Game program, information processing device and information processing method
The game program integrates real-world mascot interactions with game behavior changes, enhancing user engagement by reflecting these interactions in the virtual game world.
Patent Information
- Application Number
- JP2025033493
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-03-04
- Publication Date
- 2025-09-10
- Estimated Expiration
- 2041-07-26
AI Technical Summary
Users interacting with mascots in real-world events do not see their interactions reflected in the virtual game world, leading to a lack of motivation for event participation.
A game program that detects user interactions with mascots and adjusts game behavior based on identification information, using a server system to provide performance content and control game progression.
Enhances user engagement by integrating real-world interactions with in-game experiences, increasing the interest and enjoyment of event participation.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a game program, an information processing device, and an information processing method. [Background technology]
[0002] A kigurumi is a general term for a life-size stuffed toy that covers the entire body of a human, and is made using special clothing and materials. A human (performer) enters the kigurumi and changes appearance by covering his or her entire body with special clothing that represents an anthropomorphized animal, monster, or fictional creature (character). Kigurumi are often used at various events, amusement parks, television programs, etc. Patent Document 1 discloses a kigurumi that resembles a mascot character. Patent Document 2 discloses a kigurumi performance support device that outputs a kigurumi performance according to the surrounding situation. Patent Document 3 discloses a communication device that can send request information to nearby users according to the mood of the users around the kigurumi. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6434184 [Patent Document 2] Patent No. 6667878 [Patent Document 3] Re-table 2018 / 087968 Summary of the Invention [Problem to be solved by the invention]
[0004] At events where mascots modeled after game characters are participating, users may interact with the mascots. For users playing a game featuring the characters, even if the users interact with the mascots in the real world, this does not affect the in-game characters, game progress, or quests, so the users have little motivation to participate in the event. For users who participate in the event, there is an issue in that the results of their interactions with the mascots are not fully reflected in the virtual world of the game. Therefore, the present disclosure has been made to solve the above-mentioned problems, and its purpose is to provide a game program, an information processing device, and an information processing method that change the behavior of the game when the user interacts with a mascot in the real world, thereby providing the user with a more interesting experiential service. [Means for solving the problem]
[0005] A game program to be executed by a computer having a processor and a memory unit, the game program causing the processor to execute the following steps: a first step of acquiring first identification information corresponding to the costume based on detection of the approach of the costume and a first user terminal; a second step of acquiring first user identification information corresponding to the first user terminal; and a third step of controlling game processing of the game program executed on the first user terminal based on the first identification information and the first user identification information. [Effects of the Invention]
[0006] According to the present disclosure, when a user interacts with a mascot in the real world, the game's behavior changes, further increasing the interest of the user's event participation experience. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a diagram showing the overall configuration of an information processing system 1. FIG. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of the server 10. [Figure 3] FIG. 2 is a block diagram showing the hardware configuration of the user terminal 20. [Figure 4] FIG. 2 is a block diagram showing the hardware configuration of the costumed terminal 30. [Figure 5] FIG. 3 is a schematic diagram showing a costume 32. [Figure 6] FIG. 2 is a diagram illustrating the configuration of a stamp 41. [Figure 7] FIG. 10 is a diagram showing the data structure of an identification information database 1011. [Figure 8] 10A is a diagram showing the data structure of a user information database 1012, FIG. 10B is a diagram showing the data structure of a deck database 1013, and FIG. 10C is a diagram showing the data structure of a log information database 1014. FIG. [Figure 9] FIG. 10 is a diagram showing the data structure of an individual performance database 1015. [Figure 10] (A) is a diagram showing the data structure of the repeat additional effect database 1016, (B) is a diagram showing the data structure of the rare additional effect database 1017, (C) is a diagram showing the data structure of the attribute additional effect database 1018, and (D) is a diagram showing the data structure of the attribute additional effect database 1019. [Figure 11] 10A is a diagram showing the data structure of the game control database 1021, FIG. 10B is a diagram showing the data structure of the repeat addition control database 1022, and FIG. 10C is a diagram showing the data structure of the attribute addition control database 1023. [Figure 12] 10 is a flowchart showing the operation of the server 10 in the performance output process. [Figure 13] 10 is a diagram showing an example of a display screen of the performance content on the user terminal 20. FIG. [Figure 14] FIG. 10 is a diagram showing an example of a display screen of a friend's user terminal 20. [Figure 15] 10 is a flowchart showing the operation of a game control process by the server 10. [Figure 16](A) is a diagram showing an example of a display screen according to control content A, (B) is a diagram showing an example of a display screen according to control content B, (C) is a diagram showing an example of a display screen according to repeat addition control A, and (D) is a diagram showing an example of a display screen according to attribute addition control A on user terminal 20. [Figure 17] FIG. 1 is a block diagram showing the basic hardware configuration of a computer. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In all drawings describing the embodiments, common components are designated by the same reference numerals, and repeated description will be omitted. Note that the following embodiments do not unduly limit the content of the present disclosure described in the claims. Furthermore, not all components shown in the embodiments are necessarily essential components of the present disclosure. Furthermore, each drawing is a schematic diagram and is not necessarily a precise illustration.
[0009] <Outline of Information Processing System 1> 1 is a diagram showing the overall configuration of an information processing system 1. The information processing system 1 in the present disclosure is an information processing system that outputs different effects for each type or individual of mascot costume at an event in which multiple mascot costumes participate.
[0010] <Basic configuration of information processing system 1> FIG. 1 shows an information processing system 1 according to the present disclosure. The information processing system 1 is configured to include a server 10, multiple user terminals 20A, 20B, and 20C, and multiple costumed suit terminals 30A, 30B, and 30C provided in multiple costumed suits, all connected via a network N. FIG. 2 is a block diagram showing the functional configuration of the server 10. FIG. 3 is a block diagram showing the hardware configuration of the user terminal 20. FIG. 4 is a block diagram showing the hardware configuration of the costumed suit terminal 30. FIG. 5 is a schematic diagram showing a costumed suit 32. FIG. 6 is a diagram showing the configuration of a stamp 41.
[0011] The server 10 is an information processing device that provides production services at events in which mascots participate. The user terminal 20 is an information processing device operated by a participating user (hereinafter referred to as a user) who receives production services at the event. The mascot terminal 30 is an information processing device operated by a performer 33 wearing a mascot 32.
[0012] Each information processing device is configured by a computer equipped with an arithmetic unit and a storage device. 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, the user terminal 20, and the costumed terminal 30, explanations that overlap with the basic hardware configuration and basic functional configuration of the computer will be omitted.
[0013] The configuration and operation of each device will be explained below.
[0014] <Server 10 Overview> The server 10 is an information processing device operated by a service provider that provides performance services at events in which mascots participate. It is a computer that detects interactions between mascots and users and outputs performance content to user terminals and mascot terminals.
[0015] <Functional configuration of Server 10> FIG. 2 shows the functional configuration realized by the hardware configuration of the server 10.
[0016] <Configuration of the storage unit of the server 10> The memory unit 101 of the server 10 includes an identification information database 1011, a user information database 1012, a deck database 1013, a log information database 1014, an individual effect database 1015, a repeat additional effect database 1016, a rare additional effect database 1017, an attribute effect database 1018, an attribute additional effect database 1019, a game control database 1021, a repeat additional control database 1022, and an attribute additional control database 1023. Each database may be distributed across multiple servers, or some may be distributed across the user terminal 20 and the costumed terminal 30. Any configuration is acceptable as long as the system can function as a storage unit.
[0017] 7 is a diagram showing the data structure of the identification information database 1011. The identification information database 1011 is a database that uses identification information as a key and has columns for individual code, notification availability, species code, and rarity.
[0018] The identification information is an item for identifying the identification device 40, and a different value is stored for each species or individual of the costume 32. The identification information may include information for identifying the performer of the costume 32. The individual code is an item for identifying each individual costume 32, and a different value is stored for each identification information. The notification possibility setting information (notification possibility information) is stored as whether or not the information about the interaction between the costume 32 and the user is notified to friend users associated with the user or surrounding users. If the notification possibility value is TRUE, notification is made, and if the notification possibility value is FALSE, notification is not made. The species code is an item for identifying the type of costume 32, and a different value is stored for each species of costume 32. The appearances of costumes 32 with the same species code are formed to be approximately the same shape. However, since costumes 32 with the same species code have approximately the same appearance shape but different individual codes, it is possible to provide different performance services to users for each individual. The rarity is an item indicating the rarity of the costume 32, and the same value is stored for the same type of costume 32. Note that the rarity information for each individual costume 32 is stored in the rare additional effect database 1017.
[0019] 8(A) is a diagram showing the data structure of the user information database 1012. The user information database 1012 is a database that uses a user ID as a key and has columns for location information and friend IDs.
[0020] The location information is an item that indicates the location of the user terminal 20. The location information, such as latitude and longitude, which are detected values of a location information sensor possessed by the user terminal 20, is periodically acquired from the user terminal 20 and stored. The friend ID is an item that indicates the user IDs of the user's friends. The user can add and delete friend IDs by performing a predetermined friend operation on the user terminal 20.
