Program and Information Processing Device
Patent Information
- Application Number
- JP2022146328
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-14
- Publication Date
- 2026-09-08
- Estimated Expiration
- 2042-09-14
AI Technical Summary
【0016】 本発明によれば、ゲーム制御やゲーム開発に活用できる情報を取得することができる。
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing apparatus. [Background Art]
[0002] Conventionally, there has been known a technology for conducting a questionnaire about a game at a predetermined timing during execution of the game.
[0003] Regarding this technology, for example, in Patent Document 1 below, a questionnaire (question) about the game is output at a timing such as when a battle scene ends or when a stage is cleared, and a technology for acquiring answers to the questionnaire based on inputs from a player is disclosed. In this technology, a questionnaire about a battle scene is output at the timing when the battle scene ends, and a questionnaire about a stage is output at the timing when the stage ends. [Prior Art Documents] [Patent Documents]
[0004] [Patent Document 1] Japanese Unexamined Patent Publication No. 2002-191859 [Summary of the Invention] [Problem to be Solved by the Invention]
[0005] However, in the technology disclosed in Patent Document 1 above, since the questionnaire is output at a timing corresponding to the content of the questionnaire, answers to the questionnaire can only be acquired at this output timing. For this reason, with this technology, information indicating the player's feelings as an answer to the questionnaire can only be acquired at that timing during game execution, and there is a problem that it is difficult to utilize the information for game control and game development.
[0006] This invention has been made in view of these problems, and aims to provide a program and an information processing device that can acquire information that can be used for game control and game development. [Means for solving the problem]
[0007] A program according to a first aspect of the present invention is a game program that causes a computer to function as a display control means for displaying emotion information corresponding to an emotion at any time while the game is being executed, a reception means for receiving player operations on the emotion information displayed by the display control means, and an acquisition means for acquiring the operated emotion information in association with the progress of the game at the time the player operation is received by the reception means.
[0008] In a program according to a second aspect of the present invention, the display control means displays the emotion information for a predetermined period of time during gameplay.
[0009] In a program according to a third aspect of the present invention, the display control means displays emotion information corresponding to each of a plurality of different emotions, and the receiving means receives player operations on the emotion information corresponding to a predetermined emotion among the different emotions.
[0010] In a program according to a fourth aspect of the present invention, the display control means displays an emotion icon corresponding to an emotion, and / or an emotion gauge indicating the degree of a particular emotion, as emotion information, and the receiving means accepts the selection of the emotion icon, and / or an operation on the emotion gauge as a player operation on the emotion information.
[0011] In a program according to a fifth aspect of the present invention, the receiving means disables the player's operations on the emotion information corresponding to emotions other than the predetermined emotion from the different emotions until a predetermined time has elapsed since the player's operation on the emotion information corresponding to the predetermined emotion was received.
[0012] In a program according to a sixth aspect of the present invention, if the player performs an operation on the emotion information corresponding to the other emotion before the predetermined time has elapsed, the receiving means accepts the player's operation on the emotion information corresponding to the other emotion if the combination of the predetermined emotion and the other emotion is a predetermined combination, and invalidates the player's operation on the emotion information corresponding to the other emotion if the combination of the predetermined emotion and the other emotion is not a predetermined combination.
[0013] In a program according to a seventh aspect of the present invention, the acquisition means further acquires operation state information including the number of operations performed on the emotion information and / or the duration of the operations.
[0014] In the program according to the eighth aspect of the present invention, the operation is a touch operation by the player on the emotion information.
[0015] An information processing device according to the ninth aspect of the present invention is an information processing device for executing a game program, comprising: a display control means for displaying emotion information corresponding to an emotion at any timing during the execution of the game; a reception means for receiving player operations on the emotion information displayed by the display control means; and an acquisition means for acquiring the operated emotion information in association with the game's progress at the time the operation was received, when the reception means has received the player's operation. [Effects of the Invention]
[0016] According to the present invention, information that can be used for game control and game development can be obtained. [BRIEF DESCRIPTION OF THE DRAWINGS]
[0017] [Figure 1] FIG. 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a block diagram schematically showing an example of the hardware configuration of a server device. [Figure 3] FIG. 3 is a block diagram schematically showing an example of the hardware configuration of a terminal device. [Figure 4] FIG. 4 is a block diagram schematically showing an example of the functional configuration of the game system. [Figure 5] FIG. 5 is a diagram showing an example of a play screen displayed on a terminal device by display control means. [Figure 6] FIG. 6 is an enlarged view showing an emotion icon display unit displayed on the play screen. [Figure 7] FIG. 7 is a diagram showing an example where a touch-operated emotion icon is displayed in a manner distinguishable from an unoperated emotion icon. [Figure 8] FIG. 8 is a diagram showing an example of a play screen on which help regarding an emotion icon display unit is displayed. [Figure 9] FIG. 9 is a flowchart showing an example of the flow of processing performed by each functional means of the terminal device according to the present embodiment. [DESCRIPTION OF EMBODIMENTS]
[0018] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.
[0019] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to an embodiment of the present invention.
[0020] As shown in Figure 1, the game system 1 is a system that provides games to one or more players (users). The game system 1 comprises a server device 10 and one or more terminal devices 12. These server device 10 and terminal devices 12 are connected to each other so as to be able to communicate via a communication network NT such as the Internet, an intranet, or a telephone line.
[0021] The server device 10 is an information processing device that acquires information obtained as a result of executing a game program on the terminal device 12 from the terminal device 12 via the communication network NT, and performs predetermined processing on said information. The server device 10 also stores various data necessary for processing on the terminal device 12. The server device 10 may also be used as a management server for managing the game executed on the terminal device 12.
