a HEMS (Home Energy Management System) installed in the player's residence or a BEMS (Building Energy Management System) installed in the facility. The server 10 exerts a game effect disadvantageous to the player in the game based on the information on the waste of resources or energy by the player or the facility.

[0016] In this way, according to this embodiment, in a game played by a player, a game effect disadvantageous to the player can be exerted based on information on the waste of resources or energy by the player or the facility. This makes the player reconsider his / her own behavior so as not to exert a game effect disadvantageous to the player in the game. This improves the technology of incorporating external information and reflecting it in the game content in that it is possible to motivate a player to change his / her behavior, such as reducing wasteful spending.

[0017] Next, each component of the information processing system 1 will be described in detail with reference to Fig. 2, Fig. 3, and Fig. 4. Fig. 2 is a block diagram showing a schematic configuration of the server 10. Fig. 3 is a block diagram showing a schematic configuration of the terminal device 20. Fig. 4 is a block diagram showing a schematic configuration of the information providing device 30.

[0018] (Server configuration) As shown in FIG. 2, the server 10 includes a communication unit 11, a storage unit 12, and a control unit 13.

[0019] The communication unit 11 includes one or more communication interfaces connected to the network 40. The communication interfaces included in the communication unit 11 correspond to, for example, a mobile communication standard, a wired LAN (Local Area Network) standard, or a wireless LAN standard, but are not limited to these and may correspond to any communication standard. In this embodiment, the server 10 communicates with the terminal device 20 and the information providing device 30 via the communication unit 11 and the network 40. Note that the server 10 may communicate with computers other than the terminal device 20 and the information providing device 30 according to this embodiment via the communication unit 11 and the network 40.

[0020] The storage unit 12 includes one or more memories. The memory included in the storage unit 12 may function as, for example, a main storage device, an auxiliary storage device, or a cache memory. The storage unit 12 stores any information used in the operation of the server 10. For example, the storage unit 12 may store various information or programs used in the processing of a game that can be played by a player. Alternatively, the storage unit 12 may store system programs, application programs, databases, map information, and the like. The information stored in the storage unit 12 may be updateable with information acquired from the network 40 via the communication unit 11, for example.

[0021] For example, the storage unit 12 may store information about game effects as shown in Fig. 6. Fig. 6 is a diagram showing an example of the information about game effects. The information about game effects, which will be described in detail later, is used to exert a game effect disadvantageous to a player in the game played by the player, based on information about the waste of resources or energy by the player or facility. The information about the game effects includes, for example, a game effect ID (Identifier), a player or facility classification, attributes, exertion conditions, and game processing.

[0022] The game effect ID is information that can uniquely identify a game effect. The game effect ID is, for example, issued by the server 10. Hereinafter, the game effects having game effect IDs G1 to G3 are also referred to as game effects G1 to G3, respectively.

[0023] The player or facility classification is information indicating whether the information regarding the waste of resources or energy that triggers the production of a game effect is caused by a player or a facility. In this embodiment, the player or facility classification is set to either the player or the facility. However, when a game is associated with multiple players and facilities, the player or facility classification may be set to a player ID or a facility ID. In other words, a different game effect may be associated with each player ID or facility ID. The player ID is information that can uniquely identify a player. The facility ID is information that can uniquely identify a player.

[0024] The attribute is an attribute of the information on the waste of resources or energy that is a trigger for the exertion of a game effect. The attribute is used to limit the target or range of a game effect that is disadvantageous to a player and is exerted in the game played by the player. In this embodiment, as an example, the attributes include three: electricity, water, and fire. The attribute of the information on the waste may be determined according to the resource or energy that is wasted. For example, if the resource or energy that is wasted is related to electricity, such as a battery or power, the attribute of the information on the waste may be "electricity". If the resource or energy that is wasted is related to water, such as water or drinks, the attribute of the information on the waste may be "water". Alternatively, if the resource or energy that is wasted is related to fire, such as food or gas, the attribute of the information on the waste may be "fire". However, the attribute included in the information on the game effect is not limited to the above example, and may be determined arbitrarily according to the content of the game.