[0021] 8(B) is a diagram showing the data structure of deck database 1013. Deck database 1013 is a database that uses user ID as a key and has columns for character code, species code, and character attribute.
[0022] The character code is an item that indicates an in-game character owned by the user. A character code is stored in the character code. The species code is an item for identifying the species of the character stored in the character code, and a code that is common to the species code of the costume 32 is stored. The character code of the in-game character is associated with the species of the costume 32 via the deck database 1013. The character attribute is an item that indicates the in-game attribute of each character stored in the character code. The in-game attribute is information that defines the compatibility between characters as the game progresses, and the compatibility between the character and the in-game environment, and increases the interest of the game by making the progress of the game advantageous or disadvantageous depending on the combination of compatibility.
[0023] 8(C) is a diagram showing the data structure of the log information database 1014. The log information database 1014 is a database having columns of species code, individual code, and log information (identification date and time, identification order, acquisition count) with user ID as a key. The log information database 1014 stores the history of identification information acquisition from the identification device 40 at the user terminal 20 for each user ID.
[0024] The seed code and individual code store the seed code and individual code of the costume 32 related to the acquired identification information. The identification date and time is an item that stores the date and time when the identification information was acquired. The identification order is an item that stores the order in which the identification information was acquired. Specifically, the identification order is incremented and stored each time identification information is acquired. The number of acquisitions is an item that tallies and stores the number of times identification information for each seed code has been acquired.
[0025] 9 is a diagram showing the data structure of the individual effect database 1015. The individual effect database 1015 is a database having columns for effect content A and effect content B, with the individual code as a key.
[0026] The performance content A is an item that stores performance information for performing performances on the user terminal 20 for each individual costumed character 32. For example, the performance information stored in the performance content A is an object (instance) of a "user terminal performance class" that has properties such as "display image," "message," "character effect," "background effect," and "animation."
[0027] The performance content B is an item that stores performance information for performing performances on the costumed terminal 30 for each individual costumed suit 32. For example, the performance information stored in the performance content B is an object (instance) of the "Costume Terminal Performance Class" that has properties such as "LED color," "blinking pattern," "sound effect," "audio," and "costume movement."
[0028] 10(A) is a diagram showing the data structure of the repeat additional effect database 1016. The repeat additional effect database 1016 is a database having columns for repeat additional effect A and repeat additional effect B, with the number of acquisitions as a key. The repeat additional effect database 1016 stores additional effect contents according to the number of acquisitions for each individual costume 32 on the user terminal 20.
[0029] Repeat additional effect A is an item that stores effect information for performing additional effects in user terminal 20 according to the number of times each individual costume 32 is acquired. For example, repeat additional effect A stores an object of the user terminal effect class. Repeat additional effect B is an item that stores effect information for performing additional effects on the costumed terminal 30 according to the number of times each individual costumed suit 32 has been acquired. For example, repeat additional effect B stores an object of the costumed suit terminal effect class.
[0030] 10(B) is a diagram showing the data structure of the rare additional effect database 1017. The rare additional effect database 1017 is a database having columns of rarity, rare additional effect A, and rare additional effect B, with the individual code as a key. The rare additional effect database 1017 stores the rarity and additional effect content for each individual costume 32.
[0031] The rare additional effect A is an item that stores effect information for performing additional effects in the user terminal 20 according to the rarity of each individual costume 32. For example, the rare additional effect A stores an object of the user terminal effect class. The rare additional effect B is an item that stores effect information for performing additional effects on the costumed terminal 30 according to the rarity of each individual costumed suit 32. For example, the rare additional effect B stores an object of the costumed suit terminal effect class.
[0032] 10(C) is a diagram showing the data structure of the attribute effect database 1018. The attribute effect database 1018 is a database that uses a seed code as a key and has columns for attribute information, attribute effect A, and attribute effect B. The attribute effect database 1018 stores the in-game attributes and additional effect contents for each individual costume 32.
[0033] Attribute effect A is an item that stores effect information for performing additional effects on the user terminal 20 according to the attributes of each individual costumed character 32. For example, attribute effect A stores an object of the user terminal effect class. Attribute effect B is an item that stores effect information for performing additional effects on the costumed terminal 30 according to the attributes of each individual costumed suit 32. For example, attribute effect B stores an object of the costumed suit terminal effect class.
[0034] 10(D) is a diagram showing the data structure of the attribute-added performance database 1019. The attribute-added performance database 1019 is a database having columns for costumed character attributes, user attributes, attribute-added performance A, and attribute-added performance B. The attribute-added performance database 1019 stores additional performance contents according to combinations of costumed character attributes and user attributes.
[0035] Attribute-added performance A is an item that stores performance information for performing additional performances on user terminal 20 according to a combination of the attributes of costume 32 and the attributes of game characters held in the user's deck. For example, attribute-added performance A stores an object of the user terminal performance class. Attribute addition effect B is an item that stores effect information for performing additional effects on the costumed terminal 30 according to a combination of the attributes of the costumed suit 32 and the attributes of the game characters held in the user's deck. For example, attribute addition effect B stores an object of the costumed suit terminal effect class.
[0036] 11(A) is a diagram showing the data structure of the game control database 1021. The game control database 1021 is a database having columns of character code, attribute information, control content A, and control content B, with a seed code as a key.
[0037] Control content A is an item that stores control information for acquiring new in-game characters in the user terminal 20 and controlling the performance of the in-game characters. Control content B is an item that stores control information for adding (releasing) new quests in which the in-game characters in the user terminal 20 can progress through the game and for increasing or decreasing the reward when a quest is cleared. A quest is an in-game event for which achievement conditions are set.
[0038] 11(B) is a diagram showing the data structure of the repeat addition control database 1022. The repeat addition control database 1022 is a database having columns for character addition control and event addition control, with the number of acquisitions as a key. The repeat addition control database 1022 stores additional control content according to the number of acquisitions for each individual costume 32 on the user terminal 20.
[0039] The character addition control is an item in which control information for additionally controlling the in-game characters in the user terminal 20 according to the number of times each individual costumed character 32 is acquired is stored. The quest additional control is an item in which control information for additionally controlling the quests in the user terminal 20 according to the number of times each individual costume 32 is acquired is stored.
[0040] 11(C) is a diagram showing the data structure of the attribute addition control database 1023. The attribute addition control database 1023 is a database having columns for costumed character attributes, user attributes, character addition control, and quest addition control. The attribute addition control database 1023 stores additional control contents for characters and quests according to combinations of costumed character attributes and user attributes.
[0041] The character addition control is an item that stores control information for performing additional control over in-game characters in the user terminal 20 according to the combination of the attributes of the costume 32 and the attributes of the game characters held in the user's deck. The quest additional control is an item that stores control information for performing additional control over quests in the user terminal 20 according to the combination of the attributes of the costumed suit 32 and the attributes of the game characters held in the user's deck.
[0042] <Configuration of the control unit of the server 10> The control unit 103 of the server 10 includes the following functional units: a transmission / reception unit 1031, a performance output unit 1032, a game control unit 1033, and a friend notification unit 1034. Note that each control unit may be provided in a distributed manner across multiple servers. Also, each control unit may be provided in a distributed manner across a user terminal 20 and a costumed terminal 30, and any configuration may be used as long as the system can perform the functions of the control unit.
[0043] The transmitting / receiving unit 1031 transmits and receives various data. The performance output unit 1032 acquires the user ID and identification information from the user terminal 20 via the transmission / reception unit 1031, queries the storage unit 101, and transmits the performance content to the user terminal 20 and the costumed terminal 30.
[0044] The game control unit 1033 acquires the user ID and identification information from the user terminal 20 via the transmission / reception unit 1031, queries the storage unit 101, and transmits control content A and control content B to the user terminal 20.
[0045] The friend notification unit 1034 queries the memory unit 101 based on the user ID obtained from the user terminal 20, and notifies the user ID of a friend user associated with the user ID or a user ID located around the user ID that the user is interacting with a mascot.
[0046] <Overview of User Terminal 20> The user terminal 20 is an information processing device operated by a participating user who receives production services at an event in which a costumed person is participating. The user terminal 20 is a computer or information terminal such as a smartphone, a mobile phone, a PHS, a computer, a PDA, a wristwatch, a smartwatch, a head-mounted display, or an image generating device.
[0047] The user terminal 20 is realized by the user installing a game program (hereinafter, "game") in the storage unit of the user's own terminal. Note that the event organizer may provide the user with a dedicated terminal with the game installed in the storage unit as the user terminal 20. The user interacts with the mascot via the user terminal 20. The user can receive the performance content received from the server 10 via an output device included in the user terminal 20, thereby receiving the performance service according to the present disclosure.
[0048] <Hardware Configuration of User Terminal 20> 3 shows the hardware configuration of the user terminal 20. The user terminal 20 includes a storage unit 201, a control unit 202, a touch screen 203, an audio processing unit 204, a microphone 2041, a speaker 2042, a position information sensor 205, a camera 206, and a motion sensor 207.
