Game program, information processing apparatus, information processing system, information processing method
The game program addresses the challenge of enhancing user enjoyment of the shared worldview across multiple game services by rewarding users for engaging with various services based on object attributes, thereby motivating them to move between services.
Patent Information
- Application Number
- JP2022089230
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-05-31
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2042-05-31
AI Technical Summary
Existing game services struggle to enhance user enjoyment of the worldview across multiple games, as users are not adequately motivated to move between different game services.
A game program that allows users to receive and store object information from multiple services, calculating rewards based on attribute information when specific conditions are met, thereby encouraging users to engage with various game services.
The solution motivates users to move between multiple game services by providing rewards based on the attributes of objects, enhancing user engagement and enjoyment of the shared worldview.
Smart Images

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Abstract
Description
Technical Field
[0001] The present disclosure relates to a game program, an information processing apparatus, an information processing system, and an information processing method.
Background Art
[0002] Conventionally, a technique is known in which a predetermined point is given to a user in accordance with game execution by the user, and countervalue data having a predetermined value is given to the user according to the given point. Patent Document 1 discloses a technique for facilitating the acquisition of countervalue data by a user and causing the user to continuously play a game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in a service that stores objects such as characters and items between services including a plurality of games and allows mutual use, it has not been possible to realize a service that allows a user to more enjoy the worldview of the service. Therefore, the present disclosure has been made to solve the above problems, and an object thereof is to provide a technique that enables a user to more enjoy the worldview of a service.
Means for Solving the Problems
[0005] A game program for causing a computer including a processor and a storage unit to execute. The game program causes the processor to execute: a reception step of receiving object information related to a plurality of services from a plurality of services different from the game program; a storage step of storing the object information received in the reception step in association with a user; and a calculation step of calculating a reward to be given to the user for each of the object information stored in association with the user when a predetermined calculation condition is satisfied by a calculation method according to attribute information associated with the object information.
Effect of the Invention
[0006] According to the present disclosure, it is possible to motivate a user to move between services including a plurality of games and the like.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In all the drawings for explaining the embodiments, the same reference numerals are given to common components, and repeated explanations are omitted. Note that the following embodiments do not unduly limit the content of the present disclosure described in the claims. Also, not all of the components shown in the embodiments are essential components of the present disclosure. Also, each figure is a schematic diagram and is not necessarily drawn precisely.
[0009] <Configuration of System 1> The system 1 in the present disclosure is an information processing system that provides a service in which objects such as characters and items can be deposited and mutually used among a plurality of services including games according to the present disclosure. The system 1 includes information processing devices of the server 10 and the user terminal 20 connected via the network N. FIG. 1 is a diagram showing the overall configuration of the system 1. FIG. 2 is a block diagram showing the functional configuration of the server 10. FIG. 3 is a block diagram showing the functional configuration of the user terminal 20.
[0010] Each information processing device is composed of a computer including an arithmetic unit and a storage unit. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the server 10 and the user terminal 20, descriptions overlapping with the basic hardware configuration of the computer and the basic functional configuration of the computer described later will be omitted.
[0011] <Configuration of Server 10> The server 10 is an information processing device that provides a deposit service in which objects such as characters and items can be deposited and mutually used among services including a plurality of games and the like. The server 10 includes a storage unit 101 and a control unit 104.
[0012] <Configuration of the Storage Unit 101 of Server 10> The storage unit 101 of the server 10 includes an application program 1011, a user table 1012, a deposit table 1013, a reward table 1014, a store table 1015, and a sales floor table 1016.
[0013] The application program 1011 is a program for causing the control unit 104 of the server 10 to function as each functional unit. The application program 1011 includes applications such as a web browser application.
[0014] The user table 1012 is a table that stores and manages information of member users (hereinafter referred to as users) who use the service. By registering for use of the service, the information of the user is stored in a new record in the user table 1012. Thereby, the user can use the service according to the present disclosure. The user table 1012 is a table having columns of user ID, user name, and points with the user ID as the primary key. FIG. 4 is a diagram showing the data structure of the user table 1012.
[0015] The user ID is an item that stores user identification information for identifying a user. The user identification information is an item for which a unique value is set for each user. The user name is an item that stores the user's name. The user name may be set to any string such as a nickname instead of the real name. The points are an item that stores the point information (rewards) held by the user. The point information does not have to be of one type, and may include multiple different types of point information. The point information may include first point information and second point information as multiple different types of point information. In this case, the first point information and the second point information may each be point information that can be exchanged for various benefits as in-game currency in the first game service and the second game service.
[0016] The deposit table 1013 is a table for storing and managing information related to deposits (deposit information). The deposit table 1013 is a table having columns for user ID, game ID, valid flag, and object attribute. Figure 5 is a diagram showing the data structure of the deposit table 1013.
[0017] The user ID is an item that stores user identification information for identifying a user. The object ID is an item that stores object identification information for identifying an object held by a user specified by the user ID. Based on the object identification information, it is possible to obtain respective object information by searching a table (not shown) that stores in-game characters, in-game items, in-game materials for generating in-game items, and the like. The valid flag is an item that stores information for identifying whether the object information stored in the deposit information is valid or not. For example, when object information specified by a predetermined object ID is stored in the deposit table 1013 by a deposit process, a true value is stored in the valid flag. For example, when object information specified by a predetermined object ID is retrieved from the deposit table 1013 by a withdrawal process, a false value is stored in the valid flag. The object attribute is an item that stores attribute information of object information. The object attribute includes the type of object information (object type). The object type includes in-game characters, in-game items, in-game materials for generating in-game items, and the like. Note that the object attribute may be configured to be stored in a table (not shown) associated with the object ID without including the object type. The object attribute includes game identification information of the game service that acquired the object information. The object attribute includes in-game area information where the object information was acquired. For example, when a user acquires object information specified by an object ID in a predetermined game in area A, information specifying area A is stored as in-game area information. In the present disclosure, since a plurality of game services have a common worldview, for example, common in-game area information (for example, area A) may be set in a plurality of different game services. The object attribute includes store identification information of the store where a product or the like associated with the object information was purchased, and sales floor identification information of the sales floor of the store. The object attribute includes a game ID. The game ID is an item for storing game identification information of a game service with which a character is associated. A user can enjoy a game service by using an in-game character identified by a character ID as an operable character or the like in a game service identified by a game service ID. The game ID may be configured to store game identification information of a game service from which an in-game character has been acquired or obtained. When an in-game character is transferred to another game service by a withdrawal process or the like described below, the game ID may be configured to store game identification information of the game service of the transfer destination. For example, the game ID may be configured to store game identification information of the latest game service of the transfer destination. For example, the game ID may be configured to store multiple game identification information of multiple game services of the transfer destination. The object attribute may include information regarding the in-game type of the object information. The in-game type is an item that stores performance parameters of the object attribute. The in-game type is information that specifies the compatibility of in-game objects in attack or defense during the progress of the game, or the compatibility of the in-game object with the in-game environment, and the interest of the game can be increased by making the progress of the game advantageous or disadvantageous depending on the combination of compatibility. For example, the in-game types include "fire", "electric", "water", etc. The object attribute may include period information such as date and time or period. For example, the object attribute may include the acquisition date and time when the object information is newly acquired or obtained in a predetermined game service. For example, the object attribute may include information regarding the period or time (deposit period) after the object information is deposited in the deposit process described below. The object attribute may include level information related to the object information. The level information is a parameter indicating the growth or maturity of the in-game character or in-game item as the game progresses, when the object information is mainly an in-game character, an in-game item, etc. For example, the higher the level information of the object information, the more advantageous the effect that the object information has in the game, thereby increasing the interest of the game.
