WO2014097477A1 - Information processing device, information processing method, and program - Google Patents

Information processing device, information processing method, and program Download PDF

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Publication number
WO2014097477A1
WO2014097477A1 PCT/JP2012/083298 JP2012083298W WO2014097477A1 WO 2014097477 A1 WO2014097477 A1 WO 2014097477A1 JP 2012083298 W JP2012083298 W JP 2012083298W WO 2014097477 A1 WO2014097477 A1 WO 2014097477A1
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Prior art keywords
user
program
reward
data
information
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PCT/JP2012/083298
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French (fr)
Japanese (ja)
Inventor
スカイ クエン ルーイ
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LOUEY Skye Kuen
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Priority to PCT/JP2012/083298 priority Critical patent/WO2014097477A1/en
Priority to JP2013555694A priority patent/JPWO2014097477A1/en
Publication of WO2014097477A1 publication Critical patent/WO2014097477A1/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising

Definitions

  • the present invention relates to an information processing apparatus, an information processing method, and a program capable of enhancing the appeal effect to the user for advertisement and sales accompanying the program.
  • Patent Documents 1 and 2 there is a system in which a user is rewarded when a program such as a game is executed on a user's terminal and a predetermined condition is satisfied during the execution of the program (see, for example, Patent Documents 1 and 2).
  • the conventional reward is a user such as an item (virtual article) that can be used in the game given by the execution of the game program or a so-called affiliate reward (electronic money etc.) given by the execution of the advertisement program.
  • This invention is made in view of such a situation, and it aims at improving the appeal effect to a user about the advertisement and sale accompanying a program.
  • an information processing apparatus of one embodiment of the present invention provides: Collection means for collecting information on a user terminal that executes a predetermined program in response to a user operation or user data including one or more information on the user, and program data including one or more information on the predetermined program; Selection for selecting one or more physical articles existing in the real world as rewards for the execution of the predetermined program based on the user data and the program data collected by the collecting means Means, Support means for executing a predetermined process as support for providing the user with one or more physical items selected as rewards by the selection means; Is provided.
  • the physical article that can be selected by the selection means may include a physical article related to a sponsor for the predetermined program.
  • the physical article that can be selected by the selection means includes a physical article related to one or more predetermined objects among objects existing in a virtual world constructed in the user terminal by executing the predetermined program. Can be.
  • the support means can output information that can identify one or more physical articles selected as rewards by the selection means as the predetermined process.
  • the collecting means Based on the user data and the program data collected by the collecting means, further comprising a determining means for determining the presence or absence of reward to the user, When the determining means determines that there is a reward for the user, the selecting means selects one or more physical articles existing in the real world as the reward for the user related to the execution of the predetermined program. Select as the be able to.
  • the information processing method and program of one embodiment of the present invention are a method and a program respectively corresponding to the above-described information processing device of one embodiment of the present invention.
  • FIG. 5 It is a flowchart explaining the flow of the spot reward provision process which the server 1 which has a functional structure of FIG. 5 performs. It is a schematic diagram which shows the outline
  • FIG. 1 is a schematic diagram illustrating an outline of a real reward (hereinafter referred to as “RWR”) model to which the present invention is applied.
  • the RWR model is a model that enables a user to receive a physical article as a reward related to a program executed on the user terminal 2 by a user operation.
  • a physical article refers to a tangible thing that exists in the real world, and to which a natural person can be continuously involved.
  • a physical article as a reward related to the program is hereinafter referred to as “in-kind reward”.
  • a sponsor related to the program an SNS (Social Networking Service) community where the user participates, and the like appear as necessary.
  • SNS Social Networking Service
  • FIG. 1 for simplicity of explanation, one user, one administrator, and one sponsor are illustrated, but this is an example, and there may be a plurality of persons.
  • FIG. 2 is a block diagram showing a configuration of an information processing system to which the RWR model of FIG. 1 is applied.
  • a server 1, a user terminal 2, and a sponsor terminal 3 are connected to each other via a predetermined network N such as the Internet.
  • N such as the Internet.