[0049] The touch screen 203 is a multi-touch compatible touch screen. A multi-touch compatible touch screen is a display 2032 equipped with a touch-sensitive device 2031 that can detect contact positions at multiple points made by a finger, a pen tip, or the like. The touch-sensitive device 2031 can be of various contact detection types, but in this embodiment, the capacitive type will be described as an example.
[0050] <Functional Configuration of User Terminal 20> The control unit 202 of the user terminal 20 receives signals from the touch-sensitive device 2031, microphone 2041, position information sensor 205, camera 206, and motion sensor 207 as input signals, refers to data stored in the memory unit 201, and can perform various information processing based on programs.
[0051] The control unit 202 of the user terminal 20 can output the processing results of the control unit 202 to the user via the display 2032 and the speaker 2042. <Configuration of the storage unit of the user terminal 20> The storage unit 201 of the user terminal 20 stores a game program 2011 , game information 2012 , and a user ID 2013 . All or part of the data may be stored in the server 10, and any configuration may be used as long as the system can fulfill the functions of the storage unit 201 of the user terminal 20.
[0052] The game program 2011 is a program for implementing a game. The game information 2012 and the user ID 2013 are data that are referenced when the game program 2011 is executed.
[0053] The user ID 2013 is information for identifying a user who operates the user terminal 20. The user ID includes information for identifying a user who is using the user terminal 20, such as a session ID.
[0054] <Configuration of the control unit of the user terminal 20> The control unit 202 of the user terminal 20 includes the following functional units: a transmission / reception unit 2021, a game control unit 2022, and a data management unit 2023. All or part of each control unit may be provided in the server 10, and any configuration may be used as long as the system can perform the functions of the control unit 202 of the user terminal 20.
[0055] The transmitting / receiving unit 2021 transmits and receives various types of data. The control unit 202 controls various types of game-related processing by executing a game program 2011 stored in the storage unit 201. By executing the game program 2011, the control unit 202 functions as the transmitting / receiving unit 2021, a game control unit 2022, and a data management unit 2023.
[0056] The game control unit 2022 performs various determination processes related to the progress of the game. The game control unit 2022 performs arithmetic processes necessary to provide the game. The game control unit 2022 executes arithmetic processes described in the game program 2011 in response to user operations on the touch screen 203, input signals from the microphone 2041, the position information sensor 205, the camera 206, and the motion sensor 207, and data related to the content of the presentation received from the server 10.
[0057] The game control unit 2022 instructs the data management unit 2023 to add, update, or delete records in the game information 2012. The game control unit 2022 instructs the transmission / reception unit 2021 to transmit various data or programs.
[0058] The data management unit 2023 manages various data stored in the storage unit 201 according to instructions from the game control unit 2022. For example, the data management unit 2023 adds, updates, or deletes records in the game information 2012 according to instructions from the game control unit 2022.
[0059] <Game Overview> In this embodiment, the game realized by the game program 2011 will be described as an example of a game in which a playable character operated by a user fights against an enemy character.
[0060] The games are not limited to a specific genre, and may be games of any genre, such as sports-themed games such as tennis, table tennis, dodgeball, baseball, soccer, and hockey, puzzle games, quiz games, RPGs, adventure games, shooting games, simulation games, training games, and action games.
[0061] Furthermore, the game is not limited to a specific play style, and may be a game of any play style, such as a single-player game played by a single user, a multiplayer game played by multiple users, or, within the multiplayer game, a competitive game in which multiple users compete against each other, or a cooperative game in which multiple users cooperate.
[0062] The game information 2012 is information that is common among users. The game information 2012 includes, for example, The game information 2012 may include information for defining various game spaces. A "game space" is a space in which game character objects controllable by users are placed. The game information 2012 may include various setting information regarding objects common to users, such as background objects such as trees, rocks, and buildings placed in the game space, and the placement position, size, color, and shape of non-player character (NPC) objects. The game information 2012 may include setting values for performance parameters of non-player characters. The game information 2012 may include information regarding quests. The game information 2012 may include information regarding the probability of winning a lottery held in the game space. A quest is an in-game event for which completion conditions are set. Completion conditions may be set for each quest. Note that a quest may also have failure conditions in addition to completion conditions. In the following, character objects placed in the game space may be simply referred to as "characters."
[0063] The game information 2012 may include, for example, information about playable characters (hereinafter referred to as game characters), information about owned assets, information indicating the progress of the game, etc. Examples of owned assets include in-game currency, items, and character equipment.
[0064] In this embodiment, the "multi-play function" refers to a function that allows multiple users to progress in a game in a synchronized manner. When multiple users are logged in to the game, the server 10 and the user terminal 20 perform various processes to support the multi-play function.
[0065] <Preparation space> The preparation space is a game space in which enemy characters do not appear. The preparation space is a game space in which the user prepares for a quest. When the control unit 202 is progressing the game in the preparation space and the user performs an input operation indicating the start of a quest, the control unit 202 transitions the game space from the preparation space to the battle space.
[0066] The battle space is a game space where game characters and enemy characters encounter and fight. Combat between game characters and enemy characters will be described in detail later. <Battle Space> Combat in the battle space will now be described in detail. In a "battle" in the game according to this embodiment, the game characters of the user and other users and enemy characters perform attack actions against each other.
[0067] Performance parameters (e.g., attack power, defense power, speed, etc.) including at least a stamina value are set for game characters and enemy characters. The parameter setting values for game characters are included in deck database 1013, and the parameter setting values for enemy characters are included in game information 2012.
[0068] In the battle space, the game control unit 2022 causes the game character owned by the user of the user terminal 20 used by the user to perform an attack action in response to an input operation received by the touch screen 203. The game control unit 2022 then determines whether the attack of the game character hit any enemy character, i.e., whether the attack was successful. Furthermore, if the game control unit 2022 determines that the attack of the game character was successful, it calculates the damage value to be inflicted on the enemy character that was the target of the attack. Furthermore, the game control unit 2022 subtracts the calculated damage value from the vitality value of the enemy character. Alternatively, the game control unit 2022 compares the total damage to the enemy characters, including the calculated damage value, with the vitality value of the enemy character.
[0069] When the strength value of the enemy character becomes 0 or less, or when the total damage to the enemy character becomes equal to or greater than the strength value of the enemy character, the game control unit 2022 determines that the enemy character has been defeated.
[0070] In the battle space, the game control unit 2022 causes the enemy character to perform an attack action. The game control unit 2022 also determines the success or failure of the attack action by the enemy character in the same way as the attack action of the game character, and also calculates the damage value if the attack on the game character is successful.
[0071] If the game character's vitality value becomes 0 or less, or if the total damage to the game character becomes equal to or greater than the game character's vitality value, the game control unit 2022 determines that the game character is unable to fight. In this case, even if the touch screen 203 accepts an input operation related to the game character, the game control unit 2022 does not cause the game character to perform an action corresponding to the input operation.
[0072] When an enemy character is defeated through play in the battle space, the game control unit 2022 provides a reward to the user. The reward includes at least one of an equipment item equipped by the game character, a material item for acquiring the equipment item, an enhancement item for enhancing the equipment item, and an attribute item for providing an attribute to the game character.
[0073] <Outline of the Costume Terminal 30> The costumed terminal 30 is an information processing device operated by a performer 33 wearing a costumed suit 32 at an event in which a costumed person participates. The costumed terminal 30 is a computer or information terminal such as a smartphone, mobile phone, PHS, computer, PDA, wristwatch, smartwatch, head-mounted display, or image generating device.
[0074] The event organizer provides the performer with a dedicated terminal with a predetermined program installed in the storage unit of the costumed terminal 30, which the performer wears. Note that the costumed terminal 30 may also be fixed to the costumed suit. The mascot 32 provides the performance content received from the server 10 to the user via an output device connected to the mascot terminal 30, thereby providing the performance service according to the present disclosure.
[0075] <Hardware configuration of the costumed terminal 30> 4 shows the hardware configuration of the costumed terminal 30. The costumed terminal 30 is connected to an input device 303, which includes a microphone 3031, a camera 3032, a position information sensor 3033, and a motion sensor 3034. The costumed terminal 30 is connected to an output device 304, which includes a light-emitting unit 3041, a display 3042, a speaker 3043, and an actuator 3044. The costumed terminal 30 is connected to the input device 303 and output device 304 via wired or wireless connections. The input device 303 and output device 304 may be fixed to the costumed suit 32. In this case, the costumed terminal 30 may be configured not to be fixed to the costumed suit 32, but to be installed outside the costumed suit 32, and to communicate with and control the input device 303 and output device 304 fixed to the costumed suit 32 via wired or wireless communication.
[0076] The light-emitting unit 3041 is composed of an LED. By controlling the light-emitting unit 3041 or the display 3042, the costumed terminal 30 can change the appearance of the costume by making all or part of it emit light, blink, or change the color or light intensity.
[0077] The costumed terminal 30 can output the cry of the animal or creature that the costumed character imitates by controlling the speaker 3043. Specifically, it can output the cry of the animal or creature that the costumed character imitates, and the lines of the character. The sound of the costumed character may be stored in advance in the storage unit 301, and the control unit 302 may synthesize the sound of the costumed character and speak the character's name, etc.
