Information processing device, information processing method, and program
The information processing device facilitates game participation by notifying users of progress and applying effects, addressing the challenge of engaging infrequent players by allowing interaction in restricted states.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2022-08-09
- Publication Date
- 2026-07-01
AI Technical Summary
Existing online games face challenges in engaging users who rarely play, necessitating means to increase participation opportunities even when game participation is restricted.
An information processing device with a notification unit to inform users of game progress, a reception unit to receive responses, and a granting unit to apply effects that influence the game progress, allowing users to interact and affect the game even in restricted states.
Enables users to participate in games by interacting with game progress notifications, enhancing engagement and motivation despite restricted participation.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] Currently, there are many online games that can be played on smartphones and the like. For example, Patent Document 1 discloses a game system capable of guiding new users who have empathized with an item image posted on an SNS (Social Network Service) into the game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In online games, in addition to users who play games frequently, there are also users who rarely play games. In order to activate the game, it is considered necessary to devise means for increasing the opportunity to play the game for various users.
[0005] Therefore, an object of the present invention is to provide a technology that enables participation in a game even in a state where participation in the game is restricted.
Means for Solving the Problems
[0006] An information processing device according to one aspect of the present invention includes: a notification unit that notifies a second user of the progress of a game played by a first user in a first state; a reception unit that receives a response to the notification from the second user who has transitioned from the first state to a second state in which participation in the game is restricted; and an granting unit that, upon receiving the response from the second user, grants an effect that affects the progress of the game. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a technology that enables participation in a game even when participation in the game is restricted. [Brief explanation of the drawing]
[0008] [Figure 1] This figure shows an example of the system configuration of the game system according to this embodiment. [Figure 2] This figure shows an example of the hardware configuration of a game server and terminal. [Figure 3] This figure shows an example of the functional block structure of a game server. [Figure 4] This figure shows an example of a user management database and a group management database. [Figure 5] This figure shows an example of the functional block configuration of a terminal. [Figure 6] This flowchart shows an example of the processing procedure when a game server sends notifications regarding game progress. [Figure 7] This flowchart shows an example of the processing procedure when a game server receives a response regarding game progress information. [Figure 8] This is a diagram showing an example of the screen display. [Figure 9] This is a diagram showing an example of the screen display. [Figure 10] This is a diagram showing an example of the screen display. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described with reference to the attached drawings. In each drawing, components denoted by the same reference numerals have the same or similar configurations.
[0010] <System Configuration> Figure 1 shows an example of the system configuration of the game system 1 according to this embodiment. The game system 1 shown in Figure 1 comprises a game server 10 and one or more terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate via a communication network N such as the Internet, intranet, wireless LAN, or mobile communication.
[0011] The game server 10 is a device that performs some of the functions necessary for the terminal 20 to provide the game, such as managing various information about the user or executing some of the game's processing. The game server 10 may consist of one or more information processing devices, or it may be configured using a virtual server (such as a cloud server).
[0012] Terminal 20 is an information processing device that provides games to users, and users can run the games according to this embodiment by operating Terminal 20. Terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game machine, or a consumer game machine. Terminal 20 may also notify the game server 10 of its own location detected using GPS (Global Positioning System) or the like.
[0013] <Game Overview> The outline of the game provided by the game system 1 according to this embodiment will be described. The game provided by the game system 1 is not a game that a single user (which may also be referred to as a player) plays alone, but a game in which two or more users play in a battle or jointly. The fact that two or more users battle or play the game jointly may be referred to as "multiplayer". The game provided by the game system 1 includes, for example, a game in which users battle each other, a game in which users form groups and play, a game in which two or more users form groups and battle between groups, a game in which three or more users randomly battle (battle royale), and the like.
[0014] The game provided by the game system 1 assumes that the game progresses in the background even when the user is in a state where participation in the ongoing game is restricted (hereinafter referred to as the "restricted state"). Here, the game according to this embodiment may be any game, but for example, a game that requires a certain amount of time (for example, from one day to several days) from the start to the end of the game is assumed.
[0015] The restricted state includes a state where the user voluntarily restricts participation in the game and a state where participation in the game is restricted by other users or the game system. A state where the user voluntarily restricts participation in the game is, for example, a state where the user is not logged in to the game, a state where the game application installed on the terminal 20 is not launched, a state where the user does not open the screen for playing the game, and the like.