[0025] The activation condition is a condition under which a game effect is activated based on information regarding the waste of resources or energy by a player or a facility. For example, the activation condition may include information regarding a threshold value used to determine whether or not to activate a game effect.

[0026] The game process is information related to a process for generating a game effect, and may include information such as a program used in the game process, parameters changed by the game process, and amounts of change of the parameters.

[0027] The control unit 13 includes one or more processors, one or more programmable circuits, one or more dedicated circuits, or a combination thereof. The processor is, for example, but not limited to, a general-purpose processor such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit), or a dedicated processor specialized for a specific process. The programmable circuit is, for example, but not limited to, an FPGA (Field-Programmable Gate Array). The dedicated circuit is, for example, but not limited to, an ASIC (Application Specific Integrated Circuit). The control unit 13 controls the operation of the entire server 10.

[0028] (Terminal Device Configuration) As shown in FIG. 3, the terminal device 20 includes a communication unit 21, an output unit 22, an input unit 23, a storage unit 24, and a control unit 25.

[0029] The communication unit 21 includes one or more communication interfaces connected to the network 40. The communication interfaces included in the communication unit 21 correspond to mobile communication standards such as 4G (4th Generation) or 5G (5th Generation), but are not limited to these and may correspond to any communication standard. In this embodiment, the terminal device 20 communicates with the server 10 via the communication unit 21 and the network 40. Note that the terminal device 20 may communicate with a computer other than the server 10 according to this embodiment via the communication unit 21 and the network 40.

[0030] The output unit 22 includes one or more output devices. The output devices included in the output unit 22 are, for example, a display or a speaker. The output unit 22 outputs information in the form of an image or sound.

[0031] The input unit 23 includes one input device. The input device included in the input unit 23 is, for example, a touch panel, a camera, a microphone, a game controller, an IC card reader, etc. The input unit 23 accepts an input operation by a player.

[0032] The storage unit 24 includes one or more memories. The memory included in the storage unit 24 may function as, for example, a main storage device, an auxiliary storage device, or a cache memory. The storage unit 24 stores any information used in the operation of the terminal device 20. For example, the storage unit 24 may store various information or programs used in the processing of a game that can be played by a player. Alternatively, the storage unit 24 may store a system program, an application program, embedded software, and the like. The information stored in the storage unit 24 may be updateable with information acquired from the network 40 via the communication unit 21, for example.

[0033] The control unit 25 includes one or more processors, one or more programmable circuits, one or more dedicated circuits, or a combination thereof. The processor is, for example, but is not limited to, a general-purpose processor such as a CPU or a GPU, or a dedicated processor specialized for a specific process. The programmable circuit is, for example, but is not limited to, an FPGA. The dedicated circuit is, for example, but is not limited to, an ASIC. The control unit 25 controls the operation of the entire terminal device 20.

[0034] (Configuration of information providing device) As shown in FIG. 4, the information providing device 30 includes a communication unit 31, a measurement unit 32, an input unit 33, a storage unit 34, and a control unit 35.

[0035] The communication unit 31 includes one or more communication interfaces connected to the network 40. The communication interfaces included in the communication unit 31 correspond to, for example, a mobile communication standard, a wired LAN standard, or a wireless LAN standard, but are not limited to these, and may correspond to any communication standard. In this embodiment, the information providing device 30 communicates with the server 10 via the communication unit 31 and the network 40. Note that the information providing device 30 may communicate with a computer other than the server 10 according to this embodiment via the communication unit 31 and the network 40.

[0036] The measurement unit 32 includes one or more sensors. The measurement unit 32 includes, for example, an electricity meter, a gas meter, a water meter, a smart meter, a temperature sensor, or a weight sensor. The measurement unit 32 uses one or more sensors to measure a numerical value indicating the degree of resource or energy waste by a player or a facility. The numerical value indicating the degree of resource or energy waste includes, for example, the amount of resource or energy consumed or discarded. The one or more sensors included in the measurement unit 32 may be installed at any location.

[0037] For example, one or more sensors may be installed in the player's residence. The measurement unit 32 may use one or more sensors to measure the consumption of electricity, gas, water, or the like in the player's residence as a numerical value indicating the degree of resource or energy waste by the player.

