Information processing device
The information processing apparatus enhances user engagement with financial settlement means by altering the display of virtual space accessories based on usage actions, effectively promoting their use within virtual environments.
Patent Information
- Application Number
- PCT/JP2023/045127
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-15
- Publication Date
- 2025-06-19
AI Technical Summary
There is a need to promote user actions such as the use of specific financial settlement means like credit cards within virtual spaces, while existing technologies do not effectively address this challenge.
The proposed solution involves an information processing apparatus that provides a virtual space with accessories associated with a user's avatar, where the display form of these accessories is changed based on action result information, such as the use of credit cards, to promote their usage.
This approach effectively promotes user actions like the use of specific financial settlement means by visually reinforcing their usage within the virtual space, thereby encouraging their adoption.
Smart Images

Figure JP2023045127_19062025_PF_FP_ABST
Abstract
Description
Information processing device
[0001] The present invention relates to an information processing device that provides a virtual space.
[0002] The following Patent Document 1 describes a service in which a three-dimensional virtual space built on a server is shared among multiple users, in which the acquisition of virtual currency that can be used in the three-dimensional virtual space is directly linked to commercial transactions in the real world, thereby reducing the gap between the real world and the virtual world. This Patent Document 1 also describes that points can be earned by using a credit card, and that these points can be brought into and used in the virtual space.
[0003] JP 2009-87091 A
[0004] There is a demand from financial settlement businesses such as credit card businesses and other businesses to make the existence of their credit cards known to other users in virtual space and to promote their use.
[0005] Therefore, an object of the present invention is to provide a virtual space providing device that can encourage user behavior such as the use of specific financial settlement methods such as credit cards.
[0006] The present invention comprises a providing unit that provides a virtual space including attachments attached to a user's avatar, and a processing unit that changes the display form of the attachments in the virtual space in accordance with action result information obtained based on the user's actions.
[0007] According to the present invention, it is possible to encourage user behavior such as the use of specific financial payment methods such as credit cards.
[0008] 1 is a diagram showing a system configuration including a virtual space providing server 100 in a first embodiment of the present disclosure. FIG. 1 is a diagram showing a specific example of a payment management DB provided in a payment management server 300. FIG. 2 is a diagram showing a schematic diagram of a virtual space provided by the virtual space providing server 100. FIG. 3 is a block diagram showing a functional configuration of the virtual space providing server 100 in the present disclosure. FIG. 4 is a schematic diagram showing the generation of a character according to points. FIG. 5 is a schematic diagram showing another example of the generation of a character according to points. FIG. 6 is a diagram showing another example of a mascot M. FIG. 7 is a diagram showing that the mascot M100 is attached to an avatar A. FIG. 8 is a flowchart showing the operation of the virtual space providing server 100 when providing a virtual space. FIG. 9 is a flowchart showing processing in the virtual space providing server 100 of the present disclosure when the payment amount is large. FIG. 10 is a flowchart showing processing for causing the mascot M to perform another movement pattern. FIG. 11 is a diagram showing a schematic diagram of a virtual space provided by a virtual space providing server 100a in a second embodiment. FIG. 12 is a diagram showing the functional configuration of the virtual space providing server 100a in the second embodiment. FIG. 13 is a diagram showing a user's behavior history information and facility information. FIG. 14 is a diagram explaining a guidance pattern when the mascot M guides the avatar A. FIG. 15 is a diagram showing informing the avatar A that points will be earned. 1 is a flowchart showing the operation of the virtual space provision server 100a according to the second embodiment of the present disclosure. FIG. 2 is a flowchart showing detailed processing illustrating a modified example of processing S304. FIG. 3 is a diagram showing an example of the hardware configuration of the virtual space provision server 100 according to an embodiment of the present disclosure.
[0009] The present disclosure will be described with reference to the accompanying drawings. Whenever possible, the same parts are designated by the same reference numerals and redundant description will be omitted.
[0010] 1 is a diagram showing a system configuration including a virtual space provision server 100, which is an information processing device according to a first embodiment of the present disclosure. As shown in the figure, the virtual space provision server 100 communicates with a user terminal 200 and a payment management server 300 via a network NW.
[0011] The virtual space providing server 100 provides a virtual space to the user terminal 200. The user terminal 200 displays the provided virtual space to the user, allowing the user to experience the virtual space.
[0012] The payment management server 300 is a server that manages payment information in the virtual space of the user of the user terminal 200. For example, the payment management server 300 stores payment information including information on the credit card used by the user in the virtual space and the payment amount. The payment information may be information on a payment method other than a credit card. For example, it may be payment information using a two-dimensional barcode. Furthermore, the payment information is not limited to payment information in the virtual space, and may include payment information in the real world.
[0013] FIG. 2 is a diagram showing a specific example of the payment management DB provided in the payment management server 300. As shown in FIG. 2(a), this payment management DB stores, for each user, the payment method, payment amount, points earned therefrom, expiration date of the points, and the points. The payment management DB also stores a breakdown of these items for each user. In this disclosure, as shown in FIG. 2(b), the payment management DB stores the payment date, payment store, payment amount, and points earned therefrom. In this disclosure, points are information having monetary value that is a portion of the amount returned to the user through credit card, other cashless payment, or cash payment. Points typically have an expiration date. Furthermore, points are information that have monetary value similar to cash to users, and users can use points to engage in economic activities.
[0014] This payment management DB may contain information on payments made in virtual space, or information on payments made in the real world.
[0015] The virtual space providing server 100 generates a virtual space that reflects the payment information stored in the payment management server 300 and provides it to the user terminal 200.
[0016] For example, a user's avatar is generated in a virtual space, and the avatar can act in the virtual space in accordance with user operations. The avatar can engage in economic activities (such as shopping) in a virtual store in the virtual space, and can use payment methods used in the real world, such as a credit card, to make payments.
[0017] In the present disclosure, patterns, marks, letters, characters, etc. that identify the payment method used by the user are attached to avatars, stores, etc., making the existence of that payment method known within the virtual space.
[0018] FIG. 3 is a diagram schematically illustrating a virtual space provided by the virtual space providing server 100. In the virtual space of the present disclosure, virtual stores X to Z exist. Avatar A is a character controlled by a user and can visit virtual store X or the like. Avatar A can also carry around a mascot M. This mascot M is a character representing a payment method used in the virtual space. For example, mascot M is a deformed bird character that moves with avatar A. Note that mascot M is not limited to an animal such as a bird. It may also be a mechanical object, or a virtual object such as a simple mark or symbol. It may also be an NPC (Non-Player Character). The NPC may also be an NPC that operates within a predetermined area separately from the avatar. Avatar A itself may have a mascot-like appearance and be linked to payment information.