[0078] The costumed terminal 30 can move parts (portions) of the costumed suit, such as the ears and tail, by controlling the actuator 3044. Specifically, the costumed terminal 30 can selectively control the movement of parts formed as part of the costumed suit 32, such as the ears, mouth, eyes, eyebrows, cheeks, whiskers, and tail, by controlling the actuator 3044. In other words, the costumed terminal 30 can change the parts to be moved and the way they are moved.
[0079] <Functional configuration of the costumed terminal 30> The control unit 302 of the costumed terminal 30 receives signals from the input device 303 as input signals, refers to data stored in the storage unit 301, and can perform various processes based on programs. The control unit 302 of the costumed terminal 30 can output the results of processing by the control unit 302 to the outside via the output device 304.
[0080] The mascot terminal 30 controls the light-emitting unit 3041, display 3042, speaker 3043, and actuator 3044 in accordance with the performance information received from the server 10, and causes the mascot 30 to perform a performance that will be highly interesting to users participating in the event.
[0081] The performance information is information that indicates the performance to be performed on the costume 30, and is control information for performing performances such as flashing specific light-emitting parts of the costume 30, making sounds, or wagging a tail, etc. <Configuration of the storage unit of the costumed terminal 30> The storage unit 301 of the costumed terminal 30 stores a costumed program 3011 and a costumed ID 3012. All or part of the data may be stored in the server 10, and any configuration may be used as long as the system can fulfill the functions of the storage unit 301 of the costumed terminal 30.
[0082] The stuffed animal program 3011 is a program for realizing control of the stuffed animal 32. The stuffed animal ID 3012 is data that is referenced when the stuffed animal program 32 is executed.
[0083] The mascot ID 3012 is information for identifying the mascot in which the mascot terminal 30 is installed. The mascot ID includes information for identifying the mascot in which the mascot terminal 30 is installed, such as a session ID.
[0084] <Configuration of the control unit of the costumed terminal 30> The control unit 302 of the costumed terminal 30 comprises the functional units of a transceiver unit 3021 and a costumed control unit 3022. All or part of each control unit may be provided in the server 10, and any configuration may be used as long as the system can perform the functions of the control unit 302 of the costumed terminal 30.
[0085] The transmitter / receiver 3021 transmits and receives various data. The controller 302 executes a costumed suit program 3011 stored in the memory 301 to control various controls related to the costumed suit 32. By executing the costumed suit program 3011, the controller 302 functions as the transmitter / receiver 3021 and the costumed suit controller 3022.
[0086] <Summary of Kigurumi 32> Figure 5 is a schematic diagram showing the costume suit 32. Figure 5(A) is a diagram of the costume suit 32 seen from approximately the front, and Figure 5(B) is a diagram of the costume suit 32 seen from approximately the back.
[0087] <Composition of 32 mascot costumes> The costume 32 is outerwear that covers the body of the performer 33. The costume 32 has a space formed inside that the performer 33 can fit into. In this state, when the performer 33 makes various movements, the costume 32 also makes the same movements. 5, the costume 32 covers the entire body of the performer 33, but it is sufficient if it is configured to cover at least a part of the performer 33. The costume 32 has an appearance that represents a character such as an animal or monster, and is made from, for example, boa fabric or nylon fabric.
[0088] The costume 32 may be configured so that an air blower (not shown) blows external air into the interior space to inflate the costume and maintain its shape. The air blower may be placed on the inside surface of the costume 32 or carried by the performer 33 on his back, for example.
[0089] A peephole 35 is formed in the costume 32, and the performer 33 inside can see the surroundings through the peephole 35. The peephole 35 is formed, for example, as the character's eyes or mouth so that the audience is not aware of the presence of the performer 33 inside. Note that, for example, a configuration may be adopted in which surrounding images captured by a camera placed in a part that is not noticeable to the audience, such as the eyes or mouth, are displayed on a glasses-type terminal worn by the performer 33.
[0090] The costume 32 is provided with a performance output mechanism (not shown) that outputs the performance of the costume. For example, a mechanism for moving parts such as the ears, mouth, and tail of the costume, a mechanism for making all or part of the costume light up, a mechanism for outputting sound, etc. may be provided. The performance output mechanism may be configured to receive power from a battery 34 placed in a dedicated pocket of innerwear 36 worn by the performer 33, for example.
[0091] The battery 34 is a secondary battery or the like, and supplies power to the load section of the performance output mechanism of the costumed terminal 30. The battery 34 is placed in a dedicated pocket located on the performer 33's back, for example.
[0092] <Outline of the identification device 40> The identification devices 40A, 40B, and 40C are devices that have different identification information for each type or individual of mascot suit. Based on the identification information held by the identification devices 40A, 40B, and 40C, the mascot suits 32A, 32B, and 32C that each have an identification device can be identified. In this embodiment, the identification information held by the identification devices 40A, 40B, and 40C is different, but it is also possible for each type of mascot suit to have the same identification information.
[0093] <Configuration of Identification Device 40> 6 is a diagram showing the configuration of a stamp 41, which is an example of an identification device 40 of the present invention. The stamp 41 comprises an electrode 42, a handle 43, and a stamping surface 44. The stamping surface 44 of the stamp 41 is provided on the side opposite to the side on which the handle 43 is provided. The stamping surface 44 and the cross section of the main body of the stamp 41 parallel to the stamping surface 44 are formed in the shape of a rectangular square stamp.
[0094] The stamp 41 has five electrodes 42, which are pressure plates that detect the arrangement information of the stamp 41 when they are simultaneously brought into contact with the multi-touch touch screen 203 of the user terminal 20. The five electrodes 42 are fixed to the imprinting surface 44, maintaining a predetermined positional relationship with each other. When they are simultaneously brought into contact with the user terminal 20, their contact positions and their relative positions are recognized. Three of the five electrodes 42 are arranged near the three vertices of the rectangle on the imprinting surface 44. This arrangement of the electrodes 42 allows the up, down, left, and right of the stamp 41 to be recognized regardless of the orientation of the imprinting surface 44 of the stamp 41 when it is brought into contact with the touch screen 203. The electrodes 42 are circular and made of a conductive material, and have a convex structure relative to the imprinting surface 44. The electrodes 42 are also made of a conductive material. It is also preferable that the electrodes 42 and the main body 40a are made of a translucent material. By using a conductive and translucent material for the electrodes 42, an image that will be displayed when the stamp 41 is pressed against the touch screen 203 can be drawn on the imprinting surface 44, making it appear as if the drawn image has been imprinted on the user terminal 20 when the stamp 41 is brought into contact with the user terminal 20. It is preferable to fill the areas other than the electrodes with an insulating (non-conductive) material such as resin, so that the imprinting surface is substantially flat. This prevents rattling during imprinting due to vertices where no electrodes are located, and ensures that all electrodes are in contact with the touch screen simultaneously. It is preferable that the color of the electrodes and the color of the material that fills the areas other than the electrodes are the same (for example, transparent). This makes it difficult to see the electrode positions, preventing unauthorized copying of stamps.
[0095] The handle 43 is the part that is held when stamping the stamp 41. The handle 43 is made of a conductive material. The stamping surface 44 is the part where the electrodes 42 are placed, and is also made of a conductive material. The above-described configuration of the stamp 41 is made of a material and configuration that is suitable for a stamp 41 to be used with a capacitive touchscreen. If the user terminal 20 employs a touchscreen of another type, the stamp 41 may be made of a material and configuration that has characteristics suitable for the type of touchscreen. If conductivity is not required, the stamping surface 44 of the stamp 41 may be provided with multiple non-conductive press portions that allow simultaneous contact with the touchscreen 203.
[0096] <Operation of the Identification Device 40> Electrodes 42 are arranged on the stamp surface 44 of the stamp 41 so as to give the touch screen 203 an effect similar to that of touching multiple points with a finger or the tip of a pen. The arrangement information of these electrodes 42 is set so as to differ for each species or individual of the costume. Therefore, the species or individual of the costume that has been stamped with the stamp can be identified by the arrangement information of the electrodes 42.
[0097] <Modifications of the User Terminal 20 and the Identification Device 40> The identification device 40 may be an NFC (Near Field Communication) tag. In this case, the NFC tag stores different identification information for each type or individual of the costume, and the user terminal 20 only needs to be equipped with a reader for reading the stored content of the NFC tag.
[0098] The identification device 40 may also be realized as part of the costumed terminal 30. In this case, the identification device 40 may be configured to transmit identification information to the user terminal 30 via short-range wireless communication such as Bluetooth (registered trademark).
[0099] As described above, the identification device 40 can be in any form as long as it is configured to properly identify a user who has interacted with the costume 32 and transmit identification information to the user terminal 20 of that user to identify the costume 32.