[0018] The remuneration table 1014 is a table for storing and managing information regarding remuneration (remuneration information). The reward table 1014 is a table having columns for condition data and added points. FIG. 6 is a diagram showing the data structure of the reward table 1014.
[0019] The condition data is an item that stores the conditions for granting additional points to a user. Specifically, game IDs, object attributes, and the like related to objects owned by the user can be stored as conditions. For example, the added points may be stored for each object identification information. For example, additional points may be stored for each object attribute. Specifically, additional points may be stored for each object type. Additional points may be stored for each game identification information of the game service from which the object information was obtained. Additional points may be stored for each in-game area information from which the object information was obtained. Additional points may be stored for each store identification information and sales floor identification information. In addition, the additional points may be configured to store a plurality of additional points according to the period of a campaign, event, etc. Specifically, additional points B may be stored in period B, additional points C may be stored in period C, and so on. It is an item that stores points (rewards) to be added to the points held by the user according to the condition data. The added points do not have to be of one type, and the added points for multiple different types of point information may be defined. For example, the added points may include a first added point and a second added point as multiple different types of point information. Specifically, according to the game service that has acquired the object information included in the condition data, the first added point may be given to the object information acquired in the first game service, and the second added point may be given to the object information acquired in the second game service. Similarly, according to the in-game area that has acquired the object information included in the condition data, the first added point may be given to the object information acquired in the first area, and the second added point may be given to the object information acquired in the second area. In this case, the first added point and the second added point may be the added points to be added to the first point and the second point respectively.
[0020] The store table 1015 is a table for storing and managing information about stores (store information). The store table 1015 is a table having columns of store ID and store name with the store ID as the primary key. Figure 7 is a diagram showing the data structure of the store table 1015.
[0021] The store ID is an item for storing store identification information for identifying a store. The store name is an item for storing the name of the store. Any character string can be set as the store name.
[0022] The sales floor table 1016 is a table for storing and managing information about sales floors (sales floor information). The sales floor table 1016 is a table having columns of store ID, sales floor ID, and sales floor attribute with the sales floor ID as the primary key. FIG. 8 is a diagram showing the data structure of the sales floor table 1016.
[0023] The store ID is an item for storing store identification information for identifying a store. The sales floor ID is an item for storing sales floor identification information for identifying a sales floor for each store. The sales floor identification information is an item for which a unique value is set for each sales floor. The sales floor attribute is an item for storing attribute information of the sales floor. The sales floor attribute includes in-game area information associated with the sales floor. In the present disclosure, since the purchase service in the store and the sales floor also has a worldview common to the game service, for example, in-game area information (for example, area A) is associated and stored for each sales floor. Note that the attribute information may be configured to be associated and stored for each store instead of for each sales floor.
[0024] <Configuration of the control unit 104 of the server 10> The control unit 104 of the server 10 includes a user registration control unit 1041, a deposit unit 1042, a withdrawal unit 1043, a reward granting unit 1044, and a reward using unit 1045. The control unit 104 realizes each functional unit by executing the application program 1011 stored in the storage unit 101.
[0025] The user registration control unit 1041 performs a process of storing information of a user who wishes to use the service according to the present disclosure in the user table 1012. The information stored in the user table 1012 is that the user opens a web page or the like operated by the service provider from an arbitrary information processing terminal, inputs information into a predetermined input form, and transmits it to the server 10. The user registration control unit 1041 stores the received information in a new record of the user table 1012, and the user registration is completed. As a result, the user stored in the user table 1012 can use the service. Prior to the registration of the user information by the user registration control unit 1041 in the user table 1012, the service provider may perform a predetermined review to limit the availability of the service by the user. The user ID may be any string or number that can identify the user, any string or number desired by the user, or the user registration control unit 1041 may automatically set any string or number.
[0026] <Configuration of User Terminal 20> The user terminal 20 is an information processing device operated by a user who uses the service. The user terminal 20 may be, for example, a mobile terminal such as a smartphone or a tablet, or may be a stationary PC (Personal Computer) or a laptop PC. It may also be a wearable terminal such as an HMD (Head Mount Display) or a wristwatch-type terminal. The user terminal 20 includes a storage unit 201, a control unit 204, an input device 206, and an output device 208.
[0027] <Configuration of Storage Unit 201 of User Terminal 20> The storage unit 201 of the user terminal 20 includes a user ID 2011, an application program 2012, a first game program 2021, a second game program 2022, a first ownership table 2031, and a second ownership table 2032.
[0028] The user ID 2011 is the user's account ID. The user transmits the user ID 2011 from the user terminal 20 to the server 10. The server 10 identifies the user based on the user ID 2011 and provides the service according to the present disclosure to the user. Note that the user ID 2011 includes information such as a session ID temporarily assigned by the server 10 when identifying the user using the user terminal 20.
[0029] The first game program 2021 stores a game program that provides a first game service (the first game service). The first game service is a game service that can execute a game including object information in a game area defined within the first game service.
[0030] The second game program 2022 stores a game program that provides a second game service (the second game service). The second game service is a game service that can execute a game including object information in a game area defined within the second game service. The first game program and the second game program are programs that provide different game services having a common worldview. For example, the first game service and the second game service are game services in which common in-game characters, object information such as in-game items, in-game areas, etc. are set. The application program 2012, the first game program 2021, and the second game program 2022 may be pre-stored in the storage unit 201, or may be configured to be downloaded from a web server or the like operated by a service provider via a communication IF. The application program 2012, the first game program 2021, and the second game program 2022 include an application such as a web browser application. The application program 2012, the first game program 2021, and the second game program 2022 include an interpreter-type programming language such as JavaScript (registered trademark) that is executed on a web browser application stored in the user terminal 20.
[0031] The first ownership table 2031 is a table for storing and managing first ownership information regarding object information held by a user in the first game program 2021. The user can obtain object information by achieving in-game events in the first game program 2021 such as quests, or through the progress of game services such as defeating enemy characters. Also, the user may be assumed to possess predetermined object information at the start of the game. The acquired object information is stored in the first ownership table, expressing that the user possesses a character within the game service of the first game program 2021. Note that the same applies to the second ownership table 2032, except that the first game program 2021 becomes the second game program 2022. The first ownership table 2031 is a table having columns for object ID, valid flag, and object attribute. FIG. 9 is a diagram showing the data structure of the first ownership table 2031.
