Information processing system, program, and information processing method
The information processing system addresses the need for energy-efficient gaming by allowing users to adjust game settings for reduced power consumption and offering rewards for lower emissions, enhancing gameplay sustainability.
Patent Information
- Application Number
- JP2022034905
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-03-08
- Publication Date
- 2026-02-04
- Estimated Expiration
- 2042-03-08
AI Technical Summary
There is a demand for technologies that encourage users to play games while reducing power consumption.
An information processing system that includes a control unit to progress games with adjustable power consumption settings, offering rewards for reducing carbon dioxide emissions based on these settings.
Enables games to consume less power by providing rewards for reducing energy usage, thus promoting energy-efficient gameplay.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing system, a program, and an information processing method. [Background technology]
[0002] BACKGROUND ART A technique for indicating power consumption, such as battery consumption, when content is executed is known from the prior art (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-175447 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, there has been a demand for technology that encourages users to play in a way that consumes less power.
[0005] In view of the above circumstances, the present disclosure provides a technology relating to games that is designed to reduce power consumption. [Means for solving the problem]
[0006] (1) According to one aspect of the present disclosure, an information processing system is provided. The information processing system includes a control unit. The control unit progresses a game according to game settings set by a user. The game settings include settings that can vary the amount of power consumption of the game. When a set condition for the game setting is satisfied, the user is given a reward corresponding to a reduction in carbon dioxide emissions resulting from the amount of power consumption due to the game setting.
[0007] According to the present disclosure, it is possible to provide a technology relating to a game that is designed to consume less power. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. [Figure 3] 2 is a block diagram showing the functional configuration of a game device 3 according to the present embodiment. FIG. [Figure 4] 1 is an activity diagram showing the flow of information processing executed by the information processing system 1. FIG. [Figure 5] FIG. 10 is a diagram showing an example of a content list screen 5 for specifying content. [Figure 6] FIG. 10 is a diagram showing an example of a setting deck screen 6 for adjusting game settings. [Figure 7] FIG. 10 is a diagram showing an example of a contribution degree table T1 for identifying a rank of a contribution degree. [Figure 8] FIG. 7 is a diagram showing an example of an automatic deck setting screen 63 that is displayed when an automatic formation button 600 in FIG. 6 is pressed. [Figure 9] FIG. 10 is a diagram showing an example of a setting deck screen 6 that is displayed when the deck automatic setting button 630 for the lap efficiency in FIG. 8 is pressed. [Figure 10] FIG. 7 is a diagram showing an example of a cycle setting screen 64 that is displayed when a cycle setting button 613 in FIG. 6 is pressed. [Figure 11] FIG. 11 is a diagram showing an example of a recommendation screen 65 that is displayed when a recommendation button 642 in FIG. 10 is pressed. [Figure 12] FIG. 12 is a diagram showing an example of a recommendation list screen 7 that is displayed when the decision button 651 in FIG. 11 is pressed. [Figure 14] FIG. 10 is a diagram showing an example of a circulation efficiency table T2 for identifying the rank of circulation efficiency. [Figure 13] FIG. 11 is a diagram showing an example of a drawing setting screen 66 that is displayed when a drawing setting button 645 in FIG. 10 is pressed. [Figure 15] FIG. 10 is a diagram showing an example of a result screen 8 displayed after the end of content. [Figure 16] 10 is an example of a notification screen 9 that encourages users to cooperate with each other in reducing power consumption. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0010] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0011] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values of signal values representing voltages and currents, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.
[0012] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0013] 1. Game Description 1 is a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in FIG. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3.
[0014] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 controls one or more player characters to act in a virtual game space, and controls the player characters to fight against enemy characters, which are non-player characters. The characters are an example of objects.
[0015] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet terminal.
[0016] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is made up of an information processing device 2 and multiple game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is made up of, for example, a server. Each of the multiple game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.
[0017] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.
[0018] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations.
[0019] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.
[0020] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0021] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet and a LAN. Main information received by the information processing device 2 via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a content execution request, an autoplay execution / end request, account information, game data, etc. Main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information regarding game media obtained through gacha, etc.
[0022] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.
[0023] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores, for each identification number of a user playing a game, information such as the user name, user rank, status information regarding the player character operated by the user, the amount of consumable media usable in the virtual game space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly known as gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, when the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.
[0024] The control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.
[0025] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.
[0026] To further clarify the above, "game content" refers to electronic data representing elements of a game, such as the name of a character used as a player character and items (weapons, armor, tools) used by the player character in a virtual game space. Game content also includes game objects constituting content such as player characters, enemy characters, and map terrain, as well as currency used in the game. Users can acquire game content through a lottery system known as gacha, in addition to direct purchase or content completion. Acquired game content is stored and managed in a user database in association with the user's identification information. "Gacha" refers to a method in which an information processing device 2 randomly selects game content from a lottery list based on a predetermined selection rate. The selected game content is then provided to the user's game device 3. The phrase "providing the game content selected through gacha to a user / having the user own it" is synonymous with "associating the game content selected through the lottery process with identification information identifying the user."
[0027] <Game Device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0028] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a content execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information on the game media selected by the lottery process, etc.
[0029] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, etc. The user information is at least a part of the information in a user DB 221 stored in the storage unit 22 of the information processing device 2. The user DB 221 manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a part of the information in this master that is distributed from the information processing device 2.
[0030] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.
[0031] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game apparatus 3, which is the own apparatus. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game apparatus 3, which is the own apparatus, when executing a game.
[0032] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which may be, for example, a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, etc.
[0033] 2.2 Functional Configuration Next, each functional configuration of the information processing system 1 will be described with reference to FIG.
[0034] <Information processing device 2> 2 is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 executes various programs stored in the storage unit 22, thereby functioning as an information transmitting / receiving unit 230, a game control unit 231, a game setting unit 232, an assigning unit 233, and an identifying unit 234. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.
[0035] The information transmitting / receiving unit 230 is configured to receive or acquire various information from the game device 3 via the communication network 11 and the communication unit 21. The information transmitting / receiving unit 230 is also configured to transmit or output game setting information to the game device 3 via the communication unit 21 and the communication network 11. This will be described in further detail later.
[0036] The game control unit 231 is configured to control the progress of the game. For example, the game control unit 231 is configured to control the operation of the game content during the progress of the content. This will be described in further detail below.
[0037] The game setting unit 232 is configured to control game settings during the progress of a game based on a user instruction. For example, the game setting unit 232 is configured to control game settings during the progress of content, as will be described in further detail below.
[0038] The granting unit 233 is configured to grant various benefits or rewards to the user based on the situation when the content is cleared, game settings, etc. This will be described in more detail later.
[0039] The determination unit 234 determines various pieces of information within the game. For example, the determination unit 234 is configured to determine game settings based on a user instruction. The determination unit 234 is also configured to determine the degree of contribution and the degree of shortening based on the game settings. This will be described in further detail below.
