Game providing server
A game server grants points usable as electronic money based on in-game actions, addressing the imbalance in existing point activation schemes by integrating point acquisition with game enjoyment and real-world utility.
Patent Information
- Application Number
- JP2025016137
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-02-03
- Publication Date
- 2025-07-25
- Estimated Expiration
- 2045-02-03
AI Technical Summary
Existing point activation schemes primarily focus on point acquisition, impairing the value and purpose of goods or services linked to them.
A server provides a game to user terminals, granting points that can be used as electronic money based on predetermined actions within the game.
Enables users to naturally obtain points while enjoying the game, enhancing motivation and continuous engagement by linking point acquisition to real-world electronic money usage.
Smart Images

Figure 0007713275000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a server or the like that provides a game in which one or more user terminals can acquire points that can be used as electronic money.
Background Art
[0002] Recently, in the real world, electronic money has become widespread, and in physical stores or online stores, users can obtain goods or services by remitting electronic money via a payment service. Here, the electronic money may be points or currency having a value exchangeable for goods or services issued by each company, or may be something that can transact legal currency such as the Japanese yen or the US dollar.
[0003] On the other hand, an activity called "point activation", in which such electronic money (for example, points) is granted based on receiving the execution of a predetermined action by a user, has also become widespread. For example, it is disclosed that points are granted based on the amount of carbon dioxide reduction calculated when a user moves (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, many of the schemes for point granting, called point activation, tend to focus mainly on the acquisition of points by users, and there is a problem that the value and purpose that the goods or services linked to point activation are originally intended to provide are impaired.
[0006] Therefore, an object of the present invention is to provide a scheme that enables a user to obtain points that can be naturally used as electronic money while enjoying a game.
Means for Solving the Problems
[0007] One embodiment of the present invention is a server that provides a game to one or more user terminals, and based on receiving a predetermined action in the game by the user's user terminal, grants points that can be used as electronic money.
Effects of the Invention
[0008] According to the present invention, it is possible to realize a scheme that enables a user to naturally obtain points while enjoying a game.
Brief Description of the Drawings
[0009]
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MODE FOR CARRYING OUT THE INVENTION
[0010] The content of the embodiment of the present invention will be listed and described. The game server according to the embodiment of the present invention has the following configuration. [Item 1] A server that provides a game to one or more user terminals, Based on receiving a predetermined action in the game by the user's user terminal, A server that grants points that can be used as electronic money. [Item 2] The server is Based on receiving the action in a predetermined mission in the game, The server according to Item 1 that grants points that can be used as the electronic money. [Item 3] The server according to Item 1, wherein the server causes the user terminal to display one or more of the predetermined missions. [Item 4] The server receives a selection of a game mode in which the points can be acquired from among a plurality of modes by the user terminal, The server according to Item 1, wherein in the mode in which the points can be acquired, one or more of the predetermined missions are displayed to the user terminal. [Item 5] The server according to Item 1, wherein the plurality of modes further include a selection of a mode in which the points cannot be acquired.
[0011] (First Embodiment) Hereinafter, a game system according to the first embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a configuration diagram of the game system according to the first embodiment of the present invention.
[0012] As shown in FIG. 1, the game system includes a game server 1, user terminals 2A and 2B connected to the game server 1 via a network such as the Internet, and a settlement service provider server 3 of a settlement service provider that provides an electronic money settlement service. In FIG. 1, for convenience of explanation, user terminals 2A and 2B and settlement service provider server 3 are illustrated, but any number of user terminals and settlement service provider servers can be connected to the network.
[0013] The game server 1 can provide a game service including an element for executing a predetermined mission by a user operating a character (user character) in a game space to a user associated with the user terminals 2A and 2B. As an example, the game server 1 can provide, via the network, a game in which a user operates a user character, raises livestock on a ranch, procures meat at a butcher shop, and ships (sells) it, to the user terminals 2A and 2B. In the game of the present embodiment, based on receiving the execution of a predetermined action such as the user executing a predetermined mission, the server 1 is characterized by providing points that can be used as electronic money to the user terminal 2.
[0014] For example, the user can download a game application from the game server 1 or another platform to the user terminal 2 and transmit and receive data related to the game service via the game application. Alternatively, the user can also transmit and receive data related to the game service by accessing a web application stored in the game server 1 using a web browser built into the user terminal 2. In the following embodiments, as an example, a method for providing a game service via a downloaded game application will be described.
[0015] The user terminal 2 may be a general-purpose computer such as a workstation or a personal computer, or may be a smartphone, a tablet, a mobile terminal, or other information terminal.