[0038] For example, one or more sensors may be installed in the facility. The measurement unit 32 may use one or more sensors to measure the amount of food discarded without being consumed in the facility, etc., as a numerical value indicating the degree of waste of resources or energy in the facility.

[0039] However, the measuring unit 32 is not limited to the above-mentioned sensors and may include any sensor. For example, the measuring unit 32 may include a sensor that detects whether the switch of the electronic device is on or off. In this way, the measuring unit 32 may measure the length of time that the switch of the electronic device is on as a numerical value indicating the degree of waste of resources or energy.

[0040] Furthermore, the measurement unit 32 may include a human presence sensor in addition to the above-mentioned sensors. For example, the measurement unit 32 may use the human presence sensor and other sensors to measure a value indicating the degree of resource or energy waste by the player or facility during a period when it is determined that no one is present at the player's residence or facility. This allows the value indicating the degree of resource or energy waste to be measured with greater accuracy.

[0041] The input unit 33 includes one input device. The input device included in the input unit 33 is, for example, a touch panel, a camera, a microphone, an IC card reader, etc. The input unit 33 accepts an input operation of a numerical value indicating the degree of wasteful use of resources or energy.

[0042] The storage unit 34 includes one or more memories. The memory included in the storage unit 34 may function as, for example, a main storage device, an auxiliary storage device, or a cache memory. The storage unit 34 stores any information used in the operation of the information providing device 30. For example, the storage unit 34 may store a system program, an application program, a database, map information, and the like. The information stored in the storage unit 34 may be updatable with information acquired from the network 40 via the communication unit 31, for example.

[0043] The control unit 35 includes one or more processors, one or more programmable circuits, one or more dedicated circuits, or a combination thereof. The processor is, for example, but is not limited to, a general-purpose processor such as a CPU or a GPU, or a dedicated processor specialized for a specific process. The programmable circuit is, for example, but is not limited to, an FPGA. The dedicated circuit is, for example, but is not limited to, an ASIC. The control unit 35 controls the operation of the entire information providing device 30.

[0044] The control unit 35 transmits information on the waste of resources or energy by the player or facility, including a numerical value indicating the degree of waste of resources or energy by the player or facility measured by the measurement unit 32, via the communication unit 31 and the network 40. However, the information on the waste of resources or energy by the player or facility is not limited to a numerical value measured by the measurement unit 32, and may include any numerical value related to the waste of resources or energy by the player or facility, such as a numerical value input via the input unit 33.

[0045] (Server operation flow) The operation of the server 10 in the information processing system 1 according to this embodiment will be described with reference to Fig. 5. Fig. 5 is a flowchart showing the operation of the server 10. This operation corresponds to a method executed by the server 10 according to this embodiment.

[0046] Step S101: The control unit 13 of the server 10 advances the game played by the player.

[0047] In this disclosure, a game may include any game that can be played by a player, such as, for example, a role-playing game, a shooting game, or a puzzle game. A game may be a single-player game or a multiplayer game. A single-player game is a game in which one player can participate. On the other hand, a multiplayer game is a game in which two or more players can participate.

[0048] Any method can be adopted for the progress of the game. For example, the control unit 13 of the server 10 may communicate with the terminal device 20 via the communication unit 11 and the network 40, and may cooperate with the terminal device 20 to execute a series of processes related to the game. For example, the control unit 13 may cooperate with the terminal device 20 to receive an input operation related to the game at the input unit 23 of the terminal device 20. Alternatively, the control unit 13 may cooperate with the terminal device 20 to cause the output unit 22 of the terminal device 20 to output game content such as images, messages, or sounds. The control unit 13 may cooperate with a game-specific program installed in the terminal device 20 to execute a series of processes related to the game to progress the game. Alternatively, the control unit 13 may cooperate with a general-purpose program installed in the terminal device 20, such as a web browser, to execute a series of processes related to the game to progress the game.

[0049] Step S102: The control unit 13 of the server 10 acquires information on the waste of resources or energy by players or facilities.