[0016] In addition, a state where participation in the game is restricted by other users or the game system is, for example, a state where the number of items consumed or the remaining parameters such as the remaining health when participating in the game are insufficient and the user cannot participate in the game, a state where permission from other users has not been obtained and the user cannot participate in the game (for example, the user cannot participate in the game because permission to participate has not been obtained from the leader user), and the like.
[0017] On the one hand, in this embodiment, a state other than the restricted state (i.e., the state in which the user is participating in the game) is referred to as the "participation state".
[0018] In the game according to this embodiment, when at least a part or all of a plurality of users playing the game are in the restricted state, it may be possible to proceed with the game with only some users, or the game may automatically proceed in the background. For example, assume a game in which a plurality of users form groups and start a battle, and after a predetermined period (e.g., three days later), the group that occupies more territory wins. In such a game, for example, even if all users playing the game are in the restricted state, the construction of buildings may automatically progress over time, characters may automatically grow over time, or battles may be automatically conducted. Also, in such a game, users within a group can consult with each other, and some users within the group can carry out combat activities to occupy territory during the daytime, and other users can take over the combat activities to occupy territory during the nighttime, and it is also possible to formulate strategies such as this.
[0019] That is, since the game according to this embodiment requires a certain amount of time from start to end, users playing the game do not have to continuously participate in the game from the start to the end of the game, but can play the game while alternating between the restricted state and the participation state, such as participating in the game from returning home until going to bed and not participating at other times.
[0020] Also, in the game according to this embodiment, a screen for notifying the progress of the game is displayed on the screen of the terminal 30, and a user in the restricted state can grasp the progress of the game by referring to the screen. Also, by responding to the displayed progress, a user in the restricted state can also influence the progress of the game, for example, making the progress of the game of the ally more advantageous.
[0021] <Hardware Configuration> Figure 2 shows an example of the hardware configuration of a game server 10 and a terminal 20. The game server 10 and terminal 20 have a processor 11 such as a CPU (Central Processing Unit) and a GPU (Graphical Processing Unit), a storage device 12 such as memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication interface 13 for wired or wireless communication, an input device 14 for receiving input operations, and an output device 15 for outputting information. The input device 14 is, for example, a keyboard, a touch panel, a mouse and / or a microphone. The output device 15 is, for example, a display, a touch panel and / or a speaker.
[0022] <Functional Block Configuration> (Game Server) Figure 3 shows an example of the functional block configuration of the game server 10. The game server 10 includes a storage unit 100, a notification unit 101, a reception unit 102, an assignment unit 103, and a display control unit 104. The storage unit 100 can be implemented using a storage device 12 provided by the game server 10. The notification unit 101, reception unit 102, assignment unit 103, and display control unit 104 can be implemented by the processor 11 of the game server 10 executing a program stored in the storage device 12. This program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, but may be, for example, a USB memory stick or a CD-ROM.
[0023] The memory unit 100 stores the game data necessary for the game server 10 to run the game. The game data includes various databases such as the user management DB (Data Base) 100a and the group management DB 100b.
[0024] The notification unit 101 notifies the second user of the progress of the game being played by the first user, who is in a participating state (first state). Here, the second user may be a user in a participating state or a user in a restricted state. The notification unit 101 may also cooperate with the display control unit 104 to display notifications regarding the game's progress on the screen of the terminal 20.
[0025] The reception unit 102 receives responses to notifications regarding game progress from the second user who has transitioned from the participating state (first state) to the restricted state (second state). For example, a response to a notification regarding game progress may be the user performing some kind of screen operation in response to a notification regarding game progress displayed on the screen of terminal 20.
[0026] When the granting unit 103 receives a response from the second user to a notification regarding the progress of the game, it grants an effect that affects the progress of the game. If the first user and the second user are allies, the effect that affects the progress of the game may be an effect that makes the game progress advantageous for the first user (such as an improvement in the parameters of the character used by the first user, or an effect that improves the environment of the game space in which the first user is playing). If the first user and the second user are enemies, the effect that affects the progress of the game may be an effect that makes the game progress disadvantageous for the first user (such as a decrease in the attack power of the character controlled by the first user).