[0019] Next, a description will be given of the function of operating the avatar A and the mascot M in this virtual space. Fig. 4 is a block diagram showing the functional configuration of the virtual space provision server 100 in the present disclosure. As shown in the figure, the virtual space provision server 100 is configured to include a storage unit 101, a character processing unit 102, a virtual space provision unit 103, and a point acquisition unit 104.
[0020] The storage unit 101 is a part that stores the virtual space to be provided and information for configuring the virtual space. In the present disclosure, the storage unit 101 stores the streetscape, shops, and characters such as avatars and mascots that configure the virtual space. The storage unit 101 also stores information on the behavior patterns of the mascots according to points, etc.
[0021] The character processing unit 102 is a unit that generates the appearance, behavior, etc. of a character according to points that an avatar (user) has earned through economic activities (purchasing goods, etc.) in the virtual space. The character processing unit 102 generates characters (avatars and mascots) by referring to information about characters, etc. stored in the storage unit 101, and causes the characters to move in the virtual space based on the behavior patterns defined therein.
[0022] The virtual space providing unit 103 is a part that provides a virtual space to the user terminal 200. The virtual space providing unit 103 is a part that reflects the avatars and mascots generated by the character processing unit 102 in the virtual space and provides it to the user terminal 200.
[0023] The point acquisition unit 104 is a part that acquires points acquired by a user through a purchase process and information related thereto (such as expiration date) from the payment management server 300. The purchase process is a process that is performed on a server or the like when a user purchases something online or in real space.
[0024] Here, the generation of characters according to points by the character processing unit 102 will be described. FIG. 5 is a schematic diagram thereof.
[0025] 5A shows that one mascot M is attached to avatar A. In the present disclosure, when the number of points obtained by the user in the virtual space is equal to or greater than x1 points, the character processing unit 102 generates a mascot M of a first size and controls the mascot M to move attached to avatar A.
[0026] 5(b) shows that a crown C is placed on mascot M. When the user has earned x1 points or more in the virtual space, the character processing unit 102 generates a crown C, generates an image of the crown being placed on mascot M, and controls the mascot M to move together with avatar A.
[0027] 6, the character processing unit 102 generates mascots M with different appearances or different numbers of mascots M depending on the points the user has earned in the virtual space.
[0028] 6A shows that one mascot M is attached to avatar A. In the present disclosure, when the number of points obtained by the user in the virtual space is equal to or greater than x1 points, the character processing unit 102 generates a mascot M of a first size and controls the mascot M to move attached to avatar A.
[0029] 6(b) shows that a second-size mascot M11 is attached to avatar A. In the present disclosure, when the number of points earned by the user in the virtual space is x2 or more (x2>x1), the character processing unit 102 enlarges the mascot M to generate a second-size mascot M11 that is larger than the first size, and controls the mascot M11 to move attached to avatar A.
[0030] 6(c) shows that a third-size mascot M12 is attached to avatar A. In the present disclosure, when the number of points earned by the user in the virtual space is x3 or more (x3>x2), the character processing unit 102 further enlarges the mascot M11 to generate a third-size mascot M12 that is larger than the second size, and controls the mascot M12 to move attached to avatar A.
[0031] In addition, in Figures 6(b) and 6(c), each mascot is enlarged, but this is not limited to this, and the mascot M11 or mascot M12 prepared in advance may be replaced, respectively.
[0032] Fig. 6(d) shows that one mascot M is attached to avatar A. This mascot M is the same size as the mascot in Fig. 6(a), but the size may of course be changed.
[0033] 6(e) shows that two mascots, M1 and M2, are attached to avatar A. In the present disclosure, when the number of points earned by the user in the virtual space is x2 or more (x2>x1), the character processing unit 102 generates a new mascot M2 and controls the mascots M1 and M2 to move attached to avatar A.
[0034] 6(f) shows that two mascots M1 to M3 are attached to avatar A. In the present disclosure, when the number of points obtained by the user in the virtual space is x3 or more (x3>x2), the character processing unit 102 generates a new mascot M3 and controls the mascots M1 to M3 to move attached to avatar A.
[0035] 6(g) shows that one mascot M is attached to avatar A. This mascot M is the same size as the mascot in FIG. 4(a), but the size may of course be changed.
[0036] 6(h) shows that a mascot M0 with a modified appearance is attached to avatar A. In the present disclosure, when the number of points obtained by the user in the virtual space is x2 or more (x2>x1), the character processing unit 102 generates mascot M0 by modifying the appearance (e.g., color) of mascot M, and controls mascot M0 to move attached to avatar A.
[0037] As described above, the character processing unit 102 can change the appearance and size of the mascot M or increase the number of mascots M according to the points the user has earned in the virtual space, and make them act as if they were attached to avatar A.
[0038] FIG. 7 is a diagram showing another modified example of mascot M. In this figure, mascot M is holding a sign K. This sign K is information that is added when a predetermined condition is met in the user's economic activity in the virtual space. For example, this sign K is added when the difference between the points earned in the user's economic activity and the threshold point falls below a predetermined value. The sign K indicates a benefit that can be obtained when the threshold point is reached. The benefit may be information such as a discount on purchases made at a store in the virtual space. Furthermore, an alert may be issued when a member rank is approaching an increase. For example, the user may start holding a sign indicating the benefit as the member rank increases. These processes are performed by the character processing unit 102.
[0039] FIG. 8 shows that mascot M100 is attached to avatar A. This mascot M100 is displayed when points earned by a user through economic activities in the virtual space are about to expire. For example, when the points expire in only one week, mascot M is replaced with mascot M100. That is, when the difference between the current date and time and the points' expiration date falls within a predetermined time (or number of days), the character processing unit 102 replaces mascot M with mascot M100 to alert the user that the points will expire. Here, mascot M100 is displayed in a dying or listless state.
[0040] The mascot M100 may change its display mode depending on the number of expired points. When all points have expired, the mascot M may disappear.