[0022] Terminal device 12 is an information processing device that executes a game program. Terminal device 12 provides the game to the player, who is the user of terminal device 12, by outputting the execution results of the game program (image data, audio data, etc.) to terminal device 12. Terminal device 12 is a terminal that the player can operate, and examples include various devices such as arcade game machines, home game consoles, personal computers, tablets, smartphones, and mobile phones. In this embodiment, an example is described in which terminal device 12 is an arcade game machine installed in amusement facilities such as game centers, and provides medal games, etc. Note that the game program may be executed jointly by terminal device 12 and server device 10.
[0023] <Hardware Configuration> Figure 2 is a block diagram schematically showing an example of the hardware configuration of server device 10.
[0024] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28.
[0025] The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24. The CPU 22 executes predetermined programs stored in the memory 24 and storage device 28, and operates other hardware under the control of the CPU 22, thereby realizing the various functional configurations of the server device 10 (see Figure 4).
[0026] The communication device 26 consists of a communication interface and the like for communicating with external devices. The communication device 26, for example, sends and receives various types of information with the terminal device 12.
[0027] The storage device 28 is composed of a hard disk or the like. The storage device 28 stores various programs and information necessary for executing processing in the control device 20, including game programs, as well as information on processing results.
[0028] Note that Figure 2 only shows the main configuration of the server device 10, and the server device 10 may also have other configurations found in information processing devices such as dedicated or general-purpose server computers. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed on the communication network NT.
[0029] Figure 3 is a block diagram schematically showing an example of the hardware configuration of terminal device 12.
[0030] As shown in Figure 3, the terminal device 12 includes a computer 30, a speaker 40, a touch panel 42, and peripheral devices 44.
[0031] The computer 30 includes a CPU 31, a main memory unit 32, an auxiliary memory unit 33, an audio processing unit 34, an image processing unit 35, a communication interface 36, a peripheral device interface 37, and a system bus 38 connecting these.
[0032] The CPU 31 provides overall control of the terminal device 12. The main memory unit 32 consists of RAM (Read-On Memory) and ROM (Random Access Memory). The auxiliary memory unit 33 consists of a hard disk or the like. The main memory unit 32 and the auxiliary memory unit 33 store various programs, various information, and processing result information necessary for the CPU 31 to execute processing. The CPU 31 executes predetermined programs stored in the main memory unit 32 and the auxiliary memory unit 33, etc., and operates other hardware under the control of the CPU 31, thereby realizing the various functional configurations of the terminal device 12 (see Figure 4).
[0033] The audio processing unit 34 performs various sound processing. The image processing unit 35 performs various graphics processing. The communication interface 36 enables communication between the terminal device 12 and external server devices 10 and other game devices. The peripheral device interface 37 enables communication between the touch sensor 42B of the touch panel 42 and other peripheral devices 44.
[0034] Speaker 40 is a sound output device that outputs game music and the like.
[0035] The touch panel 42 is an image display device that displays game screens and the like. The touch panel 42 has both display and input device functions, and is composed of a display 42A that functions as a display device and a touch sensor 42B that functions as an input device. The display 42A is composed of a common display device such as a liquid crystal display or an organic EL (Electro Luminescence) display.
[0036] The touch sensor 42B is an input device for receiving player operations and is composed of elements for detecting contact operations on the screen displayed by the display 42A. The method for detecting contact operations by the touch sensor 42B can be any known method, such as capacitive, resistive (pressure-sensitive), or electromagnetic induction. The touch sensor 42B accepts player input by detecting the movement of the player's finger or stylus as an operator that contacts the screen. Note that the input device for receiving player operations is not limited to the touch sensor 42B, and may be any configuration that allows the player to input operations, such as operation buttons or operation sticks.
[0037] Peripheral devices 44 are devices installed on the terminal device 12 and controlled by the computer 30 through communication with the computer 30. These devices include various sensors, IC tag readers, motors, solenoids, etc., installed on the terminal device 12.
[0038] Note that Figure 3 only shows the main configuration of the terminal device 12, and it may also have other configurations found in a typical arcade game machine. Furthermore, the computer 30 of the terminal device 12 is not limited to the configuration described above, and may also have other configurations found in information processing devices such as dedicated or general-purpose computers.
[0039] <Game Overview> The games provided by the terminal device 12 according to this embodiment are not particularly limited, but as an example, the case in which the game is a medal game and includes a bingo game will be described below. This bingo game uses a bingo card, which is a table in which numbers are arranged in 5 rows x 5 columns. The information arranged on the bingo card only needs to be identification information and is not limited to numbers; it may also be symbols, pictures, etc. When the bingo game is played, the bingo card arranged according to the arrangement information assigned to each player is displayed on the display 42A as the bingo game play screen. When the bingo game starts, numbers are selected by lottery or the like, and the selected numbers are displayed on the display 42A in a manner that makes them activated and distinguishable from other numbers. By repeating the selection of numbers by lottery and the activation of the selected numbers multiple times, a bingo is achieved (a win) when the arrangement of the activated numbers is aligned in a predetermined order, such as vertically, horizontally, or diagonally.
[0040] Figure 4 is a block diagram that schematically shows an example of the functional configuration of game system 1.
[0041] As shown in Figure 4, the terminal device 12 of the game system 1 has the following functional configuration: a storage means 50, an execution means 52, a display control means 54, a reception means 56, and an acquisition means 58.
[0042] The storage means 50 is implemented by one or more auxiliary storage units 33. Functional configurations other than the storage means 50 are implemented by the CPU 31 executing the game program 50A stored in the main memory unit 32, auxiliary storage units 33, etc. Furthermore, all or part of the functional configuration of the terminal device 12 may be provided in the server device 10. For example, the storage means 50, execution means 52, display control means 54, and acquisition means 58 may be provided in the server device 10 instead of the terminal device 12.
