Information processing device, program, and information processing method

The information processing device manages user behavior and rewards actions on virtual space content, addressing the ineffectiveness of advertisements by enhancing user engagement and maintaining service continuity.

JP7817600B2Active Publication Date: 2026-02-19CAPCOM CO LTD
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Patent Information

Application Number
JP2024005862
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-18
Publication Date
2026-02-19
Estimated Expiration
2042-04-25

AI Technical Summary

Technical Problem

Advertisements in virtual spaces may not be effective if users do not perceive a benefit, leading to challenges in maintaining services that provide a virtual experience.

Method used

An information processing device that manages user behavior history and grants rewards for actions on content in a virtual space, including first and second content types, enhancing user engagement and maintaining service continuity.

Benefits of technology

Enhances user engagement by providing rewards for actions on advertisements, supporting compatibility between entertainment value and service provision.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide technology that supports both interest of games and continuous provision of services.SOLUTION: According to one aspect of the present disclosure, an information processing device is provided. This information processing device includes a control unit. The control unit is configured to perform each of the following steps. In a first display step, contents are displayed to a user in a virtual space, and the contents include a first content and a second content whose relationship with the first content is defined. In a management step, an action history of the user is updated and managed when the user performs at least one of a first action for the first content and a second action for the second content. The second action is a different type of action from the first action. In a providing step, a reward is provided to the user if the action history satisfies a condition.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] Conventionally, there are known techniques for displaying advertisements in a virtual space. For example, Patent Document 1 discloses a technique that can effectively display advertisements in a natural way. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-232205 Summary of the Invention [Problem to be solved by the invention]

[0004] However, even if advertisements are placed in a virtual space, if users do not perceive any benefit in viewing the advertisements, the advertisements may not be effective enough. On the other hand, if the advertisements are not effective enough, it may be difficult to maintain the service that provides users with a virtual experience.

[0005] In view of the above circumstances, the present disclosure provides a technology that supports the compatibility between the entertainment value of games and the continuous provision of services. [Means for solving the problem]

[0006] According to one aspect of the present disclosure, an information processing device is provided. The information processing device includes a control unit. The control unit is configured to execute the following steps: In a first display step, content is displayed to a user in a virtual space, and the content includes a first content and a second content having a defined relevance to the first content; In a management step, when the user performs at least one of a first action on the first content and a second action on the second content, the user's behavior history is updated and managed; The second action is a different type of action from the first action; and In a granting step, a reward is granted to the user if the behavior history satisfies a condition.

[0007] According to the present disclosure, it is possible to provide a technology that supports the compatibility between the appeal of games and the continuous provision of services. [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] 2 is a block diagram showing the functional configuration of a control unit 23 in an information processing device 2 according to the present embodiment. FIG. [Figure 3] 2 is an activity diagram showing an example of the flow of processing executed by the information processing system 1. FIG. [Figure 4] FIG. 10 is a conceptual diagram showing an example of information associated with each content C. [Figure 5] 10 is an image diagram showing an example of a behavior history managed by the management unit 235. FIG. [Figure 6] FIG. 1 is an image diagram showing a map screen 100 in which the virtual space is viewed from above. [Figure 7] FIG. 2 is an image diagram showing a screen 200 as seen from the viewpoint of a player character PC. [Figure 8] FIG. 10 is an image diagram showing an example of a screen 300 on which the second position 42 can be selected. [Figure 9]FIG. 10 is an image diagram showing an example of a screen 400 on which it is possible to select whether or not to display the second content C2. [Figure 10] FIG. 10 is an image diagram showing an example of a screen 500 on which the classification of second content C2 to be displayed on the display 4a can be selected. [Figure 11] FIG. 10 is an image diagram showing an example of point information displayed on the display 4a. [Figure 12] FIG. 10 is an image diagram showing an example of point information displayed on the display 4a. [Figure 13] FIG. 8 is a conceptual diagram showing an example of a screen 800 on which a second content C2 is displayed. [Figure 14] 9 is a conceptual diagram showing an example of a screen 900 showing the accumulation status of points P. FIG. [Figure 15] 10 is a conceptual diagram showing an example of a screen 1000 showing the accumulation status of each of a first point P1 and a second point P2. FIG. [Figure 16] FIG. 11 is an image diagram showing an example of a screen 1100 displayed on the display 4a. [Figure 17] FIG. 10 is an image diagram showing an example of second location information. 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 PC to act in a virtual game space, and pits the player characters PC against enemy characters EC, which are non-player characters NPCPC. 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), a virtual reality (VR) game console such as Oculus VR (registered trademark) equipped with a VR (Virtual Reality) headset, 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 or 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 quest 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 related to 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, and status information regarding the player character PC operated by the user, the amount of consumable media usable in the virtual game space, and information regarding parameters, all 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 PC, 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 expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of the character used as the player character PC and items (weapons, armor, tools) used by the player character PC in the virtual game space. Users can acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user DB in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which the information processing device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to the user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the 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 quest 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 lottery processing, etc.

[0029] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, and the like. 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, and the like. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB 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 objects and textures of the virtual game space 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, a description will be given of the functional configuration of the control unit 23 of the information processing device 2. Here, the system according to this embodiment is realized by the information processing system 1, and in particular by the control unit 23.

[0034] 2 is a block diagram showing the functional configuration of the control unit 23 of the information processing device 2 according to this embodiment. The control unit 23 executes various programs stored in the storage unit 22, thereby functioning as a reception unit 231, a movement control unit 232, an accumulation unit 233, a display control unit 234, a management unit 235, and an assignment unit 236. 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 reception unit 231 is configured to be able to execute a reception step. In the reception step, the reception unit 231 is configured to be able to receive information via the communication unit 21 or the storage unit 22 and read this information into a working memory. In particular, the reception unit 231 is configured to receive various pieces of information via the communication network 11 and the communication unit 21. In this embodiment, the various pieces of information received by the reception unit 231 will be described as being stored in the storage unit 22.

[0036] In particular, the reception unit 231 is configured to be able to receive operational instructions from the user via the input device 4c. The operational instructions include operation instructions given by operating a predetermined command, operation instructions given by pressing a button displayed on the display 4a, etc. The reception unit 231 receives instructions to instruct the player character PC to move, attack, defend, use an item, use magic, recover stamina, and other actions.

[0037] The movement control unit 232 is configured to be able to execute a movement control step. In the movement control step, the movement control unit 232 controls the movement process of the position 4 of the player character PC in the virtual space.

[0038] The accumulation unit 233 is configured to be able to execute an accumulation step. In the accumulation step, the accumulation unit 233 accumulates points P in accordance with the update of the behavior history by the management unit 235.