[0041] As described above, mascot M is generated in response to economic activity in the virtual space and is associated with avatar A. In the above description, mascot M is variably set based on points earned from the payment amount at a store in the virtual space using a predetermined payment method, but this is not limiting. For example, it may be the payment amount itself, or the user's membership rank in the virtual space determined based on the payment amount or points. The membership rank indicates a level classification, such as one star for a payment amount of 10,000 yen or more, or three stars for a payment amount of 100,000 yen or more.
[0042] The target points or payment amount may be points or amounts for a recent fixed period, such as points or amounts within the past three months. The points or payment amount may also be the cumulative total of payment amounts or points for each month.
[0043] For example, if the monthly payment amount exceeds 100,000 yen, the appearance, size, or number of mascots M may be changed. The display mode of mascot M may be set based on the sum of payment information of all users registered as a family, rather than information related to the payment of a single user.
[0044] 6(a) to 6(c), when points expire, the size of the mascot may be reduced in accordance with the number of points that have expired. For example, if 10% of the total number of points held is lost, the mascot may be reduced in size by 10%.
[0045] 6(d) to 6(e), when multiple mascots are added, the character processing unit 102a may control the deletion of a mascot corresponding to a point as that point disappears. For example, a mascot added when the number of points reaches 100 or more may be deleted when the number of points falls below 100. These processes are performed by the character processing unit 102.
[0046] In the above explanation, it has been explained that points are earned through a user's economic activity, but points are not limited to economic activity and may be earned through a specific user action in the virtual space. For example, points may be earned when a user achieves a certain event in the virtual space. For example, an event may be visiting 10 or more virtual stores.
[0047] Next, the operation of the virtual space providing server 100 of the present disclosure will be described. FIG. 9 is a flowchart showing the operation of the virtual space providing server 100 when providing a virtual space. When the virtual space providing server 100 receives a login request for a virtual space from a user terminal 200, the virtual space providing unit 103 provides the virtual space to the user terminal 200 and displays the user's avatar in the virtual space (S101). Note that payment information may be obtained from the payment management server 300 not only at login time, but also at predetermined time intervals, after each purchase at a virtual store, etc.
[0048] The character processing unit 102 acquires information about the payment from the payment management server 300 (S102). For example, the information about the payment includes the payment amount, points, membership rank, and point expiration date in the virtual space of the user.
[0049] The character processing unit 102 adds or changes the display mode of the mascot M or changes the movement pattern of the mascot in accordance with the payment information, and processes the mascot to move in accordance with the display mode or movement pattern (S103). For example, as shown in Fig. 6, multiple mascots M, mascots M of different sizes, etc., are attached to the avatar A. Furthermore, as necessary, the mascot M is made to perform a predetermined movement.
[0050] 10 is a flowchart showing processing based on a payment amount in the virtual space providing server 100 of the present disclosure. Here, it is assumed that this processing is executed when a user makes a purchase in a virtual store via an avatar or at predetermined time intervals, but it may also be executed at login.
[0051] The character processing unit 102 accesses the payment management server 300 when the user makes a purchase at a virtual store or at predetermined time intervals (S201). When the character processing unit 102 determines that the difference between the user's payment amount in the virtual space stored in the payment management server 300 and the threshold amount (the value obtained by subtracting the payment amount from the threshold amount) is equal to or less than a predetermined amount (S202), the character processing unit 102 causes the mascot M associated with avatar A to perform a specified action (S203). For example, if the value obtained by subtracting the payment amount from the threshold amount is small, it can be determined that the payment amount is large and that the user has overused a payment method such as a credit card. In this case, the character processing unit 102 causes the mascot M to perform an action that sends a message to the user saying, "Think about your usage plan."
[0052] FIG. 11 is a flowchart showing a process for making the mascot M perform another movement pattern in the virtual space providing server 100 according to the present disclosure.
[0053] When the user (avatar A) performs an action to purchase a product in a virtual store and the character processing unit 102 accepts the action (S301), mascot M determines that a predetermined condition is met based on information previously obtained from the payment management server 300 (S302). The mascot then performs a specified action (S303). For example, if the user's payment information meets a predetermined condition, mascot M enters a specific state. For example, a specific state is when the user's membership rank is high (e.g., three stars). In this case, the character processing unit 102 causes the mascot to perform a bargaining action in the virtual store. The bargaining action is an effect of the mascot, and indicates that the user will receive a special benefit, such as a 5% discount, depending on the payment information.
[0054] Second Embodiment Next, a second embodiment will be described. FIG. 12 is a diagram schematically illustrating a virtual space provided by the virtual space providing server 100a in the second embodiment of the present disclosure. As in FIG. 3, as shown in the diagram, virtual stores X to Z exist in the virtual space of the present disclosure. Avatar A is a character operated by a user and can visit virtual store X, etc. Avatar A can also walk around with a mascot M. This mascot M is a character representing a payment method used in the virtual space. In the second embodiment, the mascot M is connected by a lead L. The lead L is extendable, and the mascot M can pull the avatar A to guide the avatar A to a predetermined position.
[0055] In this second embodiment, the predetermined position is an avoidance position that can prevent the points from being in a predetermined state. The predetermined state of the points refers to a state in which the points are about to expire. For example, this is a state in which there is only one day left until the expiration date. Details of the predetermined state will be described later.
[0056] An avoidance location is, for example, a location where points that are about to expire can be restored, a location where points can be prevented from disappearing, or a location where points will not be treated unfavorably. For example, an avoidance location may be a virtual store where a user can reset the expiration date of points or increase points by purchasing a product there (purchasing action). In addition, a location where points can be restored may be defined within the virtual space.
[0057] 13 is a diagram showing the functional configuration of a virtual space providing server 100a according to the second embodiment. As shown in the diagram, the virtual space providing server 100a includes a storage unit 101, a character processing unit (guidance unit) 102, a virtual space providing unit (providing unit) 103, a point acquisition unit (acquisition unit) 104, a behavior history storage unit 105, and a facility information storage unit 106.
[0058] The storage unit 101 is a part that stores the virtual space to be provided and information for configuring the virtual space. In the present disclosure, the storage unit 101 stores the streetscape, shops, and characters such as avatars and mascots that configure the virtual space. The storage unit 101 also stores information on the behavior patterns of the mascots according to points, etc.
[0059] The character processing unit 102a is a unit that generates an avatar A and a mascot M in accordance with points that an avatar (user) has earned through economic activities (purchasing products, etc.) in the virtual space, and controls the behavior patterns of the mascot M. The character processing unit 102a generates the avatar A and the mascot M by referencing information on characters and the like stored in the storage unit 101, and causes the mascot M to act in the virtual space based on the behavior patterns defined therein.