[0040] <Game Device 3> 3 is a block diagram showing the functional configuration of the game device 3 according to this embodiment. As shown in FIG. 3, the control unit 33 executes various programs stored in the storage unit 32, thereby functioning as an information transmission / reception unit 330, a reception unit 331, and a display control unit 332. In other words, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and can be executed as each functional unit included in the control unit 33.
[0041] The information transmitting and receiving unit 330 is configured to receive or acquire various pieces of information from the information processing device 2 via the communication network 11 and the communication unit 31. For example, the information transmitting and receiving unit 330 acquires display information for displaying the status of a game whose progress is controlled by the information processing device 2. This display information is information generated in a manner that is visible to the user, such as a screen, an image, an icon, or text. The information transmitting and receiving unit 330 is also configured to transmit or output various pieces of information to the information processing device 2 via the communication unit 31 and the communication network 11. For example, when the user makes an input during a game via the input device 4c, the information transmitting and receiving unit 330 transmits the input information to the information processing device 2.
[0042] The reception unit 331 is configured to receive instructions from a user via an operation on the input device 4c by the user. Specifically, the reception unit 331 is configured to receive an instruction to start content, an instruction to change game settings, etc.
[0043] The display control unit 332 is configured to control the appearance of the screen (see FIGS. 5, 6, 8 to 13, 15, and 16) on the display 4a based on the display information. The user can grasp the state of the game by viewing the screen.
[0044] 3. Explanation of various information and terms In this section, various information and terms handled by the information processing system 1 will be explained.
[0045] "Stamina" is a parameter consumed to start playing a game. Stamina is consumed, for example, as various content such as game stages called "quests" is played, and the consumption of stamina is a condition for starting that content. The amount of stamina consumed is set individually for each type of content, and a predetermined amount of stamina is consumed when the content starts or ends. Stamina is recovered over time, regardless of progress in the content. Stamina can also be recovered in response to user instructions, such as the consumption of consumable media or various in-game items. Stamina may also be recovered without user instructions, such as by increasing the user rank as the content progresses.
[0046] "Information about parameters" is, for example, information about stamina. Information about stamina includes, for example, the current stamina value, the upper limit, or the user rank corresponding to the upper limit, unit time (for example, the unit of time required to restore stamina by "1"), the restoration speed (for example, the amount of stamina restored per minute (hereinafter also referred to as the "recovery amount")), or the time elapsed since stamina was restored. Note that in this embodiment, an example is used in which the upper limit of stamina is set to the upper limit of restoration over time, but this is not limited to this. Furthermore, "information about parameters" is, for example, the degree of reduction. The "degree of reduction" is a parameter that changes depending on the game settings to reduce the time from the start of content to the satisfaction of the completion condition. In other words, adjusting the overall progress speed of the content by speeding up character movement, omitting the occurrence of events, etc., allows the content to be completed sooner, and therefore the degree of reduction increases. Furthermore, using a strong player character or a player character with an advantage over enemy characters, etc., allows enemy characters to be defeated more quickly, and therefore the degree of reduction increases.
[0047] "Content" is a unit of play within a game when progressing through the game based on certain execution conditions. Content includes stages, which are the constituent units of the game, and have tasks and goals set for them. In other words, a game includes specific content. In particular, content that allows multiple users to participate and play the game simultaneously is called "multi-content." End conditions are set for content. Furthermore, users are given a clearing reward for clearing the content. Content also includes "quests" and "gacha."
[0048] The "end conditions" of content include clear conditions such as annihilating all enemy characters, defeating a boss character, dealing specific damage to a specific enemy character, and reaching the goal point; conditions related to play time such as exceeding a time limit; and conditions such as exceeding the number of turns in a turn-based game. At least one of these end conditions is set for content. If multiple end conditions are set for content, it is set in advance which end condition takes priority. For example, if the time limit takes priority over the clear conditions, the content will end when the boss character cannot be defeated and the clear conditions are not met, and the time limit expires. In this case, the clear conditions are not met, so no clear rewards or benefits will be generated.
[0049] Furthermore, content may be played repeatedly by the same user. Repeatedly playing content is called "content looping." In other words, content can be progressed through repeatedly. Specific examples of a user looping through content include looping through content that offers a certain probability of earning a predetermined reward upon completion until the reward is earned, or looping through content that offers a high reward upon completion with the goal of earning as many of the rewards as possible.
[0050] The "progression setting" is a setting for progressing through content without user operation. By enabling the progress setting, processes requiring user operation, such as operating a player character, are automatically performed. In embodiments, this setting may be referred to as the "auto-battle setting." Furthermore, the "restart setting" is a setting for restarting content progression without user operation after a content end condition is met by progressing through the content without user operation. For example, by enabling the restart setting, the content is restarted without user operation when a result displaying the rewards to be awarded to the user after the content is completed is presented. In embodiments, this setting may be referred to as the "auto-loop setting." The state in which content loops are progressing while the progress setting and restart setting are turned on is referred to as "auto-play." Furthermore, the restart setting includes a setting related to a stop condition. The "stop condition" is a condition for preventing content progression from restarting after an end condition is met. Examples of the stop condition include at least one of obtaining a number of specific items set by the user, consuming a number of stamina recovery potions set by the user, and completing a number of loops set by the user. That is, if a stop condition is met while the content loop is progressing by autoplay, the content loop is terminated.
[0051] "Game settings" refer to various settings related to the game. Game settings include, for example, at least one of the following: content settings, auto-play settings, auto-loop settings, player character settings, number of laps settings, type of items to be acquired, number of items to be acquired, amount of stamina recovery medicine automatically used, game speed settings, time resolution settings for rendering, spatial resolution settings for rendering, and rendering effects settings.
[0052] The "contribution level" is a parameter related to the reduction of carbon dioxide emissions of the set game settings. The contribution level is determined, for example, by evaluating the current game settings based on predetermined setting conditions. Here, the "setting conditions" are conditions set for each game setting. Examples of setting conditions include turning off ability effects, double the game speed, and selecting content that is easy to complete (highly shortened). The contribution level is determined based on the total number of points awarded when the game settings satisfy the setting conditions. The setting conditions may also include "required setting conditions." A "required setting condition" is a setting condition that is required for the contribution level to be evaluated. In other words, if the required setting conditions are not met, the contribution level will not be evaluated. For example, if the auto-play setting and auto-loop setting are off, the required setting conditions are not satisfied, and the above-mentioned point calculation will not be performed.
[0053] A "deck" is a combination of multiple player characters with various characteristics. Here, the various characteristics include at least one of the player character's attributes, status, skills, equipment, and condition. Since deck information is a combination of player characters, which are the game medium, it is sometimes referred to as "combination information."
[0054] A "benefit" is any process that gives an advantage in the game progression. That is, benefits include any process that gives an advantage in the user's game progression, such as increasing the number of items acquired, being given any item, increasing the amount of currency acquired, increasing the stamina recovery speed for a certain period of time, reducing the price of items, and triggering special events.
[0055] 4. Operational flow of information processing system 1 As an example of a preferred game to be executed on the game device 3, a game in which content loops are efficiently progressed while suppressing power consumption in order to obtain a certain number of specific items will be described. As an example of an embodiment, the game device 3 will be described as a smartphone. Therefore, in the following example, the display 4a will be assumed to include an input device 4c.