[0050] Any method may be adopted to acquire information on wasteful spending of resources or energy by a player or a facility. For example, the control unit 13 may communicate with an information providing device 30A installed in a player's residence via the communication unit 11 and the network 40, and directly receive information on wasteful spending by the player from the information providing device 30A. The control unit 13 may communicate with an information providing device 30B installed in a facility via the communication unit 11 and the network 40, and directly receive information on wasteful spending in the facility from the information providing device 30B. Alternatively, the control unit 13 may communicate with another server via the communication unit 11 and the network 40, and receive information on wasteful spending collected by the other server from the information providing device 30A or the information providing device 30B. That is, the control unit 13 may indirectly receive information on wasteful spending of resources or energy by a player or a facility from the information providing device 30A or 30B. The control unit 13 may store the acquired information on wasteful spending in the storage unit 12.

[0051] With reference to Fig. 7, information on waste of resources or energy by players or facilities will be described. Fig. 7 is a diagram showing an example of information on waste of resources or energy by players or facilities. The information on waste of resources or energy by players or facilities includes information indicating the degree of waste of resources or energy by players or facilities. The information on waste of resources or energy by players or facilities includes, for example, an information ID, a player or facility category, a resource or energy category, and a score.

[0052] The information ID is information that can uniquely identify information on wasteful consumption of resources or energy by a player or a facility. The information ID is paid out, for example, by the server 10. Hereinafter, information on wasteful consumption of resources or energy by a player or a facility having information IDs I1 to I4 will also be referred to as information I1 to I4, respectively.

[0053] The player or facility classification is information indicating whether the information regarding the waste of resources or energy is caused by a player or a facility. In this embodiment, the player or facility classification is set to either the player or the facility. However, when a game is associated with multiple players and facilities, the player or facility classification may be set to a player ID or a facility ID. The player ID is information that can uniquely identify a player. The facility ID is information that can uniquely identify a player.

[0054] The resource or energy category is information indicating the resource or energy that has been wasted. In this embodiment, the resource or energy category is set to any one of food, gasoline, water, gas, and electricity. However, the resource or energy category is not limited to these.

[0055] The score is information indicating the degree of resource or energy waste by the player or the facility. The score is generated based on a numerical value indicating the degree of resource or energy waste by the player or the facility, which is included in the information received from the information providing device 30. In this embodiment, the score includes a first score indicating the degree of waste by the player and a second score indicating the degree of waste at the facility. The first score is generated based on information received from the information providing device 30A, i.e., information measured using one or more sensors installed at the player's residence. The second score is generated based on information received from the information providing device 30B, i.e., information measured using one or more sensors installed at the facility.

[0056] In this embodiment, the score is, for example, a value included in a numerical range of 0 to 100. The control unit 13 may construct a score calculation model by a statistical method such as machine learning or deep learning based on information on the waste of resources or energy by the player or facility acquired in the past. The control unit 13 uses the score calculation model to calculate the score from a numerical value indicating the degree of waste of resources or energy by the player or facility, which is included in the information received from the information providing device 30. In this way, by converting numerical values ​​indicating the degree of waste of multiple resources or energy measured in different units such as electricity, gas, or water into a single unified score, it is possible to suppress the complication of the processing logic used in the subsequent processing. However, the score may be the numerical value itself indicating the degree of waste of resources or energy by the player or facility, which is included in the information received from the information providing device 30.

[0057] In steps S103 and S104, the control unit 13 of the server 10 exerts a game effect disadvantageous to the player in the game played by the player, based on information regarding wasteful use of resources or energy by the player or the facility.

[0058] Step S103: The control unit 13 of the server 10 determines whether or not there is a game effect that satisfies the activation condition of the information on the wasteful consumption of resources or energy by the player or the facility. For example, the control unit 13 may refer to the information on the game effect pre-stored in the memory unit 12 and determine whether or not there is a game effect that satisfies the activation condition of the information on the wasteful consumption acquired in step S102.

[0059] When it is determined that there is no game effect for which the information on wasteful spending satisfies the activation condition (step S103-No), the control unit 13 does not activate the game effect, and repeats the process from step S101 to progress the game.