[0043] The memory means 50 stores, for example, a game program 50A, game data 50B, and play data 50C.
[0044] The game program 50A is a program that provides the computer 30 with various functions for executing a predetermined game, including a bingo game. This program may be stored in an external storage device or the like of the terminal device 12. Alternatively, this program may be provided on a computer-readable recording medium, or it may be provided in a form that can be installed via a network such as the Internet.
[0045] Game data 50B consists of various data necessary for the computer 30 to proceed with a predetermined game, including a bingo game. Game data 50B is pre-set and stored by the designer or other relevant parties.
[0046] Play data 50C is stored for each player, associated with the player ID (player identification information). Play data 50C is data indicating the progress of the game, which is generated based on the execution means 52 executing the game and advancing the game. The game progress indicates the current state of the game, and includes, for example, the game scene, game stage, player level, etc. Play data 50C is updated by the execution means 52 as needed.
[0047] The execution means 52 controls the entire game. When payment of the play fee by the player is received, the execution means 52 executes a predetermined game, including a bingo game, based on the game program 50A, and performs various processes to advance the game. At this time, the execution means 52 may perform processes for executing and advancing the game based on player information such as the player ID. Player information can be obtained, for example, by reading the amusement IC card held by the player with the card reader of the terminal device 12. The execution means 52 also stores the game progress as player play data 50C in the storage means 50, and performs processing to update the play data 50C as needed according to the progress of the game.
[0048] The display control means 54 displays emotion icons (emotion information) corresponding to emotions at any time while the game is being executed by the execution means 52. Any time while the game is being executed means any time from when the game is started until when it is finished (any free time). This timing includes various timings such as when waiting before starting to play the game (for example, when the menu screen is displayed), when playing the game (for example, from when the game starts until it ends), and when the game has finished playing (for example, when the game end screen is displayed). The display control means 54 may display the emotion icons at all times or continuously (without interruption), or it may display the emotion icons temporarily or intermittently (with interruption). In this embodiment, as an example, the display control means 54 displays the emotion icons for a predetermined period during game play. Here, "during game play" refers to, for example, the timing when the system can accept operations that affect the game result as player operations. The predetermined period here may be the entire period from the start to the end of play, or it may be a part of that entire period. The display control means 54, for example, displays emotion icons on the play screen displayed on the display 42A during gameplay, from the start of play until the end of play.
[0049] Figure 5 shows an example of a play screen 100 displayed on the terminal device 12 by the display control means 54.
[0050] As shown in Figure 5, the play screen 100 is a game screen during a bingo game, and includes a bingo card 102, an emotion icon display unit 104, and a character 106.
[0051] Bingo Card 102 is an image showing a table with numbers 1 through 25 arranged in a 5x5 grid. The word "FREE" is placed in the center of the Bingo Card 102 grid, indicating a so-called "free spot" that is considered valid from the start.
[0052] The emotion icon display unit 104 is an image that displays emotion icons 2. The emotion icon display unit 104 is positioned so as not to interfere with the progress of the game being played by the player. For example, the emotion icon display unit 104 is positioned, for example, in the lower left corner of the entire play screen 100 so as not to overlap with the bingo card 102. This position is predetermined by, for example, the designer.
[0053] Furthermore, the display control means 54 may, for example, control the display of the emotion icon display unit 104 to a position suitable for each player. The display control means 54 determines a position suitable for the player based on player data 60A (player setting information and dominant hand information) stored in the storage means 60 of the server device 10, and displays the emotion icon display unit 104 at that position. Suitable positions for the player include, for example, the setting position included in the setting information set by the player, or a position based on the player's dominant hand information. A position based on the player's dominant hand information is determined to be to the left of the bingo card 102, for example, if the dominant hand information indicates that the player is right-handed, so as not to interfere with the player operating the bingo game with their right hand.
[0054] Character 106 is an image representing a predetermined character, such as a character corresponding to the player or a character related to the game. Character 106 is positioned, for example, near the emotion icon display unit 104.
[0055] Furthermore, the display control means 54 displays emotion icons 2 corresponding to each of several different emotions. These emotions are feelings that the player may experience while playing the game, and include, for example, happiness, frustration, anger, impatience, boredom, and uncertainty.
[0056] Figure 6 is a magnified view of the emotion icon display section 104 shown on the play screen 100.
[0057] As shown in Figure 6, the emotion icon display unit 104 includes emotion icons 2a to 2f corresponding to six types of emotions. Emotion icon 2a corresponds to the emotion of "happiness". Emotion icon 2b corresponds to the emotion of "frustration". Emotion icon 2c corresponds to the emotion of "anger (irritation)". Emotion icon 2d corresponds to the emotion of "anxiety (excitement)". Emotion icon 2e corresponds to the emotion of "boredom". Emotion icon 2f corresponds to the emotion of "uncertainty".
[0058] Furthermore, when the reception means 56 receives a player's touch operation on an emotion icon 2, the display control means 54 controls the display of the touched emotion icon 2 in a manner that allows it to be distinguished from the unoperated emotion icons 2. For example, the display control means 54 displays the touched emotion icon 2 and the unoperated emotion icons 2 in different manners. For example, the display control means 54 makes the unoperated emotion icons 2, other than the touched emotion icon 2, distinguishable from the unoperated emotion icons 2 by graying them out. Alternatively, the display control means 54 may make the unoperated emotion icons 2, other than the touched emotion icon 2, distinguishable from the unoperated emotion icons 2 by displaying a predetermined reaction. Here, a reaction display could be, for example, displaying the emotion icon 2 so that it appears to float like an afterimage, or displaying the emotion icon 2 so that it changes like an animation. Furthermore, the display control means 54 may display a reaction for the touched emotion icon 2, and gray out the emotion icon 2 that has not been touched.