[0039] The display control unit 234 is configured to be able to execute a display step. In the display step, the display control unit 234 displays various pieces of information stored in the storage unit 32 or screens containing such information in a manner that is viewable on the game device 3. Specifically, the display control unit 234 controls visual information such as screens, images, icons, and messages to be displayed on the display 4a of the game device 3. The display control unit 234 may generate only rendering information for displaying the visual information on the game device 3.

[0040] The management unit 235 is configured to be able to execute a management step. In the management step, the management unit 235 manages a plurality of pieces of information by associating the pieces of information and storing them in the storage unit 32. In particular, the management unit 235 manages the content C, specific information, etc. by linking them together. Furthermore, when at least one of the first action and the second action is performed, the management unit 235 updates and manages the user's action history. The second action is a different type of action from the first action. The first action and the second action will be described in detail later.

[0041] The granting unit 236 is configured to be able to execute a granting step. In the granting step, the granting unit 236 grants a reward based on a predetermined condition. Details will be described later.

[0042] Here, a reward is some kind of benefit that a user can enjoy within or outside the virtual space. Rewards include game media (e.g., items, in-game currency, etc.) that can be used within the virtual space. Rewards are not limited to objects or media, but also include advantageous effects given to users. Rewards also include effects that increase the user's interest in the game compared to normal times, such as generating special visual effects on the game screen, enriching the display of game images, and generating special background music or sound effects, thereby increasing the user's interest in the game through the user's five senses. Rewards also include various functions that can improve the convenience of activities within the virtual space compared to normal times.

[0043] 3. Explanation of various information and terms In this section, various information, terms, etc. handled by the information processing system 1 will be explained.

[0044] In this embodiment, the player character PC is placed in a virtual space based on a user's operation. In addition, various objects such as roads, buildings, nature, non-player characters NPC, and other player characters PC are placed in the virtual space. The virtual space can reproduce a virtual world that imitates real space.

[0045] The player character PC can move to any position 4 in the virtual space based on the user's operation. In addition, the display control unit 234 displays on the display 4a a field of view corresponding to the position 4 and orientation of the player character PC in the virtual space. By operating the player character PC, the user can freely explore the virtual space via the player character PC. Hereinafter, for convenience, the position of the player character PC in the virtual space may be expressed as indicating the user's position within the virtual space.

[0046] The movement control unit 232 moves the user's position 4 in the virtual space from a first position 41 to a second position 42 based on an operation by the user. Here, the user's current location in the virtual space is referred to as the first position 41. The first position 41 is, for example, the position where the player character PC is initially placed after the user logs in. More specifically, the first position 41 is the player character PC's home, activity base, etc. Furthermore, the destination to which the user moves is referred to as the second position 42. The second position 42 is, for example, an office, an event venue, or a conference room. For example, the user can commute from home to the office in the virtual space by operating the player character PC.

[0047] In this embodiment, advertising information used to advertise a product or service is referred to as content C. Specifically, the advertising information is, for example, an advertising image, a promotional video, or a commercial (CM) for the product or service.

[0048] The content C is classified into at least a first content C1 and a second content C2 according to the display mode of the advertisement. The first content C1 is content C linked to at least one coordinate in the virtual space. This coordinate is, for example, at least one point included in the movement path 5 of the player character PC. The display control unit 234 displays the first content C1 as an object arranged in the virtual space. When the first content C1 is included in the field of view of the player character PC, the user moving to the second position 42 can view the first content C1 via the display 4a.

[0049] A sales company advertising a product or service can pay a predetermined advertising fee to have a first content C1 advertising its product or service installed at any location in the virtual space. The advertising fee required to install the first content C1 is determined taking into consideration the amount of foot traffic, land prices, etc., and the more likely a location is to be viewed by more users, the more advertising fee must be paid. The display control unit 234 places the first content C1 at a predetermined location 4 in the virtual space in response to a request from the provider. Typically, the first content C1 is installed along a road, facing the road so that it is visible to the player character PC passing by the point where the first content C1 is installed.

[0050] On the other hand, the second content C2 is content C that is displayed for a certain period of time on the display 4a when the warp function described below is used, and is not necessarily linked to coordinates. Like the first content C1, the second content C2 is displayed on the display 4a when an advertising fee is paid by an advertiser (sales entity). The advertising fee may be used to maintain the provision of the service.

[0051] Content C is linked to information that identifies the object to be publicized and information that identifies the seller. Information that identifies the object to be publicized is, for example, the product name, the service name, the URL of the product sales site, the URL of the service provision site, or the identification number of the product or service (hereinafter referred to as the publicized object number). Information that identifies the seller is, for example, the name of the company that provides the object to be publicized, the URL of the homepage, or the identification number (hereinafter referred to as the seller number). Furthermore, when the object to be publicized and the seller are related, a group number is associated with each as information that identifies that the object to be publicized and the seller are related.

[0052] Hereinafter, among the information associated with content C, information that identifies that the objects of publicity are the same, information that identifies that the objects of publicity are related, information that identifies that the sales entities are the same, and information that identifies that the sales entities are related will be collectively referred to as "specific information."

[0053] Furthermore, content C is associated with the number of points P that is added when a viewing behavior by the user is detected. The management unit 235 manages content C and the number of points P in association with each other. More specifically, for example, the management unit 235 manages the identification number of content C in association with the number of points P. The management unit 235 also manages point information indicating the points P owned by the user for each notification target or sales entity. The display control unit 234 also displays a screen that allows the accumulation status of points P to be understood for each notification target or sales entity. Details will be described later.

[0054] Furthermore, the content C is associated with a type of point P that is added when a viewing behavior is detected. The point P is classified into a first point P1 and a second point P2. The management unit 235 manages the content C in association with the type of point P. More specifically, the management unit 235 manages the content C in association with the identification number of the content C and the type of point P. For convenience of explanation, the next section will explain an example in which the first content C1 and the second content C2 are both associated with the first point P1.

[0055] 4. Operation of Information Processing System 1 In this section, the flow of operations of the information processing system 1 described above will be explained.

[0056] 4.1 Overview of Information Processing 3 is an activity diagram showing an example of the flow of processing executed by the information processing system 1. Below, the flow of information processing will be outlined along this activity diagram. As an example of a preferred embodiment, a scene in which the user moves from a home, which is a first location 41, to a workplace, which is a second location 42, where the user works, will be described.

[0057] First, when the user logs in, the display control unit 234 places the player character PC at the home in the virtual space, which is the first position 41. The display control unit 234 also displays a field of view corresponding to the orientation of the player character PC (activity A101). The user can recognize through the display 4a that the player character PC is located at the home.