[0100] <Operation of Information Processing System 1 (First Embodiment)> Each process of the information processing system 1 in the first embodiment will be described below with reference to Figs. 12 and 13. At an event where multiple mascots are participating, users who are event participants search for and interact with their favorite mascots. During the interaction, a performer 33 in a mascot 32 stamps a stamp 41 held in the mascot's right hand onto a user terminal 20 held by the participating user. Through a series of interaction events with mascots, the participating users can enjoy the performance services of the user terminal 20 and the mascot 32.
[0101] 12 is a flowchart showing the operation of the rendering output process by the server 10. FIG. 13 is a diagram showing an example of a display screen of the rendering content on the user terminal 20.
[0102] <Performance output processing> In step S101, the user selects a predetermined icon from the display screen of the touch screen 203 of the user terminal 20, and starts the game program 2011. From the display screen of the started game, the user selects the stamp button, and the stamp screen shown in FIG. 6(B) is displayed.
[0103] In step S102, the performer 33 in the costume 32 touches the stamp surface 44 of the stamp 41 held in his right hand to the touch screen 203 of the user terminal 20. The control unit 202 reads the arrangement information of the electrodes 42 provided on the stamp surface 44 of the stamp 41 that has been touched to the touch screen 203. In this embodiment, the sequence information is "0010 0100".
[0104] In step S103, the transmitting / receiving unit 2021 of the user terminal 20 transmits the array information and the user ID 2013 in the storage unit 201 to the communication unit 109 of the server 10 via the communication unit 209.
[0105] In step S104, the transmitting / receiving unit 1031 of the server 10 receives the array information and the user ID from the user terminal 20 via the communication unit 109. The performance output unit 1032 of the server 10 searches the identification information database 1011 using the array information "0010 0100" as a key, and obtains "BEAR-001", "TRUE", "CDBEAR", and "C" as the individual code, notification possibility, species code, and rarity values, respectively.
[0106] In step S105, the performance output unit 1032 of the server 10 searches the individual performance database 1015 using the individual code "BEAR-001" as a key, and obtains "Display image: BEAR-001" as the value of performance content A, which is the performance content related to the user terminal 20, and "LED color: Pink, Flashing pattern: A, Sound effect: A, Costume action: A", which is the performance content related to the costume terminal 30.
[0107] FIG. 13(A) is a diagram showing an example of a display screen of the user terminal 20 for the performance content A. As shown in FIG. The effect content A is information including an effect instruction for the game control unit 2022 of the user terminal 20 to display the image designated by "BEAR-001" in the image display area 71 of the display screen 70 of the user terminal 20. Performance content B is information including performance instructions that cause the costume control unit 3022 of the costume terminal 30 to cause the light-emitting unit 3041 of the costume terminal to emit light in a flashing pattern of pink pattern "A," control the speaker 3043 to generate the sound effect of "A," and control the actuator 3044 to perform operation "A."
[0108] In step S106, the performance output unit 1032 of the server 10 searches the log information database 1014 using the user ID and individual code as keys, and acquires log information (identification date and time, identification order, acquisition count). The performance output unit 1032 of the server 10 searches the repeat additional performance database 1016 using the number of times log information is acquired (number of times identification information is acquired) as a key, and acquires repeat additional performance A, which is additional performance content related to the user terminal 20, and repeat additional performance B, which is additional performance content related to the costumed terminal 30. The number of times log information is acquired may be the number of times acquired over the entire period, or the number of times acquired within the most recent fixed period. By limiting the number of times acquired within the most recent fixed period, users can be motivated to interact with multiple mascots within a specified period, and the event can be run smoothly. Also, if there is no corresponding record in the repeat additional effect database 1016, null values are set for the repeat additional effect A and the repeat additional effect B.
[0109] 13(B) is a diagram showing an example of a display screen of the repeat additional effect A on the user terminal 20. It is assumed that there are no additional effects other than effect content A and repeat additional effect A (null values). Repeat additional effect A is information that includes, in addition to effect content A, an effect instruction that causes the game control unit 2022 of the user terminal 20 to draw the message "Thank you always!" in the message area 72 of the user terminal 20 and draw the background "Effect A" in the background area 73.
[0110] In step S107, the effect output unit 1032 of the server 10 generates and acquires, based on the identification order of the individual codes in the log information, a repeat additional effect C, which is additional effect content related to the user terminal 20, and a repeat additional effect D, which is additional effect content related to the costumed terminal 30. In this case, the individual codes to be adopted may be limited to only the individual codes of the nearest constant number. The identification order of the individual codes may be determined using information from the identification date and time column instead of the identification order column in the log information database 1014. In this case, the individual codes to be adopted may be limited to only those whose identification dates and times are within a certain period of time. Furthermore, the repeat additional effect C and the repeat additional effect D may be generated for a combination of individual codes regardless of the identification order. If there is only one line of log information, null values are set for repeat additional effect C and repeat additional effect D.
[0111] 13(C) is a diagram showing an example of a display screen of the user terminal 20 for the repeat additional effect C. It is assumed that there are no additional effects (null values) other than effect content A and the repeat additional effect C. In this example, it is assumed that the user previously acquired the identification information of "RABBIT-003" and the acquisition record is stored in the log information database. At this time, the display image "RABIT-003" corresponding to the previously acquired identification information "RABBIT-003" is superimposed and displayed in the upper left display frame 74 of the image display area 71 of the user terminal 20.
[0112] In step S108, the effect output unit 1032 of the server 10 searches the rare additional effect database 1017 using the individual code as a key, and obtains the rarity, the rare additional effect A which is additional effect content related to the user terminal 20, and the rare additional effect B which is additional effect content related to the costumed terminal 30. The effect output unit 1032 of the server 10 overwrites the rarity value determined for each species acquired in step S104 with the rarity value for each individual stored in the rare additional effect database 1017, and sets it as the new rarity value. If there is no corresponding record in the rare additional effect database 1017, the rare additional effect A and the rare additional effect B are set to null values.
[0113] 13(D) is a diagram showing an example of a display screen of rare additional effect A on the user terminal 20. It is assumed that there are no additional effects other than effect content A and rare additional effect A (null value). In this example, the target individual code is assumed to be "BEAR-002" for the sake of convenience. In this case, the rare addition effect A is information including an effect instruction for the game control unit 2022 of the user terminal 20 to draw the background of "Effect B" in the background area 73 of the user terminal 20.
[0114] In step S109, the performance output unit 1032 of the server 10 searches the attribute performance database 1018 using the seed code as a key, and obtains attribute information, attribute performance A which is additional performance content related to the user terminal 20, and attribute performance B which is additional performance content related to the costumed terminal 30. If there is no corresponding record in the attribute effect database 1018, null values are set for attribute effect A and attribute effect B.
[0115] 13(E) is a diagram showing an example of a display screen of attribute effect A on the user terminal 20. It is assumed that there are no additional effects other than effect content A and attribute effect A (null value). The attribute effect A is information including an effect instruction for the game control unit 2022 of the user terminal 20 to draw the background of “effect G” in the background area 73 of the user terminal 20 .
[0116] In step S110, the effect output unit 1032 of the server 10 searches the deck database 1013 using the user ID as a key, and acquires the seed code and character attributes for each character included in the deck of the user ID.
[0117] In step S111, the performance output unit 1032 of the server 10 searches the attribute-added performance database 1019 using the attribute information acquired in step S109 and the character attributes acquired in step S110 as keys for the costumed character attribute and user attribute columns, respectively, and acquires attribute-added performance A, which is additional performance content related to the user terminal 20, and attribute-added performance B, which is additional performance content related to the costumed character terminal 30.
[0118] 13(F) is a diagram showing an example of a display screen of attribute-added effect A on the user terminal 20. It is assumed that there are no additional effects other than effect content A and attribute-added effect A (null values). The attribute addition effect A is information including an effect instruction for the game control unit 2022 of the user terminal 20 to draw the background of “Effect J” in the background area 73 of the user terminal 20 .
[0119] In step S110, if the deck contains multiple characters, one or more attribute-added effects A and attribute-added effects B may be acquired for some or all of the character attributes. Also, if there is no corresponding record in the deck database 1013 and the attribute-added effect database 1019, null values are set for the attribute-added effect A and the attribute-added effect B.
[0120] In step S112, repeat additional effect A, repeat additional effect C, rare additional effect A, attribute additional effect A, and attribute additional effect A are superimposed on effect content A. Specifically, the effect content A sent to the user terminal 20 is an object (instance) of the "user terminal effect class" having properties such as "display image," "message," "character effect," "background effect," and "animation." The effect content A is overridden by the repeat addition effect A, repeat addition effect C, rare addition effect A, attribute effect A, and attribute addition effect A, which are also objects of the "user terminal effect class" acquired through steps S106 to S111.
[0121] For example, when the object "Display image: BEAR-002" of performance content A acquired in step S105 is overwritten by the object "Message: Thank you as always! See you again!" of repeat-added performance A, performance content A becomes an object with two properties: "Display image: BEAR-002, Message: Thank you as always! See you again!"