[0059] Figure 7 shows an example of a case where a touched emotion icon 2a is displayed in a manner that allows it to be distinguished from the untouched emotion icons 2b to 2f. In the example in Figure 7, the player's touch operation on emotion icon 2a, which corresponds to the emotion "happy," is accepted.
[0060] As shown in Figure 7, when the display control means 54 receives a touch operation from the player on emotion icon 2a, it grays out emotion icons 2b to 2f other than emotion icon 2a.
[0061] Furthermore, the emotion icon display unit 104 includes a help icon 4 for receiving instructions from the player to display help regarding the emotion icon display unit 104. When the player's touch operation on the help icon 4 is received by the reception means 56, the display control means 54 controls the display of help regarding the emotion icon display unit 104.
[0062] Figure 8 shows the play screen 100 with Help 108 related to the emotion icon display unit 104 displayed.
[0063] For example, if a player touches the help icon 4 because they don't know how to use the emotion icon display unit 104, the display control means 54 will display a help message 108 as a pop-up on the play screen 100, as shown in Figure 8. The help message 108 provides an explanation of the emotion icon display unit 104. The help message 108 includes explanations such as, "Feel free to press the icon of the emotion you feel while playing," and "You can press it as many times as you like. It will not affect the game."
[0064] Returning to Figure 4, the reception means 56 receives the player's operation on the emotion icon 2 displayed by the display control means 54. This operation is an operation to select the emotion icon 2. In other words, the reception means 56 receives the selection of the emotion icon 2 as the player's operation on the emotion information. This operation is a touch operation by the player on the emotion icon 2, and specifically includes taps, double taps, long presses, etc. When the player performs a touch operation on the emotion icon 2, the touch sensor 42B detects this touch operation. When the reception means 56 detects this touch operation by the touch sensor 42B, it accepts the player's touch operation on the emotion icon 2.
[0065] Furthermore, the reception means 56 accepts the player's touch operation on an emotion icon 2 corresponding to a predetermined emotion from among several different emotions. For example, the player can select and touch an emotion icon 2a to 2f from emotion icons 2a to 2f that corresponds to their own emotions at the time they are playing the game. The reception means 56 accepts the emotion corresponding to the emotion icon 2a to 2f selected by this touch operation as the player's emotion. At this time, the reception means 56 may accept only emotion icons 2c and 2f as emotion icons 2 corresponding to a predetermined emotion, and not accept emotion icons 2a, 2b, 2d, and 2e. Depending on the game scene, there may be emotion icons 2 that do not clearly match the player's emotions. For example, in a scene where the player selects an item during the game, the game or its story does not progress, but the player may not know how to operate it or may be unsure which item to select. Therefore, the number of times emotion icons 2c and 2f are entered becomes important in the survey. However, if only emotion icons 2c and 2f were displayed here, players might be able to see through the intentions behind the input, potentially leading to situations where they intentionally choose to input or not input an emotion. Therefore, to minimize such occurrences, all emotion icons 2 are displayed uniformly.
[0066] Furthermore, the receiving means 56 disables touch operations on emotion icons 2 corresponding to emotions other than the predetermined emotion from among several different emotions until a predetermined time has elapsed since the receiving means 56 received a touch operation on emotion icon 2 corresponding to the predetermined emotion. For example, when the receiving means 56 receives a touch operation on emotion icon 2a corresponding to the emotion of "happy", it disables touch operations on the other emotion icons 2b to 2f until a predetermined time has elapsed since the receiving means 56 received the touch operation. Here, the predetermined time is not particularly limited, but for example it could be 1 second. Disabling also includes, for example, refusing to accept the touch operation (not receiving the touch operation detection information from the touch sensor 42B) or accepting the touch operation but treating the accepted touch operation as invalid (treating the received touch operation detection information as invalid). Treating a touch operation as invalid also includes not outputting information based on the touch operation to the acquisition means 58 or outputting an invalid flag to the acquisition means 58 to invalidate the touch operation. Furthermore, the reception means 56 can continuously or continuously accept touch operations on a single emotion icon 2 (the same emotion icon 2), even within a predetermined time period. In other words, the reception means 56 can accept continuous tap operations or continuous long-press operations on the same emotion icon 2.
[0067] Furthermore, if the player touches an emotion icon 2 corresponding to another emotion before a predetermined time has elapsed, the receiving means 56 accepts the touch operation based on whether or not the combination of the predetermined emotion and the other emotion is a predetermined combination. Specifically, if the combination of the predetermined emotion and the other emotion is a predetermined combination, the receiving means 56 accepts the player's touch operation to the emotion icon 2 corresponding to that other emotion. In other words, the receiving means 56 accepts the detection information of the touch operation as valid. Conversely, if the combination of the predetermined emotion and the other emotion is not a predetermined combination, the receiving means 56 invalidates the player's touch operation to the emotion icon 2 corresponding to that other emotion. In other words, the receiving means 56 considers the detection information of the touch operation to be invalid.
[0068] Here, a predetermined combination is, for example, a combination of a predetermined emotion that can create a new emotion by combining it with another emotion. The predetermined combination and the information indicating the new emotion corresponding to that combination are set in advance by, for example, the designer, and stored as game data 50B, etc. The receiving means 56 refers to the game data 50B and determines whether or not the combination of the predetermined emotion and another emotion is stored as a predetermined combination. If the receiving means 56 determines that the determination is positive, it accepts the player's touch operation on the emotion icon 2 corresponding to the other emotion as valid.
