program

The program aggregates quiz game results from multiple terminals and provides rewards for collective achievements, addressing the need to enhance user engagement and interest in quiz game systems by promoting collaboration and collective progress.

JP7657103B2Active Publication Date: 2025-04-04COLOPL
View PDF 8 Cites 0 Cited by

Patent Information

Application Number
JP2021096548
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-06-09
Publication Date
2025-04-04
Estimated Expiration
2041-06-09

AI Technical Summary

Technical Problem

Existing quiz game systems lack mechanisms to enhance user engagement and interest by promoting collaboration and collective achievement among multiple players.

Method used

A program executed by a computer that aggregates results from multiple terminals playing quiz games and provides rewards when specific conditions are met, fostering collaboration and a sense of accomplishment among players.

Benefits of technology

The solution enhances user engagement by providing rewards for collective achievements, increasing motivation and interest in the game through collaborative play and real-time feedback on progress.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007657103000001
    Figure 0007657103000001
  • Figure 0007657103000002
    Figure 0007657103000002
  • Figure 0007657103000003
    Figure 0007657103000003
Patent Text Reader

Abstract

To provide a technology capable of heightening furthermore amusement of a game.SOLUTION: According to an embodiment, in a program to be executed by a computer, the computer is allowed to execute steps of: acquiring collected results on answers to a quiz game executed at multiple terminals; and providing predetermined reward, when the collected results satisfy a prescribed condition.SELECTED DRAWING: Figure 8
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to a program, an information processing device, and an information processing method. [Background technology]

[0002] There is known a quiz game that is realized by communication between a server and a client terminal. For example, the client terminal realizes the quiz game by downloading information about a quiz from a server and presenting the quiz on a display or the like.

[0003] It is also known that, in a game system including a server and one or more client terminals, an event is provided to give an incentive to a user. For example, a game system has been proposed in which a ranking is determined for each group of players participating in an event, and a reward is given to each player according to their contribution to the group (see Patent Document 1). In addition, in order to improve the motivation of players, a system has been proposed in which participating players in an event are evaluated by each other, and rewards are given to players based on the evaluation results (see Patent Document 2, for example). In addition, a technology has been proposed in which the timing of reward distribution is shifted according to the ranking in the event in order to encourage continuous participation in the event (see Patent Document 3, for example). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2020-198959 A [Patent Document 2] JP 2016-198529 A [Patent Document 3] Patent No. 5579911 Summary of the Invention [Problem to be solved by the invention]

[0005] An object of one aspect of the present invention is to provide a technique for making a game more entertaining. [Means for solving the problem]

[0006] In order to solve the above problem, one aspect of the present invention is a program executed by a computer, which causes the computer to obtain a compilation result regarding answers to a quiz game executed on multiple terminals, and to provide a predetermined reward when the compilation result satisfies a predetermined condition. Effect of the Invention

[0007] According to one aspect, a tally of answers to a quiz game executed on multiple terminals is obtained, and a reward is provided when the tally of answers satisfies a predetermined condition. The tally of answers includes information on answers to the quiz game by multiple players using multiple terminals, so that a collaborative effort to achieve a common goal of a reward is actually realized by the multiple players. Therefore, in addition to providing a reward, a sense of accomplishment can be provided by achieving a goal through collaborative effort.

[0008] According to one aspect of the present invention, a technique for further increasing the entertainment value of a game is provided. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system related to a game program according to an embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a functional configuration of a server according to an embodiment. [Diagram 3] FIG. 3 is a diagram illustrating an example of a functional configuration of a user terminal according to an embodiment. [Figure 4] FIG. 4 is a diagram showing a first example of a game image according to an embodiment. [Diagram 5] FIG. 5 is a diagram showing a second example of a game image according to an embodiment. [Figure 6] FIG. 6 is a diagram showing a third example of a game image according to an embodiment. [Figure 7] FIG. 7 is a schematic diagram showing a display example of an object representing a counting result according to an embodiment. [Figure 8] FIG. 8 is a flowchart showing an outline of an information processing operation by an information processing device according to an embodiment. [Figure 9] FIG. 9 is a flowchart illustrating an example of an information processing operation of a server according to an embodiment. [Figure 10] FIG. 10 is a diagram illustrating an example of an orb information management table according to an embodiment. [Figure 11] FIG. 11 is a diagram illustrating an example of a counting result storage table according to an embodiment. [Figure 12] FIG. 12 is a flowchart illustrating an example of an information processing operation of a user terminal according to an embodiment. [Figure 13] FIG. 13 is a diagram illustrating an example of an orb display management table according to an embodiment. [Figure 14] FIG. 14 is a diagram showing a fourth example of a game image according to an embodiment. [Figure 15] FIG. 15 is a diagram illustrating reward activation according to one embodiment. [Figure 16] FIG. 16 is a diagram showing a fifth example of a game image according to an embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the following, elements that are the same as or similar to elements already described will be given the same or similar reference numerals, and duplicated descriptions will basically be omitted. For example, when there are multiple identical or similar elements, a common reference numeral may be used to describe each element without distinguishing between them, and a subnumber may be used in addition to the common reference numeral to describe each element with distinction between them.

[0011] [One embodiment] The program according to one embodiment is a program that runs on a server or a client terminal. Hereinafter, the program according to one embodiment is referred to as a game program. The game program realizes at least a part of a game realized by a game system including a server and a client terminal.

[0012] (1) Composition (1-1) Game System FIG. 1 shows an example of the overall configuration of a game system 1 related to a game program. The game system 1 includes a plurality of user terminals 100A, 100B, 100C, etc. (hereinafter, collectively referred to as "user terminals 100" without distinguishing between them individually) and a server 200. Each user terminal 100 is capable of communicating with the server 200 via a network NW. Any number of user terminals 100 can be connected to the server 200, but for simplicity, the detailed configuration of only one user terminal 100 will be illustrated and described.

[0013] The network NW is, for example, the Internet, and may include access networks such as a Local Area Network (LAN), a Wide Area Network (WAN), a mobile communication network, a wired telephone network, Fiber To The Home (FTTH), and a Cable Television (CATV) network.

[0014] The server 200 is a first example of an information processing device according to an embodiment, and is a computer having a server function that is operated and managed by, for example, a game developer. The server 200 may be a general-purpose computer such as a workstation or a personal computer. For example, the server 200 receives user information and various requests from the user terminal 100 via the network NW, and transmits a game program and related data to the user terminal 100 via the network NW. The server 200 can simultaneously transmit and receive information to and from a plurality of user terminals 100.

[0015] The user terminal 100 is a second example of an information processing device according to an embodiment, and is used by a user (a game player). The user terminal 100 is a computer capable of receiving services from a server, such as a smartphone, a tablet terminal, or a notebook personal computer. The user terminal 100 may be a stationary computer such as a desktop personal computer. The user terminal 100 may also be a dedicated game terminal suitable for playing games. In the following, as an example, the user terminal 100 will be described as a smartphone equipped with a touch screen. Each user terminal 100 is associated with a user account under the management of the server 200 through login authentication or the like.

[0016] (1-2) Hardware configuration (1-2-1) Server As shown in FIG. 1, the server 200 includes, as hardware, a processor 2001, a memory 2002, a storage 2003, a communication interface (communication I / F) 2004, and an input / output interface (input / output I / F) 2005, which are electrically connected to each other via a bus 2006.

[0017] The processor 2001 controls the overall operation of the server 200. The processor 2001 includes, for example, a general-purpose processor such as a central processing unit (CPU), a micro processing unit (MPU), or a graphics processing unit (GPU). The processor 2001 is not limited to a general-purpose processor, and may be a dedicated processor such as an application specific integrated circuit (ASIC) or a field programmable gate array (FPGA). The memory 2002 is a main storage device, and includes a ROM (Read Only Memory) and a RAM (Random Access Memory). The storage 2003 is an auxiliary storage device, and includes a non-volatile storage device such as a hard disk drive (HDD) or a solid state drive (SSD). The storage 2003 stores programs executed by the processor 2001, setting data required for executing the programs, and the like. Part of the programs may be stored in a ROM.

[0018] The processor 2001 can realize the processing functions described below by reading a program from the storage 2003, loading it into the memory 2002, and interpreting and executing the loaded program.