[0122] Similarly, repeat additional performance B, repeat additional performance D, rare additional performance B, attribute additional performance B, and attribute additional performance B are superimposed on performance content B. Specifically, the effect content B sent to the user terminal 20 is an object (instance) of the "Costume Terminal Effect Class" that has properties such as "LED color," "blinking pattern," "sound effect," "audio," and "costume movement." The effect content B is overridden by the repeat additional effect B, repeat additional effect D, rare additional effect B, attribute additional effect B, and attribute additional effect B, which are also objects of the "User Terminal Effect Class" that are acquired through steps S106 to S111. For example, when the object "LED color: pink, flashing pattern: A, sound effect: A, costume movement: A" of performance content B acquired in step S105 is overwritten by the object "flashing pattern: B, sound effect: B, audio: B" of repeat-added performance B, performance content A becomes the object "LED color: pink, flashing pattern: B, sound effect: B, audio: B, costume movement: A."
[0123] Note that the overlapping of the effect contents is not limited to the above embodiment. It is also possible to overwrite multiple effect contents with a time lag rather than completely overwriting them. For example, for effect content A, the first predetermined seconds may be effect content A, the next few seconds may be overwritten with repeat-added effect A of effect content A, the next few seconds may be overwritten with repeat-added effect C, the next few seconds may be overwritten with rare-added effect A, the next few seconds may be overwritten with attribute effect A, and the next few seconds may be overwritten with attribute-added effect A. In this way, by overlapping effect contents, it is possible to provide multiple additional effect contents to the user with a time lag, thereby further improving the interest of the effect service.
[0124] Thereafter, the transmitting / receiving unit 1031 of the server 10 transmits the superimposed performance content A and performance content B to the transmitting / receiving units of the user terminal 20 and the costumed terminal 30, respectively.
[0125] In step S113, the transmitter / receiver 2021 of the user terminal 20 receives the effect content A transmitted from the server 10. The game control unit 2022 of the user terminal 20 controls the display 2032 and speaker 2042 based on the effect content A to cause the user terminal 20 to perform an effect.
[0126] In step S114, the transmitter / receiver 3021 of the costumed terminal 30 receives the performance content B transmitted from the server 10. The costumed terminal 30's costumed control unit 3022 controls the light-emitting unit 3041, display 3042, speaker 3043, and actuator 3044 of the output device 304 based on the performance content B, causing the costumed suit 32 to perform a performance.
[0127] In step S115, the friend notification unit 1034 of the server 10 searches the user information database 1012 using the user ID "USER1" as a key, and obtains the location information "Q" linked to the user ID and the friend user IDs "USER2", "USER4", and "USER5".
[0128] In step S116, if the notification possibility obtained in step S104 is "yes", the friend notification unit 1034 of the server 10 transmits the user ID "USER1" and notification information to the user IDs "USER2", "USER4", and "USER5". On the other hand, if the notification possibility is "No", no transmission is made.
[0129] In step S117, based on the received user IDs and notification information, the game control unit 2022 of the user terminals 20 of the user IDs "USER2," "USER4," and "USER5" notifies "USER2," "USER4," and "USER5" on the display 2032 that "USER1" is participating in an event with a costumed character.
[0130] 14(A) is a diagram showing an example of a display screen of a friend's user terminal 20. As an example, the game control unit 2022 of the user terminal 20 with the user ID "USER2" displays "USER1 is having an event with Bear!" in the notification display area 76 of the display screen 70 of the user terminal 20 based on the notification information received from the server 10.
[0131] In step S115, instead of referencing the friend ID, it is also possible to search the location information in the user information database 1012 for users who are within a predetermined distance from the location information "Q" of user ID "USER1", and use the searched user as the friend's user ID.
[0132] 14(B) is a diagram showing an example of a display screen of a friend's user terminal 20. As an example, the game control unit 2022 of the user terminal 20 of a user located within a predetermined range from "USER1" displays "A bear encounter event has occurred nearby!" in the notification display area 76 of the display screen 70 of the user terminal 20 based on the notification information received from the server 10.
[0133] <Operation of Information Processing System 1 (Second Embodiment)> Each process of the information processing system 1 in the second embodiment will be described below with reference to FIGS. 15 and 16. At an event where multiple mascots are participating, users who are event participants search for and interact with their favorite mascots. During the interaction, performer 33 in mascot 32 stamps stamp 41 fixed to the mascot on user terminal 20 held by the participating user. Through a series of interaction events with mascots, the participating users can be further motivated to participate in the interaction event by seeing changes in the game behavior on user terminal 20.
[0134] 15 is a flowchart showing the operation of the game control processing by the server 10. FIG. 16 is a diagram showing an example of a display screen of the game control processing on the user terminal 20.
[0135] The processing in steps S201 to S204 is the same as steps S101 to S104 in the first embodiment, and therefore a description thereof will be omitted. The processing in steps S213 to S215 is the same as steps S115 to S117 in the first embodiment, and therefore a description thereof will be omitted.
[0136] <Game control processing>
[0137] In step S205, the game control unit 1033 of the server 10 searches the game control database 1021 using the seed code "CDBEAR" as a key, and obtains the character code value "Bear", the value of control content A, which is control information related to the in-game character in the game on the user terminal 20, as "Character acquisition: Bear parameter control: Bear attack power +4 (6 hours)", and the value of control content B, which is control information related to the quest, as "Quest unlocked: Bear cave (LV1) Reward increase: Wolf defeat (2x)".
[0138] FIG. 16A is a diagram showing an example of a display screen according to control content A. The game control unit 2022 of the user terminal 20 displays the acquired game character "Bear" in the image display area 81 of the game display screen 80 of the user terminal 20 based on the control content A, and displays the content of the parameter control in the bonus display area 82.
[0139] FIG. 16B is a diagram showing an example of a display screen according to control content B. Based on the control content B, the game control unit 2022 of the user terminal 20 displays the newly released quest 85 in the quest display area of the game display screen 80 of the user terminal 20 so that the user can select it, and displays the reward bonus content 86 for the quest that is the target of the reward increase.
[0140] In step S206, the game control unit 1033 of the server 10 searches the log information database 1014 using the user ID and individual code as keys, and acquires log information (identification date and time, identification order, acquisition count). The game control unit 1033 of the server 10 searches the repeat addition control database 1022 using the number of times log information is acquired as a key, and acquires repeat addition control A, which is additional control information related to in-game characters in the game on the user terminal 20, and repeat addition control B, which is additional control information related to quests. The number of times log information is acquired may be the number of times acquired over the entire period, or the number of times acquired within the most recent fixed period. By limiting the number of times acquired within the most recent fixed period, users can be motivated to interact with multiple mascots within a specified period, and the event can be run smoothly. If there is no corresponding record in the repeat addition control database 1022, null values are set for the repeat addition control A and repeat addition control B.
[0141] 16(C) is a diagram showing an example of a display screen according to repeat addition control A. It is assumed that there is no additional control content other than control content A and repeat addition control A (null value). Based on the repeat addition control A, the game control unit 2022 of the user terminal 20 displays the content of the parameter control modified by the repeat addition control A in the bonus display area 82 of the game display screen 80 of the user terminal 20.
[0142] In step S207, the game control unit 1033 of the server 10 generates and acquires a repeat addition control C, which is additional control information related to the in-game characters in the game on the user terminal 20, and a repeat addition control D, which is additional control information related to the quest, based on the identification order of the individual codes in the log information. In this case, the individual codes to be adopted may be limited to only the individual codes of the nearest constant number. The identification order of the individual codes may be determined using information from the identification date and time column instead of the identification order column in the log information database 1014. In this case, the individual codes to be adopted may be limited to only those whose identification dates and times are within a certain period of time. Furthermore, the repeat addition control C and the repeat addition control D may be generated for a combination of individual codes regardless of the identification order. If there is only one line of log information, null values are set for repeat addition control C and repeat addition control D.
[0143] In step S208, the game control unit 1033 of the server 10 searches the attribute effect database 1018 using the seed code as a key to acquire attribute information.
[0144] In step S209, the game control unit 1033 of the server 10 searches the deck database 1013 using the user ID as a key, and acquires the seed code and character attributes for each character included in the deck of the user ID.
[0145] In step S210, the game control unit 1033 of the server 10 searches the attribute addition control database 1023 using the attribute information acquired in step S108 and the character attributes acquired in step S109 as keys for the costume attribute and user attribute columns, respectively, and acquires attribute addition control A, which is additional control information related to in-game characters in the game on the user terminal 20, and attribute addition control B, which is additional control information related to the quest. In step S209, if the deck contains multiple characters, one or more attribute addition controls A and B may be acquired for some or all of the character attributes. Furthermore, if there is no corresponding record in the deck database 1013 and the attribute addition control database 1023, the attribute addition control A and the attribute addition control B are set to null values.
[0146] 16(D) is a diagram showing an example of a display screen according to attribute addition control A on the user terminal 20. It is assumed that there is no control content A and no additional control content other than attribute addition control A (null value). Based on the attribute addition control A, the game control unit 2022 of the user terminal 20 displays the content of the parameter control modified by the attribute addition control A in the bonus display area 82 of the game display screen 80 of the user terminal 20. At this time, if there is an assigned attribute, the assigned attribute is displayed in the attribute display area 83.