[0060] Step S104: When it is determined that there is a game effect in which the information on wasteful spending satisfies the activation condition (Step S103-Yes), the control unit 13 of the server 10 activates the game effect.

[0061] Any method may be employed to exert a game effect disadvantageous to the player in the game that the player is playing. The control unit 13 may exert a game effect disadvantageous to the player in the game by executing any game process, such as changing game parameters used in the game process, generating an event in the game, or changing the game situation of the player. Alternatively, the control unit 13 may exert a game effect disadvantageous to the player in the game by terminating a game effect advantageous to the player that has already been exerted in the game.

[0062] In this embodiment, exertion of a game effect disadvantageous to the player includes, for example, shortening the time limit until the end of the game, decreasing game parameters such as the vitality, attack power, or defense power of a character used by the player, increasing game parameters such as the vitality, attack power, or defense power of a character used by another player with whom the player competes in the game, or decreasing the value or amount of an item or the like given to the player at a specific location or event in the game, etc. However, game effects disadvantageous to the player are not limited to these and may include any game effect that may hinder the player's progress in the game.

[0063] The condition for exerting the game effect may include, for example, a predetermined threshold value. When the first score indicating the degree of wastefulness by the player is equal to or greater than the first threshold value, the control unit 13 may exert a game effect disadvantageous to the player in the game played by the player. This allows the wastefulness of resources or energy in the player's residence to be reflected as a game effect in the game played by the player. The first threshold value may be stored in advance in the storage unit 12.

[0064] Also, for example, when the second score indicating the degree of wastefulness in the facility is equal to or greater than the second threshold, the control unit 13 may exert a game effect disadvantageous to the player in the game played by the player. This allows the wastefulness of resources or energy in the facility that the player can use to be reflected as a game effect in the game played by the player. The second threshold may be stored in the storage unit 12 in advance.

[0065] The facility may be associated with a game object that appears in the game. The game object includes a character, a background, an item, or the like that appears in the game. When the second score indicating the degree of wasteful spending at the facility is equal to or greater than a second threshold, the control unit 13 may exert a game effect that is disadvantageous to the player associated with the game object.

[0066] For example, the facility may be associated with an icon of a building or the like arranged on a map in a role-playing game. When the second score indicating the degree of wastefulness at the facility is equal to or greater than a second threshold, the control unit 13 exerts a game effect disadvantageous to the player by, for example, reducing the number of items given to the player when the character moves to the icon of a building or the like on the map associated with the facility. Alternatively, the facility may be associated with a specific enemy character that appears in a fighting game. When the second score is equal to or greater than a second threshold, the control unit 13 exerts a game effect disadvantageous to the player by, for example, increasing the attack power of the specific enemy character associated with the facility.

[0067] When exerting a game effect disadvantageous to the player, the control unit 13 may identify one or more attributes in the game associated with the wasted resources or energy based on the information about the wastage, and may exert a game effect associated with the identified one or more attributes.

[0068] For example, in this embodiment, the control unit 13 exerts a game effect associated with any one of the attributes "electricity," "water," or "fire" based on the resources or energy included in the information on waste. In this way, the interest of the game can be improved by changing the game effect to be exerted depending on the resources or energy wasted.

[0069] When exerting a game effect disadvantageous to the player, the control unit 13 may change the magnitude of the game parameter to be changed to exert the game effect according to the magnitude of the score. The control unit 13 may exert a game effect more disadvantageous to the player in the game played by the player as the amount of wasted resources or energy increases. In this way, the player can be more strongly motivated to reconsider his / her own behavior as the amount of wasted resources or energy increases.

[0070] After determining a game effect disadvantageous to the player to be exerted in the game played by the player, the control unit 13 transmits an instruction to exert the game effect to the terminal device 20 via the communication unit 11 and the network 40. As a result, the control unit 25 of the terminal device 20 can exert a game effect disadvantageous to the player in the game played by the player based on the received instruction. The control unit 25 of the terminal device 20 may, for example, output an image, a message, a sound, or the like indicating that a game effect has been exerted via the output unit 22 based on the received instruction.