[0019] The communication interface (communication I / F) 2004 is a module for communicating with an external device such as the user terminal 100 via the network NW, and includes a signal processing circuit for transmission and reception, an optical connector, etc. The communication interface 2004 may include, for example, an optical communication module.

[0020] An input / output interface (input / output I / F) 2005 takes in operation data input by an operator via input devices such as a keyboard or mouse, and outputs output data to output devices such as a liquid crystal or organic EL (Electro Luminescence) display, or a speaker.

[0021] (1-2-2) User terminal As shown in FIG. 1, the user terminal 100 includes, as hardware, a processor 1001, a memory 1002, a storage 1003, a sensor 1004, a communication interface (communication I / F) 1005, an input / output interface (input / output I / F) 1006, and a touch screen 1007, which are electrically connected to each other via a bus 1008.

[0022] The processor 1001 controls the overall operation of the user terminal 100. The processor 1001 includes, for example, a general-purpose processor such as a CPU, an MPU, or a GPU. The processor 1001 is also not limited to a general-purpose processor, and may be a dedicated processor such as an ASIC or an FPGA. The memory 1002 is a main storage device and includes a ROM, a RAM, and the like. The storage 1003 is an auxiliary storage device and includes an internal or external semiconductor memory (e.g., a flash memory), etc. The storage 1003 stores programs executed by the processor 1001, setting data required for executing the programs, etc. Part of the programs may be stored in a ROM. The processor 1001 can realize the processing functions described below by reading a program from the storage 1003, loading it into the memory 1002, and interpreting and executing the loaded program.

[0023] The sensor 1004 is, for example, an image sensor, a sound sensor, an acceleration sensor, an angular velocity sensor, a geomagnetic sensor, a GPS sensor, a proximity sensor, an ambient light sensor, etc. The sensor 1004 converts various sensed information into an electrical signal and outputs it.

[0024] The communication interface (communication I / F) 1005 is a module for communicating with external devices such as the server 200 via the network NW, and includes a signal processing circuit for transmission and reception, an antenna, a LAN terminal, etc. The communication interface 1005 may include a module for mobile communication, a module for wireless / wired LAN, a module for short-range wireless communication, etc.

[0025] The input / output interface (input / output I / F) 1006 receives input data from an external device and outputs output data to an external device. The input / output interface 1006 may include, for example, a physical button of the user terminal 100, a speaker built into the user terminal 100, a Universal Serial Bus (USB) port, and the like.

[0026] The touch screen 1007 includes an input unit 1071 and a display unit 1072, and has the function of accepting input operations from the user and displaying various images to the user.

[0027] The input unit 1071 is, for example, a capacitive or resistive touch panel. The input unit 1071 detects a contact position touched by a user's finger or a touch pen (stylus pen), and generates coordinate information of the contact position.

[0028] The display unit 1072 is, for example, a liquid crystal display or an organic EL display, and displays various images based on the display data. The display unit 1072 realizes a game screen by displaying game images.

[0029] The user terminal 100 can also accept user operations from an external input device such as a keyboard, a mouse, or a controller connected via the input / output interface 1006. The user terminal 100 can acquire a game program and related data from an external storage device such as a memory card connected via the input / output interface 1006. The user terminal 100 can also output display information to an external output device such as a display or a speaker connected via the input / output interface 1006. The user terminal 100 can use an external storage device such as a memory card connected via the input / output interface 1006 as the storage 1003. The user terminal 100 can also accept a signal from a sensor 1004 as a user operation.

[0030] The user terminal 100 transmits the game progress status to the server 200 at regular intervals or as needed, requests data, and receives necessary programs, related data, update data, and the like from the server 200.

[0031] (1-3) Functional configuration (1-3-1) Server 2 shows an example of the functional configuration of the server 200 according to an embodiment. Note that illustration and description of the functional configuration of a general computer and well-known configuration required to realize a game will be omitted.

[0032] The server 200 communicates with each user terminal 100, and transmits a game program and related data required for executing the game program to each user terminal 100 in response to a request from each user terminal 100. The server 200 also receives the game progress and answer results of each user from each user terminal 100. The server 200 includes a control unit 210 and a storage unit 220.

[0033] The storage unit 220 is mainly realized by the storage 2003. A part of the storage unit 220 may be realized by the memory 2002. The storage unit 220 includes a game program storage unit 221, a game information storage unit 222, a user information storage unit 223, an orb information storage unit 224, and a compilation result storage unit 225.

[0034] The game program storage unit 221 stores a game program. The game information storage unit 222 stores various pieces of game information that are referenced when a game program is executed. The user information storage unit 223 stores information about a user associated with each user terminal 100. The user information storage unit 223 stores information such as user account information or a user's game progress status, for example.

[0035] The orb information storage unit 224 stores various information (orb information) related to the orb. In this embodiment, the "orb" is a virtual object placed in the game space and is associated with a predetermined event. The event associated with the orb is an event that provides a reward (benefit) when a condition is met. The server 200 generates the associated event by selecting the orb. The event includes a first phase and a second phase. In the first phase, the server 200 executes a count on the answers of the quiz game executed in the multiple user terminals 100, and monitors whether the counting result satisfies a predetermined condition. The orb is filled with contents according to the counting result, for example, like a medal game or a jackpot installed in a casino. When the server 200 determines that the counting result satisfies a predetermined condition, the orb is considered to be full, and the event moves to the second phase. The state in which the orb is full is also called "orb release", and the predetermined condition is also called "orb release condition". In the second phase, a predetermined reward is provided. One example of the reward is a time-limited bonus that is activated for a certain period of time. After a certain period of time has elapsed, the time-limited bonus is invalidated and the event ends. The orb information storage unit 224 stores an orb information management table 2241 that stores orb information relating to one or more orbs. The orb information includes information for identifying the orb, orb release conditions, rewards provided when the orb is released, and a time limit for which the reward is valid. Here, the terms "orb" and "event" may be used interchangeably.

[0036] The tally result storage unit 225 stores a tally result storage table 2251 that stores tally results related to answers to the quiz games executed on a plurality of user terminals 100.

[0037] The control unit 210 is mainly realized by the processor 2001 and the memory 2002. The control unit 210 controls the overall functions of the server 200. The control unit 210 can function as a reception control unit 211, a transmission control unit 212, a game progression unit 213, an orb management unit 214, and a counting unit 215 by executing a game program stored in the game program storage unit 221.

[0038] The reception control unit 211 receives, from each user terminal 100, a request to transmit user information, a program or related data, information on the progress of the game in each user terminal 100, and an answer record of the quiz game in each user terminal 100. The answer record includes the results of the user playing the quiz game in the user terminal 100. One example of the answer record is the number of correct answers in the quiz in the user terminal 100. The answer record may also include the number of answers (the number of quizzes attempted by the user) regardless of whether they were correct or incorrect. The answer record may also include various other results, such as the percentage of correct answers, the answer time, or the play time of the quiz game.

[0039] The transmission control unit 212 transmits the requested program or related data, or an updated program, etc., to each user terminal 100. The transmission control unit 212 may also request each user terminal 100 to transmit information regarding the progress of the game.

[0040] The game progression unit 213 refers to the information stored in the game information storage unit 222 and the user information storage unit 223 in accordance with code written in the game program, and manages the progress of the game on each user terminal 100. The game progression unit 213 can also determine whether or not it is necessary to collect information from each user terminal 100, or whether or not it is necessary to transmit data to each user terminal 100.

[0041] The orb management unit 214 has a function of selecting one of the orbs managed in the orb information management table 2241 in response to an instruction from an administrator of the server 200 (e.g., a game designer, a game developer, a game distributor, etc.) or according to a given algorithm. An event occurs when the orb is selected. The orb management unit 214 also functions as an acquisition unit that acquires from the aggregation unit 215 a compilation result related to the answers of the quiz game executed in the multiple user terminals 100. The orb management unit 214 also has a function of determining whether the compilation result satisfies the release condition set for the selected orb. The orb management unit 214 also functions as a provision unit that provides a predetermined reward when the compilation result satisfies a predetermined condition. In the server 200, providing a predetermined reward includes setting an activation time of the reward when the compilation result satisfies a predetermined condition, and transmitting the set activation time to the user terminal 100. The orb management unit 214 also transmits information including the compilation result to the user terminal 100 in cooperation with the transmission control unit 212.