[0069] For example, suppose a player touches emotion icon 2d, and then within a predetermined time (e.g., 1 second), touches emotion icon 2b. The combination of the emotion "anxiety" corresponding to emotion icon 2d and the emotion "frustration" corresponding to emotion icon 2b can create a new emotion, "anxiety and frustration." Therefore, this combination of the emotions "anxiety" and "frustration," and the information indicating the new emotion "anxiety and frustration" corresponding to that combination, are stored in the game data 50B in correspondence with each other. In this case, the receiving means 56 accepts the touch operations on each emotion icon 2d and 2b as valid.
[0070] In contrast, suppose the player touches emotion icon 2a, and then within a predetermined time (for example, 1 second), touches emotion icon 2c. The emotion "happy" that emotion icon 2a corresponds to and the emotion "angry" that emotion icon 2c corresponds to are opposing emotions, and it is difficult to create a new emotion by combining them. Therefore, this combination of "happy" and "angry" emotions is not stored as game data 50B. In this case, the receiving means 56 invalidates the touch operations for each emotion icon 2a and 2c. Alternatively, the receiving means 56 may accept only one touch operation for any of the multiple different emotion icons 2 that were touched within the predetermined time as valid. For example, the receiving means 56 may accept only the touch operation for emotion icon 2a that was touched first among a series of touch operations as valid.
[0071] When the receiving means 56 receives a player's touch operation on the emotion icon 2 as valid, it outputs information based on the touch operation to the acquisition means 58. The information based on the touch operation includes information indicating the emotion icon 2 that was touched, the number of touch operations (number of taps) if the touch operation on the emotion icon 2 is performed multiple times consecutively within a predetermined time, and the duration of the touch operation (long press duration) if the touch operation on the emotion icon 2 is performed continuously. Furthermore, if the receiving means 56 invalidates the player's touch operation on the emotion icon 2, it either does not output information based on the touch operation to the acquisition means 58, or outputs an invalidation flag to the acquisition means 58 to invalidate the touch operation.
[0072] When the receiving means 56 receives a touch operation from the player on an emotion icon 2, the acquisition means 58 acquires the touched emotion icon 2, associating it with the game's progress at the time the touch operation was received. For example, the acquisition means 58 receives information indicating the emotion icon 2 touched by the player from the information output from the receiving means 56 based on the touch operation. The acquisition means 58 also refers to the play data 50C, which is updated as needed by the execution means 52, at the time the information based on the touch operation is output from the receiving means 56, and extracts the current game's progress. The acquisition means 58 then associates the emotion icon 2 indicated by the information received from the receiving means 56 with the game's progress extracted from the play data 50C. In this way, the acquisition means 58 acquires the touched emotion icon 2 as associated with the game's progress at the time the touch operation was received. The emotion icon 2 associated with this game's progress indicates what emotion the player was feeling at what stage of the game.
[0073] Furthermore, when the acquisition means 58 receives information from the reception means 56 indicating multiple different emotion icons 2 that have been touched by the player within a predetermined time, it acquires information indicating a new emotion corresponding to the combination of emotions that these different emotion icons 2 correspond to. For example, based on the combination, the acquisition means 58 acquires information indicating a new emotion corresponding to that combination from game data 50B, etc. Then, the acquisition means 58 associates this information indicating a new emotion with the game progress extracted from play data 50C in the same manner as described above.
[0074] Furthermore, the acquisition means 58 acquires operation state information, including the number of times the player touches the emotion icon 2 and / or the duration of said touches. The acquisition means 58 acquires said operation state information by receiving information based on touches output from the receiving means 56. For example, if the player touches the emotion icon 2 multiple times in a predetermined time, it can be estimated that the greater the number of touches, the greater the degree to which the player feels the emotion corresponding to that emotion icon 2. Similarly, if the player continues to touch the emotion icon 2 for a predetermined time, it can be estimated that the greater the duration of said touches, the greater the degree to which the player feels the emotion corresponding to that emotion icon 2. In this way, the operation state information can be used as an indicator of the degree to which the player feels the emotion corresponding to the emotion icon 2.
[0075] The information acquired by the acquisition means 58 is transmitted to the server device 10. Alternatively, the information acquired by the acquisition means 58 may be output to the storage means 50 and stored in the storage means 50.
[0076] Next, the server device 10 of the game system 1 includes, as a functional configuration, a storage means 60 and an analysis means 62.
[0077] The storage means 60 is implemented by one or more storage devices 28. Functional configurations other than the storage means 60 are implemented by the control device 20 executing predetermined programs stored in the memory 24, storage devices 28, etc. Furthermore, all or part of the functional configuration of the server device 10 may be provided in the terminal device 12. For example, the storage means 60 may be provided in the terminal device 12. Also, the server device 10 only needs to be connectable to the storage means 60, and may be connected to the storage means 60 outside of the server device 10. In other words, the server device 10 itself does not need to have the storage means 60, and the storage means 60 may be provided in another server device, etc.
[0078] The storage means 60 stores player data 60A and acquired data 60B.
[0079] Player data 60A is stored for each player, associated with the player ID (player identification information). Player data 60A is information about the player. For example, player data 60A includes the player's name and age, player image, dominant hand information, and setting information including the display position of the emotion icon display unit 104.
[0080] The acquired data 60B is stored for each player, associated with the player ID (player identification information). The acquired data 60B is information acquired by the acquisition means 58 of the terminal device 12 and transmitted from the terminal device 12. The acquired data 60B includes information indicating the emotion icon 2 associated with the game's progress, and information indicating the number of times and duration of touch operations on this emotion icon 2.