[0056] 4.1 Overview of Information Processing This section describes an information processing method of the above-described information processing system 1. Fig. 4 is an activity diagram showing the flow of information processing executed by the information processing system 1.
[0057] First, a user playing the game device 3 selects an app installed on the game device 3 and launches a game program. The accepting unit 331 accepts an instruction to log in to the game via the user's operation of the input device 4c. When the instruction to log in to the game is accepted, the information transmitting / receiving unit 330 transmits account information including identification information and a password stored in the storage unit 22 to the information processing device 2. The information transmitting / receiving unit 230 receives the account information from the game device 3. When the account information is accepted, the game setting unit 232 identifies the user based on the account information and the table in the storage unit 32 and performs user authentication. When the user authentication is successful, the game control unit 231 starts the game (A1).
[0058] Next, the reception unit 331 receives a selection of any content from among the plurality of contents via a user's operation of the input device 4c. When the selection of content is received, the information transmission / reception unit 330 transmits information about the received content to the information processing device 2. The information transmission / reception unit 230 receives information about the received content from the game device 3. The identification unit 234 identifies the received content (A2).
[0059] Next, the identification unit 234 identifies an auto-battle setting for progressing through the content without user operation, and an auto-loop setting for restarting the progress of the content without user operation after the content's end condition is met (A3). That is, the identification unit 234 identifies whether the auto-battle setting and the auto-loop setting are on. Here, if the game has just been launched (that is, if A3 is executed following A2), the identification unit 234 identifies the auto-battle setting information and the auto-loop setting information at the end of the previous game. Furthermore, as will be described later in A10, if the auto-battle setting or the auto-loop setting has been changed, the identification unit 234 identifies the changed auto-battle setting information or the auto-loop setting information.
[0060] Next, the identification unit 234 identifies the game's rendering resolution and presentation settings (A4). Here, if the game has just been launched (i.e., if A4 is executed following A2 and A3), the identification unit 234 identifies the game's rendering resolution at the end of the previous game and the presentation information of the game at the end of the previous game. Furthermore, if the game's rendering resolution or presentation has been changed as described below in A10, the identification unit 234 identifies the changed game's rendering resolution or presentation information. Note that "resolution" includes spatial resolution and temporal resolution. Spatial resolution is also referred to as resolution. Temporal resolution is also referred to as frame rate. "Presentation" refers to character movements, animations, etc., during the progress of the content.
[0061] Next, the identification unit 234 identifies the player character (A5). Specifically, the identification unit 234 identifies information about the player character, such as the player character's attributes, status, skills, equipment, etc. If it is immediately after the game is started (i.e., if A5 is executed following A2 to A4), the identification unit 234 identifies the information about the player character at the end of the previous game. Furthermore, if the player character settings are changed in A13 or A14, which will be described later, the identification unit 234 identifies the changed information about the player character.
[0062] Next, the identification unit 234 identifies the characteristics of the player character, the characteristics of enemy characters in the content, and the characteristics of terrain objects in the content based on the information on the content identified in A2 and the information on the player character identified in A4 (A6). Specifically, the identification unit 234 identifies at least one of information on the player character, such as the player character's attributes, status, skills, equipment, and condition; information on enemy characters appearing in the content, such as the attributes, status, skills, equipment, and condition; and information on terrain objects in the content, such as cliffs, holes, oceans, and steps. The identification unit 234 determines whether the situation is advantageous or disadvantageous for the user based on the identified information.
[0063] Next, the identification unit 234 identifies the degree of reduction based on a combination of information about the player character, information about the enemy character, and information about the terrain object (A7). If the player character setting is changed in A13 or A14 described below, the identification unit 234 identifies the degree of reduction based on deck information 601 set by the user to progress through the content. The information transmitter / receiver 230 transmits display information including lap reduction degree information 610 to the game device 3. The information transmitter / receiver 330 receives the display information including the lap reduction degree information 610 from the information processing device 2. The display control unit 332 displays the display information including the lap reduction degree information 610 on the display 4a.
[0064] Next, the reception unit 331 receives an instruction to change the game settings or an instruction to start the content via a user's operation on the input device 4c. When the instruction to change the game settings or the instruction to start the content is received, the information transmission / reception unit 330 transmits the instruction to the information processing device 2. The information transmission / reception unit 230 receives the instruction to change the game settings or the instruction to start the content from the game device 3. If the received instruction is an instruction to change the game settings, the game control unit 231 causes the process to proceed to A9, and if the received instruction is an instruction to start the content, the game control unit 231 causes the process to proceed to A14 (A8).
[0065] Next, if the instruction at A8 is an instruction to change game settings other than the player character, the game control unit 231 causes the process to proceed to A10, and if the instruction is an instruction to change game settings related to the player character, causes the process to proceed to A13 (A9).
[0066] Next, the game setting unit 232 changes the game settings based on the instruction to change the game settings (A10). That is, the game setting unit 232 changes at least one of the game settings: content setting, auto-play setting, auto-loop setting, player character setting, number of laps setting, type of item to be acquired setting, number of items to be acquired setting, automatic stamina recovery medicine consumption setting, game speed setting, time resolution setting for drawing, spatial resolution setting for drawing, and effect setting for drawing.
[0067] Next, if the setting of the item to be acquired is changed, the game control unit 231 advances the process to A12, and if a setting other than the setting of the item to be acquired is changed, advances the process to A3 again (A11).
[0068] Next, when an item to be acquired is set, the identification unit 234 identifies the degree of shortening based on the setting of the item to be acquired, the characteristics of the player character set by the user for progressing through the content, and the relationship between the enemy characters and the terrain objects of the map included in the content. Furthermore, the identification unit 234 identifies a deck and content set that can further increase the degree of shortening. Next, if there is a deck and content set that can further increase the degree of shortening, the information transmitting and receiving unit 230 transmits a display screen including a recommendation list screen 7 for the deck and content set to the game device 3.
[0069] The information transmitting / receiving unit 330 receives a display screen including the recommendation list screen 7. The display control unit 332 causes the display 4a to display the recommendation list screen 7 with a higher degree of shortening (A12). The accepting unit 331 accepts an instruction to change the deck and content set or an instruction to complete game settings via a user's operation on the input device 4c.
[0070] The information transmitting and receiving unit 330 transmits an instruction to change the deck and content set or an instruction to complete the game setting to the information processing device 2. The information transmitting and receiving unit 230 receives an instruction to change the deck and content set or an instruction to complete the game setting from the game device 3. When an instruction to change the deck and content set is received, the game setting unit 232 changes the game setting to a deck and content set that can further increase the degree of shortening. Thereafter, the game control unit 231 causes the process to proceed again to A3. When an instruction to complete the game setting is received, the game setting unit 232 causes the process to proceed again to A3 without changing the deck and content information.