[0042] The tallying unit 215 has a function of tallying the answer records received from the reception control unit 211 and storing the tallying result together with date and time information in the tallying result storage unit 225. The tallying result regarding the answers of the quiz game executed in the multiple user terminals 100 includes a result of accumulating the answer records (e.g., the number of correct answers) received from the multiple user terminals 100 over a predetermined period. For example, the tallying unit 215 adds up the numbers of correct answers received from the multiple user terminals 100 from when the orb management unit 214 selects an orb until the release condition is satisfied, and stores the latest cumulative value as the tallying result at regular intervals in the tallying result storage unit 225. In the following, the number of correct answers will be mainly used as an example of the answer record, but this is merely an example and the embodiment is not limited to the number of correct answers.

[0043] (1-3-2) User terminal 3 shows an example of the functional configuration of a user terminal 100 according to an embodiment. Note that illustration and description of the functional configuration of a general computer and well-known configuration required to implement a game are omitted.

[0044] The user terminal 100 includes a control unit 110 and a storage unit 120 . The storage unit 120 is mainly realized by the storage 1003. A part of the storage unit 120 may be realized by the memory 1002. The storage unit 120 includes a game program storage unit 121, a game information storage unit 122, an answer record storage unit 123, and an orb information storage unit 124.

[0045] The game program storage unit 121 stores a game program. Note that the game program stored in the game program storage unit 221 of the server 200 and the game program stored in the game program storage unit 121 of the user terminal 100 may be the same program, one of them may include the other, or they may be different programs.

[0046] The game information storage unit 122 stores various game information to be referenced when executing a game program. The game information storage unit 122 also stores display information such as images, sounds, and music to be referenced when generating display data for displaying game images.

[0047] The answer record storage unit 123 stores answer records of the quiz game in the user terminal 100. For example, the answer record storage unit 123 may include a counter, and may count up and store the number of correct answers each time a quiz is answered correctly. The answer record storage unit 123 may store the answer record as data on the number of correct answers for each game or for each predetermined time period. The answer record may also include information identifying the quiz that was answered correctly (information indicating which quiz was answered correctly), date and time information (information indicating when the answer was answered correctly), and the like.

[0048] The orb information storage unit 124 stores an orb display management table 1241 that stores display information related to the orb. The orb display management table 1241 is referred to, for example, when generating display data in the user terminal 100. In the user terminal 100, the orb is an example of an object that displays the tally result. The orb is represented as a mysterious object that indicates the progress of the event, and is displayed, for example, as a hollow spherical object that can store liquid inside. The amount of liquid in the orb increases according to the extent to which the tally result has achieved the orb release condition (achievement level). The orb itself may also be represented to shine brighter according to the achievement level. As described above, when the orb is full, a predetermined reward is provided.

[0049] The control unit 110 is mainly realized by the processor 1001 and the memory 1002. The control unit 110 controls the overall functions of the user terminal 100. The control unit 110 can function as a reception control unit 111, a transmission control unit 112, a game progression unit 113, an operation reception unit 114, a display control unit 115, and an orb management unit 116 by executing a game program stored in the game program storage unit 121.

[0050] The reception control unit 111 receives a game program, game information, progress information, reward information, and the like from the server 200. The reception control unit 111 stores the received information in the storage unit 120 or passes it to each functional unit. The progress information includes the most recent tally result for the selected orb and information indicating the degree of achievement of the release conditions. The reward information includes information on the reward activation time and reward time limit information, as an example of information on the time when the reward is activated in the user terminal 100. The reward information may also include the content of the reward. The reception control unit 111 is an example of an acquisition unit that acquires from the server 200 tally results for answers to a quiz game executed in multiple user terminals 100.

[0051] The transmission control unit 112 transmits the game progress, answer records, and the like to the server 200.

[0052] The game progression unit 113 has a function of referring to the game information stored in the game information storage unit 122 according to the code written in the game program, and arranging objects in the game space to progress the quiz game. The game progression unit 113 cooperates with the display control unit 115 to present a quiz to the user via the display unit 1072. The game progression unit 113 also cooperates with the operation reception unit 114 to receive answers from the user via the input unit 1071. The game progression unit 113 further determines whether the received answer is correct or incorrect, progresses the game in accordance with the determination result, and passes the determination result to the orb management unit 116.

[0053] The operation reception unit 114 has a function of receiving a user operation inputted via the input unit 1071. Hereinafter, the term "user operation" refers to a user operation inputted via the input unit 1071. The user operation includes various types of operations via the input unit 1071, such as a tap operation and a swipe operation. The operation reception unit 114 may detect the start of a user operation based on the detection of a contact position by the input unit 1071. The determination of the user operation by the operation reception unit 114 may be performed by a known method. When the operation reception unit 114 receives a predetermined operation from the user during the progress of the quiz game, the operation reception unit 114 determines that an answer has been received and passes it to the game progression unit 113. An example of the predetermined operation is an operation in which the user selects one of a plurality of UI objects that display answer options.

[0054] The display control unit 115 has a function of generating display data for displaying a game image on the display unit 1072. The game image may include an image depicting a game space. The image depicting a game space may include images of a plurality of objects arranged in the game space. The game image may include a still image or a moving image. The game image may also include an image of a UI (User Interface) part.

[0055] The orb management unit 116 has a function of counting the number of correct answers based on the result of the judgment of whether the answer is correct or not received from the game progression unit 113, and storing the number of correct answers in the answer achievement storage unit 123 as an answer achievement. The orb management unit 116 cooperates with the transmission control unit 112 to transmit the answer achievements accumulated in the answer achievement storage unit 123 to the server 200, for example, at regular intervals. The orb management unit 116 also cooperates with the display control unit 115 to read out necessary display information from the orb display management table 1241 based on the progress information received from the server 200, and generate a game image. The orb management unit 116 also cooperates with the game progression unit 113 to activate a predetermined reward based on the reward information received from the server 200. The orb management unit 116 is another example of a providing unit that provides a predetermined reward when the counting result satisfies a predetermined condition. In the user terminal 100, providing a predetermined reward includes activating the predetermined reward.

[0056] A part of the functions of the user terminal 100 may be provided in the server 200. Conversely, a part of the functions of the server 200 may be provided in the user terminal 100. In other words, a computer that executes a program according to an embodiment may be the user terminal 100 or the server 200.

[0057] (1-4) Game Overview In one embodiment, the game realized by the game system 1 includes a quiz game realized by cooperation between the server 200 and the user terminal 100. The quiz game may be one element of a game such as a quiz RPG, a quiz action game, or a battle quiz game. The quiz game may be a part (mini-game or event, etc.) of a wide variety of games such as a role-playing game (RPG), an action game, an adventure game, a simulation game, a training game, a shooting game, a sports game, or a puzzle game.

[0058] The quiz game proceeds by asking a quiz to the user and accepting an answer from the user. If the answer accepted from the user is correct, an effect is activated in the game, such as adding points to the character used by the user, obtaining an item, or inflicting damage on an enemy character or an opponent character. In the following, as an example, the user terminal 100 receives quiz data including a set of a quiz and a correct answer from the server 200, presents the quiz to the user via the display unit 1072, and accepts the answer from the user via the input unit 1071.

[0059] In one embodiment, an event in which multiple users can participate is realized through cooperation between the server 200 and the user terminal 100. A user may automatically participate in the event by playing a quiz game via the user terminal 100 while the event is occurring. Participation in the event may require a declaration of intent from the user.

[0060] FIG. 4 shows a first example of a game image according to an embodiment. The game image 11 is displayed on the display unit 1072 of the user terminal 100 and presented to the user as a game screen. The game image 11 is displayed, for example, when a quiz game is about to start. Here, the quiz game will be described as a turn-based type of game in which the player fights an enemy character (NPC: Non Player Character). A quiz is asked during the player's turn, and answering the quiz correctly activates an attack action against the enemy character.

[0061] The game image 11 includes orb-related displays 21-23, game part selection buttons 31-35, and game-related displays 51-56.