[0032] The object ID is an item for storing object identification information possessed by the user in the first game program 2021. The valid flag is an item for storing information for identifying the validity of the object information stored in the first ownership table. The object attribute is an item for storing attribute information of the object information stored in the second ownership table. The object information is the same as the object attribute of the deposit table 1013.
[0033] The second ownership table 2032 is a table for storing and managing second ownership information regarding object information possessed by the user in the second game program 2022. The second ownership table 2032 is a table having columns for object ID, valid flag, and object attribute. FIG. 10 is a diagram showing the data structure of the second ownership table 2032.
[0034] The object ID is an item for storing object identification information possessed by the user in the second game program 2022. The valid flag is an item that stores information for identifying the validity of object information stored in the second ownership table. The object attribute is an item that stores the attribute information of the object information stored in the second ownership table. The object information is the same as the object attribute in the deposit table 1013.
[0035] <Configuration of the control unit 204 of the user terminal 20> The control unit 204 of the user terminal 20 includes an input control unit 2041 and an output control unit 2042. By executing the user ID 2011 stored in the storage unit 201, each functional unit is realized.
[0036] <Configuration of the input device 206 of the user terminal 20> The input device 206 of the user terminal 20 includes a camera 2061, a microphone 2062, a position information sensor 2063, a motion sensor 2064, and a touch device 2065.
[0037] <Configuration of the output device 208 of the user terminal 20> The output device 208 of the user terminal 20 includes a display 2081 and a speaker 2082.
[0038] <Operation of System 1> Hereinafter, each process of System 1 will be described. Figure 11 is a flowchart showing the operation of the deposit process. Figure 12 is a flowchart showing the operation of the withdrawal process. Figure 13 is a flowchart showing the operation of the reward granting process. Figure 14 is a flowchart showing the operation of the reward usage process.
[0039] <Deposit Process> The deposit process is a process of depositing object information held by the user in a predetermined game service into the deposit service. When a user deposits the object information they possess into the deposit service, they can no longer use the deposited object information in a predetermined game service. Note that the user can withdraw the deposited object information from a predetermined game service or another game service and use it in the game service by performing a withdrawal process described later.
[0040] <Overview of the deposit process> The deposit process is a series of processes that receive object information to be deposited from the user, store the deposit information, and set a valid flag.
[0041] <Details of the deposit process> The details of the deposit process will be described below.
[0042] In step S101, the deposit unit 1042 of the server 10 executes a reception step of receiving object information related to a plurality of services from the plurality of services. Specifically, the user operates an input device 206 of their user terminal 20 or the like to execute the first game program 2021 or the second game program 2022. In the present disclosure, for simplicity, the first game program 2021 will be described as an example.
[0043] The user operates an input device 206 of the user terminal 20 or the like to identify the object information possessed by the user in the first game program 2021. Specifically, the user terminal 20 refers to the first ownership table and displays the object information specified by the object ID on the display 2081 of the user terminal 20. The user selects and identifies the object information to be deposited into the deposit service from the object information displayed on the display 2081 of the user terminal 20.
[0044] The control unit 204 of the user terminal acquires object attributes by searching for the object ID item in the first ownership table 2031 based on the object ID related to the specified object information. The control unit 204 of the user terminal transmits the user ID 2011, the first game identification information which is information for identifying the first game service, the object ID related to the specified object information, and the object attributes to the server 10. The deposit unit 1042 of the server 10 receives the user ID 2011, the first game identification information, the object ID, and the object attributes.
[0045] As a result, the reception step can receive the first object information related to the first game service.
[0046] In step S101, a purchase reception step of receiving purchase information of a product associated with the object information from the user may be executed. In this case, the reception step may include a step of receiving object information associated with the product received in the purchase reception step. For example, the reception step may include a step of acquiring sales floor information regarding the sales floor where the product received in the purchase reception step was purchased. Specifically, it is assumed that the service provider of the present disclosure provides a sales service of products imitating in-game characters and in-game items at the sales floor of an actual store. The user can purchase products imitating in-game characters and in-game items at the sales floor of the store. The products purchased by the user are embedded with RFID (Radio Frequency Idenfifier) tags that store unique identification codes and the like. When the user purchases the product, the user reads the identification code via the RFID reader provided in the user terminal 20. Note that the identification code may be attached to the product by means visible to the user, such as a predetermined character string or numerical sequence, or may be configured to be input and read by the user operating an input device 206 of the user terminal 20. Further, the identification code may be attached to the product as a barcode such as a QR code (registered trademark), or may be configured to be read by the user using a camera 2061 of the user terminal 20. Further, the identification code may include sales floor identification information for identifying the sales floor of the store where the product was purchased.
[0047] The control unit 204 of the user terminal 20 transmits the user ID 2011 and the read identification code to the server 10. The storage unit 1042 of the server 10 searches a table (not shown) or the like based on the received identification code to identify and receive the object ID. That is, the storage unit 1042 of the server 10 receives the user ID 2011 and the object ID. The storage unit 1042 of the server 10 searches the sales floor ID in the sales floor table 1016 based on the sales floor identification information included in the received identification code, and acquires the sales floor attribute. The storage unit 1042 of the server 10 searches a table (not shown) or the like based on the acquired sales floor attribute to acquire game identification information and object attributes corresponding to the identification code. Note that when the attribute information is associated and stored for each store instead of for each sales floor, the store identification information may be included in the identification code, and the store attribute may be acquired based on the store identification information instead of the sales floor attribute.
[0048] For example, a predetermined game service, a predetermined in-game area, etc. are assigned to each store and sales floor, and a user can purchase products imitating in-game characters, in-game items, etc. at a predetermined store or sales floor. When the user purchases a product, in a predetermined in-game area of a predetermined game service, the user can obtain in-game characters, in-game items, etc. related to the product within the game service in the same manner as when obtaining the in-game characters, in-game items, etc. By extracting the in-game characters, in-game items, etc. in a predetermined game service, the in-game characters, in-game items, etc. can be used as operation characters and operation items.
[0049] In step S102, the deposit unit 1042 of the server 10 executes a storage step of associating and storing the object information received in the reception step with the user. Specifically, the deposit unit 1042 of the server 10 stores the user ID 2011, the first game identification information, the object ID, and the object attribute acquired from the user terminal 20 in the user ID, object ID, game ID, and object attribute items of a new record in the deposit table 1013, respectively.
[0050] Thereby, the storage step can store the first object information received in the reception step in association with the user.
[0051] Also, the storage step can associate information regarding the in-game area corresponding to the sales floor information with the object information. That is, in step S101, information regarding the in-game area corresponding to the sales floor attribute is stored in the deposit table 1013 in association with the user and the object ID as object information.