[0058] Here, when moving the player character PC to the second location 42, which is an office, the user can select a movement method from two options: moving the player character PC along a movement path 5 toward the second location 42, or using a warp function to move to the second location 42. Depending on the movement method selected by the user, the display control unit 234 transitions and displays the user's field of view in accordance with the movement of the user's position 4 in the virtual space using at least one of a first display mode and a second display mode. The movement modes of the player character PC will be further described below. For convenience, the movement method in which the user moves the player character PC by repeating a movement operation will be referred to as "normal movement." Furthermore, for convenience, the method in which the player character PC moves to the second location 42 using the warp function will be referred to as "warp movement."

[0059] The display control unit 234 displays an execution button B1 for the warp function on the display 4a so that the user can select it. If the execution button B1 is not pressed by the user and the reception unit 231 does not receive an instruction to execute the warp function, the movement control unit 232 assumes that "normal movement" has been selected and moves the player character PC based on the user's movement operation.

[0060] <Processing during normal movement> The following describes the movement mode when moving the player character PC along the movement path 5. When the warp function is not used, the user moves the player character PC to the second position 42 by operating the player character PC along the movement path 5. Specifically, the receiving unit 231 receives a movement operation from the user via the input device 4c (activity A102).

[0061] Upon receiving the movement operation, the movement control unit 232 moves the user's position 4 in the virtual space based on the user's operation. Specifically, the movement control unit 232 moves the user's position 4 in the virtual space a certain distance from the first position 41 in the moving direction of the player character PC (activity A103a). Furthermore, the display control unit 234 transitions the user's field of view along the moving direction (activity A103b). In normal movement, the user can reach the second position 42 by repeating the movement operation. In this way, when the movement to the second position 42 involves repeated movement operations, the display control unit 234 continuously transitions the user's field of view in accordance with the movement of the user's position 4. Hereinafter, this display mode will be referred to as a first display mode. The first display mode is a display mode in which the field of view continuously transitions along the movement path 5 of the user's position 4. In other words, the display control unit 234 transitions the user's field of view in accordance with the movement of the user's position in the virtual space using the first display mode.

[0062] Here, the display control unit 234 displays the content C to the user in the virtual space. Specifically, when a point associated with the first content C1 is included in the movement route 5 of the player character PC, the display control unit 234 displays a field of view including the first content C1 on this movement route 5. When the player character PC passes along a road facing the arrangement position of the first content C1, the first content C1 is included in the field of view of the player character PC. According to this embodiment, the user moves to the second position 42 while viewing an advertisement for the product or service represented by the first content C1.

[0063] Here, when the management unit 235 detects that the user has performed a viewing action on the first content C1, the management unit 235 updates the user's behavior history by regarding the first action as having been performed. In other words, the first action is a viewing action on the first content C1 (content C) through the field of view displayed in the first display mode. When the first content C1 has been displayed on the display 4a for a certain period of time, the display control unit 234 displays a viewing completion button B2 indicating that viewing of the first content C1 has been completed. Specifically, the certain period of time may be, for example, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, or 90 seconds, or may be within a range between any two of the values ​​exemplified here. Furthermore, the display time may differ for each content C.

[0064] When a viewing completion button B2 appears on the display 4a, the user can press the viewing completion button B2. When the receiving unit 231 receives the pressing of the viewing completion button B2, the management unit 235 detects the execution of the first behavior and adds it to the user information as a behavior history (activity A104). If the execution of the first behavior is repeated multiple times, the management unit 235 updates the behavior history each time the first behavior is detected. In this way, a mode in which the user views an advertisement by viewing the first content C1 that the user intentionally entered into their field of view or the first content C1 that the user unintentionally entered into their field of view while moving to the second position 42 is hereinafter referred to as "street corner viewing."

[0065] Subsequently, the accumulation unit 233 accumulates the first points P1 in response to the update of the behavior history by the management unit 235 (activity A105). For example, when the behavior history is updated, the accumulation unit 233 adds a predetermined number of points P to the points P owned by the user associated with the target of disclosure or seller of the first content C1 viewed in the first behavior. More specifically, for example, the accumulation unit 233 adds a predetermined number of first points P1 to the point information of the target of disclosure or seller identified based on the target of disclosure number or seller number associated with the first content C1. The number of points P to be added is preset for each content C. Specifically, for example, the number may be 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 20, 30, 40, 50, 60, 70, 80, 90, or 100 points, or may be within a range between any two of the numerical values ​​exemplified here. In this way, the accumulation unit 233 accumulates the points P associated with the content C in response to the update of the behavior history.

[0066] Then, when the player character PC arrives at the second position 42, the process proceeds to activity A112, and the display control unit 234 displays the field of view at the second position 42. If the first action is not detected before the player character PC arrives at the second position 42, the processing of activity A104 and activity A105 is omitted.

[0067] The display control unit 234 continues to display the warp function execution button B1 even during movement along the movement path 5. Therefore, the user can use the warp function at any time during movement. The movement control unit 232 can use the warp function to move the player character PC from the midpoint between the first position 41 and the second position 42.

[0068] <Warp movement processing> On the other hand, when the user presses the execute button B1 and the reception unit 231 receives an instruction to execute the warp function, the display control unit 234 transitions the user's field of view in the second display mode. The following describes the process of moving the player character PC using the warp function.

[0069] First, the display control unit 234 displays a screen 300 on which the user can select the second position 42, which is the destination. On the screen 300, the user can select any second position 42, which is the destination. The receiving unit 231 receives a selection operation of the second position 42 from the user via the input device 4c (activity A106).

[0070] Next, the display control unit 234 displays a screen 400 that allows the user to select whether or not to display a preset second content C2 on the display 4a when moving to the position 4. On the screen 400, the user can select whether or not to view the second content C2 when moving using the warp function. Note that if viewing the second content C2 is not selected, the processing of activities A107 to A110 is omitted.

[0071] When viewing of the second content C2 is selected, the display control unit 234 displays a screen 500 that allows the user to select the category of the second content C2 to be displayed on the display 4a. The user can select the advertisement category to view before moving on the screen 500 or on various screens transitioning from the screen 500. The receiving unit 231 receives a designation of the category of the second content C2 from the user via the input device 4c (activity A107).

[0072] At this time, when specifying the classification of the second content C2, the display control unit 234 further displays a screen on which the user can select the publicity target or sales entity to view, thereby allowing the user to decide which publicity target or sales entity to view the advertisement (second content C2) for.