[0062] The orb-related displays 21 to 23 include an orb image 21, a counting result 22, and an explanation 23. The orb image 21 is a still image or video showing an orb as a hollow spherical object, and indicates that an event is occurring. In the illustrated example, the orb image 21 shows that the orb is filled with liquid almost to the fullest and is shining. The counting result 22 includes a counting display based on the counting result received from the server 200. The counting display is another example of an object that displays the counting result. The counting display is updated, for example, every second, creating an effect as if it reflects the real-time counting value. The explanation 23 is a supplementary explanation of the counting result 22, and in the illustrated example, indicates that the "accumulated number of correct answers" from multiple user terminals 100 at a certain point in time is "94,252 questions."

[0063] The game part selection buttons 31 to 35 are used by the user to select one of a plurality of game parts provided in the game, and include, as examples, a home button 31, a deck button 32, a quest button 33, a cooperation button 34, and a gacha button 35. The home button 31 is an operation button (UI object) for transitioning to the home part. The user can select the operation button by any operation such as a tap operation or a pointer movement operation. When the home button 31 is selected, the game transitions to the home part. In the home part, the user can, for example, set the entire game. Similarly, the deck button 32 is an operation button for transitioning to the deck organization part. In the deck organization part, the user can, for example, select a card (or a character) to be used in a quiz game. The quest button 33 is an operation button for transitioning to the quest part. In the quest part, the user can select a quest and play the quiz game in single play (one-player play). Here, a quest is one of the play units of the quiz game, and an enemy character is set for each quest. In the selected quest, the user can activate an attack action against an enemy character from a deck owned by the user by answering a question correctly. When the clearing condition of the quest is met, such as the enemy character's remaining vitality becoming zero, the user can acquire a clearing reward such as currency, an item, or experience points in the game. The cooperation button 34 is an operation button for transitioning to a cooperative play part. In the cooperative play part, the user can cooperate with multiple users to play a quiz game in cooperative play (multiplay) in a quest similar to that in the case of single play by receiving data shared between multiple user terminals 100 from the server 200. Hereinafter, the quiz game according to one embodiment will be described mainly assuming a single play situation, but the embodiment can be similarly applied to the case of cooperative play. The gacha button 35 is an operation button for transitioning to a gacha part. In the gacha part, the user can, for example, draw a card (character) that can be used in the quiz game.

[0064] In the quest part and the cooperative play part, the user selects the quest, the quiz genre (e.g., anime, humanities, science, trivia, etc.), and the difficulty level (e.g., easy, normal, difficult, etc.), and proceeds to the quiz game via a confirmation screen such as game image 11. In the illustrated example, the quest button 33 is highlighted in game image 11, indicating that the user is currently in the quest part.

[0065] The game-related displays 51 to 56 include an enemy character image 51, enemy information 52, a quiz genre 53, a difficulty level change button 54, a difficulty level display 55, and a challenge button 56. The enemy character image 51 displays an enemy character that will be played against in the quiz game. In the illustrated example, the enemy character image 51 displays an image of an enemy character set in the selected quest. The enemy information 52 indicates information about the enemy character. In the illustrated example, the enemy information 52 includes text information of "dragon". The quiz genre 53 indicates the genre of the quiz that is about to be played. In the illustrated example, the quiz genre 53 includes text information of "anime". The difficulty level change button 54 enables the difficulty level to be changed. The difficulty level display 55 indicates the selected difficulty level of "difficult". The challenge button 56 is a button for starting the quiz game with the displayed content.

[0066] FIG. 5 shows a second example of a game image according to an embodiment. The game image 12 is an example of a game image during execution of a quiz game displayed on the display unit 1072 when the challenge button 56 is selected in the game image 11. The game image 12 includes a quiz display 61 and options 62A, 62B, 62C, and 62D. The quiz display 61 is based on quiz data downloaded from the server 200. Here, text information "Who is the main character of the anime "XXX"?" is displayed along with "Q" meaning "quiz". The options 62A to 62D are UI objects that can be selected by the user, and each includes text information "AAA", "BBB", "CCC", and "DDD" that are answer candidates. The number of options is not limited to four and may be set arbitrarily. The options may be two options, YES or NO. When the user US selects (for example, taps) one of the options 62A to 62D, the user terminal 100 accepts the answer from the user. A time limit may be set for accepting the answer from the user. The user terminal 100 judges whether the received answer is correct or not based on the quiz data downloaded from the server 200. The server 200 may judge whether the answer is correct or not.

[0067] Next, the display of the tally result in the game image will be further described with reference to FIG. 6 and FIG. FIG. 6 shows a third example of a game image according to an embodiment. Game image 13 is an example of a game image displayed on display unit 1072 when an operation such as tapping orb image 21 is performed in game image 11. Game image 13 includes orb-related displays 21-24, game part selection buttons 31-35, and back button 57. The game part selection buttons 31-35 are the same as those described in FIG. 4, and therefore description thereof will be omitted. Back button 57 is a button for returning to the previous game image. In this example, returning from game image 12 to game image 11.

[0068] The orb-related displays 21 to 24 include an orb image 21, a counting result 22, an explanation 23, and text 24. The orb image 21, the counting result 22, and the explanation 23 are the same as those described in FIG. 4, so the explanation will be omitted. The text 24 is another example of an object that displays the counting result, and includes text information indicating the state of the orb, for example. In the illustrated example, the text 24 includes text information such as "The orb is about to release its power...!!" The user can visually recognize that the orb is nearly full from such an orb image 21, the counting result 22, and the explanation 23, or the text 24. This brings a sense of excitement to the user and increases the interest of the game. The text 24 may be displayed in the game image 11.

[0069] FIG. 7 shows an example of display of an object representing the tally result according to an embodiment. The horizontal axis represents time, and time progresses toward the right. However, each time shown on the time axis does not necessarily reflect the scale shown. Orb images 501-505 and texts 511-515 represent the tally result in five stages according to the achievement level of the orb release condition, as an example. Orb image 501 and text 511 correspond to achievement level of 0-24%. Orb image 502 and text 512 correspond to achievement level of 25-49%. Orb image 503 and text 513 correspond to achievement level of 50-74%. Orb image 504 and text 514 correspond to achievement level of 75-99%. Orb image 505 and text 515 correspond to achievement level of 100% or more. The server 200 transmits the tally result and information indicating the achievement level to the user terminal 100 at a given timing. In the illustrated example, the orb release condition is set to "target value = 100,000." As described later, it is assumed that the target value is managed only by the server 200 and is not notified to the user terminal 100, but this is not limiting.

[0070] At time t1, an event is started (occurred) when any orb is selected in the server 200. The server 200 starts tallying up the answer records received from the user terminal 100.

[0071] At time t2, it is assumed that the number of correct answers counted by the server 200 reaches "4,022." This level of achievement corresponds to 0 to 24%. The user terminal 100, which has received the information on the level of achievement from the server 200, generates and displays a game image including an image 501 corresponding to a level of achievement of 0 to 24% and text 511 "The orb is quietly gathering power...". Image 501 is represented by an object image of a sphere (orb) with a small amount of liquid pooled inside.

[0072] At time t3, the server 200 tallies up "35,022," which corresponds to a level of achievement of 25-49%. The user terminal 100, which has received the level of achievement information, displays a game image including image 502, which corresponds to a level of achievement of 25-49%, and text 512, "The orb has begun to glow faintly." Image 502 shows that there is more liquid in the orb than image 501.

[0073] At time t4, the server 200 tallies up "50,622," which corresponds to a level of achievement of 50-74%. The user terminal 100, which has received the level of achievement information, displays a game image including image 503, which corresponds to a level of achievement of 50-74%, and text 513, "The orb is emitting a dazzling light!". Image 503 shows that more liquid has accumulated in the orb than image 502.

[0074] At time t5, the server 200 tallies up "80,191," which corresponds to an achievement level of 75-99%. The user terminal 100, which has received the achievement level information, displays a game image including image 504, which corresponds to an achievement level of 75-99%, and text 514, "The orb is about to unleash its power...!!" Image 504 shows that most of the internal volume of the orb is filled with liquid.