  • each of the server 1, the user terminal 2, and the sponsor terminal 3 is illustrated as one unit, but this is an example, and there are a plurality of units. Also good.
  • the databases 11 to 15 shown in FIG. 1 are managed by a single server 1, but this is an example, and the databases 11 to 15 are grouped into a plurality of groups in an arbitrary number of arbitrary combinations.
  • a plurality of servers 1 that divide and manage each of the plurality of groups may be provided.
  • FIG. 3 is a schematic diagram showing an outline of a first example of processing executed by the information processing system of FIG. 2 to which the RWR model of FIG. 1 is applied.
  • the process shown in FIG. 3 includes a first process indicated by a solid line in FIG. 3 and a second process indicated by a dotted line in FIG.
  • the first process is a series of processes from when the user terminal 2 executes a program until the server 2 selects a physical article as a spot reward related to the program and the physical article is delivered to the user. (Hereinafter referred to as “reward process”).
  • the second process refers to a process for updating the content of data related to a portal site such as SNS stored in the natahnaM database 14 (hereinafter referred to as “nattanaM process”).
  • the natahnaM database 14 is not an essential component for the RWR model, which is provided in the present embodiment in order to distribute and manage data in order to protect the security of personal information.
  • a series of processes to which the RWR model of FIG. 1 is applied is referred to as “actual reward provision process”.
  • the spot reward providing process of the first example shown in FIG. 3 is a series of processes of the following steps SF1 to SF6.
  • step SF1 the server 1 stores a list of spot rewards in the database 13 as inventory data. Then, the server 1 accesses the database 12 and updates the contents of data related to physical goods that can be provided to the user as actual rewards (hereinafter referred to as “reward data”).
  • step SF2 the user terminal 2 executes the program 21 provided from the database 11 of the server 1 by a user operation.
  • the server 1 is information related to the user terminal 2 that executes the program 21 in response to a user operation, or data including one or more information related to the user (hereinafter referred to as “user data”), and one or more information related to the program 21 (Hereinafter referred to as “program data”).
  • user data information related to the user
  • program data information related to the program 21
  • program data information related to the program 21
  • step SF3 the server 1 collates the program data and user data in the database 11 with the reward data in the database 12, and determines whether or not a spot reward has already been sent to the user (step S4 in FIG. 6). Whether or not to give a spot reward to the user is determined. If the actual reward is not given to the user, the actual reward providing process ends. However, if the actual reward is given to the user, the process proceeds to step SF4.
  • step SF4 the server 1 executes the physical article according to a predetermined algorithm using program data and user data in the database 11 and reward data in the database 12 (a specific example will be described in step S6 in FIG. 6).
  • One or more reward candidates are selected as spot rewards.
  • the server 1 performs a predetermined
  • the form of the predetermined process is not particularly limited as long as it can support all or part of the act for providing the spot reward to the user.
  • the form is selected.
  • a process of printing a spot reward list 22 (a list 22 in which information such as the type, the number of inventory, and the inventory location is listed for each physical article) on a paper medium is employed as a predetermined process.
  • step SF5 the spot reward is loaded on the truck or the like based on the list 22 and delivered to the user's home or the like, so that the spot reward is provided to the user.
  • step SF6 the server 1 updates program data, user data, reward data, and the like in the natrahnaM database 14. As a result, the spot reward providing process ends.
  • the RWR model that can implement the in-kind reward provision process
  • real world rewards physical goods as rewards
  • the in-kind reward reduces the difference between the real world and the virtual world, and provides a completely new dimension between the user and the program 21.
  • the real world reward is provided to the user without notification, the RWR model not only bridges both worlds, but can greatly affect the emotional aspects of the user with surprise.
  • the spot reward has a feature of uncertainty, and this feature enables the RWR model to give a greater stimulus to the user.
  • the spot reward has a feature of uncertainty, and this feature enables the RWR model to give a greater stimulus to the user.
  • a user base is built and the whole community is enriched. In short, it is possible to increase the effect of appealing to the user about advertisements and sales associated with the program (appeals including both positive and negative aspects).