[0071] After exerting the game effect, the control unit 13 of the server 10 repeats the process from step S101 to progress the game. The game effect may be exerted until it is determined in step S103 that there is no game effect that satisfies the condition for exerting the game effect based on the information on wasteful spending.

[0072] The operation of the server 10 according to the present embodiment will be described in more detail below using an example with reference to FIGS.

[0073] Example 1 First, a description will be given of how the server 10 exerts a game effect disadvantageous to a player in a game played by the player, based on information regarding the player's wasteful use of resources or energy. In this operation example, it is assumed that the first threshold is set to 50.

[0074] The control unit 13 of the server 10 cooperates with the terminal device 20 owned by the player to progress the game on the terminal device 20. The game is assumed to be a battle game between a character operated by the player and an enemy character. The control unit 13 acquires information on the waste of resources or energy by the player from the information providing device 30A via the communication unit 11 and the network 40. For example, it is assumed that the information acquired from the information providing device 30A includes a measurement value of an electricity meter installed in the player's house. Based on the acquired information, the control unit 13 stores information on the waste of electricity by the player in the storage unit 12, as shown as information I1 in FIG. 7. At this time, it is assumed that the control unit 13 sets the score to 80 based on the measurement value of the electricity meter acquired from the information providing device 30A.

[0075] The control unit 13 of the server 10 exerts a game effect disadvantageous to the player in the game based on the information on wasteful spending. The control unit 13 may refer to the information on the game effect shown in FIG. 7 to determine whether or not there is a game effect for which the acquired information on wasteful spending satisfies the exertion condition. At that time, since the information I1 is information on wasteful spending of electricity, the control unit 13 determines whether or not the information I1 satisfies the exertion condition of the game effect G1 associated with the attribute of electricity among the game effects G1 to G3. Since the score (80) of the information I1 is equal to or greater than the first threshold (50), the control unit 13 determines that the information I1 satisfies the exertion condition of the game effect G1. The control unit 13 transmits, to the terminal device 20, an instruction to decrease the parameter of the attack power by the attack associated with the attribute of electricity as the game effect G1. As a result, the damage given to the enemy character by the attack associated with the attribute of electricity of the character operated by the player is decreased, and a game effect disadvantageous to the player is exerted in the game played by the player. This allows the player to reconsider his or her own wasteful use of electricity so as to avoid the occurrence of game effects that are detrimental to the player in the game.

[0076] Example 2 Next, it will be described how the server 10 exerts a game effect disadvantageous to the player in the game played by the player based on information on the waste of resources or energy by the facility. In this operation example, it is assumed that the second threshold is set to 70.

[0077] The control unit 13 of the server 10 cooperates with the terminal device 20 owned by the player to progress the game on the terminal device 20. The game is assumed to be a battle game between a character operated by the player and an enemy character. The control unit 13 acquires information on resource or energy waste in the facility from the information providing device 30B via the communication unit 11 and the network 40. For example, the information acquired from the information providing device 30B is assumed to include the amount of food waste measured by a weighing scale installed in the facility that provides food. Based on the acquired information, the control unit 13 stores information on food waste in the facility in the storage unit 12, as shown as information I2 in FIG. 7. At this time, the control unit 13 is assumed to set a score of 90 based on the amount of food waste acquired from the information providing device 30B.

[0078] The control unit 13 of the server 10 exerts a game effect disadvantageous to the player in the game based on the information on wasteful spending. The control unit 13 may refer to the information on the game effects shown in FIG. 7 to determine whether or not there is a game effect for which the acquired information on wasteful spending satisfies the exertion condition. In this case, since the information I3 is information on food wastefulness, the control unit 13 determines whether or not the information I3 satisfies the exertion condition of the game effect G3 associated with the attribute of fire among the game effects G1 to G3. Since the score (90) of the information I2 is equal to or greater than the second threshold (70), the control unit 13 determines that the information I2 satisfies the exertion condition of the game effect G3. On the other hand, the control unit 13 determines that the information I2 does not satisfy the exertion conditions of the game effects G1 and G2. The control unit 13 transmits, as the game effect G3, an instruction to increase the vitality parameter of the enemy character associated with the facility to the terminal device 20. As a result, the vitality of the enemy character associated with the facility increases in the game played by the player, and a game effect disadvantageous to the player is exerted. This causes the player to review his / her own behavior so as to consume the food provided at the facility and reduce the amount of food wasted at the facility, so that a game effect disadvantageous to the player is not exerted in the game.