[0081] The analysis means 62 performs various analyses on the emotions of players playing the game based on the data 60B acquired by the memory means 60. The specific analysis methods used by the analysis means 62 are not particularly limited, and the analysis means 62 performs the analysis using various techniques, including statistical analysis and machine learning, as appropriate. The analysis results from the analysis means 62 can be used, for example, in game development or game control. An example of what the analysis means 62 analyzes is described below.
[0082] For example, the analysis means 62 analyzes what emotions the player is experiencing at different stages of the game, based on information indicating emotion icons 2 associated with the game's progress. Generally, once a game ends, players tend to forget what emotions they experienced at different points in the game, especially for emotions like "don't know" or "boredom." Therefore, even if a survey is conducted after the game ends, as in the conventional method, it is difficult to obtain accurate answers about the stages of the game in which the player experienced these emotions. In this embodiment, the player can manipulate emotion icons 2 at the time they experience these emotions, and the acquisition means 58 can acquire these emotion icons 2 in association with the game's progress. Thus, accurate information about the stages of the game in which these emotions were experienced can be obtained, and the analysis results based on this information can be effectively utilized in game control and game development. For example, if emotion icon 2 corresponds to emotion icon 2f, which means "don't know," the analysis means 62 analyzes that hints or tutorials should be displayed at the stage of the game associated with this emotion icon 2f.
[0083] Furthermore, the analysis means 62 analyzes the changes in the emotions of a player who has played for a long time by determining the changes over time in the types of emotion icons 2 that have been touched, based on information indicating emotion icons 2 associated with the progress of the game. For example, suppose that a player's touch operation changes from repeatedly tapping emotion icons 2d and 2f corresponding to "anxiety" or "confusion" to touching emotion icons 2e and 2c corresponding to "boredom" or "anger" after a predetermined amount of time has passed. In this case, the analysis means 62 analyzes that the player's anxiety will disappear and they will be able to understand the rules of the game once they have become accustomed to it after a predetermined amount of time has passed.
[0084] Furthermore, the analysis means 62 analyzes the degree to which the player feels the emotion corresponding to the emotion icon 2 (the strength of the emotion) based on the number of times and duration of touch operations on the emotion icon 2. For example, the analysis means 62 analyzes the game progress where there is a high concentration of touch operations on the emotion icon 2 (the game progress where the player's emotions are heightened) for each type of emotion icon 2. Note that since the frequency of touch operations on the emotion icon 2 differs from player to player, the analysis means 62 may perform the above analysis while taking into account the player-specific trends in frequency, etc. For example, the analysis means 62 may aggregate the acquired data 60B after applying a predetermined correction based on the frequency of touch operations of each player ID.
[0085] <Processing flow> Figure 9 is a flowchart showing an example of the processing flow performed by each functional means of the terminal device 12 according to this embodiment. Note that the order or content of the following processing can be changed as appropriate.
[0086] (Step SP10) The execution means 52 executes a predetermined game, including a bingo game, when the game execution conditions are met, such as when the player's payment of the play fee is accepted, and advances the game according to the player's actions. The execution means 52 also updates the player's play data 50C as the game progresses. Then, the process proceeds to the processing of step SP12.
[0087] (Step SP12) The display control means 54 displays the bingo game play screen 100 (Figure 5), which is executed in step SP10, on the display 42A, and displays the emotion icon display unit 104, including the emotion icon 2, on the play screen 100. The display control means 54 keeps the emotion icon display unit 104 displayed at all times, for example, while the play screen 100 is displayed. Then, the process moves on to step SP14.
[0088] (Step SP14) The receiving means 56 determines whether or not the player has touched the help icon 4 included in the emotion icon display unit 104 that was displayed during the processing of step SP12. That is, the receiving means 56 determines whether or not a touch operation on the help icon 4 has been detected by the touch sensor 42B. If the determination is affirmative, the receiving means 56 accepts the touch operation and the process proceeds to the processing of step SP16. If the determination is negative, the process proceeds to the processing of step SP18.
[0089] (Step SP16) The display control means 54 displays a help message 108 regarding the emotion icon display unit 104 as a pop-up on the play screen 100 (see Figure 8). Then, the process moves on to step SP18.
[0090] (Step SP18) The receiving means 56 determines whether or not the player has touched the emotion icon 2 included in the emotion icon display unit 104 that was displayed in step SP12. That is, the receiving means 56 determines whether or not a touch operation on the emotion icon 2 has been detected by the touch sensor 42B. If the determination is affirmative, the process proceeds to step SP20; if the determination is negative, the process proceeds to step SP30.
[0091] (Step SP20) The receiving means 56 accepts the touch operation detected by the touch sensor 42B as valid during the processing of step SP18. Then, the process proceeds to the processing of step SP22.
[0092] (Step SP22) The acquisition means 58 acquires the emotion icon 2 that was received via touch operation in step SP20, associating it with the game's progress at the time the touch operation was received. Then, the process proceeds to step SP24.
[0093] (Step SP24) The reception means 56 disables the player's touch input for emotion icons 2 other than the emotion icon 2 that received a touch input in step SP20. Then, the process proceeds to step SP26.
[0094] (Step SP26) The receiving means 56 determines whether a predetermined time (for example, 1 second) has elapsed since the touch operation was received in step SP20. If the determination is positive, the process proceeds to step SP28; if the determination is negative, the process proceeds to step SP32.
[0095] (Step SP28) The reception means 56 undoes the disabling of the player's touch operation that was performed in step SP24. Then, the process proceeds to step SP30.