  • the program 21 that adopts the RWR model (the virtual world constructed thereby) includes objects that refer to items related to advertisements, products that the user sees in the real world, and the like. Also good. And you may employ
  • the degree of immersion in the user's program 21 can be further increased by creating such a substantial and friendly presence such as an object on the program 21 and using the user's natural reaction to familiar stimuli. Thereby, the divergence between the real world and the virtual world can be further reduced.
  • the server 1 to which such an RWR model is applied that is, the server 1 as an embodiment of the information processing apparatus of the present invention will be described in detail.
  • FIG. 4 is a block diagram showing a hardware configuration example of the server 1 as an embodiment of the information processing apparatus of the present invention, which is applied to the RWR model of FIG.
  • the server 1 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, a bus 104, an input / output interface 105, and an input unit.
  • 106 an output unit 107, a storage unit 108, a communication unit 109, and a drive 110.
  • the CPU 101 executes various processes according to a program recorded in the ROM 102 or a program loaded from the storage unit 108 to the RAM 103.
  • the program here controls the overall operation of the server 1, and is basically different from the program 21 (FIG. 1) executed on the user terminal 2.
  • the RAM 103 appropriately stores data necessary for the CPU 101 to execute various processes.
  • the CPU 101, the ROM 102, and the RAM 103 are connected to each other via the bus 104.
  • An input / output interface 105 is also connected to the bus 104.
  • An input unit 106, an output unit 107, a storage unit 108, a communication unit 109, and a drive 110 are connected to the input / output interface 105.
  • the input unit 106 includes a keyboard and a mouse, and inputs various types of information according to user instruction operations.
  • the output unit 107 includes a display, a speaker, and the like, and outputs images and sounds.
  • the output unit 107 is also configured with a printer, and prints and outputs various information on a paper medium. For example, as described above, a paper medium on which the in-kind reward list 22 is printed is output from the output unit 107.
  • the storage unit 108 is configured by a hard disk, a DRAM (Dynamic Random Access Memory), or the like, and stores various data.
  • the communication unit 109 controls communication performed with the user terminal 2 and the sponsor terminal 3 (FIG. 2 and the like) via the network N including the Internet.
  • a removable medium 111 made of a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, or the like is appropriately attached to the drive 110.
  • the program read from the removable medium 111 by the drive 110 is installed in the storage unit 108 as necessary.
  • the removable media 111 can also store various data stored in the storage unit 108 in the same manner as the storage unit 108.
  • FIG. 5 is a functional block diagram showing a functional configuration for executing the spot reward providing process among the functional configurations of the server 1.
  • the spot reward providing process is executed, in the CPU 101, the main control unit 201, the program control unit 202, the measurement value collection unit 203, the reward presence / absence determination unit 204, the reward type determination 205, and the reward provision support unit 206, the update unit 207, and the list reception unit 208 function.
  • the main control unit 201 controls the operation of the entire server 1.
  • the program control unit 202 controls execution of the program 21 (FIG. 1 and the like) stored in the database 11 on the user terminal 2.
  • the measurement value collection unit 203 collects each measurement value related to user data and program data.
  • the collected user data and program data are stored in the database 11.
  • the reward presence / absence determination unit 204 collates the program data and user data in the database 11 with the reward data in the database 12, and determines whether or not a spot reward has already been sent to the user (step S4 in FIG. 6). In the process of (1), a specific example will be described), and the presence or absence of reward to the user is determined.
  • the determination result of the reward presence / absence determination unit 204, the program data, and the user data are provided to the reward selection unit 205.
  • the reward presence / absence determination unit 204 determines a specific algorithm using program data, user data, and reward data (a specific example will be described in step S6 in FIG. 6). ), One or more physical articles (reward candidates) are selected as spot rewards.
  • the reward providing support unit 206 executes a predetermined process as support for providing the user with one or more physical items selected as the spot reward.
  • the form of the predetermined process is not particularly limited as long as it is possible to support all or part of the action for providing the spot reward to the user.
  • a process of printing the selected reward list 22 on a paper medium is adopted as a predetermined process.
  • the spot reward is loaded on a truck or the like and delivered to the user's home or the like, so that the spot reward is provided to the user.