[0079] As described above, the server 10 according to this embodiment progresses the game played by the player. The server 10 acquires information on the waste of resources or energy by the player or the facility. The server 10 exerts a game effect disadvantageous to the player in the game based on the information on the waste of resources or energy by the player or the facility.

[0080] According to this configuration, in a game played by a player, a game effect disadvantageous to the player can be exerted based on information on the waste of resources or energy by the player or the facility. This makes the player reconsider his / her own behavior so as not to exert a game effect disadvantageous to the player in the game. This improves the technology for incorporating external information and reflecting it in the game content in that it is possible to motivate a player to change his / her behavior, such as reducing wasteful spending.

[0081] Although the present disclosure has been described based on the drawings and examples, it should be noted that those skilled in the art may make various modifications and alterations based on the present disclosure. Therefore, it should be noted that these modifications and alterations are included in the scope of the present disclosure. For example, the functions included in each component or step can be rearranged so as not to be logically inconsistent, and multiple components or steps can be combined or divided into one.

[0082] For example, in the above-described embodiment, a part or all of the operations and processes performed by the server 10 may be executed by the terminal device 20. Similarly, a part of the operations performed by the terminal device 20 may be executed by the server 10.

[0083] Also, for example, in the above-described embodiment, the server 10 may be configured to execute part or all of the operations and processes executed by the information providing device 30. Similarly, the information providing device 30 may be configured to execute part of the operations executed by the server 10. For example, the information processing system 1 may be configured not to include the information providing device 30. In such a case, the server 10 may execute the operations and processes of the server 10 and the information providing device 30 in the above-described embodiment.

[0084] Also, for example, in the above-described embodiment, the first threshold and the second threshold have been described as being stored in advance in the storage unit 12 of the server 10. However, the first threshold and the second threshold may be set by a statistical method such as machine learning or deep learning. For example, the first threshold and the second threshold may be set by a statistical method based on information on the waste of resources or energy by one or more players or facilities stored in the server 10 and a change in the player's behavior due to the exertion of a game effect disadvantageous to the player.

[0085] Also, for example, an embodiment is possible in which a general-purpose computer functions as the server 10 according to the above-described embodiment. Specifically, a program describing the processing contents for realizing each function of the server 10 according to the above-described embodiment is stored in the memory of the general-purpose computer, and the program is read and executed by a processor. Therefore, the present disclosure can also be realized as a program executable by a processor, or a non-transitory computer-readable medium storing the program. [Explanation of symbols]

[0086] 1. Information Processing Systems 10 Server 11 Communications Department 12 Storage section 13 Control section 20 Terminal Equipment 21 Communications Department 22 Output section 23 Input section 24 Memory section 25 Control Unit 30 Information provision device 31 Communications Department 32 Measurement section 33 Storage section 34 Control section 40 Network

Claims

1. A server including a control unit, a storage unit, and a communication unit, The control unit is communicating with a terminal device via the communication unit and causing the terminal device to progress a game played by a player; acquiring information regarding waste of resources or energy by the player or facility from an information providing device via the communication unit; referring to information on game effects previously stored in the storage unit, the information on the game effects including game effects that are disadvantageous to the player in the game and conditions for exerting the game effects and attributes of the game effects, and determining whether or not there is a game effect for which the information on the wasteful spending satisfies the conditions for exerting the game effects; when it is determined that the game effect exists, the terminal device is configured to exert the game effect in the game via the communication unit, In the information about the game effect, the information about the waste is associated with the attribute of the game effect that is determined according to the resource or energy wasted; The control unit is a server that causes the terminal device to exert the game effect of the attribute associated with the information regarding the wasteful spending in the game via the communication unit.

2. the information on the wasteful spending includes a first score indicating a degree of the wasteful spending by the player; The server according to claim 1 , wherein the control unit exerts the game effect in the game when the first score is equal to or greater than a first threshold value.