[0073] When the receiving unit 231 receives the classification designation of the second content C2, the display control unit 234 transitions the screen from the screen displaying the field of view at the first position 41, and displays a screen including the second content C2 determined based on the designated classification for a predetermined period of time (activity A108). When the user designates a publicity target or a sales entity to be viewed, the display control unit 234 displays at least one piece of second content C2 linked to the publicity target number of the designated publicity target or the sales entity number of the sales entity. Note that the length of time for which the second content C2 is displayed may differ for each piece of second content C2.

[0074] When the display of the second content C2 ends, the management unit 235 updates the user's behavior history by assuming that the second action has been performed (activity A109). The second action indicates the act of viewing the second content C2 before, after, or during movement using the warp function. Note that if multiple pieces of second content C2 are displayed in activity A108, the management unit 235 updates the behavior history by assuming that the second action has been performed multiple times. In this way, the management unit 235 updates and manages the user's behavior history when the user performs at least one of the first action on the first content C1 and the second action on the second content C2.

[0075] Next, the accumulation unit 233 accumulates the first points P1 in response to the update of the behavior history by the management unit 235 (activity A110). When the execution of the second behavior is detected, the accumulation unit 233 accumulates a predetermined number of points P in the point information related to the target of disclosure or the seller of the second content C2. Specifically, for example, the accumulation unit 233 adds the predetermined number of first points P1 to the point information of the target of disclosure or the seller identified based on the target of disclosure number or the seller number linked to the second content C2. The addition process is similar to the process in activity A105. As such, in this embodiment, the accumulation unit 233 accumulates the first points P1 in response to the update of the behavior history, regardless of whether the behavior included in the behavior history is the first behavior or the second behavior.

[0076] Next, the movement control unit 232 moves the user's position 4 in the virtual space from the first position 41 to the second position 42 (activity A111a). At the same time, the display control unit 234 transitions the screen from the display screen of the second content C2 (activity A111b) and displays a screen displaying the field of view at the second position 42 (activity A112). When movement using the warp function is selected in this way, the display control unit 234 discontinuously transitions the user's field of view from the field of view at the first position 41 to the field of view at the second position 42 in response to the movement of the position 4. This display mode of the field of view is referred to as the second display mode. Movement in the second display mode does not involve continuous movement operations by the user, so the movement time is shorter than in normal movement. Furthermore, the second action refers to the act of viewing the second content C2 when moving in the second display mode. In other words, the second action is an act of viewing the content C through the field of view displayed in the second display mode. Hereinafter, this type of viewing mode will be referred to as "warp moving viewing."

[0077] <Processing after moving> Next, if the behavioral history satisfies the condition, the granting unit 236 grants a reward to the user. Specifically, if the first points P1 accumulated with the update of the behavioral history cause the first points P1 possessed by the user to reach a threshold, the granting unit 236 grants a reward to the user (activity A113). For example, assume that the publicized target of the first content C1 viewed by the user is "product X," and the point information related to product X sets the reward threshold to 10 points. In this case, the granting unit 236 grants a reward when the possessed points P related to product X reach 10 points by performing the first or second action. On the other hand, the granting unit 236 does not grant a reward if the action does not reach the threshold. In this way, the granting unit 236 grants a reward to the user when the points P reach or exceed the threshold. The reward is a function that is expected to be used, for example, after the user moves to the second location 42. For example, rewards may include a voice transcription function, time-limited background music, and tickets to change the appearance of the player character PC.

[0078] <Summary> To summarize the above, the information processing system 1 according to this embodiment includes a control unit 23. The control unit 23 includes the following units: The display control unit 234 displays content C to the user in a virtual space, and the content C includes first content C1 and second content C2 that has a defined relevance to the first content C1. The management unit 235 updates and manages the user's behavior history when the user performs at least one of a first behavior on the first content C1 and a second behavior on the second content C2. The second behavior is a different type of behavior from the first behavior. The granting unit 236 grants a reward to the user when the behavior history satisfies a condition.

[0079] According to another aspect, a program according to the present embodiment causes a computer to execute the following steps: In a first display step, content C is displayed to a user in a virtual space, and the content C includes a first content C1 and a second content C2 having a defined relevance to the first content C1; In a management step, when the user performs at least one of a first action on the first content C1 and a second action on the second content C2, the user's behavior history is updated and managed. The second action is a different type of action from the first action; In a granting step, a reward is granted to the user if the behavior history satisfies a condition.

[0080] Furthermore, according to another aspect, an information processing method executed by the information processing device 2 according to this embodiment includes the following steps: In a first display step, content C is displayed to a user in a virtual space, and the content C includes a first content C1 and a second content C2 having a defined relevance to the first content C1. In a management step, when the user performs at least one of a first action on the first content C1 and a second action on the second content C2, the user's behavior history is updated and managed. The second action is a different type of action from the first action. In a granting step, a reward is granted to the user if the behavior history satisfies a condition.

[0081] According to this embodiment, when a user performs some action on the content C displayed in the virtual space and satisfies a condition, the user can obtain a reward. This allows the information processing system 1 to provide a technology that supports both the entertainment value of the game and the continuous provision of the service.

[0082] 4.2 Details of information processing Next, the information processing explained in the previous section will be further explained in detail with reference to the image diagram.

[0083] FIG. 4 is an image diagram showing an example of information associated with each content C. As shown in FIG. 4, the content C is associated with, for example, the identification number (content ID) of the content C, and the type and number of points P to be added when the content C is viewed. The content C is also associated with a publicity target number that identifies the publicity target of the content C, and a sales entity number that identifies the sales entity of the publicity target. If the content C is the first content C1, the content C is associated with the coordinates (location point) where the first content C1 is located. The management unit 235 manages this information in association with each content C.

[0084] Furthermore, multiple pieces of content C can be managed in association with each other using specific information. In particular, the first piece of content C1 and the second piece of content C2 associated with each other using specific information are pieces of content C with the same publicity target or sales entity, or pieces of content C with related publicity targets or sales entities.

[0085] For example, if the publicity target or sales entity is the same, each content C is linked to the same publicity target number or sales entity number. Here, an example will be described in which a first content C1 and a second content C2 are associated by a publicity target number. For example, as shown in FIG. 4, a publicity target number "CM001" indicating the identification number of product X is linked to a first content C1 with identification number 02536 and a second content C2 with identification number 02753. In this case, both the first content C1 with identification number 02536 and the second content C2 with identification number 02753 are advertising videos for product X. Specifically, for example, the first content C1 with identification number 02536 is a 30-second advertising video for product X, and the second content C2 with identification number 02753 is a 15-second advertising video.