  • the update unit 207 updates program data, user data, reward data, and the like in the natahnaM database 14 when such a spot reward is provided to the user.
  • the updating unit 207 also appropriately updates the contents of the reward data in the database 12 based on the contents of the inventory data in the database 13.
  • the list receiving unit 208 receives input of each item in the spot reward list, and stores the input content in the database 13 as inventory data.
  • FIG. 6 is a flowchart for explaining the flow of the spot reward providing process executed by the server 1 having the functional configuration of FIG.
  • step S ⁇ b> 1 the list receiving unit 208 receives a spot reward list and stores it in the database 13 as inventory data.
  • step S2 the program execution control unit 202 determines whether or not the user terminal 2 has executed the program 21 (FIG. 3 or the like). When the user terminal 2 is not executing the program 21, it determines with NO in step S2, and a process is returned to step S2. That is, until the user terminal 2 executes the program 21, the determination process in step S ⁇ b> 2 is repeatedly executed, and the spot reward providing process enters a standby state. When the user terminal 2 executes the program 21, it is determined as YES in Step S2, and the process proceeds to Step S3.
  • step S3 the measurement value collection unit 203 collects each measurement value related to user data and program data.
  • the collected user data and program data are stored in the database 11.
  • the user data and the program data may be positively collected as a function of the measurement value collection unit 203 or may be collected using a collection function provided in the program 21.
  • information related to both the application and the user is collected as user data and program data by the latter, that is, by the program 21.
  • the user data and program data are used as input to the reward process, as will be described later in the processing after step S4, and are used to provide statistical data regarding the use of the program 21.
  • the user data and program data include, for example, the following information (a) to (j) in the present embodiment, but are not limited to these.
  • Number of goal retries data on the number of times the goal was retried in the program 21
  • Number of goal failures: (G) Number of successful goals: Number of successful goals in program 21 (h)
  • Friend A person about a user's friend using the program 21
  • step S4 the reward presence / absence determination unit 204 executes a process for determining the presence / absence of reward to the user (hereinafter referred to as “reward presence / absence determination process”).
  • the object-oriented type is not adopted in the present embodiment as an algorithm for determining whether or not to give a reward to the user in the reward existence determination process. That is, it is not associated with achieving a specific goal.
  • the reward presence / absence determination unit 204 has a scoring system and an analysis model. First, the measurement values (user data and program data) collected in the process of step S3 are mapped to the scoring system, and the scoring system generates basic information for determining whether or not to reward the user. .
  • the analysis model determines the total score (score) of the user by associating each measurement value with the action based on the basic information. And the reward existence determination part 204 determines the presence or absence of the reward to a user based on the level of this score.
  • the scoring system uses the following points (A) to (K). Is determined as basic information.
  • A User identification information: identification of whether or not a specific user is in a publicly recognizable state and identification of the user's residence
  • B Usage time: user familiarity with program 21
  • C Number of instances: program
  • D Goal trial count: User exploratory behavior
  • E Goal retry count: User persistence
  • F Goal failure count: User skill
  • G Goal success count : User skill
  • H Contact with objects in the program: Various action recognitions about the use of objects
  • I Contact with other users in the program: Various action recognitions about contact with other users
  • J Friend: Sociality of the user in the program
  • K Issued remuneration: If the user has already received remuneration, the type and purpose of the remuneration
  • the analysis model uses the basic information (A) to (K) together with the measured values of the other program data to determine a score indicating whether or not to become a recommended user.
  • the measurement values of the other program data for example, the following (L) to (N) are adopted in this embodiment, but are not particularly limited to these.
  • (L) Issue destination of reward: country and city where in-kind reward was issued (M) Type of reward: Type of in-kind reward issued (N)
  • Cooperation Number of related programs used by the user elsewhere.
  • the analysis model uses the above-described statistical data (basic information (A) to (K) and measured values (L) to (N) of other program data) to determine a score for each user. A specific user with a threshold value equal to or higher than a threshold is identified as a reward target and recommended.