3. One or more sensors are installed in the player's residence; The server of claim 2 , wherein the first score is generated based on information measured using the one or more sensors.

4. The information regarding the waste includes a second score indicating a degree of waste in the facility; The server according to claim 1 , wherein the control unit exerts the game effect in the game when the second score is equal to or greater than a second threshold value.

5. The facility is equipped with one or more sensors; The server of claim 4 , wherein the second score is generated based on information measured using the one or more sensors.

6. the facility is associated with a game object that appears in the game; The server according to claim 4 , wherein the control unit exerts the game effect associated with the game object when the second score is equal to or greater than the second threshold value.

7. A method executed by a server having a control unit, a storage unit, and a communication unit, The control unit communicates with a terminal device via the communication unit, and causes the terminal device to progress a game played by a player; acquiring, by the control unit, information regarding waste of resources or energy by the player or facility from an information providing device via the communication unit; determining, by the control unit, whether or not there is a game effect for which information on the wasteful spending satisfies the activation condition, by referring to information on the game effect previously stored in the storage unit, the information on the game effect including a game effect that is disadvantageous to the player in the game and an activation condition and attributes of the game effect; when it is determined that the game effect exists, causing the terminal device to exert the game effect in the game by the control unit via the communication unit; Including, In the information about the game effect, the information about the waste is associated with the attribute of the game effect that is determined according to the resource or energy wasted; The method, wherein exerting the game effect includes causing the terminal device to exert, in the game, the game effect of the attribute associated with the information related to the wasteful spending.

8. the information on the wasteful spending includes a first score indicating a degree of the wasteful spending by the player; The method of claim 7 , wherein exerting the game effect comprises exerting the game effect in the game if the first score is greater than or equal to a first threshold.

9. One or more sensors are installed in the player's residence; The method of claim 8 , wherein the first score is generated based on information measured using the one or more sensors.

10. The information regarding the waste includes a second score indicating a degree of waste in the facility; The method of claim 7 , wherein exerting the game effect comprises exerting the game effect in the game if the second score is greater than or equal to a second threshold.

11. The facility is equipped with one or more sensors; The method of claim 10 , wherein the second score is generated based on information measured using the one or more sensors.

12. the facility is associated with a game object that appears in the game; The method of claim 10 or 11, wherein exerting the game effect comprises exerting the game effect associated with the game object if the second score is greater than or equal to the second threshold.

13. A computer having a memory unit and a communication unit, communicating with a terminal device via the communication unit and causing the terminal device to progress a game played by a player; acquiring information on waste of resources or energy by the player or facility from the information providing device via the communication unit; determining whether or not there is a game effect for which the information on the wasteful spending satisfies the activation condition by referring to information on the game effect pre-stored in the storage unit, the information on the game effect including a game effect that is disadvantageous to the player in the game and an activation condition and attributes of the game effect; when it is determined that the game effect exists, causing the terminal device to exert the game effect in the game via the communication unit; Run the command, In the information about the game effect, the information about the waste is associated with the attribute of the game effect that is determined according to the resource or energy wasted; The program, in which exerting the game effect includes causing the terminal device to exert, in the game, the game effect of the attribute associated with the information related to the wasteful spending.

14. the information on the wasteful spending includes a first score indicating a degree of the wasteful spending by the player; The program according to claim 13 , further comprising causing the computer to exert the game effect in the game when the first score is equal to or greater than a first threshold value.

15. One or more sensors are installed in the player's residence; The computer-readable medium according to claim 14 , wherein the first score is generated based on information measured using the one or more sensors.

16. The information regarding the waste includes a second score indicating a degree of waste in the facility; The program according to claim 13 , further comprising causing the computer to exert the game effect in the game when the second score is equal to or greater than a second threshold value.

17. The facility is equipped with one or more sensors; The computer-readable medium according to claim 16 , wherein the second score is generated based on information measured using the one or more sensors.

18. the facility is associated with a game object that appears in the game; The program according to claim 16 or 17, further comprising causing the computer to exert the game effect associated with the game object when the second score is equal to or greater than the second threshold value.

Citation Information

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