[0027] The display control unit 104 displays various game screens. For example, the display control unit 104 displays the game media assigned to the user by lottery on the display.
[0028] Figure 4 shows an example of user management DB 100a and group management DB 100b. User management DB 100a is a database for managing users, and stores, associated with each user, an identifier that uniquely identifies the user (user ID (identification)), various parameter values of the user (parameters), game media owned by the user, information indicating whether the user is in a participating or restricted state (status), an identifier for the game the user is playing (play game ID), and the user's activity history in the game they are playing. Game media include, for example, characters, items, and game cards.
[0029] The group management DB 100b is a database for managing games running on the game server 10. It stores a unique identifier for each game (game ID), information defining the group of users playing the game (group definition information), and various management data necessary for the game server 10 to run the game (game management data), all associated with each other. In the example in Figure 4, three games are stored under the game ID. This indicates that at least three games (for example, competitive games between groups) are running on the game server 10. In the case of a game where two groups compete against each other, the group definition information stores information to distinguish one or more users belonging to each of the two competing groups. For example, in the example in Figure 4, the group definition information for the record with game ID G001 defines two groups: G1 (U100, U102) and G2 (U110, U120). This indicates that the game is a match between Group G1, consisting of two users U100 and U102, and Group G2, consisting of two users U110 and U120.
[0030] (terminal) Figure 5 shows an example of the functional block configuration of terminal 20. Terminal 20 includes a storage unit 200, a UI (User Interface) unit 201, and a control unit 202. The storage unit 200 can be implemented using a storage device 12 provided by terminal 20. The UI unit 201 and the control unit 202 can be implemented by the processor 11 of terminal 20 executing a program stored in the storage device 12. This program can be stored in a storage medium. The storage medium on which the program is stored may be a computer-readable non-temporary storage medium. The non-temporary storage medium is not particularly limited, but may be, for example, a USB memory or a CD-ROM.
[0031] The memory unit 200 stores the game data necessary for the control unit 202 to execute the game. The game data includes various image data, game scenarios, and the like.
[0032] The UI unit 201 has the function of receiving various inputs from the user and displaying various game screens on the display. In addition, the UI unit 201 displays the game screen on the display (display unit) of the terminal 20 according to the instructions of the game server 10.
[0033] The control unit 202 works in conjunction with the game server 10 to provide various functions necessary to run the game. For example, the control unit 202 provides functions such as obtaining various information (icon image data, text data, etc.) from the game server 10 for drawing on the game screen.
[0034] Regarding the functional block configuration described above, the game server 10 may be configured such that all or part of the storage unit 100, notification unit 101, reception unit 102, assignment unit 103, and display control unit 104 are provided in the terminal 20. In other words, the various processes according to this embodiment may be executed in the game server 10, in the terminal 20, or in cooperation with the game server 10 and the terminal 20. Furthermore, the various processes according to this embodiment may be executed by the processor 11 of the server 110, or by the processor 11 of the terminal 20.
[0035] <Processing Procedure> Next, an example of the processing procedure performed by the game server 10 will be described. In the following description, it is assumed that the game server 10 provides a competitive game in which two groups (Group A and Group B), each composed of multiple users, occupy each other's territories, and the group that ultimately occupies the most territories wins. Note that this competitive game is an example for explaining this embodiment, and this embodiment is not limited to this competitive game. Hereinafter, notifications regarding the progress of the game will be referred to as "game progress information". In the following description, it is assumed that the first user is in a participating state. The second user may be in a participating state or a restricted state when receiving the notification of game progress information, but will be in a restricted state when responding to the game progress information.
[0036] Figure 6 is a flowchart showing an example of the processing procedure when the game server 10 provides notifications regarding the progress of the game.
[0037] In step S10, the game server 10 starts the game after receiving instructions from the user.
[0038] In step S11, the notification unit 101 of the game server 10 determines whether the notification conditions are met when notifying the second user of game progress information of the game being played by the first user who is participating. The notification conditions may be met, for example, when the first user performs an action that is defined as an action that should notify the second user of game progress information within the game, or when a game event occurs that should notify the second user of game progress information. If the notification conditions are met, the process proceeds to step S12; otherwise, the process proceeds to step S13.