[0060] The virtual space providing unit 103 is a part that provides a virtual space to the user terminal 200. The virtual space providing unit 103 is a part that reflects the avatars and mascots generated by the character processing unit 102a in the virtual space and provides it to the user terminal 200.
[0061] The behavior history storage unit 105 is a part that stores behavior history information of an avatar in a virtual space. FIG. 14( a) is a diagram showing the behavior history information. The behavior history information stores, for each user, visited facilities (stores), payment information, purchased items, date and time, and amount in association with each other. Note that the information is not limited to virtual stores where items were purchased, and may simply include stores and facilities visited.
[0062] The facility information storage unit 106 stores facility information related to virtual stores within the virtual space. FIG. 14(b) is a diagram illustrating facility information. As shown in the figure, the facility information is information that associates a facility, available payment methods, point award rates, campaign flags, and benefits for using points. The payment method indicates, for example, a credit card, a QR code payment method, etc., and indicates the financial institution that provides that method. The point award rate indicates the percentage of points awarded to the purchase amount. The campaign flag is flag information that indicates whether a campaign is running. For example, it indicates that the point award rate is higher than usual, and this is reflected in the point award rate column. Benefits for using points include limited items that can be equipped to characters. For example, if a user uses more points than a specified number within a certain period, they can obtain the limited item and equip it on their character.
[0063] The second embodiment of the present disclosure is generally the same as the first embodiment, but differs in that the character processing unit 102a controls the mascot M to guide the avatar A to a predetermined position (avoidance position for point disappearance). Specifically, when the points reach a predetermined state, the character processing unit 102a operates the mascot M to guide the avatar A to an avoidance position in the virtual space where the points can be avoided from the predetermined state.
[0064] 15A to 15C are diagrams illustrating guidance patterns when mascot M guides avatar A. The character processing unit 102a changes the behavior of mascot M according to predetermined conditions. In the examples shown in FIGS. 15A to 15C, the character processing unit 102a changes the behavior of mascot M according to the distance to the avoidance position. Note that the distance to the avoidance position is the distance traveled by avatar A when it reaches the avoidance position in the virtual space. The distance to the avoidance position is, for example, the distance from the position of avatar A in the virtual space to the avoidance position.
[0065] FIG. 15( a) is a schematic diagram showing avatar A holding mascot M by a lead L. When the distance to the avoidance position exceeds a first threshold, the character processing unit 102a operates mascot M so that the distance between avatar A and mascot M falls below a first predetermined distance. The first threshold may be set in advance by a service provider or the like. A state in which the distance between avatar A and mascot M is equal to or less than the first predetermined distance may be a state in which mascot M does not attract the attention of avatar A (the user). In the example shown in the figure, the lead L is in a slack state because avatar A and mascot M are close to each other. Therefore, mascot M is not attracting the attention of avatar A (the user).
[0066] FIG. 15( b) is a schematic diagram showing a state in which mascot M moves to guide avatar A to a predetermined position after satisfying a predetermined condition. When the distance to the avoidance position is equal to or less than a first threshold, the character processing unit 102a operates mascot M so that the distance between avatar A and mascot M is equal to or greater than a first predetermined distance. The state in which the distance between avatar A and mascot M is equal to or greater than the first predetermined distance may be a state in which mascot M is attracting the attention of avatar A (user). In the example shown in the figure, the lead L is slightly pulled. By pulling avatar A, mascot M is attempting to guide avatar A to the destination of mascot M. At this time, avatar A moves in accordance with the movement of mascot M. At this time, avatar A (user) is aware that mascot M is attempting to move, and mascot M is attracting avatar A's (user's) attention.
[0067] 15(c) is a schematic diagram showing mascot M pulling avatar A tightly. When the distance to the avoidance position is smaller, for example, when the distance is equal to or smaller than the second threshold (second threshold < first threshold), the character processing unit 102a controls mascot M so that the distance between avatar A and mascot M exceeds the second predetermined distance (second predetermined distance > first predetermined distance). The second threshold is set in advance by the service provider or the like. The state in which the distance between avatar A and mascot M exceeds the second predetermined distance may be a state in which mascot M is attracting avatar A's (user's) attention more strongly. Note that the second threshold may be a numerical value greater than the first threshold.
[0068] In the example shown in the figure, the lead L is taut, and the mascot M is pulling the avatar A more strongly to more actively guide the avatar A to the destination of the mascot M. At this time, the avatar A moves along with the movement of the mascot M. That is, the character processing unit 102 controls the avatar A to automatically move together with the mascot M, regardless of the operation of the avatar A by the user. Note that the avatar A does not have to move automatically, and the user may operate the avatar A to follow the mascot M. At this time, the user may move the avatar A while checking the degree of slack or tension in the lead L, or may move the avatar A manually by performing an operation to instruct the avatar to "follow."
[0069] 15(d) to 15(f) are diagrams showing other methods of guidance using mascot M. In the examples shown in FIGS. 15(d) to 15(f), the character processing unit 102a changes the movement speed of mascot M depending on a predetermined point status. Specifically, the character processing unit 102a may change the character speed depending on the number of points that are about to expire. For example, the character processing unit 102a may increase the movement speed of mascot M when there are many points that are about to expire (when there are a predetermined number of points). The movement speed may also be changed based on the remaining points rather than the expiration date.
[0070] 15(d) is a diagram showing that mascot M is near avatar A. When the points are not in a predetermined state, the character processing unit 102a sets the moving speed of mascot M to a first predetermined speed or less.
[0071] FIG. 15(e) is a diagram showing that mascot M moves at a speed exceeding the first predetermined speed in accordance with a predetermined condition. When the points are in a predetermined state, the character processing unit 102a changes the movement speed of mascot M to exceed the first predetermined speed. A case in which the points are in a predetermined state is, for example, when there are points whose expiration date is approaching (for example, when there are more than the first predetermined points). The state in which mascot M's movement speed exceeds the first predetermined speed may be a state in which mascot M attracts avatar A's attention. In the example shown in the figure, avatar A (user) notices that mascot M has moved. Here, the user controls avatar A to move so as to follow mascot M.