[0052] In step S103, the deposit unit 1042 of the server 10 sets a valid flag. Specifically, the deposit section 1042 of the server 10 stores the value of True in the valid flag item of the record newly created in the deposit table 1013. This represents that the object information identified in step S101 has been deposited into the deposit service. The deposit section 1042 of the server 10 sends a response indicating that the deposit process of the identified object information has been completed to the user terminal 20.
[0053] When the control section 204 of the user terminal 20 receives a response from the server 10, it searches the object ID item of the first ownership table 2031 based on the object ID related to the object information identified in step S101 and stores the value of False in the valid flag. As a result, the object information cannot be used in the first game service. Note that the control section 204 of the user terminal 20 may search the object ID item of the first ownership table 2031 based on the object ID related to the object information identified in step S101 and delete the record. Similarly, the object information cannot be used in the first game service.
[0054] In the present disclosure, the case of depositing predetermined object information into the deposit service for the first time is described as an example. However, if the predetermined object information has been deposited into the deposit service in the past, step S102 may be skipped, and only the valid flag item of the predetermined object information in the deposit table 1013 may be set to True.
[0055] In the present disclosure, the first game program 2021 is described as an example. However, in the second game program 2022 as well, only the first game service becomes the second game service, and it is possible to deposit the object information of the second game service into the deposit service by the deposit process.
[0056] In the present disclosure, the game ID item in the deposit table 1013 may be configured such that the game identification information of the latest deposit source game service is overwritten when the deposit process is executed, or may be configured such that the game identification information of the deposit source game service is sequentially appended when the deposit process is executed. For example, when the object information stored in the deposit table 1013 by the deposit process in the first game program 2021 is withdrawn to the second game program 2022 by the withdrawal process and then stored again in the deposit table 1013 by the deposit process in the second game program 2022, the game ID item in the deposit table 1013 may be configured such that, in addition to the first identification information, the second identification information is appended. In this case, the game ID item in the deposit table 1013 stores the history of the game identification information of the deposit source when the deposit process for the object information was executed in the past.
[0057] <Withdrawal process> The withdrawal process is a process of withdrawing the object information deposited in the deposit service to a predetermined game service. The user can use the withdrawn object information in a predetermined game service.
[0058] <Overview of the withdrawal process> The withdrawal process is a series of processes that receive the object information to be withdrawn from the user and perform the valid flag setting.
[0059] In step S121, the user operates the input device 206 of the user terminal 20 or the like to execute the first game program 2021 or the second game program 2022. In the present disclosure, for simplicity, the second game program 2022 will be described as an example.
[0060] The user operates an input device 206 of the user terminal 20 or the like to send a request including a user ID 2011 for querying object information deposited by the user himself / herself to the server 10. When receiving the request, the withdrawal unit 1043 of the server 10 searches the user ID item of the deposit table 1013 based on the user ID 2011 included in the request, obtains the object ID item, and sends a response to the user terminal 20. In the present disclosure, an object ID in which second game identification information, which is information for identifying a second game service, is not stored in the game ID item may also be included in the response. That is, the configuration may be such that an object ID in which first game identification information is stored in the game ID item is also sent to the user terminal 20 executing the second game program 2022. The display 2081 of the user terminal 20 displays object information specified by the received object ID. The user selects and specifies the object information to be withdrawn from the pre-deposit service from the object information displayed on the display 2081 of the user terminal 20. The control unit 204 of the user terminal sends the user ID 2011 and the object ID related to the specified object information to the server 10.
[0061] In step S122, the withdrawal unit 1043 of the server 10 executes an output step of outputting the first object information to the second game service and storing it as object information in the second game service. The withdrawal unit 1043 of the server 10 executes a cancellation step of canceling the association with the user for the first object information stored in association with the user in the storage step. Specifically, the withdrawal unit 1043 of the server 10 searches the user ID and object ID items of the deposit table 1013 based on the user ID 2011 and the object ID received from the user terminal 20 to specify a record of object information. The withdrawal unit 1043 of the server 10 stores a False value in the valid flag item of the specified record. Thereby, the association between the object information and the user is canceled. The extraction unit 1043 of the server 10 transmits a response indicating that the extraction process of the object information specified for the user terminal 20 has been completed. The response may include the object ID and object attributes of the specified object information.
[0062] When the control unit 204 of the user terminal 20 receives a response from the server 10, it searches the object ID item of the second ownership table 2032 based on the object ID related to the object information specified in step S121, and stores the value of True in the valid flag. As a result, the object information can be used in the second game service. If the object information specified by the object ID is not included in the second ownership table 2032, the control unit 204 of the user terminal 20 stores the object ID and object attributes included in the response in the object ID and object attribute items of a new record in the second ownership table 2032, respectively. At this time, the control unit 204 of the user terminal 20 stores the value of True in the valid flag item of the new record.
[0063] For example, if the object information is an in-game character, the user can use the in-game character in the second game service. For example, if the object information is an in-game item, the user can use the in-game item in the second game service.
[0064] <Reward granting process> The reward granting process is a process of granting points (rewards) to the user.
[0065] <Overview of the reward granting process> The reward granting process is a series of processes that identify the deposit information for each user, calculate the additional points for each user based on the deposit information, and add the additional points to the user's points.
[0066] <Details of the reward granting process> The details of the reward granting process will be described below.
[0067] In step S301, when the reward granting unit 1044 of the server 10 satisfies the calculation start condition, it acquires the user ID item in the deposit table 1013, identifies and acquires the user ID of the user who has deposited object information in the deposit service. In the present disclosure, the reward granting process for a single user is described, but the reward granting process for other users is the same. Note that the reward granting process may be configured to be executed every hour, every day, on a specific day of the week, on a specific day of the month, or at any time on a specific date as the calculation start condition. The reward granting process may be configured to be executed when a user executes an arbitrary game service including the first game service, the second game service, etc. as the calculation start condition. The reward granting process may be configured to be executed when a user logs in to an arbitrary game service including the first game service, the second game service, etc., the deposit service, etc. as the calculation start condition. The reward granting process may be configured to be executed every time one or a predetermined number of deposit processes are executed as the calculation start condition. The reward granting process may be configured to be executed every time one or a predetermined number of withdrawal processes are executed as the calculation start condition. The reward granting process may be configured to be executed based on a combination of any one or a plurality of the calculation start conditions already described as the calculation start condition.
[0068] In step S302, the reward granting unit 1044 of the server 10 searches for the user ID item in the deposit table 1013 based on the acquired user ID, and acquires a record including the object ID, game ID, valid flag, and object attribute items. The reward granting unit 1044 of the server 10 may specify only the records with the valid flag being True among the acquired records. That is, only the object information deposited in the deposit service is specified. This serves as an incentive for the user to actively use the deposit service because the content of the reward changes when the object information is dispersed among individual game services.
[0069] Note that the reward awarding unit 1044 of the server 10 may specify object information including records with a valid flag of False in addition to records with a valid flag of True. In this case, the additional points are calculated based on the object information previously deposited by the user.