[0075] Assume that at time t6, the tally of the number of correct answers in the server 200 reaches "100,000." As a result, the server 200 determines that the orb release condition has been met, and sets the activation time so that the reward will be activated after a predetermined time has elapsed. This setting method takes into consideration that the timing of communication with the server 200 differs for each user terminal 100, as will be described later. Information on the set activation times is sequentially transmitted to the user terminals 100. Until the activation time arrives, the user terminal 100 continues to display the game image including the image 504 and the text 514.

[0076] When the activation time arrives at time t7, the user terminal 100 executes a reward activation process and displays a game image including an image 505 corresponding to an achievement level of 100% or more and text 515 "The orb is releasing its power!!" The image 505 shows the orb being filled to capacity and emitting light. At each of the above points in time, the user terminal 100 also generates a count-up display based on the counting results received from the server 200 and displays it on the game image.

[0077] Thus, in one embodiment, the user terminal 100 displays the tally result using an image of the orb, text explaining the state of the orb, or an object such as a count-up display. Based on the image or text information of the orb displayed on the game screen, the user can visually confirm how the orb is being filled by the collaborative work of multiple users. Even if the target value as the orb release condition is not disclosed, the user can predict that it will take several more days to release the orb, or that it will be released soon, based on the state of the orb, the number of correct answers accumulated, and the count-up speed. Similarly, even if the specific content of the reward is not disclosed before the orb is released, the user can predict that the reward this time will be large because the number of correct answers accumulated is large but the change in the orb is slow. The user can also know at a glance from the game image that the orb is in a released state (the reward is activated).

[0078] (2) Operation (2-1) Overall game system operation Next, a description will be given of the information processing operations of the server 200 and the user terminal 100 in the game system 1. As a prerequisite for the following operations, it is assumed that communication between the server 200 and at least one user terminal 100 has been established, and that the user terminal 100 has been successfully authenticated for login and is associated with a user account. It is also assumed that the logged-in user terminal 100 periodically communicates with the server 200 to transmit and receive the latest information.

[0079] A game program according to one embodiment causes a computer to obtain a tally of answers to a quiz game executed on a plurality of user terminals 100, and to provide a predetermined reward when the tally of the answers satisfies a predetermined condition. An example of the tally of the results is the number of correct answers. The predetermined condition includes that the cumulative total of the number of correct answers reaches a preset target value. The predetermined condition may also include that the cumulative total of the number of answers, regardless of whether the answers are correct or incorrect, reaches a target value. The predetermined condition may further include other conditions. In one embodiment, the reward is preset, and is set, for example, so that the value is increased as the target value increases.

[0080] When the game program according to an embodiment is a program executed by the server 200, obtaining a tally result regarding answers to the quiz game executed on a plurality of user terminals 100 includes calculating the tally result on the server 200. When the game program according to an embodiment is a program executed by the server 200, providing a predetermined reward when the tally result satisfies a predetermined condition includes setting an activation time such that the reward is activated on the user terminal 100 after a predetermined time has elapsed after the tally result satisfies the predetermined condition, and transmitting reward information including the activation time to the user terminal 100.

[0081] When the game program according to an embodiment is a program executed by the user terminal 100, obtaining a compilation result regarding answers to the quiz game executed on a plurality of user terminals 100 includes obtaining the compilation result calculated in the server 200 from the server 200. When the game program according to an embodiment is a program executed by the user terminal 100, providing a predetermined reward when the compilation result satisfies a predetermined condition includes activating the reward in the user terminal 100 based on the activation time received from the server 200. Activating the reward can also be rephrased as realizing or executing the reward in the user terminal 100.

[0082] 8 is a flowchart showing an outline of an information processing operation by an information processing device in the game system 1. In FIG. 8, the information processing device acting as the subject of the operation may be the server 200 or the user terminal 100.

[0083] First, in step S1, the information processing device obtains a compilation result regarding the answers to the quiz game. Next, in step S2, the information processing device determines whether or not a predetermined condition is satisfied. If it is determined that the condition is satisfied (YES), the process proceeds to step S3. If the condition is not satisfied (NO), the process waits until the condition is satisfied. In step S3, the information processing device provides a reward.

[0084] When the information processing device is the server 200, steps S1 to S3 are mainly executed by the orb management unit 214 under the control of the control unit 210. First, in step S1, the orb management unit 214 acquires the counting result counted by the counting unit 215. Then, in step S2, the orb management unit 214 judges whether the counting result satisfies the release condition. If it is judged that the release condition is satisfied (YES), in step S3, the orb management unit 214 sets the activation time of the reward and transmits reward information including the activation time to the user terminal 100.

[0085] When the information processing device is a user terminal 100, steps S1 to S3 are executed mainly by the reception control unit 111 and the orb management unit 116 under the control of the control unit 110. First, in step S1, the reception control unit 111 acquires the counting result included in the progress information received from the server 200. Then, in step S2, the orb management unit 116 determines whether the activation time set by the server 200 has arrived. If the activation time has arrived (YES), in step S3, the orb management unit 116 activates the reward.

[0086] (2-2) Server operation The information processing operation of the server 200 will be further explained. FIG. 9 is a flowchart showing an example of the operation of the server 200. First, in step S101, the server 200 selects one of the orbs stored in the orb information management table 2241 by the orb management unit 214, generates an event, and starts counting the number of correct answers by the counting unit 215. Step S101 is executed using as a trigger an instruction input by an administrator of the server 200 or the like. Alternatively, step S101 may be executed by randomly selecting a new orb from the orbs stored in the orb information management table 2241 after a certain time has elapsed after the release of any orb.

[0087] FIG. 10 shows an example of the orb information management table 2241 stored in the orb information storage unit 224. The orb information management table 2241 stores information on rewards set by, for example, the administrator of the server 200, and includes information on ID, target value, reward content, and time limit. The ID is information that identifies each record (here, includes values ​​"ORB1", "ORB2", "ORB3", etc.). The target value specifies the release condition of each orb. In the illustrated example, ORB1 has a target value of "100,000". This means that the reward is activated when the total number of correct answers reaches 100,000. ORB2 has a value of "150,000", and ORB3 has a value of "200,000". The reward content specifies the specific content of the reward that is activated when the release condition is met. ORB1 has a value of "bonus +30%". This means that during the period when the reward is activated, a bonus of "+30%" is obtained for some element in the game (1.3 times the normal amount). For example, the bonus is a bonus to the compensation obtained by normal gameplay, such as the above-mentioned clear reward. When playing the game during the period when the reward is activated, for example, in-game currency, items, or experience points, etc., become 1.3 times the normal amount. Alternatively, the bonus may be a time-limited bonus for an in-game parameter such as attack power or defense power. ORB2 has a value of "bonus +50%" (1.5 times the normal amount), which is more valuable than ORB1. ORB3 has a value of "bonus +100%" (2 times the normal amount), which is more valuable than ORB2. The time limit specifies the time that each reward remains activated. ORB1 has a value of "15min", which means that the reward is activated for 15 minutes from the activation time. ORB2 has a value of "20min" (20 minutes), and ORB3 has a value of "30min" (30 minutes). In this example, the reward is set to be higher as the target value is larger, but this is only one example, and the relationship between the target value and the reward may be set arbitrarily. Similarly, the time limit is set to be longer as the target value is larger, but this is also only one example, and the time limit may be set to be shorter as the target value is larger, or the time may be set randomly.The rewards are not limited to the above examples, and may be related to the occurrence of events other than orbs, such as the appearance of a time-limited bonus quest.

[0088] In step S101, the orb manager 214 selects one of the orbs set in the orb information management table 2241. The following description will be given assuming that "ORB1" has been selected.

[0089] In step S102, the server 200 monitors whether data including the number of correct answers has been received from any of the user terminals 100 via the reception control unit 211. If data has been received (YES), the process proceeds to step S103, and if data has not been received (NO), the process continues monitoring.

[0090] In step S103, the server 200 causes the counting unit 215 to add the number of correct answers received in step S102 to the counting result (cumulative value) of the number of correct answers received from all user terminals 100 that are logged in after ORB1 is selected, and updates it as the latest counting result. The counting result is temporarily stored in the storage unit 220 and is also passed to the orb management unit 214. Furthermore, the counting result is saved in the counting result storage unit 225 together with time information at regular intervals, for example, every 5 minutes.