[0072] FIG. 15(f) illustrates mascot M moving at a speed exceeding the second predetermined speed. When the points are in a specific state among the predetermined states, the character processing unit 102a changes the movement speed of mascot M to exceed the second predetermined speed (second predetermined speed > first predetermined speed). A specific state of points refers to, for example, when there are many points whose expiration dates are approaching (e.g., when there are more than the second predetermined points, i.e., when the second predetermined points > the first predetermined points). The second predetermined speed is greater than the first predetermined speed. When mascot M's movement speed exceeds the second predetermined speed, it is sufficient if mascot M strongly attracts avatar A's attention. As shown in the figure, because mascot M's movement speed is high, the user controls avatar A to move quickly to follow it. Note that the first predetermined point may be set to be greater than the second predetermined point. The relationship between the points, their expiration dates, and mascot M's movement speed is determined appropriately depending on the design of the virtual space.
[0073] 15(g) is a diagram showing that mascot M has moved to its destination, virtual store Z. As shown in the figure, mascot M notifies avatar A by voice, music, or the like that it has arrived near virtual store Z. In the present disclosure, the character processing unit 102a controls avatar A to guide mascot M to a location where points can be obtained, such as virtual store Z, on the condition that points are about to expire or that more points are needed. Here, when guided near virtual store Z, the character processing unit 102a controls mascot M to make a sound to notify avatar A of this.
[0074] The user can learn that points can be earned by shopping at virtual store Z.
[0075] 16 is a diagram showing that mascot M informs avatar A (user) that points can be earned by visiting virtual store Z. As shown in the figure, the character processing unit 102a informs the user that 100 points can be earned by visiting virtual store Z when a predetermined condition is met.
[0076] 17 is a flowchart showing the operation of the virtual space providing server 100a according to the second embodiment of the present disclosure. The virtual space providing unit 103 displays a character in a virtual space and transmits the character to the user terminal 200 (S301). The point acquiring unit 104 acquires information indicating points acquired by the user's purchase process from the payment management server 300 (S302).
[0077] When the character processing unit 102a determines that the acquired points are in a predetermined state (S303: YES), it operates the mascot M to guide the user's avatar A to an avoidance position in the virtual space (S304).
[0078] In addition, guidance includes mascot M pulling avatar A as shown in Figure 15, as well as mascot M encouraging avatar A to visit a virtual store by presenting benefits such as a virtual store to avatar A as shown in Figure 16.
[0079] In the process S303, the points are considered to be in a predetermined state in the following cases.
[0080] (1) When the amount spent using the payment method exceeds a predetermined threshold (a period predetermined by the system or set by the user, for example, within one month), the membership rank of the payment method increases, or a benefit is obtained. (2) When there are points that will expire within a predetermined period (a period predetermined by the system or set by the user, for example, within one month), or when there are more than a predetermined threshold (a value predetermined by the system or set by the user, for example, points worth 1,000 yen). (3) When the number of points is less than the threshold (a value predetermined by the system or set by the user, for example, points worth 1,000 yen) that the user has set in advance. (4) When the user has requested navigation of the payment method. Furthermore, the avoidance location in process S304 is assumed to be a virtual store, but it also includes the following.
[0081] (1) Facilities where the payment method can be used (shops, art museums, movie theaters, concert venues, etc.); (2) Facilities specified by the system. For example, facilities where points can be efficiently accumulated and used (facilities that award more points than usual, or facilities where benefits can be obtained by using points); facilities currently running campaigns (facilities that are running campaigns that award points at a discount for a certain period of time using the payment method); (3) Facilities where the user's past behavioral history shows a track record of using the payment method; and (4) Facilities where it is estimated that the payment necessary to avoid a predetermined state can be made based on the sales price of the product or service. As an example of (4) above, if the user has 2,000 yen left to rank up, the facility selling products that the user is likely to purchase for 2,000 yen or more based on the user's behavioral history is a facility where such products are sold. The character processing unit 102a selects this facility and guides the user to the location of the facility. For example, in the example shown in FIG. 14, the character processing unit 102a examines the user's behavioral history and finds that the user purchased sneakers worth 20,000 yen, so it guides the user to Shop X as an avoidance location.
[0082] The guidance is indicated by a strong pulling display. If points are advantageous, if a special benefit can be obtained, or if a campaign is running, the user (avatar A) may be notified of this. If the member rank is close to being upgraded, a message may be displayed saying "Your rank will be upgraded if you purchase XX yen," along with the special benefit that can be obtained by upgrading. The timing for guidance may be when the user is within a predetermined distance of the facility (for example, within 5 minutes at a normal moving speed).
[0083] Fig. 18 is a flowchart showing a detailed process illustrating a modified example based on the process S304. In the process S304, the mascot M guides the avatar A to a predetermined virtual store, but in Fig. 18, the mascot M is made to perform more detailed actions.
[0084] In process S302, the point acquisition unit 104 acquires information about the user's points (e.g., the number of points and their expiration date) from the payment management server 300. The character processing unit 102a then determines whether there are any points whose expiration date is within a predetermined period. Here, the character processing unit 102a determines that there are any points whose expiration date is within a predetermined period (S401).
[0085] The character processing unit 102a then selects several virtual stores in the virtual space where points can be obtained (S402) and obtains the distance therebetween (S403). The distance can be calculated from the current position of avatar A in the virtual space and the position of each virtual store in the virtual space.
[0086] The character processing unit 102a then changes the behavior of the mascot M according to the distance (S404). For example, as shown in Figures 15(a) to 15(c), the character processing unit 102a changes the behavior of the mascot M according to the distance to the avoidance position. Furthermore, for example, if the distance is within a predetermined distance, the character processing unit 102a controls the mascot M to present to avatar A the name of the virtual store and the number of points that can be obtained there (for example, the number of points for a purchase worth 1,000 yen).
[0087] Furthermore, the character processing unit 102a controls the mascot M to guide the user to a virtual store located within a predetermined distance. If there are multiple virtual stores within a predetermined distance, the user may be guided to the nearest virtual store. Alternatively, the user may be guided to a virtual store that sells products that interest the user. The products of interest are determined based on the user's behavior history information. For example, the products of interest may be determined based on the products or genres sold by the virtual store that the user visits most frequently in the behavior history information.
[0088] [Regarding the Effects of the First and Second Embodiments] Next, the effects of the virtual space providing server 100 of the present disclosure will be described. The virtual space providing unit 103 provides the user terminal 200 with a virtual space including an accessory attached to the user's avatar A. In the present disclosure, the accessory is, for example, a mascot M.