[0096] (Step SP30) The execution means 52 determines whether or not the game termination conditions, such as game over, are met. If the determination is positive, the series of processes shown in Figure 9 is terminated. On the other hand, if the determination is negative, the process returns to the process of step SP10, the execution means 52 continues to run the game, and the processes from step SP10 onward are repeated.
[0097] (Step SP32) The receiving means 56 determines whether the player has touched any emotion icons 2 other than the emotion icon 2 that received a touch operation in step SP20. That is, the receiving means 56 determines whether the touch sensor 42B has detected a touch operation on the other emotion icon 2. If the determination is affirmative, the process proceeds to step SP34; if the determination is negative, the process returns to step SP26.
[0098] (Step SP34) The receiving means 56 determines whether the emotion corresponding to the emotion icon 2 whose touch operation was received in step SP20 and the emotion corresponding to another emotion icon 2 whose touch operation was detected in step SP32 are a predetermined combination. If the determination is affirmative, the process proceeds to step SP36; if the determination is negative, the process returns to step SP26.
[0099] (Step SP36) The reception means 56 accepts the touch operation detected by the touch sensor 42B as valid during the processing of step SP32. Then, the process proceeds to the processing of step SP38.
[0100] (Step SP38) The acquisition means 58 acquires information indicating a new emotion represented by a predetermined combination that was determined to be positive in step SP34, in association with the game's progress when the touch input was received, in step SP36. Then, the process returns to step SP26.
[0101] <Effects and Effects> As described above, the program according to this embodiment is a game program in which a terminal device 12, acting as a computer, functions as a display control means 54 that displays emotion icons 2 (emotion information) corresponding to emotions at any time while the game is running, a reception means 56 that receives player input on the emotion icons 2 displayed by the display control means 54, and an acquisition means 58 that, when player input is received by the reception means 56, acquires the manipulated emotion icon 2 in correspondence with the game's progress at the time the input was received.
[0102] With this configuration, emotion icon 2 is displayed at any time during gameplay. Therefore, instead of answering questionnaires output at predetermined times as in conventional technology, the player can interact with emotion icon 2 at any time during gameplay. This allows the player to input information indicating their own emotions at any time during gameplay. Then, in response to the player's interaction with emotion icon 2, the interacted emotion icon 2 is acquired in association with the game's progress at the time the interaction was received. Thus, information indicating the player's emotions can be acquired in association with the game's progress at any time during gameplay. This information shows what emotions the player felt at what game progress, and can be used effectively for game control and game development by performing analysis based on this information. As described above, the configuration according to this embodiment allows for the acquisition of information that can be used for game control and game development.
[0103] In this embodiment, the display control means 54 displays the emotion icon 2 for a predetermined period of time during gameplay.
[0104] This configuration allows for the acquisition of information indicating the player's emotions, linked to their progress during gameplay. This information can be effectively utilized in game control and development, as it shows what emotions the player experienced at different stages of gameplay.
[0105] In this embodiment, the display control means 54 displays emotion icons 2a to 2f corresponding to each of the multiple different emotions, and the reception means 56 receives player operations on the emotion icons 2a to 2f corresponding to a predetermined emotion from among the different emotions.
[0106] In this configuration, emotion icons 2a to 2f corresponding to each different emotion are displayed. The player can select and operate the emotion icon 2a to 2f that best suits their own emotion.
[0107] Furthermore, in this embodiment, the display control means 54 displays emotion icons 2 corresponding to emotions as emotion information, and the reception means 56 accepts the selection of emotion icons 2 as player operation on emotion information.
[0108] In this configuration, the player's input regarding emotional information is accepted by selecting an emotion icon 2 that corresponds to their own emotions. Therefore, with the simple operation of selecting an emotion icon 2, information corresponding to the player's own emotions can be easily input without interfering with operations related to the game itself during gameplay.
[0109] Furthermore, in this embodiment, the receiving means 56 disables player operations on emotion icons 2 corresponding to emotions other than the predetermined emotion, from the time a predetermined period of time has elapsed since the player's operation on the emotion icon 2 corresponding to the predetermined emotion was received.
[0110] With this configuration, until a predetermined time has elapsed after an operation on an emotion icon 2 corresponding to a given emotion is received, operations on emotion icons 2 corresponding to other emotions other than the received emotion are disabled. Therefore, operations unrelated to the player's emotions, such as a player meaninglessly tracing multiple different emotion icons 2, are considered invalid, and information based on such operations is not acquired.
[0111] Furthermore, in this embodiment, if the player performs an operation on an emotion icon 2 corresponding to another emotion before a predetermined time has elapsed, the receiving means 56 accepts the player's operation on the emotion icon 2 corresponding to the other emotion if the combination of the predetermined emotion and the other emotion is a predetermined combination, and invalidates the player's operation on the emotion icon 2 corresponding to the other emotion if the combination of the predetermined emotion and the other emotion is not a predetermined combination.
[0112] With this configuration, even before a predetermined time has elapsed since an operation on an emotion icon 2 corresponding to a predetermined emotion was received, the player's operation on emotion icons 2 corresponding to other emotions that can create a new emotion when combined with the predetermined emotion is accepted as valid. Therefore, by selecting multiple different emotion icons 2 displayed in combination, the player can input information indicating not only the emotions corresponding to the previously displayed emotion icons 2, but also more complex emotions resulting from these combinations. As a result, such information indicating the player's complex emotions can be acquired in conjunction with the game's progress. Furthermore, the player's operation on emotion icons 2 corresponding to other emotions that are difficult to create a new emotion when combined with the predetermined emotion is invalidated until a predetermined time has elapsed. Therefore, for example, an operation unrelated to the player's emotions, such as the player meaninglessly tracing multiple different emotion icons 2, can be considered invalid, and information based on such an operation can be refused. Even if the reception means 56 does not accept the player's operation, the display when the player performs the operation may be the same as when the operation was accepted, so that the player does not realize this. In this way, emotions can be input objectively without the player realizing whether or not their operation has been accepted.