[0071] Next, if an instruction to change the player character is received at A9, the game setting unit 232 changes the player character based on the instruction (A13). At this time, if the received instruction to change the player character is an instruction to automatically organize a deck with high lap efficiency for the content, the identification unit 234 identifies a deck for progressing through the content with a high degree of reduction. Thereafter, the game control unit 231 returns the process to A5, and causes the process to proceed to A7 via A6. At A7, the control unit 23 displays deck information 601 and lap reduction degree information 610 on the deck setting screen of the game device 3. At this time, the lap reduction degree information 610 indicates that the degree of reduction is high. That is, the information transmitting and receiving unit 230 transmits display information including the deck information 601 and the lap reduction degree information 610 to the game device 3. The information transmitting and receiving unit 330 receives display information including the deck information 601 and the lap reduction degree information 610 from the information processing device 2. The display control unit 332 causes the display 4a to display the deck information 601 and the lap reduction degree information 610 in a comprehensible manner based on the received display information.
[0072] Next, when an instruction to start the content is received in A8, the game control unit 231 progresses the game in accordance with the game settings set by the user (A14). The game control unit 231 automatically controls the player character to attack the enemy character while taking into consideration the terrain objects in order to achieve the content end condition. At this time, information processing regarding the next display screen is repeatedly executed. That is, the information transmitting and receiving unit 230 transmits data regarding the game progress status, including display information, to the game device 3. Next, the information transmitting and receiving unit 330 receives data regarding the game progress status, including display information, from the information processing device 2. Furthermore, the display control unit 332 displays a screen on the display 4a that allows the player to grasp the game progress status, based on the received display information.
[0073] Next, when the content end condition is met, the game control unit 231 ends the content (A15). That is, the information transmitting and receiving unit 230 transmits display information including a result screen 8 indicating that the content has ended to the game device 3. The information transmitting and receiving unit 330 receives the display information including the result screen 8 from the information processing device 2. Based on the received display information, the display control unit 332 causes the display information including the result screen 8 to be displayed on the display 4a in a comprehensible manner.
[0074] Next, the game control unit 231 causes the process to proceed to A17 if the auto-battle setting and the auto-loop setting satisfy the setting conditions, and causes the process to proceed to A19 if the auto-battle setting and the auto-loop setting do not satisfy the setting conditions (A16). That is, if auto-play is in progress, the game control unit 231 causes the process to proceed to A17 and executes processing related to the granting of a benefit. In other words, if the required setting conditions are satisfied, the game control unit 231 causes the process to proceed to A17. If the auto-battle setting or the auto-loop setting satisfy the setting conditions, the granting unit 233 grants a benefit to the user. On the other hand, if auto-play is not in progress (if the required setting conditions are not satisfied), the game control unit 231 causes the process to proceed to A19.
[0075] Next, the identification unit 234 identifies the degree of contribution of the set game settings to the reduction of carbon dioxide emissions (A17). That is, the identification unit 234 identifies the degree of contribution based on the game settings. For example, the identification unit 234 assigns points based on the game settings, accumulates these points, and ranks and evaluates the degree of contribution based on the total value of the points. From another perspective, the game settings include settings that can change the power consumption of the game.
[0076] Next, when a set condition is satisfied for the game setting, the granting unit 233 grants the user a reward according to a reduction in carbon dioxide emissions caused by the amount of power consumption due to the game setting. From another perspective, when the degree of contribution satisfies the set condition, the granting unit 233 grants the user a reward (A18).
[0077] Next, the game control unit 231 determines whether or not the stop condition for looping the content has been met. If the game control unit 231 determines that the stop condition for looping the content has not been met, it causes the process to proceed again to A14, and if it determines that the stop condition for looping the content has been met, it causes the process to proceed to A20 (A19).
[0078] Next, when the condition for stopping the loop of the content is met, the game control unit 231 ends the loop of the content (A20). The information transmitting and receiving unit 230 transmits display information indicating that the loop of the content has ended to the game device 3. The information transmitting and receiving unit 330 receives display information indicating that the loop of the content has ended from the information processing device 2. The display control unit 332 causes the display 4a to display that the loop of the content has ended based on the received display information.
[0079] Finally, the reception unit 331 receives an instruction to end the game. The display control unit 332 displays the end of the game on the display 4a so that the end of the game can be understood. The information transmission / reception unit 330 transmits the instruction to end the game to the information processing device 2. The information transmission / reception unit 230 receives the instruction to end the game. The game control unit 231 ends the game (A21).
[0080] In summary, the information processing method of this embodiment progresses a game according to game settings set by a user. The game settings include settings that can vary the amount of power consumed by the game. When a set condition for the game setting is satisfied, the game setting provides the user with a reward corresponding to a reduction in carbon dioxide emissions resulting from the amount of power consumed by the game setting.
[0081] According to this embodiment, it is possible to provide a technology relating to a game that is designed to consume less power.
[0082] 4.2 Details of information processing Next, the details of the information processing outlined above will be described.
[0083] FIG. 5 is a diagram showing an example of a content list screen 5 for identifying content. The content list screen 5 of FIG. 5 is an example of a screen displayed in A2 of FIG. 4. The content list screen 5 of FIG. 5 is a screen on which content is displayed so that it can be selected. The content list screen 5 includes a plurality of content buttons 50. The content buttons 50 are buttons that display information about the stamina consumed along with the name of the content. When a content button 50 is selected by the user, the identification unit 234 identifies information about the content corresponding to the content button 50. When the content information is identified, the display control unit 332 moves the screen from the content list screen 5 of FIG. 5 to the setting deck screen 6 of FIG. 6.
[0084] FIG. 6 is a diagram showing an example of a setting deck screen 6 for adjusting game settings. The setting deck screen 6 in FIG. 6 is an example of a screen displayed in A7 in FIG. 4. The setting deck screen 6 is a screen that displays deck information, information on the degree of shortening based on the deck information, etc. The setting deck screen 6 includes a character display area 60, an auto-play information area 61, and a start button 62.
[0085] The character display area 60 is an area where information about the player character is displayed. The character display area 60 includes an automatic formation button 600, deck information 601, and a character change button 602. The automatic formation button 600 is a button for automatically forming a deck. When the user presses the automatic formation button 600, the display control unit 332 displays an automatic deck setting screen 63 shown in FIG. 8. The deck information 601 is information regarding the combination of multiple player characters with various characteristics. The character change button 602 is a button for changing the player character in the deck. When the user operates the character change button 602, the game setting unit 232 changes the settings of the player character according to the operation result.
[0086] The autoplay information area 61 is an area where information such as the degree of time reduction and autoplay is displayed. The autoplay information area 61 includes loop reduction degree information 610, an autobattle button 611, an autoloop button 612, and a loop setting button 613. The loop reduction degree information 610 is an area where a rank of the degree of time reduction when progressing through a content loop by autoplay is displayed. The autobattle button 611 is a button for switching the autobattle setting. Furthermore, the autoloop button 612 is a button for switching the autoloop setting. When the user selects the autobattle button 611 or the autoloop button 612, the game setting unit 232 switches the autobattle setting or autoloop setting on or off. The loop setting button 613 is a button for displaying a loop setting screen 64 shown in FIG. 10 . When the user presses the rotation setting button 613, the display control unit 332 displays a rotation setting screen 64 shown in FIG. 10 on the display 4a so that the user can understand it.