[0016] Figure 2 is a functional block diagram of a game server according to a first embodiment of the present invention. Note that the illustrated configuration is an example, and other configurations may be used.
[0017] As shown in the figure, the game server 1 is connected to a database (not shown) and constitutes a part of the system. The game server 1 may be a general-purpose computer such as a workstation or a personal computer, or may be logically realized by cloud computing.
[0018] The game server 1 includes at least a control unit 10, a memory 11, a storage 12, a transmission / reception unit 13, an input / output unit 14, etc., which are electrically connected to each other through a bus 15.
[0019] The control unit 10 is an arithmetic device that controls the overall operation of the game server 1, controls the transmission and reception of data between elements, and performs information processing necessary for the execution and authentication processing of applications. For example, the control unit 10 is a CPU (Central Processing Unit), and executes programs stored in the storage 12 and expanded in the memory 11 to perform each information processing.
[0020] The memory 11 includes a main memory composed of a volatile storage device such as a DRAM (Dynamic Random Access Memory), and an auxiliary memory composed of a non-volatile storage device such as a flash memory or an HDD (Hard Disc Drive). The memory 11 is used as a work area of the processor 10, and stores a BIOS (Basic Input / Output System) executed at the startup of the game server 1, and various setting information.
[0021] The storage 12 stores various programs such as application programs. A database (not shown) storing data used for each process may be constructed in the storage 12.
[0022] The transmitting / receiving unit 13 connects the game server 1 to the network. Note that the transmitting / receiving unit 13 may be provided with a short-distance communication interface for Bluetooth (registered trademark) and BLE (Bluetooth Low Energy).
[0023] The input / output unit 14 is an information input device such as a keyboard and mouse, and an output device such as a display.
[0024] The bus 15 is commonly connected to each of the above elements, and transmits, for example, an address signal, a data signal, and various control signals.
[0025] FIG. 3 is a functional block diagram showing details of the control unit 10 of the server according to the first embodiment of the present invention. As described above, in the control unit 10, an application program related to the service according to the present embodiment is executed, and the modules of the executed program are divided into several functional blocks as shown in the figure. Also, all or part of the functional blocks executed by the control unit of the game server can be executed by the control unit of the user terminal according to their nature.
[0026] First, the information reception unit 21 receives a request received from the user terminal 2 via an application related to the service according to the present embodiment (hereinafter, this application), or executes a process of receiving information from another server in order to acquire information. As a process of receiving information, for example, in a game process, in a game including elements such as a user operating a user character, maintaining a ranch, raising livestock, and procuring meat, a process of receiving a request to operate a user character from the user terminal 2, a process of requesting execution of a mission, and the like can be mentioned.
[0027] Next, the game processing unit 22 executes a process in which the user operates a user character and executes a predetermined mission.
[0028] As described above, the game in this embodiment is, for example, a simulation game that includes a plurality of missions such as developing a ranch, raising livestock, shipping meat, and selling it at a butcher shop, but is not limited thereto. Usually, the user character or enemy character that constitutes the game elements has a predetermined display mode, is defined by shape, size, color, etc., has a predetermined attribute, and also has parameters (for example, level, experience value, physical strength, numerical values that affect skills, etc.). Similarly, the game medium has a predetermined display mode, is defined by shape, size, color, etc., and the game medium such as game items is associated with predetermined parameters (for example, numerical values that affect the display mode and / or parameters of the user character, such as physical strength / intelligence and other skills) so as to change the display mode and / or parameters of the user character based on its acquisition. As game processing, the user moves the user character displayed in the game space, selects a predetermined command, etc., acquires a game medium, and executes a predetermined mission. In particular, in the game of this embodiment, it is characterized in that the user can acquire points that can be used for electronic money while executing a predetermined mission. In addition, the user can select and execute a desired mission from among a plurality of missions for point acquisition. Further, as a game, it is characterized by including a first mode of executing a mission for acquiring points and a second mode of executing a mission that does not include acquiring points and is playable by so-called beginners.
[0029] The user management unit 23 manages game-related information of the user.
[0030] The screen data generation processing unit 25 generates screen information as data necessary to configure the screen displayed on the user terminal 2.
[0031] FIG. 4 is a functional block diagram showing details of the storage 12 of the game server according to the first embodiment of the present invention.
[0032] Storage 12 has an area 31 for storing information related to the game, an area 32 for storing information related to the user, and an area 33 for storing information related to points. Here, all or part of this information and image data can be stored in any storage area inside or outside the game server 1 instead of being stored in storage 12.
[0033] Hereinafter, the details of each table stored in storage 12 will be described. FIG. 5 is an example of game information according to the first embodiment of the present invention.