[0089] The character processing unit 102 changes the display form of the mascot M in the virtual space in accordance with the action result information obtained based on the user's action.
[0090] In the present disclosure, behavior result information is at least one of a payment amount obtained based on a user's behavior, points based on the payment amount, and a rank assigned according to the payment amount. This behavior result information is information obtained through the user's economic activities and other behaviors.
[0091] This allows the user to be prompted to take action, such as using a payment method in the virtual space, more specifically, using a credit card, QR code payment, or the like.
[0092] In the present disclosure, the character processing unit 102 adds a crown C as a decoration to the mascot M in accordance with the action result information, or changes (increases) the size of the mascot M or the number of mascots M. In this way, when a user uses (takes action on) a payment method or the like in the virtual space, the mascot M appears and stands out, thereby making the use of the mascot M known in the virtual space.
[0093] The character processing unit 102 may change the behavior of the mascot M depending on the action result information such as points. For example, the character processing unit 102 causes the mascot M to perform an action to support the purchase when the user purchases a product in the virtual space. For example, the action to support the purchase is an action to bargain over the price of the product or an action to issue a message.
[0094] This can motivate the user to take that action (to obtain points, etc.).
[0095] Furthermore, the character processing unit 102 changes the display mode of the mascot M according to the expiration date of the action result information such as points. Action result information, particularly points, generally has an expiration date. When the expiration date is approaching, the display mode of the mascot M can be changed to notify the user that some points are about to expire.
[0096] The character processing unit 102 can gradually change the degree of deterioration of the attachment as the expiration date approaches, for example, by changing the color of mascot M, aging mascot M, or making mascot M look tired.
[0097] This allows the user to visually and intuitively know that the validity period of the action result information will expire.
[0098] Mascot M is an animal-shaped character that moves in conjunction with the avatar, which makes it easy to empathize with the user, but of course it is not limited to this.
[0099] The action result information such as points may be limited to information obtained by taking action in the virtual space, which motivates the user to take action (use payment means) in the virtual space.
[0100] The behavior result information in the present disclosure assumes the use of a payment method, and points, payment amount, membership rank, and point expiration date are generally stored in a payment management server 300 owned by a payment service provider. The virtual space providing server 100 of the present disclosure includes a point acquisition unit 104, which acquires at least one of the payment amount obtained based on the user's behavior, the points based on the payment amount, and the rank assigned according to the payment amount from the payment management server 300.
[0101] Furthermore, in the virtual space providing server 100a according to the second embodiment of the present disclosure, when the point reaches a predetermined state, the character processing unit 102a operates the mascot M to guide the avatar A to an avoidance position in the virtual space where the point can be avoided from the predetermined state.
[0102] According to this configuration, the mascot M guides the user's avatar A based on the status of points linked to the user's avatar A. This can encourage the user to use points in the virtual space.
[0103] In the virtual space providing server 100a, the character processing unit 102a changes the behavior of the mascot M in accordance with the distance to the avoidance position. The character processing unit 102a also changes the movement speed of the mascot M in accordance with a predetermined point state.
[0104] This makes it possible to more effectively encourage users to use their points in the virtual space.
[0105] The avoidance location is a virtual store where the user can earn points by making purchases. By guiding avatar A to the avoidance location, the user can increase the number of points he or she owns, for example. As a result, the user can be more effectively encouraged to use his or her points.
[0106] The predetermined state is a state where the points are about to expire. By guiding avatar A to an avoidance position that allows the user to avoid the predetermined state, the expiration date of the points held by the user can be reset or extended.
[0107] [About the Present Disclosure] The virtual space providing servers 100 and 100a of the present disclosure have the following configuration.
[0108] [1] An information processing device comprising: a providing unit that provides a virtual space including an attachment attached to a user's avatar; and a processing unit that changes the display form of the attachment in the virtual space according to action result information obtained based on the user's action.
[0109] [2] The information processing device according to [1], wherein the behavior result information is at least one of a payment amount obtained based on the user's behavior, points based on the payment amount, and a rank assigned according to the payment amount.
[0110] [3] The information processing device according to [1] or [2], wherein the processing unit adds a decoration to the accessory, or changes the size or number of the accessory, depending on the action result information.
[0111] [4] The information processing device according to any one of [1] to [3], wherein the processing unit changes the behavior of the accompanying object in accordance with the action result information.
[0112] [5] The information processing device according to [4], wherein the processing unit performs an operation of supporting the purchase when the accessory is used by the user to purchase a product.
[0113] [6] The information processing device according to any one of [1] to [5], wherein the processing unit changes the display form of the attachment depending on an expiration date of the action result information.
[0114] [7] The information processing device according to [6], wherein the processing unit changes the display mode to one that indicates a greater degree of deterioration of the accessory as the expiration date approaches.
[0115] [8] The information processing device according to any one of [1] to [7], wherein the accompanying object is an animal-like character that moves in conjunction with the avatar.
[0116] [9] The information processing device according to any one of [1] to [8], wherein the action result information is information obtained by taking an action in the virtual space.
[0117]
[10] An information processing device according to any one of [1] to [9], further comprising an acquisition unit that acquires behavior result information including at least one of a payment amount obtained based on the user's behavior, points based on the payment amount, and a rank assigned according to the payment amount from a server that stores the behavior result information.
[0118] [Definition of Terms, etc.] The block diagrams used to explain the above embodiments show functional blocks. These functional blocks (components) are realized by any combination of hardware and / or software. Furthermore, the method for realizing each functional block is not particularly limited. That is, each functional block may be realized using a single device that is physically or logically coupled, or may be realized using two or more physically or logically separated devices that are connected directly or indirectly (e.g., via wire, wirelessly, etc.) and these multiple devices. The functional block may also be realized by combining the single device or multiple devices with software.
[0119] Functions include, but are not limited to, judgment, determination, assessment, calculation, computation, processing, derivation, investigation, search, confirmation, reception, transmission, output, access, resolution, selection, selection, establishment, comparison, assumption, expectation, consideration, broadcasting, notifying, communicating, forwarding, configuring, reconfiguring, allocating, mapping, and assignment. For example, a functional block (component) that performs transmission is called a transmitting unit or transmitter. As mentioned above, there are no particular limitations on how these functions are implemented.