[0039] In step S12, the notification unit 101 notifies the second user of game progress information. Game progress information includes various actions and events that may occur in the game, such as actions taken by the user to advance the game, changes in the game caused by the user's actions, and various events that occur in the game. Specific examples of game progress information include information such as: Group A has occupied territory X, Group B has occupied territory Y, and a user from Group A has attacked territory X.
[0040] The second user to be notified may be any user other than the first user playing the game. Alternatively, the second user to be notified may be any user other than the first user playing the game who is in a restricted state.
[0041] For example, let's assume that Group A includes users A1, A2, and A3, and Group B includes users B1, B2, and B3 (the same applies in the following explanation). If user A1 is participating and game progress information regarding user A1 is to be notified, the notification unit 101 may also notify users A2, A3, B1, B2, and B3 of that information.
[0042] Screen M10 in Figure 8 is an example of a message screen that notifies users of game progress information. As shown in screen M10, the message screen displays game progress information C10 to C13 in chronological order, and buttons B10 to B13 are associated with each piece of game progress information C10 to C13. For example, if a user wants to respond to game progress information C11, they can do so by touching button B11. After responding to the game progress information, the screen transitions to screen M11. On screen M11, the button B11 that the user touched is displayed in a way that makes it distinguishable from buttons that have not been touched.
[0043] Furthermore, the notification unit 101 may also notify the second user, who is in a restricted state, of game progress information concerning the first user, who is in a participating state. For example, suppose users A1 and B1 are in a participating state, but all other users are in a restricted state. In this case, the notification unit 101 may also notify users A2, A3, B2, and B3 of game progress information concerning user A1.
[0044] Furthermore, the notification unit 101 may also notify the second user of game progress information based on the action history of the first user participating in the game. That is, the notification unit 101 may notify the second user of notifications based on the action history of the first user participating in the game. For example, suppose user A1, who is participating in the game, starts construction of building A, and then starts construction of building B. In this case, the notification unit 101 may notify users A2, A3, B1, B2, and B3 of information such as "User A1 has started construction of building A" and "User A1 has started construction of building B" as game progress information. This makes it possible to notify other users of game progress information based on the user's action history.
[0045] Furthermore, the notification unit 101 may also notify the second user of game progress information based on the first user's activity history related to a specific event. A specific event includes, for example, an event in which users can cooperate with each other, or an event in which participating users can perform tasks or compete against each other. An example of a specific event is an event in which users belonging to the same group cooperate to fight against an opposing group. This makes it possible to notify other users of game progress information related to a specific event.
[0046] Furthermore, the game progress information (notification) includes game progress information (first notification) that, when responded to, has an effect that influences the game's progress, and game progress information (second notification) that does not have an effect that influences the game's progress. The notification unit 101 may notify the second user of the first notification and the second notification in a manner that allows them to be distinguished. Distinguishing manners may include, for example, displaying them in different colors, having different display sizes, or having different icon shapes.
[0047] Screen M16 in Figure 10 displays game progress information C10-C13, which has an effect on the game's progression, and game progress information C14, which does not have an effect on the game's progression. This allows the user to consciously respond to messages about game progress that are worth responding to and messages that do not have an effect even if responded to. Return to Figure 6 and continue the explanation.
[0048] In step S13, the game server 10 repeats the processing steps of steps S11 and S12 until the game ends. If the game ends, the game server 10 terminates the process.
[0049] Figure 7 is a flowchart showing an example of the processing procedure when the game server 10 receives a response to game progress information. The flowchart shown in Figure 7 is the processing procedure of step S12 in Figure 6, which is executed each time the notification unit 101 notifies other users of game progress information.
[0050] In step S20, the receiving unit 102 determines whether it has received a response from the second user regarding the game progress information. If a response is received, the process proceeds to step S22; otherwise, the process ends. For example, if the notification unit 101 notifies users A2 and A3 of the game progress information, the receiving unit 102 determines whether it has received a response from either user A2 or user A3 regarding the game progress information. If a response is received, the process proceeds to step S21.