[0087] Next, a method for identifying a contribution will be described with reference to the contribution table T1 in FIG. 7. FIG. 7 is a diagram showing an example of the contribution table T1 for identifying a contribution rank. The contribution table T1 is a table showing the correspondence between game settings and contribution ranks. First, the identification unit 234 determines whether each game setting satisfies a set condition, and if the set condition is satisfied, awards points corresponding to each game setting. That is, the identification unit 234 awards points based on at least one of the following that satisfies the set condition: content setting, auto-play setting, auto-loop setting, player character setting, number of laps setting, type of item to be acquired setting, number of item to be acquired setting, automatic stamina recovery medicine consumption setting, game speed setting, time resolution setting for rendering, spatial resolution setting for rendering, and rendering effect setting.
[0088] One or more points may be set for each game setting. When one point is set, points are awarded based on a simple set condition, such as awarding points for the game setting being "set." In other words, the awarding unit 233 awards a fixed number of points corresponding to the game setting.
[0089] Furthermore, when multiple settings are made for each game setting, in addition to simply "setting" the game setting, the degree of contribution of the game setting, such as the degree to which the game setting contributes to reducing power consumption, carbon dioxide emissions, etc., can be further evaluated, and points can be awarded according to the degree of contribution. That is, the identification unit 234 further evaluates the degree of contribution, which is an index indicating the degree to which the game setting set by the user contributes to reducing power consumption, carbon dioxide emissions, etc. The awarding unit 233 awards the points evaluated according to the degree of contribution.
[0090] When each game setting is executed, the points awarded for that setting may be displayed on the screen. That is, when each game setting is executed, the display control unit 332 displays the points awarded for that setting on the display 4a so that the user can understand them. This allows the user to be more aware of power consumption and carbon dioxide emissions when setting the game.
[0091] Next, the determination unit 234 determines the total value of points corresponding to each game setting that satisfies the setting conditions. For example, the determination unit 234 assigns 2 points when the ability effect is off, 1 point when the game speed is doubled, and 5 points when the contribution to the degree of time reduction is S rank, and adds these points together.
[0092] 7, the identification unit 234 determines the contribution to the reduction of power consumption and carbon dioxide emissions by the entire game setting as S rank if the total number of given points exceeds 10, and determines the contribution as A rank if the total number of points is 5 to 9. Note that the identification unit 234 does not need to identify the contribution if the required setting conditions are not met. For example, the identification unit 234 does not need to identify the contribution if both the autoplay setting and the auto loop setting are not on.
[0093] The start button 62 is a button for starting the content. That is, when the user presses the start button 62, the game control unit 231 starts the content.
[0094] FIG. 8 is a diagram showing an example of an automatic deck setting screen 63 that is displayed when the automatic formation button 600 in FIG. 6 is pressed. The automatic deck setting screen 63 in FIG. 8 includes a plurality of automatic deck setting buttons 630. The automatic deck setting screen 63 is a screen that displays information for automatically setting a deck. The automatic deck setting buttons 630 are buttons for automatically setting a deck corresponding to a specific item. Each of the plurality of automatic deck setting buttons 630 is associated with and displays an item to be emphasized. The items include at least one of attribute restriction, defense emphasis, and farming efficiency.
[0095] That is, when the user presses any of the automatic deck setting buttons 630, the game setting unit 232 organizes a deck according to the items of that automatic deck setting button 630. Furthermore, when the user presses the automatic deck setting button 630 for loop efficiency (content loop efficiency), the display control unit 332 displays the setting deck screen 6 shown in Fig. 9 on the display 4a in a manner that is visible to the user.
[0096] 9 is a diagram showing an example of the setting deck screen 6 that is displayed when the automatic deck setting button 630 for loop efficiency in FIG. 8 is pressed. The setting deck screen 6 in FIG. 9 is an example of the screen that is displayed at A13 in FIG. 4. In FIG. 8, the deck was automatically set with emphasis on loop efficiency, so compared to FIG. 6, the loop reduction degree information 610 has been changed from rank "B" to rank "S." Furthermore, the deck information 601 in FIG. 9 is information about a deck that has a higher efficiency in looping through content compared to the deck information 601 in FIG. 6.
[0097] 10 is a diagram showing an example of a lap setting screen 64 that is displayed when the lap setting button 613 in FIG. 6 is pressed. The lap setting screen 64 is a screen for setting game settings for laps of content. The lap setting screen 64 in FIG. 10 includes a lap count setting area 640, an item acquisition setting area 641, a recommendation button 642, a stamina recovery setting area 643, a speed setting area 644, a drawing setting button 645, and a confirm button 646.
[0098] The lap count setting area 640 is an area for setting the number of laps of the content. That is, when the user operates the lap count setting area 640, the game setting unit 232 changes the game setting of the number of laps of the content in accordance with the operation result.
[0099] The item acquisition setting area 641 is an area for setting the type of item to be acquired by going around the content and the number of items to be acquired. In other words, when the user operates the item acquisition setting area 641, the game setting unit 232 changes the game settings, such as the type of item to be acquired by going around the content and the number of items to be acquired, according to the operation result.
[0100] The recommendation button 642 is a button for displaying the recommendation screen 65 of Fig. 11. That is, when the user presses the recommendation button 642, the display control unit 332 causes the recommendation screen 65 shown in Fig. 11 to be displayed on the display 4a in a manner that is visible to the user. When the user has set an item that he or she wishes to acquire, the recommendation button 642 notifies the user in a recognizable manner if there is other content that can efficiently acquire the item. If there is content that has a higher loop efficiency than the selected content based on the combination of game media such as characters owned by the user, the user can transition to the other content by operating the recommendation button 642.
[0101] That is, when there is other content in which the item can be efficiently acquired after the item acquisition setting area 641 is operated, the display control unit 332 displays that fact so that the user can recognize it. Furthermore, when the game setting unit 232 receives an operation of the recommendation button 642, it changes the game setting to content with a higher loop efficiency than the current content, based on the combination of game media such as characters owned by the user.
[0102] The stamina recovery setting area 643 is an area for setting the amount of stamina recovery items to be used when going around the content. That is, when the user operates the stamina recovery setting area 643, the game setting unit 232 changes the game setting of the amount of recovery items to be used in accordance with the operation result.
[0103] The speed setting area 644 is an area for adjusting the game speed during the progress of the content. That is, when the user operates the speed setting area 644, the game setting unit 232 changes the game setting of the game speed in accordance with the operation result.
[0104] The drawing setting button 645 is a button for displaying the drawing setting screen 66 of Fig. 13. That is, when the user presses the drawing setting button 645, the display control unit 332 causes the display 4a to display the drawing setting screen 66 shown in Fig. 13 in a manner that is visible to the user.
[0105] The confirm button 646 is a button for ending the game settings on the cycle setting screen 64. That is, when the user presses the confirm button 646, the display control unit 332 ends the display of the cycle setting screen 64.