[0086] Content C related to the target of publicity or sales entity is associated by being linked with the same group number. Figure 4 shows an example where sales entities are grouped. As shown in Figure 4, assume that the sales entity number of Company A is "RL636" and the sales entity number of Company B, a group company of Company A, is "RL6367." In this case, first content C1 linked with sales entity number "RL636" and second content C2 linked with sales entity number "RL637" are grouped by being linked with group number "G0001." Contents C included in the same group indicate that they are advertisements for related companies.

[0087] In this way, content C includes first content C1 and second content C2 whose relationship is defined based on information specifying the same or related objects to be publicly known. Content C also includes first content C1 and second content C2 whose relationship is defined based on information specifying the same or related sales entity that provides the same or related objects to be publicly known. In other words, by providing first content C1 and second content C2 with different viewing means for the same or related objects to be publicly known or the same or related sales entity, even when an advertisement for the same product is viewed, the type of advertisement will be different if the viewing means is different.

[0088] Fig. 5 is an image diagram showing an example of a behavior history managed by the management unit 235. As shown in Fig. 5, the behavior history includes information identifying content C that was the target of the visual inspection behavior. In the example of Fig. 5, an identification number of content C is linked to each behavior history as information identifying content C. Furthermore, the behavior history is linked to the viewing time of content C.

[0089] The behavior history also includes information for identifying the position 4 in the virtual space where the user performed the behavior, or the type of behavior. Information for identifying the position 4 in the virtual space where the user performed the first behavior is, for example, coordinates in the virtual space at the time the performance of the first behavior was detected, or information for identifying a partitioned area within the virtual space. Information for identifying an area is, for example, the name of the area or the identification number of the area. In FIG. 5, if the behavior history is the first behavior, the coordinates at the time of viewing content C are linked, and if it is the second behavior, the coordinates before and after warp movement are linked.

[0090] FIG. 6 is an image diagram showing a map screen 100 in which the virtual space is viewed from above. The display control unit 234 displays the map screen 100 in which the virtual space is viewed from above, based on a user's operational request. An icon 101 indicates the position of the player character PC's home, which is a first position 41 before the player character PC moves, and an icon 102 indicates the position of the player character PC's workplace (a second position 42), which is the player character PC's destination. A line 103 indicates a movement route 5 from the first position 41 to the second position 42. An icon 104 indicates the position of a first content C1a, which will be described later with reference to FIG. 5, and an icon 105 indicates the position of a first content C1b, which will be described later with reference to FIG. 7. An icon 106 indicates the current location (first position 41) of the player character PC, which has departed from the first position 41 and is on its way to the second position 42.

[0091] 6, the movement control unit 232 moves the position 4 of the player character PC from a first position 41 to a second position 42 along a movement path 5 based on an operation instruction from the user. Hereinafter, the explanation will be further continued assuming that the player character PC moves from the first position 41 indicated by the icon 101 to the second position 42 indicated by the icon 102.

[0092] FIG. 7 is a conceptual diagram showing a screen 200 viewed from the viewpoint of the player character PC. The display control unit 234 displays a field of view corresponding to the orientation of the player character PC on the display 4a. In particular, FIG. 7 shows the field of view viewed from the position of the player character PC indicated by the icon 106. The screen 200 includes a warp function execution button B1, an arrow 201, a first content C1a, and a second content C2b. When the execution button B1 is selected by the user, the reception unit 231 receives an instruction to execute the warp function. The arrow 201 indicates the orientation of the player character PC. As shown in FIG. 7, first content C1a and first content C1b associated with at least one point in the virtual space are arranged, facing each other on a road. When the player character PC passes along the road facing the location of the first content C1, the first content C1 is included in the field of view of the player character PC. The display control unit 234 displays a viewing completion button B2 on the display 4a when a certain period of time has elapsed with the first content C1 included in the field of view of the player character PC. The viewing completion button B2 shown in Fig. 7 is a viewing completion button B2 indicating that viewing of the first content C1a has been completed. Note that when the user presses the viewing completion button B2, the display control unit 234 may separately display a notification indicating that the behavior history has been updated and points P have been accumulated.

[0093] FIG. 8 is an image diagram showing an example of a screen 300 on which the second location 42 can be selected. As shown in FIG. 8, when use of the warp function is selected, the display control unit 234 displays the screen 300 on which the second location 42, which is the destination of the player character PC, can be selected. The screen 300 indicates that "workplace" or "cafe A" can be selected as the second location 42. FIG. 8 also shows an example in which "workplace" has been selected as the second location 42. When the reception unit 231 receives that the button 301 has been pressed, the display control unit 234 transitions the screen from the screen 300 to a screen 400.

[0094] The second location 42 shown on the screen 300 is a location that has been previously registered among locations that have been visited in the past. When the reception unit 231 receives an instruction to register the second location 42 from the user, the management unit 235 manages the specified second location 42 as a bookmarked location. Then, the display control unit 234 displays the registered second location 42 on the screen 300. On the other hand, when the reception unit 231 receives an instruction to select the second location 42 on the map, the display control unit 234 displays the map screen 100 (see FIG. 6 ) and allows the user to select any location 42.

[0095] 9 is an image diagram showing an example of a screen 400 on which it is possible to select whether or not to display the second content C2. As shown in FIG. 9, the display control unit 234 displays the screen 400 on which it is possible to select whether or not to display the second content C2 on the display 4a before moving to the second position 42. FIG. 7 shows an example in which it is selected to display the second content C2. When the reception unit 231 receives that the button 401 has been pressed, the display control unit 234 transitions the screen from the screen 400 to a screen 500.

[0096] In addition, if it is selected not to display the second content C2 on the screen 400, the display control unit 234 does not transition to the screen 500, and after the movement control unit 232 executes the movement process to the second position 42, displays the field of view at the second position 42.

[0097] Fig. 10 is an image diagram showing an example of a screen 500 on which the user can select the classification of the second content C2 to be displayed on the display 4a. As shown in Fig. 10, the display control unit 234 displays the screen 500 on which the user can select the classification of the second content C2 to be displayed. On the screen 500, a button 501, a button 502, or a button 503 is displayed so that the button 501, a button 502, or a button 503 can be selected. Fig. 7 shows the screen 500 with the button 503 selected. When the button 504 is pressed with any of the buttons selected, the display control unit 234 transitions to another screen.

[0098] The button 501 indicates that the classification of the second content C2 is not to be specified. The button 501 is selected when the user does not specify the classification of the second content C2. When the button 501 is pressed, the display control unit 234 determines at least one second content C2 by lottery from a list of all second contents C2 included in the DB in which the second contents C2 are stored, or from a list of second contents C2 that satisfy predetermined conditions, and displays the determined second content C2 on the display 4a.