[0070] In step S303, when the reward awarding unit 1044 of the server 10 satisfies a predetermined calculation condition by a calculation method according to the attribute information associated with the object information, it executes a calculation step of calculating the reward to be awarded to the user corresponding to each of the object information stored in association with the user. The calculation step calculates the reward to be awarded to the user based on the attribute information associated with the object information. Specifically, the reward awarding unit 1044 of the server 10 searches for the item of the condition data in the reward table 1014 for each object information and obtains the additional points. Specifically, it is determined whether the object information satisfies the item of the condition data in the reward table 1014. If it is satisfied, the additional points corresponding to the condition data are obtained. That is, the reward awarding unit 1044 of the server 10 calculates and obtains the additional points according to the object attribute of the object information. When multiple condition data items are satisfied, one additional point according to a predetermined priority order or the sum of the additional points associated with the condition data that satisfies the conditions may be used as the additional points.
[0071] In step S303, the calculation step may execute a step of calculating the reward to be awarded to the user based on the information regarding the game service that acquired the object information. Specifically, the condition data in the reward table 1014 may include a condition regarding the game ID as the object attribute of the object information. Thus, it may be configured such that different additional points are calculated for each object information according to the game ID of the game service.
[0072] In step S303, the calculation step may execute a step of calculating a reward to be given to the user based on information regarding the in-game area associated with the object information as the object attribute of the object information. For example, a configuration may be adopted in which different addition points are calculated for each object information according to the information of the in-game area included in the object attribute.
[0073] For example, the calculation step may include a step of the reward granting unit 1044 of the server 10 granting a first reward to the user when the object information is associated with the first in-game area, and a step of granting a second reward to the user when the object information is associated with the second in-game area.
[0074] The calculation step may execute a step of calculating a reward to be given to the user based on information regarding the in-game area associated with the object information in the game service that acquired the object information. For example, by including the in-game area in the game service that acquired the object information in the object attribute, a configuration may be adopted in which different addition points are calculated for each object information according to the information of the in-game area where the object information was acquired. Also, a configuration may be adopted in which addition points for a plurality of different point information are calculated for each object information according to the information of the in-game area where the object information was acquired. For example, a configuration may be adopted in which a first addition point is calculated for the object information acquired in the first area and a second addition point is calculated for the object information acquired in the second area.
[0075] In step S303, the calculation step may execute a step of calculating a reward to be given to the user based on an event.
[0076] During a predetermined event (campaign) period, the reward awarding unit 1044 of the server 10 may be configured to increase the additional points of the object information associated with a specific in-game area (bonus area) by a factor. For example, during periods such as summer vacation and winter vacation, the additional points of the object information associated with in-game areas themed on summer and winter respectively are doubled. Specifically, during a predetermined event period, the reward awarding unit 1044 of the server 10 may be configured to increase the first additional points of the object information associated with the first in-game area by a factor.
[0077] This can improve the interestingness of the service for the user. Also, during the event period, the user can be motivated to purchase products at stores and sales floors associated with the bonus area. The user can enjoy services with a common worldview more by the linkage between the purchasing service in the actual physical store and the game service.
[0078] During a predetermined event period, the reward awarding unit 1044 of the server 10 may be configured to increase the additional points of the object information associated with a specific game service by a factor. For example, during periods such as summer vacation and winter vacation, the additional points of the object information associated with game services themed on summer and winter respectively are doubled. Specifically, during a predetermined event period, the reward awarding unit 1044 of the server 10 may be configured to increase the first additional points of the object information associated with the first game service by a factor. This can improve the interestingness of the service for the user. The user can be motivated to enjoy the game service associated with the bonus area.
[0079] In step S303, the calculation step may execute a step of calculating a reward to be given to the user based on at least any one of the in-game type related to the object information, the period information related to the date or period associated with the object information, and the level information related to the degree of growth of the object information. Specifically, the reward granting unit 1044 of the server 10 may be configured to increase the additional points of the object information associated with a specific in-game type by a factor. For example, during periods such as summer vacation and winter vacation, the additional points of the object information associated with the in-game types of "Flame" and "Ice" are doubled respectively. Specifically, the reward granting unit 1044 of the server 10 may be configured to increase the additional points by a factor for object information whose acquisition date is older as the period information. Similarly, the reward granting unit 1044 of the server 10 may be configured to increase the additional points as the deposit period is longer as the period information. Specifically, the reward granting unit 1044 of the server 10 may be configured to increase the additional points as the level information of the object information is higher.
[0080] In step S303, the calculation step may execute a step of calculating a reward to be given to the user according to whether each of the object information stored in association with the user is in the deposit or not. Specifically, the reward granting unit 1044 of the server 10 may calculate the additional points based on the object information that is in the deposit with the valid flag being True in the deposit table 1013, and not calculate the additional points based on the object information that is not in the deposit with the valid flag being False in the deposit table 1013. Similarly, the reward granting unit 1044 of the server 10 may be configured to make the additional points of the object information in the deposit larger than the additional points of the object information not in the deposit. Thereby, it is possible to motivate the user to deposit the object information in the deposit service.
[0081] In step S303, the calculation step may execute a step of calculating a reward to be given to a user based on the user who first acquired or obtained the object information. For example, in a game service where object information acquired or obtained by a user can be exchanged with other users, the object information of the object information may include the information of the user who first acquired or obtained the object information. In this case, the reward granting unit 1044 of the server 10 may calculate additional points based on the user information included in the object attributes of the object information. For example, the longer the play time of the game, the higher the user level regarding the user's growth degree, proficiency, etc., and the higher the experience value of the user of the user who first acquired or obtained the object information, the larger the additional points may be configured.
[0082] In step S304, the reward granting unit 1044 of the server 10 searches the user ID item of the user table 1012 based on the acquired user ID and obtains the value of the points. The reward granting unit 1044 of the server 10 adds the additional points for each object information calculated in step S303 to the acquired points. The reward granting unit 1044 of the server 10 overwrites and updates the points item of the record of the user ID in the user table 1012 with the added points. Thereby, when a user deposits a plurality of object information in the deposit service, the additional points corresponding to each object information are added to the user's own points.
[0083] When the point information holds a plurality of different point information, a plurality of different additional points are added to each point information. For example, when a user holds first point information and second point information as a plurality of different point information, a first additional point and a second additional point are added to the first point information and the second point information, respectively.
[0084] <Reward usage process> The reward usage process is a process of using points (rewards) held by the user. For example, the user can use the points they hold to obtain benefits such as in-game characters and in-game items.
[0085] <Overview of Reward Usage Process> The reward usage process is a series of processes that accept the selection of benefits to be exchanged from the user for points, consume the user's points, and grant benefits to the user.
[0086] <Details of Reward Usage Process> The details of the reward usage process will be described below.
[0087] In step S501, the reward usage unit 1045 of the server 10 executes a usage step of receiving a request from the user to use the rewards held by the user. Specifically, the user operates an input device 206 of their user terminal 20 or the like to execute the first game program 2021 or the second game program 2022. In this disclosure, for simplicity, the first game program 2021 will be described as an example.