[0106] Fig. 11 is a diagram showing an example of a recommendation screen 65 that is displayed when the recommendation button 642 in Fig. 10 is pressed. The recommendation screen 65 is a screen that displays conditions for playing content that can reduce power consumption. The recommendation screen 65 in Fig. 11 includes a recommendation information display area 650, a decision button 651, and a back button 652.
[0107] The recommended information display area 650 is an area that specifically displays recommended methods for the user. For example, the recommended information display area 650 in FIG. 11 displays information such as "Based on your characters, would you like to search for content that will allow you to acquire this item in a CO2-efficient manner?" In other words, the recommended information display area 650 displays information that suggests identifying content and decks that will allow you to progress through the content in a way that reduces carbon dioxide emissions.
[0108] The OK button 651 is a button for displaying the recommendation list screen 7 shown in Fig. 12. That is, when the user presses the OK button 651, the display control unit 332 displays the recommendation list screen 7 shown in Fig. 12.
[0109] The back button 652 is a button for returning the display from the drawing setting screen 66 to the rotation setting screen 64 shown in Fig. 10. In other words, when the user presses the back button 652, the display control unit 332 causes the rotation setting screen 64 shown in Fig. 10 to be displayed again.
[0110] FIG. 12 is a diagram showing an example of a recommendation list screen 7 displayed when the confirm button 651 in FIG. 11 is pressed. The recommendation list screen 7 is a screen presenting content 1 and content 2 as content in which the user selected in FIG. 10 can acquire an item they wish to acquire. The recommendation list screen 7 displays information about each content and information about decks recommended for use with each content in association with each other. That is, the display control unit 332 displays information about content in which the user can acquire an item they wish to acquire and information about decks recommended for use with the content in association with each other. The recommendation list screen 7 in FIG. 12 is an example of a screen displayed in A12 in FIG. 4. The recommendation list screen 7 in FIG. 12 includes multiple recommended set buttons 70, a play-through efficiency information area 71, and a clear feasibility information area 72.
[0111] The recommended set button 70 is a button for changing game settings based on specified conditions. The recommended set button 70 displays the name of the content, consumed stamina, and information about the deck. In FIG. 12, information about a deck that has been put together to reduce carbon dioxide emissions is displayed. Note that information about a deck that has been put together based on an item designated by the user from various items such as those shown in FIG. 8 may also be displayed. That is, the display control unit 332 displays information about a deck that has been put together to reduce carbon dioxide emissions. The display control unit 332 may also display information about a deck that has been put together based on an item designated by the user from various items such as those shown in FIG. 8.
[0112] As described above, the information transmitting and receiving unit 230 receives information about content selected by the user. The information transmitting and receiving unit 230 also receives information about items selected by the user that the user wishes to acquire. When receiving the content information and information about the items the user wishes to acquire, the identification unit 234 identifies information about content that allows the user to acquire the desired items more efficiently than the received content. Furthermore, the identification unit 234 identifies, for the identified content information, information about decks that allow the user to acquire the desired items more efficiently. Here, when the game setting unit 232 receives an instruction to change the game settings to the identified content and deck information, it changes the game settings to the identified content and deck information. Here, the display control unit 332 also obtains display information including content information, information about the desired items to acquire, information about the identified content, or information about the identified deck from the information processing device 2 at any timing during the information processing, and displays the display information in a manner that is visible to the user.
[0113] The running efficiency information area 71 is an area where ranked information related to running efficiency is displayed. The identification unit 234 identifies the rank of running efficiency based on Equation 1 and the running efficiency table T2 of FIG. 14. FIG. 14 is a diagram showing an example of the running efficiency table T2 for identifying the rank of running efficiency. The running efficiency table T2 is a table showing the correspondence between running efficiency and running efficiency rank. For example, under the condition that approximately five items can be acquired in 10 minutes, the identification unit 234 identifies the running efficiency as 0.5 based on Equation 1. Furthermore, the identification unit 234 references the running efficiency table T2 and identifies A as the rank corresponding to the identified running efficiency of 0.5. The display control unit 332 displays the identified running efficiency rank.
[0114]
number
[0115] The clear possibility information area 72 is an area where clear possibility rank information is displayed. Here, the clear possibility rank information is information that displays, in the form of a rank, the probability of clearing the content without ending due to an end condition other than the clear condition, such as game over or time limit expiration, based on information about a deck set by the user to progress through the content. The display control unit 332 presents, as a rank, the probability of clearing the content without ending due to an end condition other than the clear condition, such as game over or time limit expiration, based on information about a deck set by the user to progress through the content. The probability of clearing the content may be determined based on the relationship between the characteristics of the player character and enemy characters and terrain objects on the map included in the content. In other words, the determination unit 234 determines the probability of clearing the content based on the relationship between the characteristics of the player character and enemy characters and terrain objects on the map included in the content. The display control unit 332 displays the clear possibility rank information in association with the content in a manner that is visible to the user.
[0116] Fig. 13 is a diagram showing an example of a drawing setting screen 66 that is displayed when the drawing setting button 645 in Fig. 10 is pressed. The drawing setting screen 66 is a screen for changing settings related to drawing, such as spatial resolution, temporal resolution, and effects. The drawing setting screen 66 in Fig. 13 includes a spatial resolution setting area 660, a temporal resolution setting area 661, a effect switching area 662, and a confirm button 663.
[0117] The spatial resolution setting area 660 is an area for changing the setting of the number of pixels, which is the quality of rendering. The temporal resolution setting area 661 is an area for changing the setting of the frame rate of rendering. That is, when the user operates the spatial resolution setting area 660 or the temporal resolution setting area 661, the game setting unit 232 changes the game settings of the spatial resolution and the temporal resolution according to the operation result. Here, the lower the setting levels of the spatial resolution and the temporal resolution, the less the load on the information processing device 2. That is, the granting unit 233 grants a benefit to the user when the degree of contribution satisfies the setting conditions of the game settings related to the rendering resolution of the game.
[0118] The effect switching area 662 is an area for changing the setting of the ability effect. That is, when the user presses the effect switching area 662, the game setting unit 232 switches the setting of the ability effect on or off. Here, when the ability effect is off, the load on the information processing device 2 is reduced. That is, the granting unit 233 grants a benefit to the user based on the setting conditions of the game setting regarding the omission of effects for the game medium when progressing through the content in the game.
[0119] The enter button 663 is a button for ending the game settings on the drawing setting screen 66. That is, when the user presses the enter button 663, the display control unit 332 ends the display of the drawing setting screen 66.
[0120] FIG. 15 is a diagram showing an example of a result screen 8 displayed after the end of content. The result screen 8 in FIG. 15 is an example of a screen displayed at A15 in FIG. 4. The result screen 8 is a screen that displays rewards obtained at the end of content, options available after the content ends, and the like. The result screen 8 in FIG. 15 includes a reward information area 80, a bonus information area 81, a resume button 82, and an end button 83. The display control unit 332 displays the result screen 8 each time a piece of content ends during a loop of content.