[0099] Button 502 is a button that the user uses to specify that second content C2 that has no past viewing history be displayed. When button 502 is pressed, the display control unit 234 refers to the user's behavior history, excludes second content C2 that has a past viewing history, and determines second content C2 by lottery from among second content C2 that has no viewing history. Then, the display control unit 234 causes the determined second content C2 to be displayed on the display 4a.

[0100] Button 503 is a button for specifying a notification target or a sales entity. When button 503 is pressed, display control unit 234 transitions the screen and displays point information for each notification target or each sales entity. Figures 11 and 12 are image diagrams showing an example of point information displayed on display 4a.

[0101] The screen 600 shown in FIG. 11 includes point information for each selling entity. The display control unit 234 displays the selling entities in a selectable manner. FIG. 11 shows a table 601 showing point information for companies A, C, and D. Table 601 includes, as point information, the points owned by the user for each selling entity, the threshold value required to obtain a reward, etc. Here, the display control unit 234 displays the point information on the display 4a using a stamp card. A stamp card is provided for each selling entity or for each notification target. The user can check the accumulation status of points P by viewing the stamp card. In other words, the number of points P owned by the user corresponds to the number of stamps they have acquired.

[0102] The "number of stamps acquired" shown in FIG. 11 corresponds to the points owned by the user, and the threshold required to obtain a reward corresponds to the "number of stamps required." This allows the user to select which seller's second content C2 to view by selecting one of the stamp cards of each company displayed on display 4a. The user can also select which seller's second content C2 to view and collect points P from while checking the point P acquisition status for each seller.

[0103] When the button 602 is pressed with any of the selling entities selected, the display control unit 234 displays the second content C2 associated with the selected selling entity in activity A108. Note that Figure 11 shows a state in which Company A is selected.

[0104] The screen 700 shown in FIG. 12 includes point information for each object to be publicized. FIG. 11 shows a table 601 indicating point information for product X, product Y, and product Z. The display control unit 234 displays a table 602 including point information similar to table 601. The user can select which product's second content C2 to view by selecting one of the stamp cards for each product displayed on the display 4a. When button 602 is pressed with one of the objects to be publicized selected, the display control unit 234 displays, in activity A108, the second content C2 associated with the selected object to be publicized. Note that FIG. 12 shows a state in which product X has been selected.

[0105] 13 is an image diagram showing an example of a screen 800 on which second content C2 is displayed. The second content C2a shows content C advertising a product of company A. For example, when company A is selected as the seller in activity A107, the display control unit 234 refers to the seller number and group number of company A. Then, the display control unit 234 displays at least one piece of second content C2 on the display 4a, out of the pieces of second content C2 linked to the seller number or group number of company A.

[0106] FIG. 14 is an image diagram showing an example of a screen 900 showing the accumulation status of points P. In the example of FIG. 14, the acquisition status of points P (first points P1) of company A is displayed. The screen 900 shows that the number of points P owned by company A is "8" and the number of points P required is "10". The screen 900 also includes buttons 901, 902, and 903. When button 901 is pressed, the display control unit 234 displays a screen on which the conditions for acquiring points P can be confirmed. When button 902 is pressed, the display control unit 234 displays a screen on which the rewards that can be acquired can be confirmed. When button 903 is pressed, the display control unit 234 ends the display of the screen 900.

[0107] According to this aspect, the user can accumulate stamps by viewing advertisements, and thus be given the benefit of viewing advertisements. This allows the user to stroll freely through the virtual space and participate in a stamp rally, collecting advertisements for specific companies in exchange for rewards.

[0108] [others] The information processing system 1 according to the above embodiment may be configured as follows.

[0109] In the above-described embodiment, the number of accumulated points P is set in advance for each content C, but this is not limiting. For example, the accumulation unit 233 may vary the accumulated amount of first points P1 depending on whether the behavior indicated in the behavior history is the first behavior or the second behavior, regardless of the type of content C. For example, the accumulation unit 233 accumulates one point of point P when the updated behavior history is the first behavior, and accumulates two points when it is the second behavior. The fluctuation setting of points P can be set for each publicity target and each sales entity.

[0110] According to this embodiment, the amount of stamps accumulated can be varied depending on the viewing means of the advertisement desired for the user. For example, even if the advertisement is for the same product, if the advertisement provider wants the advertisement to be viewed through street corner viewing, the amount of accumulated points P can be set to be greater than in the case of warp movement viewing. This makes it easier for users who collect stamps by viewing advertisements to select street corner viewing.

[0111] In the above embodiment, an example was shown in which the first point P1 is associated with both the first content C1 and the second content C2, but the type of associated point P may differ depending on the type of content C. Specifically, the content C may be associated with at least one of the first point P1 and the second point P2 depending on the display mode of its advertisement. FIG. 15 is an image diagram showing an example of a screen 1000 showing the accumulation status of each of the first point P1 and the second point P2. For example, the first content C1 is associated with the first point P1, and the second content C2 is associated with the second point P2.

[0112] In this case, when the behavior history related to the first behavior is updated, the accumulation unit 233 accumulates the first points P1. On the other hand, when the behavior history related to the second behavior is updated, the accumulation unit 233 accumulates the second points P2. Specifically, for example, as shown in FIG. 15, when the first content C1 linked to the seller number "RL636" of company A is viewed on the street, the accumulation unit 233 accumulates the first points P1. On the other hand, when the second content C2 linked to the seller number "RL636" of company A is viewed by warp movement, the accumulation unit 233 accumulates the second points P2. Then, when the sum of the first points P1 and the second points P2 reaches a threshold, the granting unit 236 grants a reward to the user. In the example of FIG. 15, when the sum of the first points P1 and the second points P2 reaches "15," a reward is granted to the user.

[0113] In this way, the type of accumulated points P may differ depending on the user's behavior. According to this mode, even if the user views an advertisement for the same product, stamps corresponding to the type of advertisement will be accumulated depending on whether the viewing method is street corner viewing or warp moving viewing.

[0114] In the above-described embodiment, the first action refers to street corner viewing, and the second action refers to warp movement viewing. However, this is not limiting. The management unit 235 may detect the viewing of content C using criteria different from those in the above-described embodiment. For example, the management unit 235 detects, as the first action, the viewing of content C while the player character PC is moving on foot, by bicycle, or by car. Furthermore, the management unit 235 detects, as the second action, the viewing of content C while the player character PC is traveling on a vehicle that moves through the virtual space without a user operation. In this case, both the first action and the second action refer to the viewing of content C from the field of view displayed in the first display mode. Furthermore, the first action in this case refers to the viewing action performed while the position 4 of the player character PC is moving in response to a user's movement operation. Furthermore, unlike warp movement viewing, the second action in this case refers to the viewing action performed while the position 4 is moving without a user's movement operation, with the field of view of the player character PC continuously shifting. According to this aspect, even when movement is made in the first display aspect (normal movement), the type and number of stamps that can be accumulated will differ depending on the movement method.