[0091] 11 shows an example of the tally result storage table 2251 stored in the tally result storage unit 225. The tally result storage table 2251 stores, as an example, tally results every 5 minutes. In the example shown, the tally result at a certain time "XX:00:00" is "522", the tally result at a time "XX:05:00" is "1,234", and the tally result at a time "XX:10:00" is "2,550".

[0092] In step S104, the server 200 transmits the progress information to the user terminal 100 that transmitted the data in step S102, by the transmission control unit 212. In other words, the data received in step S102 includes a transmission request requesting the server 200 to transmit the progress information. In one embodiment, the progress information transmitted from the server 200 to the user terminal 100 includes the most recent multiple counting results stored therein and information indicating the degree of achievement of the release condition. In the example of FIG. 11, when the current time is "XX:11:00", the server 200 transmits to the user terminal 100 the most recent two counting results, for example, "2,550" at time "XX:10:00" and 1,234 at time "XX:05:00".

[0093] In step S105, the server 200 determines whether the tally result acquired from the tally unit 215 satisfies the release condition by the orb management unit 214. In the case of "ORB1", since the target value is "100,000", it is determined whether the value of the tally result reaches 100,000. If it is determined that the release condition is satisfied (YES), the process proceeds to step S106. If it is determined that the release condition is not satisfied (NO), the process returns to step S102 and continues tallying. In this example, the orb management unit 214 determines whether the release condition is satisfied every time data including the number of correct answers is received from any of the user terminals 100 and the latest tally result is updated. However, this is not limited to this, and the orb management unit 214 may determine whether the release condition is satisfied at any other timing. For example, the orb management unit 214 may make the determination at regular intervals (for example, every minute) or when the tally result is stored in the tally result storage unit 225. By lowering the frequency of determination, the processing load on the server 200 can be reduced.

[0094] In step S106, the server 200 sets the activation time of the reward so that the reward is activated in the user terminal 100 after a predetermined time has elapsed after the tally result satisfies the release condition. As an example, the server 200 sets the activation time to 5 minutes after it is determined that the tally result satisfies the release condition.

[0095] In step S107, the server 200 determines whether it is time to transmit to any of the user terminals 100. For example, similar to step S102, when the server 200 receives data including a request to transmit progress information from any of the user terminals 100 after setting the activation time, the server 200 determines that it is time to transmit to that user terminal 100. If it is time to transmit (YES), the process proceeds to step S108. If it is not time to transmit (NO), the server 200 waits until it receives a request to transmit from any of the user terminals 100.

[0096] In step S108, the server 200 transmits reward information to the user terminal 100, including the reward activation time, the time limit (e.g., 15 minutes), and the reward content (e.g., bonus +30%) in addition to the progress information similar to that in step S104. The transmission of progress information after the release condition is met may be omitted. The server 200 may discard the correct answer count data received from the user terminal 100 after the release condition is met, or may continue to add it to the count result that has already reached the target value. The server 200 may discard the information stored in the count result storage unit 225 after the release condition is met and before the next event occurs.

[0097] (2-3) Operation of user terminal Next, the information processing operation of the user terminal 100 will be further explained. FIG. 12 is a flowchart showing an example of the operation of the user terminal 100. The following process is executed in parallel with the progress of the quiz game in the quest part, for example. The game progression unit 113 presents a quiz to the user, determines whether the answer received from the user is correct or not, and passes the determination result to the orb management unit 116. The determination result may include information for identifying the quiz and date and time information. The game progression unit 113 may pass the information to the orb management unit 116 only if the answer is determined to be correct.

[0098] In step S201, under the control of the control unit 110, the user terminal 100 causes the orb management unit 116 to accumulate answer records in the answer record storage unit 123 based on information received from the game progression unit 113. As an example, the orb management unit 116 accumulates the number of correct answers by generating a count-up signal and updating the counter value each time an answer is determined to be correct.

[0099] In step S202, the user terminal 100 monitors whether it is time to communicate, and if it is (YES), proceeds to step S203. If it is not time to communicate, the answer results continue to be accumulated in step S201. The communication timing is set periodically, for example, every five minutes. Alternatively, the communication timing may be set after a predetermined number of quizzes have been asked, or after game play in any quest has ended, etc.

[0100] In step S203, the user terminal 100 transmits the answer record read from the answer record storage unit 123 to the server 200 by cooperation between the orb management unit 116 and the transmission control unit 112. For example, the user terminal 100 transmits the counter value accumulated after the previous communication timing as the answer record, and resets the counter value every time it transmits. At this time, the user terminal 100 may also transmit a request to transmit progress information to the server 200. Although the method of accumulating the number of correct answers has been described, this is not the only method. The server 200 asks a quiz question, and the user terminal 100 transmits the answer. It is also possible for the server 200 to determine whether the answer is correct or incorrect, and count the number of correct answers in association with the user data.

[0101] In step S204, the user terminal 100 receives progress information from the server 200 via the reception control unit 111. The progress information includes information indicating the results of the most recent counts in the server 200 and the degree of achievement of the release conditions. Alternatively, after it has been determined in the server 200 that the release conditions have been met, the reception control unit 111 receives reward information including the reward activation time, the time limit, and the content of the reward from the server 200 in addition to or instead of the progress information.

[0102] In step S205, the user terminal 100 generates an orb-related display by the display control unit 115 according to the progress of the game. The orb-related display includes, for example, the orb-related displays 21-23 of the game image 11 shown in Fig. 4, or the orb-related displays 21-24 of the game image 13 shown in Fig. 6. In step S205, the display control unit 115, in cooperation with the orb management unit 116, reads necessary information from the orb display management table 1241 stored in the orb information storage unit 124 based on the information indicating the achievement level received from the server 200, and generates a display.

[0103] FIG. 13 shows an example of the orb display management table 1241. The orb display management table 1241 is downloaded from the server 200 at appropriate times, for example, and stored in the orb information storage unit 124 of the user terminal 100. The orb display management table 1241 includes stages 1 to 5, achievement levels, text, and image IDs. As in the example shown in FIG. 7, the stages 1 to 5 indicate stages according to the achievement levels of the release conditions. The achievement levels indicate the achievement levels of the release conditions, and are calculated as the ratio of the counting results to the target values. In this example, the achievement levels include five stages: "0 to 24%", "25 to 49%, "50 to 74%, "75 to 99%, and "released". "Released" is interpreted as "100%" or "100% or more". The text is included as character information in the game image, as shown as text 511 to 515 in FIG. 7. The image ID specifies the image of the orb to be used in the game image, as shown as orb images 501 to 505 in FIG.

[0104] The progress information transmitted from the server 200 to the user terminal 100 includes, as information indicating the degree of achievement, information such as "Stage 4" or "75-99%." In this case, in step S205, the display control unit 115 reads out the text "The orb is about to unleash its power...!!" and the image 504 corresponding to "Stage 4" or "75-99%" from the orb display management table 1241.

[0105] In step S205, the user terminal 100 also generates, by the display control unit 115, a count-up display such as the tally result 22 in Fig. 4 and the tally result 22 in Fig. 6. The count-up display will be described in more detail later.

[0106] Next, in step S206, the user terminal 100 determines whether the activation time has arrived by the orb management unit 116. If it is determined that the activation time has arrived (YES), the process proceeds to step S207. If it is determined that the activation time has not arrived (NO), including the case where the activation time information has not yet been received from the server 200, the process proceeds to step S201, and the accumulation and transmission of answer records, the reception of progress information from the server 200, and the display update are repeated.

[0107] In step S207, the user terminal 100 executes a reward activation process by the orb management unit 116. The process of activating the reward is based on the content of the reward (e.g., bonus +30%) and the time limit (e.g., 15 minutes) received from the server 200. In this example, the user terminal 100 executes a process of increasing the normal clear reward by 30% by cooperation between the orb management unit 116 and the game progression unit 113. This process is executed, for example, by temporarily changing the numerical value or calculation formula used when normally providing the compensation. The user terminal 100 also generates a display indicating that the reward is activated (or that the orb is being released). The process of generating the display is based on the content of the reward (e.g., bonus +30%), the time limit of the reward (e.g., 15 minutes), and information indicating the degree of achievement (e.g., stage 5) received from the server 200. As in step S205, the user terminal 100 reads the text information "The orb is unleashing its power!!" and image 505 from the orb display management table 1241, generates a display of the orb, and also sets and displays a countdown timer based on a time limit.