[0121] The reward information area 80 is an area where information regarding rewards that can be obtained after the content is completed is displayed. That is, the game control unit 231 varies the reward obtained according to information about the benefit, which will be described later.
[0122] The reward information area 81 is an area where information about rewards that can be obtained after the content has finished is displayed. The rewards that can be obtained here vary depending on the game settings that correlate with the time required to complete one loop of the content. That is, the granting unit 233 grants a reward to a user when the contribution level satisfies a set condition related to the degree of reduction in the time from the start of the content to the satisfaction of the end condition.
[0123] The resume button 82 is a button for resuming the content. When the user presses the resume button 82, the game setting unit 232 starts the content again.
[0124] The end button 83 is a button for ending the content without resuming it. When the user presses the end button 83, the display control unit 332 moves the screen from the result screen 8 shown in Fig. 15 to the top screen of the game or the setting deck screen 6 shown in Fig. 6.
[0125] [others] The information processing system 1 according to the above embodiment may be configured as follows.
[0126] In the present embodiment, each user is encouraged to reduce their power consumption. However, the control unit 23 may encourage users to cooperate with each other to reduce their power consumption. FIG. 16 illustrates an example of a notification screen 9 that encourages users to cooperate with each other to reduce their power consumption. The notification screen 9 displays information encouraging users to cooperate with each other to reduce their power consumption. The notification screen 9 in FIG. 16 includes a notification information area 90. The notification information area 90 displays information encouraging users to cooperate with each other to realize play that reduces the burden on the environment. Each user participating in cooperative play earns points. These points may represent, for example, the amount of stamina used. The awarding unit 233 calculates the points by multiplying the earned points by a coefficient corresponding to the contribution rank in the game settings. For example, if the contribution rank is S, the awarding unit 233 calculates the coefficient as 2, and if the contribution rank is A, the awarding unit 233 calculates the coefficient as 1.5. For example, if a user with a contribution rank of S consumes 1,000 stamina, the awarding unit 233 awards 2,000 points. When the total points in the group reach a target point (for example, 100 million points) as a result of each user earning points, the granting unit 233 grants a benefit to each user according to the user's degree of contribution at that time. Here, the granting unit 233 grants a more valuable benefit to a user with a higher degree of contribution. At this time, the control unit 23 may also divide the users into groups such as advanced players, intermediate players, and beginner players.
[0127] In the present embodiment, a description has been given of a case where a user is granted a reward corresponding to a reduction in carbon dioxide emissions resulting from power consumption based on game settings. However, the granting unit 233 may grant a reward according to a time period during which the content loop progresses. Generally, energy use during peak power demand times is less energy efficient than use during off-peak times because charging is required during off-peak times. Therefore, the granting unit 233 grants a reward when the time period during which the content loop progresses is an off-peak time for power demand. In other words, the granting unit 233 grants a reward to the user according to a time period during which the content loop progresses without any user operation.
[0128] In the above case, a reward may be granted according to the time period when the smartphone is charged. That is, the granting unit 233 grants a reward to the user according to the time period when the smartphone is charged. For example, the granting unit 233 grants a reward to the user when the time period when the smartphone is charged is an off-peak time for electricity demand.
[0129] In the present embodiment, a reward is granted to the user in accordance with the reduction in carbon dioxide emissions resulting from electricity consumption based on the game settings. However, the granting unit 233 may grant the reward based on a contract regarding electricity consumption to which the user is related. The identification unit 234 identifies the contents of the contract with the electric power company with which the user has a contract. The granting unit 233 grants the reward to the user if the contract contains a clause regarding the use of renewable energy or a green power certification. In other words, the granting unit 233 grants the reward to the user based on the contract regarding electricity consumption to which the user is related.
[0130] In the present embodiment, it has been described that information is transmitted and received between the information processing device 2 and the game device 3 and information processing is executed during a loop of content, but the loop of content may proceed only by the information processing device 2. For example, when the progress setting and restart setting are on, pressing the start button 62 causes the game control unit 231 to proceed through the loop of content only by the information processing device 2. This allows information processing of parts of the game that are not felt by the user to be executed only by the information processing device 2, which can contribute to reducing power consumption.
[0131] In the present embodiment, the explanation has been given assuming that the bonus is given for each round of content, but the giving unit 233 may give the bonus when a stop condition for the content is satisfied.
[0132] In this embodiment, the degree of reduction displayed in the lap reduction degree information 610 is information in the form of a rank, but it may also be information of an estimate of the time required for the lap. The display control unit 332 displays information of an estimate of the time required for the lap as the lap reduction degree information 610. At this time, the granting unit 233 may grant a bonus in accordance with the following: S rank if it takes less than 10 seconds from the start to the end of the content, A rank if it takes 10 to 30 seconds, B rank if it takes 31 to 60 seconds, and C rank if it takes 61 seconds or more.
[0133] In this embodiment, the content to be cycled may be gacha. Furthermore, in addition to content with individually defined game stages, such as quests, the content may be a cycle of a battle that begins when an enemy character is encountered on a specific game field. In this case, after the battle ends, the character can be moved on the game field without user operation to cause the character to encounter the enemy character again, thereby automatically cycling through the content. That is, the game control unit 231 moves the character on the game field and causes the character to encounter the enemy character without user operation. After the battle ends, the game control unit 231 moves the character on the game field and causes the character to encounter the enemy character again without user operation. The game control unit 231 executes a process of repeating the battle with the enemy character until a stop condition is satisfied.
[0134] In this embodiment, the information transmission / reception unit 230, the game control unit 231, the game setting unit 232, the granting unit 233 and the identification unit 234 are described as functional units realized by the control unit 23 of the information processing device 2, but at least some of these may be implemented as functional units realized by the control unit 33 of the game device 3.
[0135] An aspect of this embodiment may be a program.
[0136] Furthermore, it may be provided in the following aspects.
[0137] (2) In the information processing system, the control unit identifies the contribution of the set game settings to reducing carbon dioxide emissions, and if the contribution meets the set conditions, grants the benefit to the user.
[0138] With this configuration, it is possible to encourage users to play in a way that contributes a lot to the game and that correlates with the amount of power consumption.
[0139] (3) In the information processing system, the game includes specific content, wherein the content can be progressed repeatedly; the game settings include a progress setting or a restart setting; wherein the progress setting is a setting for progressing the content without the user's operation; and wherein the restart setting is a setting for restarting the progress of the content without the user's operation after the end condition of the content is met; and the control unit grants the user the benefit when the progress setting or the restart setting satisfies the setting condition.
[0140] With this configuration, it is possible to encourage the user to play in a way that reduces power consumption when the content progresses automatically.
[0141] (4) In the information processing system, the set conditions include a condition regarding a degree of shortening of the time from when the content is started until when the end condition is satisfied.
[0142] According to this configuration, when the content progresses automatically, the content can be ended early, thereby reducing power consumption.
[0143] (5) In the information processing system, the degree of shortening is determined based on combination information of game media set by the user to progress the content.