  • step S5 the reward presence / absence determination unit 204 determines whether or not to give a reward to the user based on the execution result of the reward presence / absence determination process. That is, when the user who is focused as the target of the process in step S4 is not recommended, it is determined that the reward is not given to the user and NO is determined in step S5, and the process proceeds to step S9. However, the processing after step S9 will be described later. On the other hand, when the user who is paying attention as the target of the process of step S4 is recommended, it is determined as YES in step S5 as a reward for the user, and the process proceeds to step S6.
  • step S6 the reward selection unit 205 selects one or more physical articles (reward candidates) as in-kind rewards based on the program data, user data, and reward data (hereinafter, “reward selection process”). ”).
  • the object-oriented type is not adopted as the algorithm for selecting the spot reward in the present embodiment. That is, it is not associated with achieving a specific goal.
  • the reward selection unit 205 has an analysis model. This analysis model uses the measured values (user data and program data) (a) to (j) collected in step S3 as information (basic information (A) to (K). ) And other program data measured values (L) to (N)) to select a specific spot reward for the user.
  • step S7 the reward provision support unit 206 performs predetermined processing (hereinafter, “reward provision support process”) as support for providing the user with one or more physical items selected as the spot reward in the process of step S6. Call it).
  • the reward provision support process As described above, in the present embodiment, when the reward providing support process is executed, the list 22 (FIG. 3 and the like) is printed, and the in-kind reward is loaded on a truck or the like based on the list 22 and the user's home or the like. The spot reward is provided to the user by being delivered.
  • step S8 the update unit 207 executes processing for updating program data, user data, reward data, and the like in the natahnaM database 14.
  • step S9 the main control unit 201 determines whether or not an instruction to end the process is given.
  • the instruction to complete the process is not particularly limited, and for example, it can be adopted that the server 1 is powered off. If an instruction to complete the process has not yet been given, it is determined as NO in step S9, the process returns to step S2, and the subsequent processes are repeated. If an instruction to complete the process is given, it is determined as YES in step S9, and the spot reward providing process ends.
  • FIG. 7 is a schematic diagram showing an outline of a second example of the spot reward providing process executed by the information processing system of FIG. 2 to which the RWR model of FIG. 1 is applied.
  • step SF11 when the sponsor 23 for the program 21 provides a list 23 of items to be included as objects in the program 21, the server 1 maps the object of the item (hereinafter referred to as “sponsor object”) to the program 21. .
  • step SF12 the server 1 updates the program 21 so that the new action generated by the introduction of the sponsor object is included.
  • step SF13 the user terminal 2 downloads the updated program 21.
  • step SF14 the server 1 collects user data and program data including various measurement values for the sponsor object. The collected user data and program data are stored in the database 11.
  • step SF15 the server 1 collates the program data and user data in the database 11 with the reward data in the database 12, and determines whether or not to give a spot reward to the user.
  • the spot reward is assumed to be a physical article related to the sponsor object. If the actual reward is not given to the user, the actual reward providing process ends. However, if the actual reward is given to the user, the process proceeds to step SF16.
  • step SF16 the server 1 selects one or more physical articles (reward candidates) related to the sponsor object as spot rewards based on program data and user data in the database 11 and reward data in the database 12. select. And the server 1 performs a predetermined
  • the predetermined process can support all or part of the act for providing the in-kind reward to the user, the form thereof is particularly For example, also in this example (second example in FIG. 7), a list 22 of selected in-kind rewards (a list 22 in which information such as the type, the number of inventory, the location of inventory, etc. is listed for each physical article) ) Is printed as a predetermined process.
  • step SF17 the spot reward is loaded on the truck or the like based on the list 22 and delivered to the user's home or the like, so that the spot reward is provided to the user.
  • step SF6 the server 1 updates program data, user data, reward data, and the like in the natrahnaM database 14. As a result, the spot reward providing process ends.
  • the advertisement and sales associated with the program are appealed to the user (both positive and negative aspects are included) Can increase the effect of appeal.
  • a shoot cut of a commercial flow can be expected as in the first example.
  • the concept of AIDMA has existed as a concept for realizing a commercial shortcut, but the concept of this RWR model is different from AIDMA as described above.