[0088] In step S501, the usage step executes a step of changing the effect of the rewards held by the user to be used in the usage step based on the object information stored in the storage step. Specifically, the user operates an input device 206 of the user terminal 20 or the like to execute the first game program 2021 or the second game program 2022. In this disclosure, for simplicity, the first game program 2021 will be described as an example.
[0089] The user operates an input device 206 of the user terminal 20 or the like to select a function that displays a list of benefits that can be obtained in the first game service. The control unit 204 of the user terminal acquires information on the details of the benefits and the consumption points for each benefit from a benefit table (not shown). The display 2081 of the user terminal 20 lists the privilege content and consumption points that the user can obtain. The user selects the privilege content they want to obtain by operating the input device 206 of the user terminal 20, etc. The control unit 204 of the user terminal sends a request including the user ID 2011, the selected privilege content, and the consumption points corresponding to the privilege content to the server 10.
[0090] Note that the privilege content may include the user newly possessing object information. The privilege content may include granting object information to the user. It may also include generating in-game items from predetermined in-game materials possessed by the user. The privilege content may include privilege content to be given to in-game characters possessed by the user. For example, the privilege content may include strengthening or weakening the performance value of an in-game character possessed by the user. The privilege content may also include evolving an in-game character possessed by the user. The privilege content may include privilege content to be given to in-game items possessed by the user. For example, the privilege content may include strengthening or weakening the performance value of an in-game item possessed by the user. The privilege content may also include strengthening an in-game item possessed by the user.
[0091] In the present disclosure, when the user possesses the first point information and the second point information as a plurality of different types of point information, it may also be configured to change the effects of the respective points when using the rewards. For example, when obtaining one privilege content, the first point information may be configured to be able to obtain the privilege content with fewer points compared to the second point information. For example, it may also be configured that privilege content A can be obtained by consuming 50 points with the first point information and 100 points with the second point information.
[0092] The reward usage unit 1045 of the server 10 may be configured to change the effects of respective points when using rewards, such as first point information and second point information, during a predetermined event period. For example, during periods such as summer vacation and winter vacation, the effects (values) when using the first point information and the second point information of object information associated with in-game areas themed on summer and winter respectively are doubled.
[0093] Also, in the present disclosure, the effect of the reward may be changed according to the object information deposited by the user in the deposit service. Specifically, when the user deposits object information obtained in the first area, the effect of the point information associated with the in-game area may be increased according to the number of deposited object information. Similarly, when the user deposits object information obtained in the first game service, the effect (value) of the point information associated with the game service may be increased according to the number of deposited object information.
[0094] Thereby, the interestingness of the service can be improved for the user. Also, during the event period, the user can be motivated to purchase products at stores and sales floors associated with the bonus area. The user can enjoy services with a common worldview more by the linkage between the purchase service in the actual physical store and the game service.
[0095] In step S502, the reward usage unit 1045 of the server 10 consumes the points held by the user. Specifically, when the reward usage unit 1045 of the server 10 receives a request, it searches for the user ID item in the user table 1012 based on the user ID 2011 included in the request and obtains points. The reward usage unit 1045 of the server 10 subtracts the consumption points included in the request from the obtained points, and overwrites and updates the points item in the record of the user ID in the user table 1012. Thereby, the points held by the user are consumed. The reward usage unit 1045 of the server 10 sends a response indicating that the point consumption is completed to the user terminal 20.
[0096] When the privilege content is the registration of new object information to the deposit service, the reward usage unit 1045 of the server 10 stores the object information corresponding to the privilege content included in the request as the object information in the deposit table 1013, and stores the value of True in the valid flag. For example, the user may be configured to obtain a new in-game character, in-game item, etc. as a privilege. In this case, the object information regarding the obtained in-game character and in-game item is stored as a new record in the deposit table 1013, indicating that the user has obtained a new in-game character and in-game item.
[0097] In step S503, when the control unit 204 of the user terminal 20 receives a response from the server 10, it grants the privilege content to the user. When the privilege content is the registration of new object information to the first game service, the control unit 204 of the user terminal 20 stores the object information corresponding to the privilege content as the object information in the first possession table 2031, and stores the value of True in the valid flag. For example, in the first game service, the user may be configured to obtain a new in-game character, in-game item, etc. as a privilege. In this case, object information regarding the obtained in-game character and in-game item is stored as a new record in the first ownership table 2031, indicating that the user has obtained a new in-game character and in-game item. The user can enjoy the first game service using the newly obtained in-game character and in-game item.
[0098] The reward usage process may be configured such that the user uses the points they possess to obtain goods in actual stores, online shopping, etc. That is, the user may be configured to consume the points they possess and exchange them for actual goods. Also in this case, the effect of the reward used by the user may be changed. For example, when the user has the first point information and the second point information, the configuration may be such that the effect of each point when using the reward is changed. For example, when obtaining one item, the first point information may be configured such that the item can be obtained with fewer points compared to the second point information. For example, it may be configured such that item A can be obtained by consuming 50 points with the first point information and 100 points with the second point information. As a result, the user can enjoy services with a common worldview more by the linkage between the purchase service in the actual physical store and the game service.
[0099] <Modification Example> In the present disclosure, the first game service and the second game service are configured to be provided by the first game program 2021 and the second game program 2022 stored in the user terminal 20, but the game service may also be configured to be provided by the server 10 or other servers. For example, other third game services may also be configured to be provided by server 10 in the form of SaaS (Software as a Service). Also in this case, by depositing the object information obtained in the third game service into the deposit service according to the present disclosure, the object information can be retrieved and used in other first game services and second game services. Similarly, the game service may also be a game service provided in the form of SaaS by other servers. In addition, the object information of the first game service and the second game service is configured to be stored in the first ownership table 2031 and the second ownership table 2032 stored in the user terminal 20. However, the first ownership table 2031 and the second ownership table 2032 may also be configured to be provided by server 10 or other servers.
[0100] <Basic Hardware Configuration of Computer> FIG. 15 is a block diagram showing the basic hardware configuration of computer 90. Computer 90 includes at least a processor 901, a main memory device 902, an auxiliary storage device 903, and a communication IF 991 (Interface). These are electrically connected to each other by a communication bus 921.
[0101] The processor 901 is hardware for executing an instruction set described in a program. The processor 901 is composed of an arithmetic unit, registers, peripheral circuits, and the like.
[0102] The main memory device 902 is for temporarily storing a program and data processed by the program and the like. For example, it is a volatile memory such as DRAM (Dynamic Random Access Memory).
[0103] The auxiliary storage device 903 is a storage device for storing data and programs. For example, it can be a flash memory, HDD (Hard Disc Drive), magneto-optical disk, CD-ROM, DVD-ROM, semiconductor memory, etc.