[0108] Fig. 14 shows a fourth example of a game image according to an embodiment. Game image 14, like game image 11 in Fig. 4, is displayed, for example, when a quiz game is about to start. Like game image 11, game image 14 includes orb-related displays 26-29, game part selection buttons 31-35, and game-related displays 51-56. Since game part selection buttons 31-35 and game-related displays 51-56 are similar to game image 11, a description thereof will be omitted.

[0109] The orb-related displays 26-29 include an orb image 26, reward information 27, reward status 28, and remaining time 29. The orb image 26 corresponds to the image ID read out from the orb display management table 1241 in step S205. Here, the orb image 26 corresponds to the image 505 of the achievement level "unlocked". The reward information 27 includes the content of the activated reward. In this example, the reward information 27 includes text information of "bonus +30%". The reward status 28 includes text information of "unlocked" indicating that the orb is unlocked. The remaining time 29 displays the value of a countdown timer set based on the time limit (here, "13:58 left").

[0110] The user can see the game screen including the above display that the orb is being released, that a "bonus +30%" can be obtained, and that the remaining time is 13 minutes 58 seconds. If the user selects the challenge button 56 in this state and proceeds to game play, the user can receive a reward. The state in which the orb is released is also one of the time-limited events. In the state in which the orb is released, the answer record may or may not be tallied in the user terminal 100. The reward information 27 may be displayed on a game image (e.g., game image 11) before the orb is released. In this case, the server 200 transmits the reward information of the selected orb to the user terminal 100 at any timing before the orb is released.

[0111] 15 is a schematic diagram for explaining the activation of rewards according to an embodiment. Here, it is assumed that an orb (ORB1) with a target value of 100,000 is selected. In addition, the server 200 updates the tally results every time it receives the number of correct answers from any of the user terminals 100, and saves the tally results every 5 minutes.

[0112] For example, at time t11 (11:50), the server 200 stores the latest tally result (number of correct answers=97,234) together with the time information in the tally result storage table 2251. Similarly, at time t12 (11:55), the server 200 stores the latest tally result (number of correct answers=98,550).

[0113] The logged-in user terminal 100 is set to periodically communicate with the server 200. If the user terminal 100 is running a quiz game, it accumulates the number of correct answers in parallel and transmits the number of correct answers to the server 200, for example, every 5 minutes. Even if the user terminal 100 is not running a quiz game, it still transmits the latest information to the server 200 every 5 minutes. The server 200 transmits the latest information including progress information or reward information to the user terminal 100 that is the transmission source.

[0114] For example, a certain user terminal 100 transmits the latest information to the server 200 at an arbitrary timing a little after time t12 (TX11). If the received information includes the number of correct answers, the server 200 adds it to the counting result and transmits progress information to the user terminal 100. The user terminal 100 receives the progress information from the server 200 (RX11). For example, the server 200 transmits the counting result of 98,550 stored at time t12 and the counting result of 97,234 stored at time t11 as the counting results of the past two times. The user terminal 100 generates a count-up display representing the counting result based on the received two counting results. As an example, the user terminal 100 calculates the number of correct answers per second (for example, about 4 counts per second) based on the rate of increase in the number of correct answers between time t11 and time t12 using the following formula, and generates and displays a count-up display that is updated every second. (98,550-97,234) / (t12-t11) =1,316 / 300 seconds ≒4.39 / sec

[0115] By employing such a count-up display generation process, it is possible to provide the user with a visual effect that makes it appear as if the latest tally results are being reflected in real time, while avoiding an increase in traffic between the user terminal 100 and the server 200 and a concentration of access to the server 200. Since the user terminal 100 is not notified of the orb release conditions (target values), the count-up display on the user terminal 100 does not need to be an exact value, and some degree of error is permitted.

[0116] Next, at time t13 (12:00), the server 200 stores the latest counting result (number of correct answers=99,231) in the storage unit 221. The user terminal 100 transmits the latest information to the server 200 at the next communication timing (5 minutes after TX11) (TX12) and receives new progress information from the server 200 (RX12). The user terminal 100 recalculates the count-up speed based on the received progress information and updates the count-up display.

[0117] For example, assume that at time t14 (12:03), the server 200 has tallied the number of correct answers and reached a target value of 100,000. The server 200 sets the activation time a predetermined time after it has determined that the target value has been reached. As an example, if the predetermined time is five minutes, the activation time is set to 12:08. At this point in time t14, the user terminal 100 does not yet have information on the activation time.

[0118] The user terminal 100 transmits the latest information to the server 200 at the next communication timing (TX13). The user terminal 100 receives reward information including the activation time, the time limit, and the content of the reward from the server 200 (RX13). As a result, the user terminal 100 obtains the information on the activation time.

[0119] The user terminal 100 monitors the arrival of the set activation time (12:08), and performs activation processing when the activation time arrives (t15). Whether or not to transmit the number of correct answers accumulated in the user terminal 100 to the server 200 during the period from when the reward information is received until the activation time arrives may be set appropriately.

[0120] If each logged-in user terminal 100 communicates with the server 200 every 5 minutes, all logged-in user terminals 100 can obtain activation time information during the 5 minutes between when the target value is reached in the server 200 and the activation time. This allows virtually all user terminals 100 to activate the reward at the same activation time, and even if the communication timing is different, rewards can be provided to users without causing unfairness in the activation period. For user terminals 100 that are authenticated for login after the activation time has passed, whether or not the reward for the released orb can be enjoyed may be set appropriately.

[0121] Part of the reward activation process may be executed as background processing even when the quiz game is not being played. For example, when the user is making various settings in the home part, the user terminal 100 is not executing the quiz game and is not transmitting the number of correct answers to the server 200. Even in this situation, the user terminal 100 can obtain information on the activation time by periodically communicating with the server 200 and transmitting and receiving the latest information. For example, the user terminal 100 monitors the arrival of the activation time and notifies the user when the activation time arrives.

[0122] FIG. 16 shows a fifth example of a game image according to an embodiment. The game image 15 is a display example that notifies the user of the arrival of the activation time during the execution of the home part. The game image 15 includes game part selection buttons 31 to 35, similar to the game image 11 shown in FIG. 4. In the game image 15, the home button 31 is highlighted, indicating that the home part is being executed (details of the game image related to the home part are omitted from the illustration). The game image 15 includes an effect display 17 superimposed on the quest button 33. The effect display 17 indicates that the activation time has arrived and the reward has been activated. This notifies users playing other game parts that an advantageous reward has been activated in the quest part, and encourages them to play the quest part. The effect display 17 superimposed on the quest button 33 may be displayed not only in the home part, but also in the deck organization part, cooperative play part, or gacha part. The effect display 17 may also be displayed when the user is in the quest part. If the reward is also activated in the cooperative play part, the effect display 17 may also be superimposed on the cooperation button 34.

[0123] In the above, an example has been described in which the answer results are transmitted from the user terminal 100 to the server 200 and the reward is activated according to the counting result when the quiz game is played mainly in the single play in the quest part, but the embodiment is not limited to this. As described above, when the quiz game is also executed in the cooperative play part, the answer results (e.g., the number of correct answers) of the cooperative play part may also be transmitted from the user terminal 100 to the server 200. In the server 200, the answer results of the single play and the answer results of the cooperative play may be counted without distinction, or may be counted separately. For example, the answer results of the cooperative play may be weighted and counted. A common orb may be set for the single play and the cooperative play, or an orb for the single play and an orb for the cooperative play may be set separately. Similarly, the reward activated when the orb is released may be a common reward for the single play and the cooperative play, or may be a different reward.