[0051] Here, the reception unit 102 may stop accepting responses to game progress information once an event associated with an effect that affects the game's progress, provided in the game, has ended. For example, suppose there is an event that takes 3 hours from the time a territory is invaded until it is occupied, and if a user in group A responds to the notification "User A1 has invaded the territory," an effect is granted that reduces the time required to occupy the territory by 10%. In this case, if user A2 responds more than 3 hours after the notification of the game progress information "User A1 has invaded the territory" (i.e., after user A1 has already occupied the territory), the granting unit 103 may stop accepting responses corresponding to the game progress information. This prevents users from taking the wasteful action of responding to notifications to which no effect is granted.
[0052] Furthermore, the reception unit 102 may be configured to accept responses to game progress information even when an event associated with an effect that affects the game's progress, provided in the game, has ended. However, the granting unit 103 may decide not to grant the effect in the processing procedure of step S21 described below, since the event has already ended.
[0053] Screen M13 in Figure 9 shows an example of a screen that displays that the reception unit 102 has received a response to the game progress information, but the effect will not be applied because the event has ended. Screen M13 displays message M21, which indicates that no response was received.
[0054] Furthermore, if the reception unit 102 receives a predetermined number of responses to game progress information from a second user who is in a restricted state, it may stop accepting responses to game progress information from that second user. The predetermined number may be a number set for a single game, or a number set for a predetermined number of days (for example, one day). In other words, the predetermined number may be reset each time a game ends, or every predetermined number of days. The predetermined number may also be set for each user, or for each group. This can prevent effects that affect game progress from being applied indefinitely.
[0055] Screen M14 in Figure 9 shows an example of a screen displayed when the reception unit 102 does not accept a response to game progress information. Screen M14 displays message M22, indicating that a response is not being accepted.
[0056] Furthermore, the reception unit 102 may reset the number of responses received from a second user who is in a restricted state (second state) and has reached a predetermined number of responses to game progress information, when that second user transitions to a participating state (first state). For example, if the predetermined number is 5, and the reception unit 102 has received 3 responses from a user in a restricted state, and that user transitions to a participating state by logging into the game, the reception unit 102 may reset the number of responses received (to 0). Alternatively, instead of resetting the number of responses received, the reception unit 102 may increase the predetermined number (for example, to double it to 10). This can prevent situations where it becomes impossible to respond to game progress information.
[0057] In step S21, the granting unit 103 grants an effect that affects the progress of the game. For example, if game progress information regarding user A1 is notified to users A2 and A3, and a response is received from user A2, the granting unit 103 may grant an effect that is advantageous to the allied user, such as increasing the construction speed or increasing the attack power of user A1 or user A3.
[0058] Screen M12 in Figure 8 is an example of a screen displayed when the user responds to game progress information. Screen M12 displays message M20 indicating that when the user responded to game progress information C11, the effect that affects game progress, "Bridge construction speed has increased by 10%", has been applied.
[0059] Furthermore, the granting unit 103 may grant an effect that affects the game's progress to the first user when the second user responds to game progress information. For example, if game progress information indicating what the first user has played is notified to the second user, and the second user responds, the granting unit 103 may grant an effect that affects the game's progress to the first user. For example, if game progress information indicating what user A1 has played, such as "For example, user A1 has attacked territory A," is notified to user A2, and user A2 responds, the granting unit 103 may grant an effect that affects the game's progress to user A1. This makes it possible to individually grant effects to the first user when the second user responds to game progress information concerning the first user.
[0060] Furthermore, the granting unit 103 may change the degree of the effect that the granting unit 103 grants to influence the progress of the game, based on the number of times the second user, who is in a restricted state, responds to the game progress information. The degree of the effect may increase as the number of responses by the user increases, or it may increase each time the number of responses by the user exceeds a predetermined threshold. For example, responding to the game progress information 10 times may result in a higher degree of effect than responding 10 times. This makes it possible to increase the user's motivation to respond to the game progress information.
[0061] Furthermore, the granting unit 103 may change the effects that affect game progress when a second user in a restricted state responds, based on the content of the game progress information. For example, if the content of the game progress information is related to combat, the granting unit 103 may grant an effect that improves the combat parameters (attack power, defense power, etc.) performed by the user as an effect that affects game progress. Also, if the content of the game progress information is related to building construction, the granting unit 103 may grant an effect that shortens the building construction period as an effect that affects game progress. This makes it possible for the user to infer the effects that will be granted by referring to the game progress information.