[0115] In the above-described embodiment, the first and second actions have been described on the assumption that they are viewing acts of content C, but this is not limiting. For example, the first action is the act of viewing content C related to a known subject, while the second action is an action other than viewing content C. FIG. 16 is an image diagram showing an example of a screen 1100 displayed on the display 4a. As shown in FIG. 16, the accumulation unit 233 accumulates points P not only for viewing content C, but also for actions other than viewing content C. Below, an example will be further described in which the second action is an action other than viewing content C, and second points P2 are accumulated when the second action is performed.

[0116] Specifically, for example, the second action is an act of moving the location of a known object to an area in the virtual space where the known object can be associated with the user. An example of an area where the known object can be associated with the user is a store located in the virtual space. When a predetermined condition is met, the management unit 235 associates the known object with user information and manages them. Furthermore, the management unit 235 associates a predetermined area in the virtual space with the known object and manages the number of accumulated second points P2. When the player character PC enters an area associated with the known object and the position 4 of the player character PC is positioned in that area, the management unit 235 detects the execution of the second action and updates the user's behavior history. The accumulation unit 233 then accumulates the number of associated second points P2 along with the predetermined area and the known object in the virtual space. In the example of FIG. 16, a store visit stamp (second points P2a) is accumulated.

[0117] The second action may also be an act of associating a known object with a user on the condition that the user pays a price. For example, when a user purchases a known object at the above-mentioned store, the management unit 235 associates the purchased known object with the user and updates the user's behavior history. Then, the accumulation unit 233 accumulates points P associated with the known object. In the example of FIG. 16, a product purchase stamp (second points P2b) is accumulated.

[0118] It should be noted that conditions may be set for acquiring stamps. For example, in Fig. 16, the accumulation unit 233 may accumulate a store visit stamp or a product purchase stamp only when five or more advertisement viewing stamps accumulated by viewing content C have been accumulated.

[0119] In this case, the management unit 235 manages the owned points for each type of behavior. When the behavior history is updated, the accumulation unit 233 refers to the user's point information and determines whether the accumulation condition for points P is met. The accumulation condition for points P is, for example, that the owned points set for each type of behavior meet a threshold. The accumulation unit 233 then refers to the owned points and the threshold, and accumulates points P only when the condition is met.

[0120] Alternatively, a reward may be set for each type of behavior, and the reward may be granted when a reward granting threshold is met. In this case, the management unit 235 manages reward acquisition conditions (thresholds) for each type of behavior. For example, if five advertisement viewing stamps are accumulated by performing a first behavior, the granting unit 236 may grant a reward even if no other behavior (second behavior) is performed. In this way, a reward may be granted when a preset threshold is met at each stage of viewing an advertisement, visiting a store, and purchasing a product. The granting unit 236 may grant a reward only after points P are accumulated at each stage of viewing an advertisement, visiting a store, and purchasing a product.

[0121] Display conditions may be set for content C. For example, the display control unit 234 may display content C with seller number "RL637" on the condition that the user has a viewing history of content C with seller number "RL636." This allows multiple advertisements with a storyline to be displayed to the user in a specific order.

[0122] Here, the movement control unit 232 may perform control so that second location information associated with the second location 42 can be acquired without moving the location 4. This allows the user to communicate with a user located at a different location in the virtual space while remaining at the first location 41. The first action may be an action of viewing the content C when moving from the first location 41 to the second location 42, and the second action may be an action of viewing the content C when acquiring the second location information. The second location information includes information about another user located at the second location 42. FIG. 17 is an image diagram showing an example of the second location information. FIG. 9 shows a screen 1200 in which a user and another user located at a different location from the user are engaged in a video call.

[0123] The screen 1200 includes a screen 1201 including an image of the user operating the player character PC, a screen 1202 including an image of another user located at the second position 42, and content C. The movement control unit 232 acquires visual information, audio information, and text information related to the other user located at the second position 42 while the user is located at the first position 41. The display control unit 234 displays the information acquired by the movement control unit 232 on the display 4a. Furthermore, the display control unit 234 displays content C when the second position information is acquired. The management unit 235 detects the execution of the second action when content C has been displayed for a certain period of time.

[0124] In this way, points P are accumulated even when actions other than watching advertisements are performed. This allows users to collect stamps by performing any action related to the target or seller, not just watching advertisements. This also broadens the scope of stamp rallies, increasing the interest of collecting stamps and earning rewards.

[0125] 17 may show a screen in which the player characters PCs of the respective users are engaged in a video call with each other. This allows communication between player characters PCs located in different locations in the virtual space through avatar chat.

[0126] The accumulation unit 233 may vary the amount of accumulated points P depending on various information linked to the content C, without being limited to the above. For example, suppose that the first content C1 is a 30-second advertising video, and the second content C2 is a 15-second advertising video. In this case, the accumulation unit 233 may vary the amount of accumulated points P depending on the length of the video. Specifically, the accumulation unit 233 accumulates 2 points when a viewing behavior is performed on the first content C1, which is a 30-second advertising video, and accumulates 1 point when a viewing behavior is performed on the second content C2, which is a 15-second advertising video. In this way, the accumulation unit 233 may vary the amount of accumulated points P depending on the content C. According to this aspect, the longer a user watches an advertising video, the more stamps the user can acquire.

[0127] Furthermore, the accumulation unit 233 may vary the accumulation amount of content C based on an accumulation condition for points P associated with content C and the user's behavior history. The accumulation condition is, for example, that the user views the first content C1 while positioned within the range of area R in the virtual space. In this case, the accumulation unit 233 accumulates two points if the coordinates of the user whose viewing behavior of the first content C1 has been detected are within the range of area R, and accumulates one point if the coordinates are outside the range of area R. Note that if the user's coordinates are not within the range of area R, the accumulation unit 233 may not accumulate points P, as the condition for acquiring points P is not met. According to this aspect, for example, when a user is desired to view the first content C1 from a specific location in the virtual space, the user can be guided.

[0128] Furthermore, the condition for adding points may be, for example, viewing the first content C1 while a predetermined number of users are located within a specific area in the virtual space. According to this aspect, for example, when new information about a specific product is released, it is possible to gather multiple users at a specific location in the virtual space and hold an event where many users simultaneously view the first content C1. This is expected to increase the interest in collecting stamps. Note that the condition for adding points may also be viewing the first content C1 while located within a specific area at a predetermined time.