[0113] Furthermore, in this embodiment, the acquisition means 58 acquires operation state information including the number of operations performed on the emotion icon 2 and / or the duration of the operations.
[0114] With this configuration, operation state information, including the number of operations performed on emotion icon 2 and the duration of those operations, is acquired. Based on this operation state information, it is possible to analyze the degree to which the player is experiencing the emotion corresponding to emotion icon 2.
[0115] Furthermore, in this embodiment, the operation is a touch operation by the player on emotion icon 2.
[0116] With this configuration, players can input information indicating their own emotions through a simple touch operation on emotion icon 2, regardless of the game's progress, without interrupting gameplay.
[0117] <Variation> The present invention is not limited to the embodiments described above. That is, any design modifications made to the above embodiments by those skilled in the art are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the above embodiments and the modifications described later can be combined to the extent that it is technically possible, and any combination thereof is also included within the scope of the present invention, as long as it retains the features of the present invention.
[0118] For example, in the above embodiment, an example was described in which the player's operation on the emotion icon 2 is a touch operation on the touch panel 42, but the operation is not limited to this example. The operation may be, for example, an operation using a game controller (e.g., pressing an L-shaped button while using the directional pad).
[0119] Furthermore, the emotion icon 2 may be displayed and controlled not only on the play screen 100, but also on the menu screen before starting the game or on the screen after finishing the game, as a means of inputting the emotion at that time. The reception means 56 may accept player operations on the emotion icon 2 displayed on any of these game screens. Also, the display method of emotion information corresponding to an emotion is not limited to an icon as in the above embodiment, but may also be a display using characters or symbols, or an emotion gauge that indicates the degree of a particular emotion. For example, the display control means 54 may display this emotion gauge as emotion information in addition to or instead of the emotion icon 2, and the reception means 56 may accept operations on this emotion gauge as player operations on emotion information in addition to or instead of selecting the emotion icon 2. Here, the emotion gauge defines the degree of a particular emotion, for example, by the length of the emotion gauge or the position of the mark (pointer) within the emotion gauge. Player operations on the emotion gauge include, for example, increasing or decreasing the length of the emotion gauge by dragging, or moving the mark within the emotion gauge by dragging to indicate (select) the position of the mark. The reception means 56 may also accept the length of the emotion gauge and the position of the mark, which are set by the player's operation, as parameters for emotion information. In this case, the player's operation on the emotion information is accepted when the player increases or decreases the length of the emotion gauge or moves the position of the mark within the emotion gauge in accordance with their own emotions. Therefore, information corresponding to the player's own emotions can be easily input by simply manipulating the emotion gauge, without interfering with operations on the game itself while the game is running.
[0120] Furthermore, although the above embodiment described an example where the game is a bingo game provided on an arcade game machine, the game is not limited to this example. The game is not limited to an arcade game machine; for example, it may be a game provided on a terminal device owned by the player, and it is not limited to medal games such as bingo games; it may also be a game that includes quests, battles, etc. [Explanation of Symbols]
[0121] 12: Terminal device (computer, information processing device), 54: Display control means, 56: Reception means, 58: Acquisition means
Claims
1. It is a game program, Computers, A display control means that displays emotional information corresponding to an emotion at any time while the aforementioned game is running. A receiving means for receiving player operations on the emotion information displayed by the display control means, When the reception means receives the player's operation, an acquisition means acquires the emotional information that was operated on and associates it with the play data of the game currently being played. A storage means for storing the information acquired by the acquisition means, A program designed to function as such.
2. The display control means causes the emotion information to be displayed for a predetermined period during gameplay. The program according to claim 1.
3. The display control means displays the emotion information corresponding to each of the multiple different emotions. The receiving means receives the player's operation on the emotion information corresponding to a predetermined emotion among the different emotions. The program according to claim 1.
4. The display control means displays, as emotion information, an emotion icon corresponding to an emotion, and / or an emotion gauge indicating the degree of a specific emotion. The receiving means accepts the selection of the emotion icon and / or the operation on the emotion gauge as the player's operation on the emotion information. The program according to claim 1.
5. The receiving means disables the player's operations on the emotion information corresponding to emotions other than the predetermined emotion, from the time the player's operation on the emotion information corresponding to the predetermined emotion is received until a predetermined time has elapsed. The program according to claim 3.
6. The receiving means, when the player has performed an operation on the emotion information corresponding to the other emotion before the predetermined time has elapsed, accepts the player's operation on the emotion information corresponding to the other emotion if the combination of the predetermined emotion and the other emotion is a predetermined combination, and invalidates the player's operation on the emotion information corresponding to the other emotion if the combination of the predetermined emotion and the other emotion is not a predetermined combination. The program according to claim 5.
7. The acquisition means further acquires operation state information including the number of operations performed on the emotion information and / or the duration of the operations. The program according to claim 1.
8. The operation described above is a touch operation by the player on the emotion information. The program according to any one of claims 1 to 7.
9. An information processing device that executes a game program, A display control means for displaying emotional information corresponding to an emotion at any time while the aforementioned game is running, A receiving means for receiving player operations on the emotion information displayed by the display control means, When the reception means receives an operation from the player, the acquisition means acquires the emotion information that was operated on and associates it with the play data of the game currently being played. A storage means for storing the information acquired by the acquisition means, An information processing device equipped with the following features.
Citation Information
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