[0062] Furthermore, the assignment unit 103 may change the effect that affects the game's progress depending on whether the second user responds to the game progress information when the first user's attributes and the second user's attributes are the same, or when the second user responds to the game progress information when the first user's attributes and the second user's attributes are different. Here, attributes may, for example, indicate which group among the groups being played against belongs to. For example, if the first user's attributes and the second user's attributes are the same, it may mean that the user and the other users belong to the same group. Also, if the first user's attributes and the second user's attributes are different, it may mean that the first user and the second user belong to different groups.
[0063] In other words, the granting unit 103 may grant an effect that is advantageous to the group to which both the first and second users belong when the attributes (groups) of the first user and the second user are the same, and the second user responds to game progress information regarding an action taken by the first user.
[0064] For example, if a user belonging to the same group as Ally Member 1 responds to the game progress information C10 "Ally Member 1 has attacked territory A" shown on screen M10 in Figure 8, the granting unit 103 may grant an effect that is advantageous to that user and the group to which Ally Member 1 belongs.
[0065] Furthermore, the granting unit 103 may grant an effect that is disadvantageous to the group to which the first user belongs when the attributes (groups) of the first user and the second user are different, and the second user responds to game progress information regarding an action taken by the first user.
[0066] For example, if the user responds to the game progress information C13 "An enemy member has attacked friendly territory X" shown on screen M10 in Figure 8, the granting unit 103 may grant an effect that is disadvantageous to the enemy member.
[0067] This allows the second user to select the content of the rewards they are granted by responding to game progress information while comparing the attributes of the first user with their own attributes.
[0068] <Variation> The response to game progress information includes a plurality of responses, including a first response and a second response. The receiving unit 102 is capable of receiving one response from the second user from among the plurality of responses, and the granting unit 103 may change the effect that affects the game progress depending on whether the second user gives a first response or a second response.
[0069] Here, both the first response and the second response may be effects that give an advantage to the game progress of the group to which the second user who made the response belongs. For example, the granting unit 103 may grant an effect that gives an advantage to the game progress of allies (such as an increase in the attack power of other users belonging to the same group as the user) when the second user makes the first response, and may also grant an effect that gives an advantage to the game progress of allies (such as an increase in the speed at which buildings can be constructed) when the second user makes the second response.
[0070] Furthermore, the first response and the second response may each have an effect that is advantageous to the game progress of the group to which the second user who made the response belongs, and an effect that is disadvantageous to the game progress of the group to which the second user who made the response does not belong. For example, the granting unit 103 may grant an effect that is advantageous to the game progress of allies (such as an increase in the attack power of other users belonging to the same group as the second user) when the second user makes a first response, and grant an effect that is disadvantageous to the game progress of opponents (such as a decrease in the attack power of other users belonging to a different group than the second user) when the second user makes a second response.
[0071] Figure 9 shows an example of a screen with two types of responses to game progress information, represented by screen M15. As shown in screen M15, the message screen displays game progress information C10-C13 in chronological order, with buttons B10-B13 and B20-B23 associated with each piece of game progress information C10-C13. For example, when a user responds to game progress information C11, they can do so by touching either button B11 or button B21. The legend display area M23 shows the effects applied when buttons B10-B13 are pressed and the effects applied when buttons B20-B23 are pressed, allowing the user to understand what effects will be applied before responding. The effects listed in the legend display area M23 are common to multiple buttons, but the effects themselves differ for each button. This allows the user to select a response method according to the game situation.
[0072] <Summary> According to the embodiment described above, even when a user's participation in the game is restricted (restricted state), they can still refer to the game progress information displayed on the screen of terminal 20 and respond to the displayed game progress information, thus enabling them to participate in the game. Furthermore, it is possible to increase the user's opportunities to interact with the game and enhance their motivation to play.
[0073] The embodiments described above are provided to facilitate understanding of the present invention and are not intended to limit its interpretation. The flowcharts, sequences, elements, arrangements, materials, conditions, shapes, and sizes described in the embodiments are not limited to those exemplified and can be modified as appropriate. Furthermore, each modification can be combined in any way.