[0034] As the game information of this embodiment, various information necessary for game processing, for example, character information (including, for example, character ID, character image, detailed information, parameters, etc.), game medium information (for example, game medium ID, game item image, detailed information, parameters), etc. can be mentioned. In this example, as shown in FIG. 5, information for identifying each of a plurality of missions (for example, mission ID), and detailed information of the mission corresponding to each mission (for example, "Level up the ranch 3 times in one day", etc.) are stored. Also, although not shown, the missions can include, for example, missions (first mode) for obtaining points for intermediate and advanced players and missions (second mode) for beginners without obtaining points.
[0035] FIG. 6 is an example of user information according to the first embodiment of the present invention. As the user information in this embodiment, for example, as information related to the user, at least information such as a player name, a friend ID registered in the same game service, and a character ID related to the player is stored in association with the user ID. As shown in FIG. 6(a), for each user, it can include the type of points acquired (for example, points available for the electronic money "ABCPay") and the number of points acquired. Also, as shown in FIG. 6(b), for each user, it can include the progress information of each mission in progress (for example, information indicating that the user identified by the user ID "20001" has achieved up to 2 out of 3 times the mission "Level up the ranch 3 times in a day" identified by the mission ID "10001").
[0036] FIG. 7 is an example of point information according to the first embodiment of the present invention. As the point information in this embodiment, it can include the type of each point (for example, points available for the electronic money "ABCPay") and, for each mission, information regarding the number of points (rate) that can be acquired when that mission is completed (for example, the number of points that can be acquired when the mission "Level up the ranch 3 times in a day" identified by the mission ID "10001" is completed is "30"). Here, regarding point acquisition, it may be possible to acquire points when a mission is completed (for example, for a mission to perform a predetermined action 3 times, when the 3 times are completed), or it may be possible to acquire points according to the progress of the mission (for example, for a mission to perform a predetermined action 3 times, points can be acquired each time it is achieved once). In that case, the rate of the number of points that can be acquired when the mission is finally completed may be set to be more than the rate of the number of points that can be acquired according to the progress of the mission.
[0037] FIG. 8 is a flowchart showing an example of game processing according to the first embodiment of the present invention. This processing is realized, for example, by the control unit 10 executing a program stored in the memory 11 of the game server 1.
[0038] First, the information reception unit 21 of the control unit 10 of the game server 1 receives a mission mode selection (in this example, the "Point Activity" mode) from the user terminal 2 (S101). Here, as described above, there are multiple types of mission modes in the game. For example, it can include a mission (the first mode (in this example, "Point Activity")) for obtaining points for intermediate and advanced players, and a mission (the second mode (in this example, "Beginner")) for beginners without obtaining points. In this example, the information reception unit 21 receives the selection of "Point Activity" from the user terminal 2. For example, as shown in FIG. 9, on the game screen displayed on the user terminal 2, a "Beginner" tab and a "Point Activity" tab are displayed. When the user selects the "Point Activity" tab, the information reception unit 21 receives the selection of "Point Activity".
[0039] Subsequently, based on receiving the mission mode selection, the game processing unit 22 of the control unit 10 refers to the game information 31 in the storage 12 and causes the user terminal 2 to display a plurality of missions that can be provided to the user (S102). The missions that can be provided can be determined based on the progress of the user's game play and / or the progress of the missions already presented. Also, the game processing unit 22 can set an upper limit on the number of points that the user can obtain within a predetermined period or within a predetermined element such as the scenario or chapter of the game. On the condition that the upper limit of the number of points has not been reached, or by referring to the user information 32 and referring to the remaining number of points that the user can obtain, the mission to be presented to the user can be determined based on the mission in the game information 31 and the point exchange rate corresponding to the mission in the point information 33. As shown in FIG. 9, a list of a plurality of missions displayed on the user terminal 2, for example, "Level up the ranch three times in one day", "Get the ham bonus five times in one day", etc., is displayed, and the user can execute all or any of the plurality of presented missions. Also, the user can select in advance a mission to be completed (for example, "Level up the ranch three times in one day") from the list of the plurality of presented missions. In this case, the information reception unit 21 receives the mission selected by the user and stores it as the user information 32. In terms of operation, it is better to set in advance the missions that the user will complete, so that the number of points to be discharged can be predicted and stable game operation can be performed.
[0040] Subsequently, the game processing unit 22 executes game processing in response to the user's operation (S103). Here, the game processing includes games related to missions that the user undertakes (for example, "Try to level up the ranch three times in one day"). Here, the user management unit 23 updates the progress of one or more missions of the user by storing it as user information 32 based on the progress of the game related to the user's missions. For example, each time the user levels up the ranch once in a day, the user management unit 23 updates by storing the progress related to the mission "Try to level up the ranch three times in one day" as "1 / 3", "2 / 3" in association with the user ID.