  • a sponsor object is included as an object of the program 21. Since the sponsor object has a beneficial effect within the program 21, it is preferable to provide the user with the sponsor or a physical article associated with the sponsor object as an in-kind reward. As in the first example described above, the psychological action of uncertainty is used, and the user is not informed about which sponsor object is the target of reward and what kind of reward is in kind. . This makes sponsor objects more and more interesting. Such sponsor-related remuneration shall be given as part of in-kind remuneration in accordance with the same conditions as other in-kind remuneration. In addition, for example, if articles and media provided by sponsors such as websites, forums, newsletters, stores, etc. include "hints" regarding spot compensation conditions, etc., they will also function as sponsors' PR activities. This is more preferable.
  • In-kind reward is given to a user who is determined to be the most important person in the organization. This increases the opportunity to receive advertisements.
  • In-kind reward is given to a user who is determined to have the longest use time. This can give a reward for loyalty.
  • In-kind reward is given to the user who is judged to have the most tenacity to reach the goal. Thereby, a reward for the strength of the will can be given.
  • In-kind rewards are given to users found in new geographic locations.
  • a spot reward is given to a user who is determined to continue using one or more specific objects in the program. This can encourage multiple users to continue using the object. This is particularly useful for the promotion of sponsor objects.
  • In-kind reward is given to a user who is determined to have the largest number of friends using the same program 21. Thereby, the possibility that the information that the in-kind reward can be obtained is increased, and as a result, the possibility that more people use the program is improved.
  • In-kind reward is given to users randomly selected in the random selection model. By introducing randomness in this way, the user's estimation accuracy regarding the mechanism of the RWR model can be deteriorated (not easily estimated).
  • Sta In-kind reward is provided to the user.
  • Stb If the user uses the program 21, the user writes in the blog that he / she has unexpectedly received a spot reward.
  • Stc A plurality of other users also download the program 21 and use the program 21 in the hope of receiving spot rewards.
  • Std Discussion begins between users regarding the type of reward that can be received, how to receive it, the purpose of the reward, and the like.
  • Ste As more people participate in Program 21 (or the SNS in which it is used) and more discussions begin, the user base grows more and more.
  • StA The user is provided with a spot reward for the sponsor or sponsor object.
  • StB If the user is using the program 21, the user writes in the blog that he / she has unexpectedly received a spot reward.
  • StC A plurality of other users also download the program 21 and use the program 21 in the hope of receiving spot rewards.
  • StD Discussion begins between a plurality of users regarding the types of rewards that can be received, how to receive the rewards, and the purpose of the rewards.
  • StE The user is provided with a second in-kind reward for the sponsor or sponsor object.
  • StF A plurality of users begin to doubt that there is any relationship between the spot reward and the sponsor object, and start using the sponsor object in the program 21.
  • StG A plurality of users start checking the sponsor's medium for hints (see above for hints) to get in-kind rewards.
  • StH The user base continues to expand as more people participate in program 21 (or the SNS in which it is used) and more discussions begin. As a result, the sponsor's advertising activities are performed through both the program 21 and the community such as SNS.
  • the RWR model can be a powerful tool for marketing and advertising anything in the real world. What can be a powerful tool for marketing and advertising, in other words, what has the merit of using the RWR model includes (A1) to (A5) below, but of course not limited to these: .
  • the RWR model is a powerful driving force for business based on human behavior patterns for rewards. This is because, by simple human psychology, a person chooses a person who can get a reward depending on whether or not the person can get a reward under the same conditions.
  • An example of using this RWR model as a business tool is shown below.
  • the program 21 is applied as a means for contacting the user, and advertising and marketing activities are performed on any of the above (A1) to (A5).
  • the program 21 is applied as means for contacting the user, and sales promotion activities are performed on any of the above (A1) to (A5).
  • the number of users of the program 21 increases due to the human psychology related to the reward described above.
  • B4 As a result, as mentioned above, the familiarity of the program 21 is improved.
  • B5) By using the above (B1) to (B4) alone or in any combination, investors, business partners, sponsors, joint ventures, and other business cooperation incentives can be obtained.
  • the RWR model can be applied in combination with the Goodwill business model (hereinafter referred to as “GWBM”).