[0074] <Note> <Issues related to Appendix 1> One of the objectives of the present invention is to enable participation in games even when participation in games is restricted. <Note 1> A notification unit that notifies the second user about the progress of the game being played by the first user in the first state, A receiving unit that receives a response to the notification from the second user who has transitioned from the first state to a second state in which participation in the game is restricted, The system includes, upon receiving the response from the second user, an applicator that applies an effect that affects the progress of the game, Information processing device.
[0075] According to Appendix 1, even if participation in the game is restricted, it will still be possible to participate in the game. <Issues related to Appendix 2> One of the objectives of this invention is to prevent users from taking the wasteful action of responding to notifications that do not have any effect. <Note 2> The reception unit does not accept the response when the event associated with the effect provided in the game has ended. The information processing device described in Appendix 1.
[0076] According to Appendix 2, this can prevent users from taking the wasteful action of responding to notifications that do not have any effect. <Issues related to Appendix 3> One of the objectives of this invention is to increase the variety of notifications regarding the progress of the game. <Note 3> The notification unit notifies the second user of the notification based on the action history of the first user in the first state in the game. The information processing device described in Appendix 1.
[0077] According to Appendix 3, it will be possible to increase the variety of notifications regarding game progress. <Issues related to Appendix 4> One of the objectives of this invention is to increase the variety of notifications regarding the progress of the game. <Note 4> The notification unit notifies the second user of the notification based on the behavioral history related to a specific event from the behavioral history. The information processing device described in Appendix 3.
[0078] According to Appendix 4, it will be possible to increase the variety of notifications regarding game progress. <Issues related to Appendix 5> One of the objectives of the present invention is to increase the user's motivation to respond to notifications regarding the progress of the game. <Note 5> The granting unit changes the degree of the effect to be granted based on the number of times the second user makes the response to the notification. The information processing device described in Appendix 1.
[0079] According to Appendix 5, it becomes possible to increase user motivation to respond to notifications regarding game progress. <Issues related to Appendix 6> One of the objectives of the present invention is to make it possible to infer the effects that will be granted by referring to notifications regarding the progress of the game. <Note 6> The granting unit changes the effect granted when the second user makes the response, based on the content of the notification. The information processing device described in Appendix 1.
[0080] According to Appendix 6, it becomes possible to infer the effects that will be granted by referring to notifications regarding the progress of the game. <Issues related to Appendix 7> One of the objectives of this invention is to prevent the unlimited application of effects that influence the progress of a game. <Note 7> If the number of times the receiving unit has received a response to the notification from the second user reaches a predetermined number, it will not accept any further responses from the second user to the notification. The information processing device described in Appendix 1.
[0081] According to Appendix 7, it is possible to prevent the unlimited application of effects that affect the progress of the game. <Issues related to Appendix 8> One of the objectives of the present invention is to prevent situations in which the user is unable to respond to notifications regarding the progress of the game. <Note 8> The receiving unit resets the number of times it has received a response to the notification from the second user when the second user has reached the predetermined number of times it has received a response to the notification. The information processing device described in Appendix 7.
[0082] According to Appendix 8, it is possible to prevent situations where users are unable to respond to notifications regarding game progress. <Issues related to Appendix 9> One of the objectives of the present invention is to enable the selection of a response method depending on the game situation. <Note 9> The response to the aforementioned notification includes a plurality of responses, including a first response and a second response. The receiving unit is capable of receiving one response from the second user among the multiple responses. The granting unit changes the effect that affects the progress of the game depending on whether the second user makes the first response or the second response. The information processing device described in Appendix 1.
[0083] According to Appendix 9, it will be possible to select a response method depending on the game situation. <Issues related to Appendix 10> One of the objectives of the present invention is to make it possible to select the content of the benefits to be granted. <Note 10> The granting unit changes the effect that affects the progress of the game depending on whether the second user makes the response when the attributes of the first user and the attributes of the second user are the same, or when the second user makes the response when the attributes of the first user and the attributes of the second user are different. The information processing device described in Appendix 1.