[0147] In step S211, repeat addition control A, repeat addition control C, and attribute addition control A are superimposed on control content A. Specifically, the control content A sent to the user terminal 20 is an object (instance) of a "character control class" having properties such as "character acquisition," "parameter control," and "additional attribute." The control content A is modified through steps S206 to S210 by the acquired objects, namely, repeat addition control A, repeat addition control C, and attribute addition control A.
[0148] For example, when the object of control content A acquired in step S205, "Character acquisition: Bear parameter control: Bear attack power +4 (6 hours)", is modified by the object of repeat addition control A, "Parameter control: 2x", performance content A becomes an object with two properties, "Character acquisition: Bear parameter control: Bear attack power +8 (6 hours)".
[0149] Furthermore, when the object of control content A acquired in step S205, "Character acquisition: Bear parameter control: Bear attack power +4 (6 hours)," is modified by the object of attribute addition control A, "Parameter control: 1.5x, Additional attribute: Water," control content A becomes an object with three properties, "Character acquisition: Bear parameter control: Bear attack power +6 (6 hours), Additional attribute: Water."
[0150] Similarly, repeat addition control B, repeat addition control D, and attribute addition control B are superimposed on control content B. Specifically, the control content B transmitted to the user terminal 20 is "Quest release" and "Reward increase". The control content B is an object (instance) of the "quest control class" having properties such as the following. Control content B is modified by the repeat addition control B, repeat addition control D, and attribute addition control B, which are the objects obtained through steps S206 to S210.
[0151] For example, when the object of control content B acquired in step S205, "Quest unlocked: Bear cave (LV1) Reward increase: Defeat wolf (2x)", is modified by the object of repeat addition control B, "Quest unlocked: LV2 Reward increase: 4x", control content B becomes an object with two properties, "Quest unlocked: Bear cave (LV2) Reward increase: Defeat wolf (4x)".
[0152] If the control content A includes information regarding the acquisition of an in-game character, the game control unit 1033 of the server 10 adds a record of the user ID corresponding to the user terminal 20, the character code, the species code, and the character attributes to the deck database 1013, and registers the in-game character in the user's deck.
[0153] Thereafter, the transmitting / receiving unit 1031 of the server 10 transmits the superimposed control content A and control content B to the transmitting / receiving unit of the user terminal 20.
[0154] In step S212, the transmitting / receiving unit 2021 of the user terminal 20 receives the control content A and the control content B transmitted from the server 10. The game control unit 2022 of the user terminal 20 controls the setting of the game information 2012 based on the control content A and the control content B. The data management unit 2023 of the user terminal 20 updates the data of the game information 2012 based on the control content A and the control content B.
[0155] For example, if control content B includes information about unlocking a quest, the game control unit 2022 of the user terminal 20 updates the game information 2012 to make the target quest selectable by the user. Also, if control content B includes information about increasing the reward for the quest, the data management unit 2023 of the user terminal 20 updates the game information 2012 to increase the reward for the target quest.
[0156] Fig. 16(D) is a diagram showing an example of a display screen according to control content A. As shown in Fig. 16(D), instead of acquiring an in-game character and unlocking a quest, the game control unit 2022 and the data management unit 2033 may be controlled to grant the user an in-game item for acquiring an in-game character and unlocking a quest.
[0157] In this embodiment, examples of character acquisition, quest unlocking, increased quest rewards, and increased character performance parameters have been described, but depending on the compatibility between the costume 32 and the attributes of the costume 32 and the characters held in the user's deck, character loss, quest closure, reduction in quest rewards, and reduction in character performance parameters may also be performed.
[0158] In step S211, when changing the reward for a user's quest, the date and time when the user cleared the quest may be obtained, and the changed reward may be controlled so that it is valid only if the cleared date and time is within the event period. Although users can receive a bonus in the form of a quest reward change through interactions with the mascot 32 during the event period, users may not necessarily complete the quest during the event period. By limiting the validity period of the quest reward change bonus to the event period, users can be motivated to complete the quest during the event period.
[0159] In step S211, when changing the reward for a user's quest, the date and time when the user cleared the quest may be obtained, and the changed reward may be controlled so that it is valid only if the cleared date and time is within the event period. Although users can receive a bonus in the form of a quest reward change through interactions with the mascot 32 during the event period, users may not necessarily complete the quest during the event period. By limiting the validity period of the quest reward change bonus to the event period, users can be motivated to complete the quest during the event period.
[0160] In step S211, when changing the reward for a user's quest, the location information of the user when the user completed the quest may be obtained, and the changed reward may be controlled so that it is valid only if the location information is within the event venue. Although users can receive a bonus in the form of a change in quest reward through interactions with the mascot 32 within the event venue, users may not necessarily complete the quest within the event venue. By limiting the effective area of the quest reward change bonus to the event venue, users can be motivated to complete the quest within the event venue.
[0161] In addition, although the game control processing in the present disclosure is configured to perform game control processing for one specific game, it may also be configured so that interaction with the mascot 32 selectively affects multiple games, all games, or some of the games. In this case, for example, the plurality of different games are configured to have different game control databases 1021, repeat addition control databases 1022, and attribute addition control databases 1023. On the other hand, the plurality of different games share the log information database 1014. This allows the user's interaction with the mascot 32 to be used in the game control processing of the plurality of different games. In this case, the user may be allowed to select whether or not to share the log information database 1014 among a plurality of different games. Also, during game control processing in a specific game, the user may be allowed to select whether or not to use the results of interaction with the mascot 32 in other games.
[0162] <Operation of Information Processing System 1 (Third Embodiment)> The following describes each process of the information processing system 1 in the third embodiment. At an event where multiple mascots are participating, users who are event participants search for and interact with their favorite mascots. When interacting, a performer 33 in a mascot 32 stamps a stamp 41 fixed to the mascot on a user terminal 20 held by the participating user.
[0163] In the third embodiment, the user can operate the user terminal 20 to check on the display 2032 of the user terminal 20 which mascots have interacted with and which mascots have not yet interacted with.
[0164] The user selects a predetermined icon from the display screen of the touch screen 203 of the user terminal 20 to start the game program 2011. From the display screen of the started game, the user selects the costumed encyclopedia button.
[0165] The transmitting / receiving unit 2021 of the user terminal 20 transmits the user ID 2013 to the communication unit 109 of the server 10 via the communication unit 209 .
[0166] The transmitting / receiving unit 1031 of the server 10 receives the user ID from the user terminal 20 via the communication unit 109 . The performance output unit 1032 of the server 10 searches the log information database 1014 using the user ID as a key, and acquires the species codes and individual codes of the mascots that the user has interacted with. The performance output unit 1032 of the server 10 refers to the identification information database 1011, and acquires the individual codes and species codes of all the mascots.
[0167] The transmitting / receiving unit 1031 of the server 10 transmits to the user terminal 20 the seed code and individual code of the mascot suit that the user has interacted with so far, as well as the individual codes and seed codes of all the mascot suits.
[0168] The transmitter / receiver 2021 of the user terminal 20 receives the seed code and individual code of the mascot suit that the user has interacted with up to now, transmitted from the server 10, as well as the individual codes and seed codes of all the mascot suits. The game control unit 2022 of the user terminal 20 displays the mascots with whom the user has interacted in the past by associating an image of the mascot's appearance with a stamped mark indicating that the user has interacted with the mascots. This allows the user to check the mascots with whom the user has interacted in the past. The game control unit 2022 of the user terminal 20 displays an image of the appearance of a mascot with whom the user has not interacted, without associating it with a stamped mark. This allows the user to check mascots with whom the user has not interacted in the past.
[0169] In this way, by displaying a list of mascots that have already interacted and mascots that have not yet interacted in a distinguishable manner on the user terminal 20, the user can be encouraged to newly interact with mascots with whom they have not yet interacted.
[0170] <Basic computer hardware configuration> 17 is a block diagram showing the basic hardware configuration of a computer. A computer comprises a processor, a main memory device, an auxiliary memory device, and a communication interface, all of which are electrically connected to each other by a communication bus.
[0171] A processor is hardware that executes a set of instructions written in a program. A processor is made up of an arithmetic unit, registers, peripheral circuits, etc.
[0172] The main storage device is used to temporarily store programs and data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
[0173] Auxiliary storage devices are storage devices for storing data and programs, such as flash memory, HDD (Hard Disc Drive), magneto-optical disk, CD-ROM, DVD-ROM, and semiconductor memory.
[0174] A communication interface is an interface for inputting and outputting signals for communicating with external devices using wired or wireless communication standards.
[0175] <Basic functional configuration of a computer> The functional configuration of a computer realized by the basic hardware configuration of the computer (FIG. 17) will be described below. The computer includes a control unit, a communication unit, and a storage unit.
[0176] The processor reads the program from the auxiliary storage device, loads it into the main storage device, and executes processing in accordance with the program. This allows the control unit to function as various functional units. Furthermore, if the program is distributed to a computer via a network, the computer that receives the program may load the program into the main storage device and execute processing in accordance with the program.