  • GWBM is a unique business model that combines human behavior and social dynamics to provide a circular Win-Win scenario for businesses that adopt this model.
  • the GWMB includes the following elements 1 to 3.
  • (Element 1) Social contribution organization: Individuals and companies engaged in social contribution activities (environment, philosophy, charitable projects that support people, conservation projects, emergency response, and other activities)
  • Public image The public is an individual And the value recognized for companies
  • Human behavior Human behavior that expects material, emotional, or spiritual rewards for behavior.
  • the series of processes described above can be executed by hardware, or can be executed by software.
  • the functional configuration of FIG. 5 is merely an example, and is not particularly limited. That is, it is sufficient that the server 1 has a function capable of executing the above-described series of processes as a whole, and what functional block is used to realize this function is not particularly limited to the example of FIG.
  • one functional block may be constituted by hardware alone, software alone, or a combination thereof.
  • the server 1 may be composed of a plurality of units. In this case, it is only necessary that a plurality of servers 1 have a function capable of executing the above-described series of processes as a whole. Which function is provided in one server 1 is a design matter and may be arbitrary.
  • a program constituting the software is installed on a computer or the like from a network or a recording medium.
  • the computer may be a computer incorporated in dedicated hardware.
  • the computer may be a computer capable of executing various functions by installing various programs, for example, a general-purpose personal computer.
  • the recording medium including such a program is not only constituted by the removable medium 31 of FIG. 1 distributed separately from the apparatus main body in order to provide the program to the user, but also in a state of being incorporated in the apparatus main body in advance. It is comprised with the recording medium etc. which are provided in this.
  • the removable medium 31 is composed of, for example, a magnetic disk (including a floppy disk), an optical disk, a magneto-optical disk, or the like.
  • the optical disk is composed of, for example, a CD-ROM (Compact Disk-Read Only Memory), a DVD (Digital Versatile Disk), or the like.
  • the magneto-optical disk is constituted by an MD (Mini-Disk) or the like.
  • the recording medium provided to the user in a state of being incorporated in advance in the apparatus main body includes, for example, the ROM 102 in FIG. 4 in which the program is recorded, the hard disk included in the storage unit 108 in FIG.
  • the step of describing the program recorded on the recording medium is not limited to the processing performed in time series along the order, but is not necessarily performed in time series, either in parallel or individually.
  • the process to be executed is also included.
  • the term “system” means an overall apparatus configured by a plurality of devices, a plurality of means, and the like.

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Abstract

The objective of the present invention is to increase the effect of appeal to users with regard to an advertisement or sales accompanying a program. A server (1) stores a list of rewards in kind as inventory data in a database (13) (SF1). A user terminal (2), by way of a user operation, executes a program (21) provided from a database (11) of the server (1) (SF2). The server (1) assesses whether or not to impart a reward in kind to the user (SF3). The server (1) selects one or more units among the physical articles (reward candidates) as rewards in kind (SF4). Upon output of a list (22) of the selected rewards in kind, on the basis of the list (22), the rewards in kind are on-loaded to a truck or the like and delivered to a home of the user, thereby providing the rewards in kind to the user (SF5). The server (1), in a database (14) of nattahnaM, updates program data, user data, reward data, and the like (SF6).

Description

情報処理装置、情報処理方法、及びプログラムInformation processing apparatus, information processing method, and program
 本発明は、プログラムに伴う広告や販売についてユーザへの訴求効果を高めることが可能な、情報処理装置、情報処理方法、及びプログラムに関する。 The present invention relates to an information processing apparatus, an information processing method, and a program capable of enhancing the appeal effect to the user for advertisement and sales accompanying the program.
 従来より、ゲーム等のプログラムをユーザの端末で実行させ、当該プログラムの実行中に所定の条件が満たされると、ユーザに報酬が与えられるシステムが存在する(例えば特許文献1、2参照)。 Conventionally, there is a system in which a user is rewarded when a program such as a game is executed on a user's terminal and a predetermined condition is satisfied during the execution of the program (see, for example, Patent Documents 1 and 2).