[0084] According to Appendix 10, it will be possible to select the content of the benefits to be granted. <Issues related to Appendix 11> One of the objectives of the present invention is to enable a system to distinguish between notifications that grant an effect and notifications that do not grant an effect even if responded to, and to respond accordingly. <Note 11> The notification includes a first notification to which the effect affecting the progress of the game is granted by responding, and a second notification to which the effect affecting the progress of the game is not granted. The notification unit notifies the second user in a manner that allows for the distinction between the first notification and the second notification. The information processing device described in Appendix 1.
[0085] According to Appendix 11, it becomes possible to distinguish between notifications that grant an effect and notifications that do not grant an effect even if responded to, and to respond accordingly. <Issues related to Appendix 12> One of the objectives of the present invention is to enable the granting of individual effects to the first user when the second user responds to a notification concerning the first user. <Note 12> The granting unit grants the first user an effect that affects the progress of the game when the second user makes the response. The information processing device described in Appendix 1.
[0086] According to Appendix 12, if the second user responds to a notification concerning the first user, it becomes possible to apply the effect to the first user individually. <Issues related to Appendix 13> One of the objectives of the present invention is to enable participation in games even when participation in games is restricted. <Note 13> The processor notifies the second user of the game progress being played by the first user in the first state. The processor receives a response to the notification from the second user who has transitioned from the first state to a second state in which participation in the game is restricted. When the processor receives the response from the second user, it applies an effect that affects the progress of the game. Information processing methods.
[0087] According to Appendix 13, even if participation in the game is restricted, it will still be possible to participate in the game. <Issues related to Appendix 14> One of the objectives of the present invention is to enable participation in games even when participation in games is restricted. <Note 14> The processor is instructed to notify the second user about the progress of the game being played by the first user in the first state. The processor is instructed to receive a response to the notification from the second user who has transitioned from the first state to a second state in which participation in the game is restricted. The processor, upon receiving the response from the second user, is instructed to apply an effect that affects the progress of the game. A program that executes a process.
[0088] According to Appendix 14, even if participation in the game is restricted, it will still be possible to participate in the game. [Explanation of Symbols]
[0089] 1...Game system, 10...Game server, 11...Processor, 12...Storage device, 13...Communication interface, 14...Input device, 15...Output device, 20...Terminal, 100...Storage unit, 100a...User management DB, 100b...Group management DB, 101...Notification unit, 102...Reception unit, 103...Assignment unit, 104...Display control unit, 200...Storage unit, 201...UI unit, 202...Control unit
Claims
1. A notification unit that notifies the second user of the progress of the game being played by the first user in the first state, A receiving unit that receives a response to the notification from the second user who has transitioned from the first state to a second state in which participation in the game is restricted, The system includes an applicator that, upon receiving the response from the second user, applies an effect that influences the progress of the game, If the number of times the receiving unit has received a response to the notification from the second user reaches a predetermined number, it will not accept any further responses to the notification from the second user. If the second user reaches the predetermined number of times they have received a response to the notification, and then transitions to the first state, the number of times the second user has received a response to the notification is reset. Information processing device.
2. The processor sends notifications regarding the progress of the game being played by the first user in the first state to the second state. Notify the user, The processor transitioned from the first state to a second state in which participation in the game was restricted. Upon receiving a response to the notification from the second user, When the processor receives the response from the second user, the progress of the game is affected. It adds a resonant effect, If the number of times the processor has received a response to the notification from the second user reaches a predetermined number, the processor will not accept a response to the notification from the second user. When the processor resets the number of times the second user has received a response to the notification and the number of times the second user has received a response to the notification has reached the predetermined number of times, the processor resets the number of times the second user has received a response to the notification. Information processing methods.
3. The processor receives notifications regarding the progress of the game being played by the first user in the first state, and the second user in the second state. Notify the user, The processor transitioned from the first state to a second state in which participation in the game was restricted. The second user is then asked to respond to the notification. When the processor receives the response from the second user, it may interfere with the progress of the game. It adds a resonant effect, If the number of times the processor has received a response to the notification from the second user reaches a predetermined number, it will not allow the second user to receive a response to the notification. The processor is instructed to reset the number of times the second user has responded to the notification when the second user has reached the predetermined number of times and has transitioned to the first state. A program that executes a process.