[0120] For example, the virtual space provision server 100 (including the virtual space provision server 100a) according to an embodiment of the present disclosure may function as a computer that performs processing of the virtual space provision method of the present disclosure. Fig. 19 is a diagram showing an example of the hardware configuration of the virtual space provision server 100 according to an embodiment of the present disclosure. The above-mentioned virtual space provision server 100 may be physically configured as a computer device including a processor 1001, a memory 1002, a storage 1003, a communication device 1004, an input device 1005, an output device 1006, a bus 1007, etc.
[0121] In the following description, the term "device" can be interpreted as a circuit, a device, a unit, etc. The hardware configuration of the virtual space provision server 100 may be configured to include one or more of the devices shown in the figure, or may be configured to exclude some of the devices.
[0122] Each function of the virtual space provision server 100 is realized by loading specified software (programs) onto hardware such as the processor 1001 and memory 1002, causing the processor 1001 to perform calculations, control communication via the communication device 1004, and control at least one of reading and writing data in the memory 1002 and storage 1003.
[0123] The processor 1001 controls the entire computer by running, for example, an operating system. The processor 1001 may be configured as a central processing unit (CPU) including an interface with peripheral devices, a control device, an arithmetic unit, registers, etc. For example, the character processing unit 102 described above may be realized by the processor 1001.
[0124] The processor 1001 also loads programs (program code), software modules, data, etc. from at least one of the storage 1003 and the communication device 1004 into the memory 1002 and executes various processes in accordance with these. The programs used are those that cause a computer to execute at least some of the operations described in the above-described embodiments. For example, the character processing unit 102 may be implemented by a control program stored in the memory 1002 and running on the processor 1001, and similar implementations may be made for other functional blocks. While the above-described various processes have been described as being executed by a single processor 1001, they may also be executed simultaneously or sequentially by two or more processors 1001. The processor 1001 may be implemented by one or more chips. The programs may also be transmitted from a network via a telecommunications line.
[0125] The memory 1002 is a computer-readable recording medium and may be configured, for example, by at least one of a read-only memory (ROM), an erasable programmable ROM (EPROM), an electrically erasable programmable ROM (EEPROM), a random access memory (RAM), etc. The memory 1002 may also be referred to as a register, a cache, a main memory (primary storage device), etc. The memory 1002 can store executable programs (program codes), software modules, etc. for implementing a virtual space providing method according to one embodiment of the present disclosure.
[0126] Storage 1003 is a computer-readable recording medium, and may be composed of at least one of, for example, an optical disk such as a CD-ROM (Compact Disc ROM), a hard disk drive, a flexible disk, a magneto-optical disk (e.g., a compact disk, a digital versatile disk, a Blu-ray (registered trademark) disk), a smart card, a flash memory (e.g., a card, a stick, a key drive), a floppy (registered trademark) disk, a magnetic strip, etc. Storage 1003 may also be referred to as an auxiliary storage device. The above-mentioned storage medium may be, for example, a database, a server, or other appropriate medium including at least one of memory 1002 and storage 1003.
[0127] The communication device 1004 is hardware (transmission / reception device) for communicating between computers via at least one of a wired network and a wireless network, and is also referred to as, for example, a network device, a network controller, a network card, or a communication module. The communication device 1004 may be configured to include a high-frequency switch, a duplexer, a filter, a frequency synthesizer, etc. to realize at least one of frequency division duplex (FDD) and time division duplex (TDD). For example, the above-mentioned virtual space providing unit 103 may be realized by the communication device 1004. The communication device 1004 may be implemented with a transmitter and a receiver that are physically or logically separated.
[0128] The input device 1005 is an input device (e.g., a keyboard, a mouse, a microphone, a switch, a button, a sensor, etc.) that receives input from the outside. The output device 1006 is an output device (e.g., a display, a speaker, an LED lamp, etc.) that outputs to the outside. Note that the input device 1005 and the output device 1006 may be integrated into one device (e.g., a touch panel).
[0129] Furthermore, each device, such as the processor 1001 and the memory 1002, is connected by a bus 1007 for communicating information. The bus 1007 may be configured using a single bus, or may be configured using different buses between each device.
[0130] The virtual space providing server 100 may also be configured to include hardware such as a microprocessor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), a programmable logic device (PLD), or a field programmable gate array (FPGA), and some or all of the functional blocks may be realized by the hardware. For example, the processor 1001 may be implemented using at least one of these pieces of hardware.
[0131] The notification of information is not limited to the aspects / embodiments described in the present disclosure and may be performed using other methods. For example, the notification of information may be performed by physical layer signaling (e.g., Downlink Control Information (DCI) and Uplink Control Information (UCI)), higher layer signaling (e.g., Radio Resource Control (RRC) signaling, Medium Access Control (MAC) signaling, broadcast information (Master Information Block (MIB) and System Information Block (SIB))), other signals, or a combination thereof. Furthermore, the RRC signaling may be referred to as an RRC message, and may be, for example, an RRC Connection Setup message, an RRC Connection Reconfiguration message, or the like.
[0132] The order of the procedures, sequences, flowcharts, etc. of each aspect / embodiment described in this disclosure may be changed unless it is consistent. For example, the methods described in this disclosure present elements of various steps using an example order, and are not limited to the particular order presented.
[0133] Input and output information may be stored in a specific location (for example, memory) or may be managed using a management table. Input and output information may be overwritten, updated, or added to. Output information may be deleted. Input information may be sent to another device.
[0134] The determination may be made based on a value represented by one bit (0 or 1), a Boolean value (true or false), or a numerical comparison (e.g., comparison with a predetermined value).
[0135] The aspects / embodiments described in this disclosure may be used alone, in combination, or switched depending on the implementation. Notification of predetermined information (e.g., notification that "X is true") is not limited to explicit notification, but may be implicit (e.g., not notifying the predetermined information).
[0136] Although the present disclosure has been described in detail above, it is clear to those skilled in the art that the present disclosure is not limited to the embodiments described herein. The present disclosure can be implemented in modified and altered forms without departing from the spirit and scope of the present disclosure as defined by the claims. Therefore, the description of the present disclosure is intended to be illustrative and does not have any limiting meaning on the present disclosure.
[0137] Software shall be construed broadly to mean instructions, instruction sets, code, code segments, program code, programs, subprograms, software modules, applications, software applications, software packages, routines, subroutines, objects, executable files, threads of execution, procedures, functions, etc., whether referred to as software, firmware, middleware, microcode, hardware description language, or otherwise.