[0104] The communication IF 991 is an interface for inputting and outputting signals for communicating with other computers via a network using wired or wireless communication standards. The network is composed of various mobile communication systems constructed by the Internet, LAN, wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks (e.g., Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point, etc. When connecting wirelessly, communication protocols such as Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. are included. When connecting wired, the network also includes those directly connected by a USB (Universal Serial Bus) cable, etc.
[0105] Note that all or part of each hardware configuration can be distributed and provided in a plurality of computers 90, and the computer 90 can be virtually realized by connecting them to each other via a network. Thus, the computer 90 is a concept that includes not only a single housing or a computer 90 housed in a case, but also a virtualized computer system.
[0106] <Basic Functional Configuration of Computer 90> The functional configuration of the computer realized by the basic hardware configuration (Figure 15) of the computer 90 will be described. The computer includes at least functional units of a control unit, a storage unit, and a communication unit.
[0107] Note that the functional units provided in the computer 90 can also be realized by dispersing all or part of each functional unit among a plurality of computers 90 interconnected by a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.
[0108] The control unit is realized by the processor 901 reading out various programs stored in the auxiliary storage device 903 and expanding them in the main storage device 902, and executing processing according to the programs. The control unit can realize functional units that perform various information processes according to the type of program. Thereby, the computer is realized as an information processing device that performs information processing.
[0109] The storage unit is realized by the main storage device 902 and the auxiliary storage device 903. The storage unit stores data, various programs, and various databases. Also, the processor 901 can secure a storage area corresponding to the storage unit in the main storage device 902 or the auxiliary storage device 903 according to the program. Further, the control unit can cause the processor 901 to execute addition, update, and deletion processing of the data stored in the storage unit according to various programs.
[0110] The database refers to a relational database and is for managing, in association with each other, a table in a tabular form structurally defined by rows and columns, and a data set called a master. In a database, a table is called a table, a master, a column of a table is called a column, and a row of a table is called a record. In a relational database, the relationship between tables and masters can be set and associated. Normally, a column serving as a primary key for uniquely identifying a record is set for each table and each master, but setting a primary key for a column is not essential. The control unit can cause the processor 901 to execute addition, deletion, and update of records in a specific table and master stored in the storage unit according to various programs.
[0111] Note that the database and master in the present disclosure may include any data structure (such as a list, dictionary, associative array, object, etc.) in which information is structurally defined. The data structure shall include data and data that can be regarded as a data structure by combining functions, classes, methods, etc. described in any programming language with the data.
[0112] The communication unit is realized by the communication IF991. The communication unit realizes the function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input it to the control unit. The control unit can cause the processor 901 to execute information processing on the received information according to various programs. Further, the communication unit can transmit the information output from the control unit to other computers 90.
[0113] <Supplementary Note> The matters described in each of the above embodiments are appended below.
[0114] (Supplementary Note 1) A game program for causing a computer including a processor and a storage unit to execute, the game program causing the processor to execute a reception step (S101) of receiving object information related to a plurality of services from a plurality of services different from the game program, a storage step (S102) of storing the object information received in the reception step in association with a user, and a calculation step (S303) of calculating a reward to be given to the user corresponding to each of the object information stored in association with the user when a predetermined calculation condition is satisfied by a calculation method according to attribute information associated with the object information. Thereby, by changing the reward given to the user based on game objects received from a plurality of services, it is possible to motivate the user to move around among the plurality of services.
[0115] (Supplementary Note 2) The game program described in Appendix 1, where the object information is either an in-game character or an in-game item. By changing the rewards given to the user based on in-game characters and items in the game, it is possible to motivate the user to switch between multiple services.
[0116] (Appendix 3) The game program described in Appendix 1, where multiple different services are services with a common worldview. This can motivate the user to switch between services including games with a common worldview.
[0117] (Appendix 4) The calculation step (S303) is a step of calculating the rewards to be given to the user based on the attribute information associated with the object information, which is the game program described in Appendix 1. By changing the rewards given to the user according to the attribute information associated with the object information based on the game objects received from multiple services, it is possible to motivate the user to switch between multiple services.
[0118] (Appendix 5) The calculation step (S303) is a step of calculating the rewards to be given to the user based on the information related to the game service that acquired the object information, which is the game program described in Appendix 1. This can motivate the user to play in a specific game service by changing the rewards according to the game service in multiple services.
[0119] (Appendix 6) A plurality of different services includes a first game service and a second game service. The reception step (S101) includes the step of receiving first object information related to the first game service. The storage step (S102) includes the step of storing the first object information received in the reception step in association with the user. The game program causes the processor to execute an output step (S122) of outputting the first object information to the second game service and storing it as object information in the second game service, and a cancellation step (S122) of canceling the association with the user in the first game service with respect to the first object information stored in association with the user in the storage step. The game program according to Supplementary Note 1. Thereby, the object information received in the first game service can be received as object information in the second game service. In the first game service and the second game service having a common worldview based on the object information of 1, it is possible to motivate the movement between game services.
[0120] (Supplementary Note 7) The calculation step (S303) is a step of calculating the reward to be given to the user based on the information related to the in-game area associated with the object information in the game service that has acquired the object information. The first game service and the second game service are game services capable of executing a game including object information in the in-game area. The game program according to Supplementary Note 6. Thereby, in a plurality of services, game services targeting a common in-game area are provided, and it is defined that a plurality of different game services share the same worldview with a predetermined in-game area in common. It is possible to motivate the user to move between a plurality of game services having the same worldview.
[0121] (Supplementary Note 8) The game program described in Appendix 7, wherein the calculation step (S303) includes a step (S303) of granting a first reward to the user when the object information is associated with a first in-game area, and a step (S303) of granting a second reward to the user when the object information is associated with a second in-game area. This makes it possible to motivate users to move between multiple services by varying the reward given to the user depending on the in-game area associated with the object information.
[0122] (Appendix 9) The game program according to claim 1, wherein the calculation step (S303) is a step of calculating a reward to be given to the user based on the event. This makes it possible to motivate users to play in a particular game service during an event period by varying rewards in accordance with events across multiple services.
[0123] (Appendix 10) The calculation step (S303) is a step of calculating a reward to be granted to the user based on at least one of an in-game type related to the object information, period information related to a date and time or period associated with the object information, and level information related to the degree of growth of the object information, the game program described in Appendix 1. This allows the reward given to the user to be changed depending on the object information, thereby making the game more entertaining.
[0124] (Appendix 11) The calculation step (S303) is a step of calculating a reward to be given to the user depending on whether each of the object information stored in association with the user is being deposited or not. As a result, it is possible to synchronize the user's deposit of object information into the deposit service. That is, it is possible to motivate the user to use the deposit service.
[0125] (Appendix 12) The calculation step (S303) is a step of calculating the reward to be given to the user based on the user who first acquired or obtained the object information, according to the game program described in Appendix 1. As a result, by changing the reward given to the user according to the object information, the interestingness of the game can be further improved.