[0129] Furthermore, it may be provided in the following aspects.

[0130] (1) An information processing device comprising a control unit configured to execute the following steps: a first display step displays content to a user in a virtual space, the content including a first content and a second content having a defined relevance to the first content; a management step updates and manages the user's behavioral history when the user performs at least one of a first behavior on the first content and a second behavior on the second content, the second behavior being a different type of behavior from the first behavior; and a granting step grants a reward to the user if the behavioral history satisfies a condition.

[0131] (2) In the information processing device described in (1) above, further, in the accumulation step, points associated with the content are accumulated in accordance with updates to the behavioral history, and in the granting step, the reward is granted to the user in accordance with the points reaching or exceeding a threshold value.

[0132] (3) In the information processing device described in (2) above, the content is content associated with first points, and in the accumulation step, the first points are accumulated in accordance with updates to the behavior history regardless of whether the behavior included in the behavior history is the first behavior or the second behavior, and in the granting step, the reward is granted to the user when the first points reach a threshold value.

[0133] (4) In the information processing device described in (3) above, in the accumulation step, the accumulated amount of the first points is varied depending on whether the behavior indicated in the behavior history is the first behavior or the second behavior, and the behavior history includes information for identifying the location in the virtual space where the behavior was performed or the type of the behavior.

[0134] (5) In the information processing device described in (1) above, the content is content associated with first points and second points, and in the accumulation step, when the behavior history related to the first behavior is updated, the first points are accumulated, when the behavior history related to the second behavior is updated, the second points are accumulated, and when the sum of the first points and the second points reaches a threshold, the reward is granted to the user.

[0135] (6) In the information processing device described in (1) above, further, in the second display step, the user's field of view is transitioned and displayed in accordance with movement of the user's position in the virtual space using at least one of a first display mode and a second display mode, the first display mode being a display mode in which the field of view is transitioned continuously along the movement path of the position, and the second display mode being a display mode in which the field of view is transitioned discontinuously in accordance with the movement of the position, the first action being a visual action of the content using the field of view displayed in the first display mode, and the second action being a visual action of the content using the field of view displayed in the second display mode.

[0136] (7) In the information processing device described in (1) above, further, in the third display step, the user's field of view is transitioned in accordance with movement of the user's position in the virtual space using a first display mode, the first display mode being a display mode in which the field of view is transitioned continuously along the movement path of the position, the first action and the second action being visual actions of the content using the field of view displayed in the first display mode, the first action being the visual action performed while the position is being moved in accordance with the user's movement operation, and the second action being the visual action performed while the position is being moved without the user's movement operation.

[0137] (8) In the information processing device described in (1) above, further, in a first movement control step, the user's position in the virtual space is moved from a first position to a second position, and the first action is an act of viewing the content when moving from the first position to the second position, and further, in a second movement control step, control is performed so that second position information associated with the second position can be acquired without moving the position, and the second action is an act of viewing the content when acquiring the second position information.

[0138] (9) In the information processing device described in (1) above, the relationship between the first content and the second content is defined based on information identifying the same or related publicly known object, or the same or related sales entity of the publicly known object.

[0139] (10) In the information processing device described in (1) above, further, in a third movement control step, the position of the user in the virtual space is moved based on the user's operation, the first action is an act of viewing the content related to a well-known object, and the second action is an act of moving the position to an area in the virtual space where the well-known object can be associated with the user.

[0140] (11) In the information processing device described in (1) above, the first action is an act of viewing the content related to the well-known object, and the second action is an act of associating the well-known object with the user on the condition that the user pays a fee.

[0141] (12) A program that causes a computer to execute each of the steps described in any one of (1) to (11) above.

[0142] (13) An information processing method executed by an information processing device, the information processing method comprising the steps of the information processing device according to any one of (1) to (11) above. Of course, this is not the case.

[0143] Finally, while various embodiments of the present disclosure have been described, they 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]

[0144] 1: Information processing system 2: Information processing equipment 3: Game device 4a: Display 4b: Speaker 4c: Input Device 5: Travel route 11: Communication Network 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 231: Reception 232: Movement control unit 233: Storage unit 234: Display control unit 235: Management Department 236: Granting section 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 41 :1st position 42: 2nd position 100: Map screen 101: Icon 102: Icon 104: Icon 105: Icon 106: Icon 200:screen 201: Arrow 300:screen 301: Button 400:screen 401: Button 500:screen 501: Button 502: Button 503: Button 504: Button 600:screen 602: Button 700:screen 800:screen 900:screen 901: Button 902: Button 903: Button 1000:screen 1100: Screen 1200:screen 1201: Screen 1202: Screen B1: Execute button B2: Viewing completed button C: Content C1: First content C1a: First content C1b: First content C2: Second content C2a: Secondary content C2b: Secondary content EC: Enemy character P: Point P1: First point P2: Second point P2a: Second point P2b: Second point PC: Non-player character NPC

Claims

1. An information processing device, A control unit is provided, The control unit is configured to perform the following steps: In the display step, the content is displayed to the user in a virtual space where a game in which the user moves a character progresses; In the management step, when the user executes a first managed action on the content while the content is displayed in the field of view of the character, and when the user executes a second managed action on the content while the content is displayed on a screen when the character warps through the virtual space, the behavior history of the user is updated and managed; In the granting step, the information processing device grants a reward to the user if the behavior history satisfies a condition.

2. 2. The information processing device according to claim 1, The information processing device, wherein the first managed behavior is a behavior of the user maintaining a state in which the content is displayed in the field of view of the character for a certain period of time.

3. 3. The information processing device according to claim 2, In the management step, when the user maintains the content displayed in the character's field of view for a certain period of time, an information processing device displays a viewing completion button for adding the first managed behavior to the behavior history.

4. 4. The information processing device according to claim 3, In the management step, the information processing device displays the viewing completion button together with the content.

5. 4. The information processing device according to claim 3, In the assigning step, the information processing device determines that the behavior history satisfies the condition when the number of updates of the behavior history due to the addition of the first managed behavior by pressing the viewing completion button reaches a threshold value.

6. 2. The information processing device according to claim 1, the content includes a first content and a second content different from the first content; the display step simultaneously displays the first content and the second content to the user in the virtual space; In the management step, when the user performs the first managed action on the first content or the second content while the first content and the second content are displayed in the character's field of view, the information processing device updates and manages the user's behavior history.

7. A program, A program for causing a computer to execute each step of the information processing device according to any one of claims 1 to 6.

8. An information processing method, comprising: An information processing method, comprising the steps executed by the information processing device according to any one of claims 1 to 6.

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