[0041] Subsequently, the user management unit 23 refers to the progress status of the user's missions in the user information 32 in order to check the progress of the user's missions (S104). Here, the mission progress confirmation process can be executed in response to a point exchange request from the user terminal 2, or can be executed at an arbitrary timing without receiving a point exchange request from the user.
[0042] Subsequently, the user management unit 23 grants points to the user based on the confirmation result of the user information 32 (S105). For example, as shown in FIG. 6(b), among the mission progress statuses of the user, if the progress regarding the mission "Level up the ranch 3 times in one day" is "2 / 3" and the progress regarding the mission "Get the ham pig bonus 5 times in one day" is "2 / 5", since the user's missions are not completed, the user management unit 23 does not execute point granting. On the other hand, if the user's progress regarding the mission "Level up the ranch 3 times in one day" is "2 / 3" and / or the progress regarding the mission "Get the ham pig bonus 5 times in one day" is "5 / 5", the user management unit 23 refers to the point information 33, confirms the number of points exchangeable for each mission, and then grants points to the user. In the above example, for instance, since the user's progress regarding the mission "Get the ham pig bonus 5 times in one day" is "5 / 5", the user management unit 23 refers to the point information 33. As shown in FIG. 7, since the number of points corresponding to the mission ID "10002" is "50", as shown in FIG. 6(a), the process of granting 50pt is executed in association with the user ID "20001" and updated as the user information 32. As a result, the user can also engage in the game with motivation for mission completion. Also, by setting multiple modes and differentiating rewards for each mode, especially by differentiating the reward settings for intermediate and advanced players in the game from those for beginners, it is possible to give users the motivation to continuously engage in the game and improve their skills. In particular, by granting points corresponding to electronic money that can be used in the real world, it is possible to enhance the motivation to engage in the game even more. Different from the conventional scheme that emphasizes point acquisition, by incorporating the element of point acquisition into the game while taking the game as the main element and providing it while the user continuously engages in the game, the user can enjoy the entire game while regarding point acquisition as one element of enjoying the game without aiming for point acquisition. The user can access and use the points obtained above as electronic money on the settlement provider server 3.At this time, the payment service provider server 3 can cooperate with the server 1 via an API or the like, refer to the user information 32 stored in the storage 12 of the server 1, and check the available points.
[0043] Here, even if the user's mission is incomplete, the user management unit 32 can also grant points according to the progress. For example, when the progress of the user regarding the mission "Level up the ranch 3 times in one day" is "2 / 3", the user can be granted 20 points (or the rate can be adjusted, such as granting "15 points" when it is "2 / 3" instead of "30 points" when the mission is completed). This way, even if the user completes the mission game with an incomplete mission, the motivation can be maintained.
[0044] Also, missions that enable point acquisition can be provided (so-called activated, unlocked) according to the progress of the user's game progress. Here, the progress of the game progress may include the progress of user character parameters (such as level and experience value, etc.), the chapters cleared by the user, and the progress of game elements such as missions. This way, the user can continuously engage in the game to improve their skills and be able to acquire points.
[0045] The above-described embodiments are merely examples for facilitating the understanding of the present invention and are not for limiting the interpretation of the present invention. The present invention can be changed and improved without departing from its gist, and it goes without saying that equivalents of the present invention are included.
Explanation of Reference Numerals
[0046] 1 Game server 2 User terminal 3 Payment service provider server
Claims
1. A server that provides a game to one or more user terminals, wherein a control unit of the server an information reception unit that receives an action request regarding an action of a mission selected by the user from among a plurality of missions in the game from the user's user terminal; a game processing unit that executes the action based on receiving the action request; stores progress information of the mission associated with the user in a storage unit of the server based on executing the action; refers to the progress information of the mission stored in the storage unit to confirm whether the user has completed the mission; a user management unit that, when the user has completed the mission, awards points that can only be used as electronic money exchangeable for goods or services in the real world, different from the game, issued by a payment service provider server different from the server; each of the plurality of missions has a set number of points that can be obtained by the user, server.
2. The server according to claim 1, wherein the server causes the user terminal to display the plurality of missions.
3. The server according to claim 1, wherein the server receives a selection of a game mode in which points can be obtained from among a plurality of modes by the user terminal, and causes the user terminal to display the plurality of missions in the mode in which points can be obtained.
4. The server according to claim 3, wherein the plurality of modes further includes a selection of a mode in which points cannot be obtained.
Citation Information
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