[0126] (Appendix 13) The game program causes the processor to execute a use step (S501) of receiving a request from the user to use the reward held by the user. The use step (S501) is a step of changing the effect of the reward held by the user in the use step based on the object information stored in the storage step, according to the game program described in Appendix 1. As a result, based on the game objects received from a plurality of services, by changing the effect when the user uses the reward, it is possible to motivate the user to move between the plurality of services.
[0127] (Appendix 14) The game program causes the processor to execute a purchase reception step of receiving purchase information of a product associated with the object information from the user. The reception step (S101) is a step of receiving the object information associated with the product received in the purchase reception step, according to the game program described in Appendix 1. As a result, the user can link the purchase experience at an actual store or through services such as mail-order sales with the game service. For example, when purchasing a plush toy, figure, or other product that mimics a predetermined in-game character through an actual store or mail-order sales, the in-game character can be received as object information, and the game service can be played using the in-game character.
[0128] (Appendix 15) The reception step (S101) includes a step of acquiring sales floor information regarding the sales floor where the product received in the purchase reception step was purchased. The storage step (S102) includes a step of associating information regarding the in-game area corresponding to the sales floor information with the object information. The calculation step (S303) is a step of calculating the reward to be given to the user based on the information regarding the in-game area associated with the object information, which is the game program described in Appendix 14. As a result, by changing the reward given to the user according to the store, sales floor, etc. where the user had a purchase experience, it is possible to motivate the user to visit multiple stores, sales floors, etc. Also, it is possible to motivate the user to play across services having a common worldview, including the purchase experience through actual stores or services such as mail-order sales.
[0129] (Appendix 16) An information processing apparatus including a processor and a storage unit, wherein the processor executes the game program according to any one of Appendices 1 to 15. As a result, by changing the reward given to the user based on game objects received from a plurality of services, it is possible to motivate the user to play across a plurality of services.
[0130] (Appendix 17) An information processing system including an information processing apparatus including a processor and a storage unit, wherein the processor executes the game program according to any one of Appendices 1 to 15. Thus, by changing the rewards given to the user based on game objects received from multiple services, it is possible to motivate the user to move between multiple services.
[0131] (Appendix 18) An information processing method executed by a computer including a processor and a storage unit, the method comprising causing the processor to execute the game program described in any one of Appendices 1 to 15. Thus, by changing the rewards given to the user based on game objects received from multiple services, it is possible to motivate the user to move between multiple services.
Description of Reference Numerals
[0132] 1 System, 10 Server, 101 Storage Unit, 104 Control Unit, 106 Input Device, 108 Output Device, 20 User Terminal, 201 Storage Unit, 204 Control Unit, 206 Input Device, 208 Output Device
Claims
1. A game program for causing a computer including a processor and a storage unit to execute, the game program causes the processor to, a receiving step of receiving object information related to the plurality of services from a plurality of services different from the game program; a storing step of storing the object information received in the receiving step in association with a user; a calculating step of calculating a reward to be given to the user corresponding to each of the object information stored in association with the user based on information related to the game service that has acquired the object information; A game program that causes the above to be executed.
2. The object information is either an in-game character or an in-game item, The game program according to claim 1.
3. The plurality of different services are services having a common worldview, The game program according to claim 1.
4. The calculating step is a step of calculating a reward to be given to the user based on attribute information associated with the object information, The game program according to claim 1.
5. The plurality of different services include a first game service and a second game service, The receiving step includes a step of receiving first object information related to the first game service, The storing step includes a step of storing the first object information received in the receiving step in association with the user, The game program causes the processor to, an output step of outputting the first object information to the second game service and storing it as object information in the second game service; a cancellation step of canceling the association with the user in the first game service with respect to the first object information stored in association with the user in the storing step; To execute, The game program according to claim 1.
6. A game program for causing a computer including a processor and a storage unit to execute, the game program causes the processor to, a receiving step of receiving object information related to the plurality of services from a plurality of services different from the game program; A storage step of storing the object information received in the reception step in association with a user; A calculation step of calculating a reward to be given to the user for each of the object information stored in association with the user, based on information regarding the in-game area associated with the object information in the game service that acquired the object information; Causing the execution of; The first game service and the second game service are game services capable of executing a game including the object information in the in-game area. Game program.
7. The calculation step includes: When the object information is associated with a first in-game area, a step of giving a first reward to the user; When the object information is associated with a second in-game area, a step of giving a second reward to the user; Including; The game program according to claim 6.
8. The calculation step is a step of calculating a reward to be given to the user based on an event. The game program according to claim 1.
9. The calculation step includes: The in-game type regarding the object information; Period information regarding the date and time or period associated with the object information; Level information regarding the degree of growth of the object information; A step of calculating a reward to be given to the user based on at least any one of them. The game program according to claim 1.
10. The calculation step is a step of calculating a reward to be given to the user according to whether each of the object information stored in association with the user is in custody. The game program according to claim 1. A game program for causing a computer including a processor and a storage unit to execute, The game program causes the processor to: A reception step of receiving object information related to the plurality of services from a plurality of services different from the game program; A storage step of storing the object information received in the reception step in association with a user; A calculating step of calculating a reward to be given to the user corresponding to each of the object information stored in association with the user, based on the user who first acquired or obtained the object information; A game program for execution. **Claim 12**: A game program for causing a computer including a processor and a storage unit to execute, wherein the game program causes the processor to a receiving step of receiving object information related to the plurality of services from a plurality of services different from the game program; a storing step of storing the object information received in the receiving step in association with a user; a calculating step of calculating a reward to be given to the user corresponding to each of the object information stored in association with the user; a using step of receiving a request from the user to use the rewards held by the user; to execute, wherein the using step is a step of changing the effect of the rewards used by the user in the using step based on the object information stored in the storing step; A game program. **Claim 13**: A game program for causing a computer including a processor and a storage unit to execute, wherein the game program causes the processor to a receiving step of receiving object information related to the plurality of services from a plurality of services different from the game program; a storing step of storing the object information received in the receiving step in association with a user; a calculating step of calculating a reward to be given to the user corresponding to each of the object information stored in association with the user; a purchase receiving step of receiving purchase information of a product associated with the object information from the user; to execute, wherein the receiving step includes a step of obtaining store information regarding the store where the product received in the purchase receiving step was purchased; wherein the storing step includes a step of associating the object information with information regarding an in-game area corresponding to the store information; wherein the calculating step is a step of calculating a reward to be given to the user based on information regarding an in-game area associated with the object information. Game program.
14. An information processing apparatus comprising a processor and a storage unit, wherein the processor is caused to execute the game program according to any one of Claims 1 to 13. Information processing apparatus.
15. An information processing system including an information processing apparatus comprising a processor and a storage unit, wherein the processor is caused to execute the game program according to any one of Claims 1 to 13. Information processing system.
16. An information processing method executed by a computer comprising a processor and a storage unit, wherein the processor is caused to execute the game program according to any one of Claims 1 to 13. Information processing method.
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