[0144] With this configuration, in a situation where the content progresses automatically, it is possible to use the combination information of game media to determine whether the content can be finished early.
[0145] (6) In the information processing system, the degree of shortening is determined based on the relationship between the characteristics of the game medium set by the user to progress through the content and the objects included in the content.
[0146] With this configuration, in a situation where the content progresses automatically, it is possible to determine whether the content can be ended early by utilizing the relationship between the characteristics of the game medium and the objects contained in the content.
[0147] (7) In the information processing system, the control unit identifies combination information that increases the degree of shortening, where the combination information is information regarding a combination of game media that progresses the content, and displays the combination information on a screen for setting the combination of game media.
[0148] With this configuration, it is possible to allow the user to recognize a combination of game media that will allow the content to be completed quickly.
[0149] (8) In the information processing system, the restart setting includes a setting regarding a stop condition, wherein the stop condition is a condition for preventing the progress of the content from restarting after the termination condition is satisfied.
[0150] With this configuration, it is possible to end the loop of the content according to the stop condition.
[0151] (9) In the information processing system, the setting conditions include a game setting condition related to the resolution of the game's rendering.
[0152] With this configuration, it is possible to prompt the user to set game settings related to the game rendering resolution that can reduce power consumption.
[0153] (10) In the information processing system, the setting conditions include game setting conditions regarding the omission of effects for game media when progressing through content within the game.
[0154] With this configuration, it is possible to encourage users to reduce power consumption by omitting the effects of the game content.
[0155] (11) In the information processing system, the game includes specific content, wherein the content can be progressed repeatedly; the game settings include a progress setting or a restart setting; wherein the progress setting is a setting for progressing the content without the user's operation; and wherein the restart setting is a setting for restarting the progress of the content without the user's operation after the end condition of the content is met; and the control unit grants the user the benefit depending on the time period during which the content is progressed through the progress setting or the restart setting.
[0156] With this configuration, it is possible to encourage users to play during times when power consumption can be reduced.
[0157] (12) In the information processing system, the control unit grants the privilege to the user based on a contract regarding power consumption to which the user is related.
[0158] With this configuration, it is possible to encourage users to use energy that can reduce power consumption.
[0159] (13) A program for causing a computer to function as a control unit of the information processing system.
[0160] (14) An information processing method, comprising: progressing a game according to game settings set by a user; wherein the game settings include settings that can vary the power consumption of the game; and, when a set condition for the game settings is satisfied, granting the user a reward corresponding to a reduction in carbon dioxide emissions resulting from the power consumption due to the game settings. Of course, this is not the case.
[0161] Finally, various embodiments of the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]
[0162] 1: Information processing system 2: Information processing equipment 3: Game device 4a: Display 4b: Speaker 4c: Input Device 5: Content list screen 6: Setting deck screen 7: Recommendation list screen 8: Result screen 9: Notification screen 11: Communication Network 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 50: Content button 60: Character display area 61: Automatic play information area 62: Start button 63: Deck auto setting screen 64: Orbit setting screen 65: Recommendation screen 66: Drawing setting screen 70: Recommended Set Button 71: Circulation Efficiency Information Area 72: Clearance information area 80:Reward information area 81: Bonus information area 82: Resume button 83: Exit button 90: Notification information area 230: Information transmission and reception unit 231: Game control unit 232: Game Settings 233: Granting section 234: Specific part 330: Information transmission and reception unit 331: Reception 332: Display control unit 600: Auto-organize button 601: Deck Information 602: Character change button 610: Information on the degree of lap reduction 611: Auto Battle Button 612: Auto-loop button 613: Orbit setting button 630: Deck auto setting button 640: Lap count setting area 641: Item acquisition setting area 642: Recommend button 643: Stamina recovery setting area 644: Speed setting area 645: Drawing settings button 646: Decision button 650: Recommended information display area 651: Decision button 652: Button 660: Spatial resolution setting area 661: Time resolution setting area 662: Performance switching area 663: Decision button T1: Contribution table T2: Cycle Efficiency Table
Claims
1. An information processing system, A control unit is provided. The control unit The game is progressed in accordance with game settings set by a user, wherein the game settings include settings that can vary the power consumption of the game; When a set condition is satisfied with respect to the game setting, a reward is given to the user in accordance with a reduction in carbon dioxide emissions resulting from the power consumption due to the game setting; The game includes specific content, and the content can be repeatedly progressed; the game settings include a progress setting or a restart setting, wherein the progress setting is a setting for progressing the content without an operation by the user, and the restart setting is a setting for restarting the progress of the content without an operation by the user after an end condition of the content is satisfied; The control unit When the progress setting or the restart setting satisfies the setting condition, the benefit is granted to the user. Information processing system.
2. 2. The information processing system according to claim 1, The control unit Identifying the contribution of the set game setting to reducing the carbon dioxide emissions; If the degree of contribution satisfies the set condition, the benefit is granted to the user. Information processing system.
3. 2. The information processing system according to claim 1, The control unit granting the benefit to the user according to a time period during which the loop of the content is progressed according to the progress setting or the restart setting; Information processing system.
4. In the information processing system according to any one of claims 1 to 3, the set condition includes a condition regarding a degree of shortening of the time from when the content starts until when the end condition is satisfied, Information processing system.
5. 5. The information processing system according to claim 4, The degree of shortening is determined based on information about a combination of game media set by the user in order to progress through the content. Information processing system.
6. 6. The information processing system according to claim 4, The degree of shortening is determined based on a relationship between the characteristics of the game content set by the user in order to progress through the content and an object included in the content. Information processing system.
7. In the information processing system according to any one of claims 4 to 6, The control unit identifying combination information that increases the degree of shortening, wherein the combination information is information regarding a combination of game media that progresses the content; displaying the combination information on a screen for setting the combination of game media; Information processing system.
8. 2. The information processing system according to claim 1, the restart setting includes a setting related to a stop condition, wherein the stop condition is a condition for preventing the progress of the content from restarting after the end condition is satisfied; Information processing system.
9. In the information processing system according to any one of claims 1 to 8, the setting conditions include a game setting condition related to the resolution of rendering of the game; Information processing system.
10. In the information processing system according to any one of claims 1 to 9, The setting conditions include a condition of the game setting regarding the omission of effects for the game medium when progressing through the content in the game. Information processing system.
11. A program, A program for causing a computer to function as the control unit of the information processing system according to any one of claims 1 to 10.
12. An information processing method, comprising: A control unit is provided. The control unit The game is progressed in accordance with game settings set by a user, wherein the game settings include settings that can vary the power consumption of the game; When a set condition is satisfied with respect to the game setting, a reward is given to the user in accordance with a reduction in carbon dioxide emissions resulting from the power consumption due to the game setting; The game includes specific content, and the content can be repeatedly progressed; the game settings include a progress setting or a restart setting, wherein the progress setting is a setting for progressing the content without an operation by the user, and the restart setting is a setting for restarting the progress of the content without an operation by the user after an end condition of the content is satisfied; The control unit When the progress setting or the restart setting satisfies the setting condition, the benefit is granted to the user. Information processing methods.
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