[0138] Software, instructions, information, etc. may also be transmitted or received over a transmission medium. For example, if software is transmitted from a website, server, or other remote source using wired technologies (such as coaxial cable, fiber optic cable, twisted pair, Digital Subscriber Line (DSL)), and / or wireless technologies (such as infrared, microwave), then these wired and / or wireless technologies are included within the definition of transmission media.
[0139] The information, signals, etc. described in this disclosure may be represented using any of a variety of different technologies. For example, data, instructions, commands, information, signals, bits, symbols, chips, etc. that may be referred to throughout the above description may be represented by voltages, currents, electromagnetic waves, magnetic fields or magnetic particles, optical fields or photons, or any combination thereof.
[0140] Note that terms described in this disclosure and terms necessary for understanding this disclosure may be replaced with terms having the same or similar meanings. For example, at least one of a channel and a symbol may be a signal (signaling). Furthermore, a signal may be a message. Furthermore, a component carrier (CC) may be called a carrier frequency, a cell, a frequency carrier, etc.
[0141] Furthermore, the information, parameters, etc. described in the present disclosure may be expressed using absolute values, may be expressed using relative values from a predetermined value, or may be expressed using other corresponding information. For example, a radio resource may be indicated by an index.
[0142] The names used for the above-described parameters are not intended to be limiting in any way. Furthermore, the mathematical expressions using these parameters may differ from those explicitly disclosed in this disclosure. The various channels (e.g., PUCCH, PDCCH, etc.) and information elements may be identified by any suitable names, and therefore the various names assigned to these various channels and information elements are not intended to be limiting in any way.
[0143] In this disclosure, the terms "Mobile Station (MS)," "user terminal," "User Equipment (UE)," "terminal," and the like may be used interchangeably.
[0144] A mobile station may also be referred to by those skilled in the art as a subscriber station, mobile unit, subscriber unit, wireless unit, remote unit, mobile device, wireless device, wireless communication device, remote device, mobile subscriber station, access terminal, mobile terminal, wireless terminal, remote terminal, handset, user agent, mobile client, client, or some other suitable terminology.
[0145] As used in this disclosure, the terms "determining" and "determining" may encompass a wide variety of actions. "Determining" and "determining" may include, for example, judging, calculating, computing, processing, deriving, investigating, looking up, searching, inquiring (e.g., searching in a table, database, or other data structure), ascertaining, and the like. "Determining" and "determining" may also include receiving (e.g., receiving information), transmitting (e.g., sending information), input, output, accessing (e.g., accessing data in memory), and the like. Furthermore, "judgment" and "decision" can include regarding resolving, selecting, choosing, establishing, comparing, etc. as having been "judged" or "decided." In other words, "judgment" and "decision" can include regarding some action as having been "judged" or "decided." Furthermore, "judgment (decision)" can be interpreted as "assuming," "expecting," "considering," etc.
[0146] The terms "connected," "coupled," or any variation thereof, refer to any direct or indirect connection or coupling between two or more elements, and may include the presence of one or more intermediate elements between two elements that are "connected" or "coupled" to each other. The coupling or connection between elements may be physical, logical, or a combination thereof. For example, "connected" may be read as "access." As used in this disclosure, two elements may be considered to be "connected" or "coupled" to each other using one or more wires, cables, and / or printed electrical connections, as well as electromagnetic energy having wavelengths in the radio frequency range, microwave range, and optical (both visible and invisible) range, as some non-limiting and non-exhaustive examples.
[0147] As used in this disclosure, the phrase "based on" does not mean "based only on," unless expressly stated otherwise. In other words, the phrase "based on" means both "based only on" and "based at least on."
[0148] As used in this disclosure, any reference to an element using a designation such as "first," "second," etc. does not generally limit the quantity or order of those elements. These designations may be used in this disclosure as a convenient method of distinguishing between two or more elements. Thus, a reference to a first and a second element does not imply that only two elements may be employed or that the first element must in some way precede the second element.
[0149] When the terms "include," "including," and variations thereof are used in this disclosure, these terms are intended to be inclusive, similar to the term "comprising." Furthermore, when the term "or" is used in this disclosure, it is not intended to be an exclusive or.
[0150] In this disclosure, where articles are added by translation, such as a, an, and the in English, the disclosure may include that the nouns following these articles are in the plural form.
[0151] In the present disclosure, the term "A and B are different" may mean "A and B are different from each other." The term may also mean "A and B are each different from C." Terms such as "separate" and "coupled" may also be interpreted in the same way as "different."
[0152] 100, 100a...virtual space providing server, 200...user terminal, 300...payment management server, 101...memory unit, 102...character processing unit, 102a...character processing unit, 103...virtual space providing unit, 104...point acquisition unit, 105...behavior history memory unit, 106...facility information memory unit.
Claims
1. An information processing apparatus comprising: a providing unit that provides a virtual space including an accessory associated with a user's avatar; and a processing unit that changes a display form of the accessory in the virtual space according to action result information obtained based on the user's action.
2. The information processing apparatus according to claim 1, wherein the action result information is at least one of a settlement amount obtained based on the user's action, points based on the settlement amount, and a rank assigned according to the settlement amount.
3. The information processing apparatus according to claim 1, wherein the processing unit adds a decoration to the accessory according to the action result information, or changes the size or the number of the accessories.
4. The information processing apparatus according to claim 1, wherein the processing unit changes the operation of the accessory according to the action result information.
5. The information processing apparatus according to claim 4, wherein the accessory performs an operation to support purchase when the user purchases a product.
6. The information processing apparatus according to claim 1, wherein the processing unit changes the display form of the accessory according to the expiration date of the action result information.
7. The information processing apparatus according to claim 6, wherein as the expiration date approaches, the processing unit changes the display form to a form in which the degree of deterioration of the accessory is enhanced.
8. The information processing apparatus according to claim 1, wherein the accessory is an animal-shaped character that moves connected to the avatar.
9. The information processing apparatus according to claim 1, wherein the action result information is information obtained by acting in the virtual space.
10. The information processing apparatus according to claim 1, further comprising an acquisition unit that acquires action result information including at least one of a settlement amount obtained based on the user's action, points based on the settlement amount, and a rank assigned according to the settlement amount from a server that stores the action result information.
Citation Information
Patent Citations
Game system, game providing method, and program
JP2023081926A