[0124] (3) Effects As described above, according to one embodiment, when the tallying result of the answers to the quiz game executed in the multiple user terminals 100 satisfies a predetermined condition, a preset reward is provided. The server 200 acquires the tallying result by tallying the answer records received from the user terminals 100, and when the condition is satisfied, sets the activation time of the reward and transmits the activation time to the user terminal 100. The user terminal 100 periodically transmits the answer records to the server 200, and when the activation time is received from the server 200, activates the reward according to the activation time. By playing the quiz game through the user terminal 100, the user can participate in a collaborative work with the users of the multiple user terminals 100 and can feel a sense of accomplishment in achieving the common goal of activating the reward. In addition, the user can receive the benefit of the reward that is activated for a limited time by playing the quiz game through the user terminal 100. Therefore, the game program according to one embodiment can further increase the interest of the game.

[0125] The "predetermined condition" for activating the reward may be that the cumulative total number of correct answers in the quiz games executed on the multiple user terminals 100 reaches a predetermined value. This can motivate the user to challenge more quiz games and get more correct answers in order to achieve the goal. The predetermined value can also be set so that the value of the reward increases as the value increases. Since a more valuable reward can be obtained when a more difficult condition is met, the user can be further motivated to play the game. By setting the target of the tally as single play, cooperative play, or both, the user can be encouraged to play the game to be tallied.

[0126] In addition, the user terminal 100 can inform the user that the event is in progress by displaying the tally results received from the server 200 as an object according to the degree of achievement. By using a mysterious object called an orb and changing the amount of liquid stored in the orb and the brightness of the orb according to the degree of achievement, the user's sense of excitement can be increased. Furthermore, by displaying text information indicating the state of the orb, the user's sense of excitement can be increased more effectively. By displaying the count-up as described above, the user can know the progress of the goal achievement as a number, and the user's sense of expectation can be further increased. Furthermore, by setting the count-up speed according to the actual tally results, the reality can be increased.

[0127] Furthermore, by setting the activation time in the server 200 so that the reward is activated in the user terminal 100 after a predetermined time has elapsed after the aggregation results satisfy predetermined conditions, it is possible to avoid unfairness in time-limited rewards arising from the timing of communication with the server 200.

[0128] (4) Variations As a modified example of the above embodiment, for example, an additional incentive can be set to be given to users who have contributed a lot to the release of orbs. For example, incentives can be set to the top 10 users with the most correct answers, such as increasing the value of the reward (e.g., changing "+30%" to "+60%), lengthening the activation time of the reward (e.g., changing the time limit from 15 minutes to 20 minutes), or giving other advantageous items as presents. In addition, incentives such as increasing the frequency of event occurrences can be set for users who have contributed a lot to the release of orbs. Alternatively, the value of the reward can be set to change according to each user's rank in the game (or level, attribute, experience value, etc.).

[0129] As another variation, if there is a certain limit on consecutive play of the game, such as each user's "magic power" being consumed each time they play the quiz game and they being unable to play again until their magic power is restored, it is also possible to additionally lift such a limit during the orb release. This allows the user to play the game consecutively without any limit during the orb release, further encouraging game play. Alternatively, such a limit may be set to be lifted during the occurrence of an event.

[0130] [Other embodiments] It should be noted that the present invention is not limited to the above-described embodiment. For example, a wide variety of display formats for the orb may be adopted. The orb does not need to be a sphere, and may be replaced with any other object of any shape, such as a cylinder, a polyhedron, or a cup. The orb may be expressed two-dimensionally. The inside of the orb does not need to be filled with liquid, and solids such as coins may accumulate like a jackpot in a medal game. Alternatively, instead of the effect of liquid accumulating inside, other effects may be replaced, such as a change in the color or size of the object, the distance between the start and the goal, the length of the fuse, or the degree of cherry blossom blooming. The count-up display showing the tally result may also be replaced with other display formats.

[0131] The answer achievements to be counted are not limited to the quest part and the cooperative play part, but may include quiz games in other game parts. The answer achievements of all quiz games may be counted, or the answer achievements may be counted only when a specific quest with a specific enemy character is played. The answer achievements may be weighted according to the quiz questions and then counted.

[0132] The above embodiment does not exclude a mode in which the user terminal 100 reflects the tallying results of the server 200 in real time. Similarly, it does not exclude a mode in which the reward is activated in the user terminal 100 at the same time as the server 200 determines that the release conditions are satisfied. The content of the reward may be displayed on the user terminal 100 before the orb is released.

[0133] The configurations of the server 200 and the user terminal 100 may be replaced with other configurations capable of implementing the game program according to the embodiment. The configurations of the server 200 and the user terminal 100 may be omitted, distributed among a plurality of devices, and replaced with similar configurations. Each functional unit of the server 200 and the user terminal 100 may be implemented by using a circuit. The circuit may be a dedicated circuit for implementing a specific function, or may be a general-purpose circuit such as a processor.

[0134] Furthermore, the flow of the process described using the flowchart is not limited to the procedure described, and the order of some steps may be changed, or some steps may be performed simultaneously in parallel. Also, the series of processes described above do not need to be performed consecutively in time, and each step may be performed at any timing.

[0135] At least a part of the processing of each of the above embodiments can be realized by using, for example, a processor mounted on a general-purpose computer as basic hardware. The program for realizing the above processing may be provided by being stored in a computer-readable recording medium. The program is stored in the recording medium as a file in an installable format or an executable format. The recording medium may be a magnetic disk, an optical disk (CD-ROM, CD-R, DVD, etc.), a magneto-optical disk (MO, etc.), a semiconductor memory, etc. The recording medium may be any one that can store the program and is readable by a computer. In addition, the program for realizing the above processing may be stored on a computer (server) connected to a network such as the Internet, and downloaded to a computer (client) via the network.

[0136] It should be noted that this invention is not limited to the above-mentioned embodiment, and various modifications can be made in the implementation stage without departing from the gist of the invention. The embodiments may be implemented in appropriate combination, and in that case, the combined effect can be obtained. Furthermore, the above-mentioned embodiment includes various inventions, and various inventions can be extracted by combinations selected from the multiple constituent elements disclosed. For example, if the problem can be solved and the effect can be obtained even if some constituent elements are deleted from all the constituent elements shown in the embodiment, the configuration from which the constituent elements are deleted can be extracted as an invention. [Explanation of symbols]

[0137] 1...game system, 100...user terminal, 110...control unit, 111...reception control unit, 112...transmission control unit, 113...game progression unit, 114...operation reception unit, 115...display control unit, 116...orb management unit, 120...storage unit, 121...game program storage unit, 122...game information storage unit, 123...answer performance storage unit, 124...orb information storage unit, 1241...orb display management table, 200...server, 211...reception control unit, 212...transmission control unit, 213...game progression unit, 214...orb management unit, 215...tallying unit, 220...storage unit, 221...game program storage unit, 222...game Information storage unit, 223...user information storage unit, 224...orb information storage unit, 2241...orb information management table, 225...aggregation result storage unit, 2251...aggregation result storage table, 1001...processor, 1002...memory, 1003...storage, 1004...sensor, 1005...communication interface, 1006...input / output interface, 1007...touch screen, 1008...bus, 1071...input unit, 1072...display unit, 2001...processor, 2002...memory, 2003...storage, 2004...communication interface, 2005...input / output interface, 2006...bus.

Claims

1. A computer, A means for selecting an object from one or more objects; a means for providing an event related to the selected object, the event being an event for awarding a predetermined reward different from a reward for clearing a quiz game; a means for acquiring a compilation result regarding answers to the quiz game performed by a plurality of players using a plurality of terminals who participate in an event related to the selected object; a means for providing a predetermined reward different from a reward for clearing the quiz game when the counting result satisfies a predetermined condition related to the selected object; A program that functions as a

2. The computer further comprises: means for storing object information relating to said one or more objects; A program that functions as 2. The program according to claim 1, wherein said object information includes at least information for identifying said one or more objects, an object release condition corresponding to said predetermined condition, and a content of said predetermined reward to be provided when said object is released.

3. The computer further comprises: a means for displaying the tally result of the event as a predetermined object image; A program that functions as The program according to claim 1 , wherein the display relating to the predetermined object image is generated according to a degree of achievement of the predetermined condition.

Citation Information

Patent Citations

  • Liquid fuel combustion device

    JP1980079911A

  • Game control device and program

    JP2014050673A

  • Program, recording medium, and information processor

    JP2016198529A

  • Game system and program

    JP2018153252A

  • Program and information processing apparatus

    JP2019000590A