[0177] The communication unit is realized by a communication interface. The communication unit realizes a function for communicating with other computers via a network. It can receive information transmitted from other computers and transmit information to other computers. The network can be configured as the Internet, a LAN, various mobile communication systems constructed by wireless base stations (not shown), etc. Examples include 3G, 4G, and 5G mobile communication systems, LTE (Long Term Evolution), and wireless networks (e.g., Wi-Fi (registered trademark)) that can connect to the Internet via a predetermined access point. When connecting wirelessly, communication protocols such as Z-Wave (registered trademark), ZigBee (registered trademark), and Bluetooth (registered trademark) may be used. When connecting via a wired connection, the communication unit may be connected using a USB (Universal Serial Bus) cable or the like.
[0178] The memory unit is realized by a main memory device and an auxiliary memory device. The memory unit realizes the function of storing data, programs, and various databases. The processor can allocate a memory area corresponding to the memory unit in the main memory device or the auxiliary memory device according to the program.
[0179] <Additional Notes> The matters described in the above embodiments will be supplemented below.
[0180] (Appendix 1) A game program to be executed by a computer having a processor and a memory unit, the game program causing the processor to execute the following steps: a first step (S202) of acquiring first identification information corresponding to the costume based on detection of the approach of the costume and a first user terminal; a second step (S203) of acquiring first user identification information corresponding to the first user terminal; and a third step (S212) of controlling game processing of the game program executed on the first user terminal based on the first identification information and the first user identification information. This allows the user to receive more engaging and experiential services.
[0181] (Appendix 2) A game program as described in Appendix 1, which executes a fourth step (S213) of acquiring second user identification information corresponding to the second user terminal based on the first user identification information, and a fifth step (S215) of outputting notification information to the second user terminal based on the first identification information, the first user identification information, and the second user identification information. This allows event participants to share interactions with a specific user's mascot, making event participation by multiple people more exciting.
[0182] (Appendix 3) The second user identification information is information about a second user who is located within a predetermined distance from the first user identification information (S213). This allows surrounding users to share a specific user's interaction with the mascot, making event participation by multiple people more exciting.
[0183] (Appendix 4) A fifth step is a game program described in Appendix 2 or 3, in which notification availability information regarding the costume is obtained, and if the notification availability information is in a first state, notification information is output to the user, and if it is in a second state, notification information is not output to the user (S214), and the first state is different from the second state. This allows the user to participate in the event more comfortably without being bothered by a large amount of notification information.
[0184] (Appendix 5) a seventh step (S202) of acquiring second identification information different from the first identification information from the second costume; and a third step (S207) of controlling game processing of the game program based on a combination of the first identification information and the second identification information. 5. A game program according to any one of appendices 1 to 4. This allows the user to have a more special experience as different unique game processes are performed according to the combination of multiple different costumes.
[0185] (Appendix 6) A game program as described in Appendix 5, wherein the third step is a step (S207) of controlling game processing of the game program based on the first identification information and the second identification information when the identification date and time of the first identification information and the identification date and time of the second identification information are within a predetermined period. This can encourage users who participate in the event to interact with multiple mascots 32 within a predetermined period of time, motivating users to actively interact with the mascots 32.
[0186] (Appendix 7) 7. The game program according to claim 5, wherein a third step is a step (S207) of controlling game processing of the game program based on the order in which the first identification information and the second identification information are acquired. This allows the user to enjoy the game more because different unique game processes are performed according to the identification order of a plurality of different costumes.
[0187] (Appendix 8) A game program described in any of Appendices 1 to 7, which executes a ninth step (S208) of acquiring first attribute information regarding the costume based on first identification information, and a tenth step (S209) of acquiring second attribute information based on first user identification information, and a third step is a step (S210) of controlling game processing of the game program based on the first attribute information and the second attribute information. This allows the user to enjoy the game more, as different and unique game processes are performed depending on the combination of the costume's attributes and the attributes of the character the user owns.
[0188] (Appendix 9) A game program described in any of Appendices 1 to 8, wherein the costume has a stamp with multiple pressure points, and the first step is a step (S202) of obtaining first identification information by detecting multiple contact positions of the pressure points of the stamp using a first user terminal having a touch panel that can detect individual contact positions when contacted at multiple positions. This allows game processing to be reliably controlled for a specific user through interactions involving direct contact between the user and the mascot 32. In the case of non-contact communication methods such as wireless methods, interactions with the mascot 32 that the user did not intend may be mistakenly detected, or complicated pre-settings may be required to establish communication, so this method is particularly suitable for events where an unspecified number of people participate.
[0189] (Appendix 10) The third step is a step of controlling game processing including at least one of processes 1 to 5 (S205), based on the first identification information, including process 1: the user acquires a character corresponding to the costume (S205), process 2: allowing the user to select at least one game content from a plurality of game contents corresponding to the costume (S205), process 3: changing the reward corresponding to the costume (S205), process 4: changing the performance parameters of the character corresponding to the costume (S205), process 5: granting an item that changes the performance parameters of the character corresponding to the costume (S205), the game program described in Appendix 1. This allows the user to earn various in-game rewards through interactions with the mascot 32. The user can receive more engaging experiential services.
[0190] (Appendix 11) A game program described in any of Appendices 1 to 10, wherein the third step is a step of controlling the game processing of the game program so that, when the reward corresponding to the costume is changed based on the first identification information and the user achieves the reward granting condition, the changed reward is granted if the achievement date and time is within the event period. This can motivate users to complete the quests within the event period.
[0191] (Appendix 12) The third step is a step of controlling the game processing of the game program so that, when the reward corresponding to the costume is changed based on the first identification information and the user fulfills the reward granting condition, if the location information of the first user terminal is within the event venue, the changed reward is granted to the user corresponding to the first user identification information, said game program being described in any of Appendices 1 to 10. This can motivate users to complete quests within the event venue.
[0192] (Appendix 13) An information processing device comprising a processor and a memory unit, wherein the game program causes the processor to execute a first step (S202) of acquiring first identification information from a terminal provided in a costume, a second step (S203) of acquiring first user identification information, and a third step (S212) of controlling game processing of the game program based on the first identification information and the first user identification information.
[0193] (Appendix 14) An information processing method for causing a computer having a processor and a memory unit to execute information processing, the information processing method causing the processor to execute a first step (S202) of acquiring first identification information from a terminal provided in a costume, a second step (S203) of acquiring first user identification information, and a third step (S212) of controlling game processing of the game program based on the first identification information and the first user identification information. [Explanation of symbols]
[0194] 1 Information processing system, 10 Server, 101 Memory unit, 103 Control unit, 20A, 20B, 20C User terminal, 201 Memory unit, 202 Control unit, 30A, 30B, 30C Costume terminal, 301 Memory unit, 302 Control unit, 40A, 40B, 40C Identification device
Claims
1. A program to be executed by a computer having a processor and a storage unit, The program causes the processor to: a first step of acquiring first identification information provided on at least a part of the costume by the first user terminal in response to contacting at least a part of the costume with the first user terminal; a second step of acquiring first user identification information from the first user terminal; a third step of determining the number of times the first user has acquired the first identification information based on the first identification information and the first user identification information; a fourth step of controlling a screen display of the first user terminal based on the number of times; A program that executes the following.
2. A program to be executed by a computer having a processor and a storage unit, The program causes the processor to: a first step of acquiring first identification information corresponding to the costume, the first identification information being acquired by a first user terminal from an information processing device provided in the costume via short-range wireless communication; a second step of acquiring first user identification information from the first user terminal; a third step of determining the number of times the first user has acquired the first identification information based on the first identification information and the first user identification information; a fourth step of controlling a screen display of the first user terminal based on the number of times; A program that executes the following.
3. A program to be executed by a computer having a processor and a storage unit, The program causes the processor to: a first step of acquiring first identification information provided on at least a part of the costume by the first user terminal in response to contacting at least a part of the costume with the first user terminal; a second step of acquiring first user identification information from the first user terminal; a third step of determining the number of times the first user has acquired the first identification information based on the first identification information and the first user identification information; A fourth step of controlling a performance on the first user terminal based on the number of times; A program that executes the following.
4. A program to be executed by a computer having a processor and a storage unit, The program causes the processor to: a first step of acquiring first identification information corresponding to the costume, the first identification information being acquired by a first user terminal from an information processing device provided in the costume via short-range wireless communication; a second step of acquiring first user identification information from the first user terminal; a third step of determining the number of times the first user has acquired the first identification information based on the first identification information and the first user identification information; A fourth step of controlling a performance on the first user terminal based on the number of times; A program that executes the following.
5. The third step is a step of determining the number of times the first user has acquired the first identification information within a certain period of time. The program according to any one of claims 1 to 4.
6. A method executed by an information processing device including a processor and a storage unit, wherein the processor executes all of the steps executed in the invention according to any one of claims 1 to 4.
7. 10. An information processing device comprising a processor and a storage unit, wherein the processor executes all of the steps executed in the invention according to any one of claims 1 to 4.
8. A system comprising means for executing all steps performed in the invention according to any one of claims 1 to 4.
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