特開2012-061114号公報JP 2012-061114 A 特開2012-094089号公報JP 2012-094089 A
 しかしながら、従来の報酬は、ゲームのプログラムの実行により与えられる、当該ゲーム内で使用可能なアイテム(仮想物品)や、広告のプログラムの実行により与えられる、いわゆるアフィリエイト報酬(電子マネー等)といった、ユーザが想定可能な範囲内の電子情報財である。
 このため、プログラムに伴う広告や販売について、従来の報酬自体がもたらす、ユーザへの訴求効果は低いものであった。
However, the conventional reward is a user such as an item (virtual article) that can be used in the game given by the execution of the game program or a so-called affiliate reward (electronic money etc.) given by the execution of the advertisement program. Is an electronic information good within the conceivable range.
For this reason, the effect of appealing to the user brought about by the conventional reward itself for the advertisement and sales accompanying the program is low.
 本発明は、このような状況に鑑みてなされたものであり、プログラムに伴う広告や販売についてユーザへの訴求効果を高めることを目的とする。 This invention is made in view of such a situation, and it aims at improving the appeal effect to a user about the advertisement and sale accompanying a program.
 上記目的を達成するため、本発明の一態様の情報処理装置は、
 ユーザの操作に応じて所定のプログラムを実行するユーザ端末に関する情報若しくは前記ユーザに関する情報を1以上含むユーザデータ、及び、前記所定のプログラムに関する1以上の情報を含むプログラムデータを収集する収集手段と、
 前記収集手段により収集された前記ユーザデータ及び前記プログラムデータに基づいて、実世界に存在する物理的物品のうち1以上のものを、前記所定のプログラムの実行に関する前記ユーザへの報酬として選択する選択手段と、
 前記選択手段により報酬として選択された1以上の物理的物品を前記ユーザに提供するための支援として、所定の処理を実行する支援手段と、
 を備える。
In order to achieve the above object, an information processing apparatus of one embodiment of the present invention provides:
Collection means for collecting information on a user terminal that executes a predetermined program in response to a user operation or user data including one or more information on the user, and program data including one or more information on the predetermined program;
Selection for selecting one or more physical articles existing in the real world as rewards for the execution of the predetermined program based on the user data and the program data collected by the collecting means Means,
Support means for executing a predetermined process as support for providing the user with one or more physical items selected as rewards by the selection means;
Is provided.
 前記選択手段により選択され得る前記物理的物品は、前記所定のプログラムに対するスポンサに関する物理的物品を含むようにすることができる。 The physical article that can be selected by the selection means may include a physical article related to a sponsor for the predetermined program.
 また、前記選択手段により選択され得る前記物理的物品は、前記所定のプログラムの実行により前記ユーザ端末に構築される仮想世界に存在するオブジェクトのうち、所定の1以上のものに関する物理的物品を含むようにすることができる。 The physical article that can be selected by the selection means includes a physical article related to one or more predetermined objects among objects existing in a virtual world constructed in the user terminal by executing the predetermined program. Can be.
 前記支援手段は、前記所定の処理として、前記選択手段により報酬として選択された1以上の物理的物品を特定可能な情報を出力することができる。 The support means can output information that can identify one or more physical articles selected as rewards by the selection means as the predetermined process.
 前記収集手段により収集された前記ユーザデータ及び前記プログラムデータに基づいて、前記ユーザへの報酬の有無を決定する決定手段をさらに備え、
 前記選択手段は、前記ユーザへの報酬が有ると前記決定手段により決定された場合、実世界に存在する物理的物品のうち1以上のものを、前記所定のプログラムの実行に関する前記ユーザへの報酬として選択する、
 ことができる。
Based on the user data and the program data collected by the collecting means, further comprising a determining means for determining the presence or absence of reward to the user,
When the determining means determines that there is a reward for the user, the selecting means selects one or more physical articles existing in the real world as the reward for the user related to the execution of the predetermined program. Select as the
be able to.
 本発明の一態様の情報処理方法及びプログラムは、上述の本発明の一態様の情報処理装置にそれぞれ対応する方法及びプログラムである。 The information processing method and program of one embodiment of the present invention are a method and a program respectively corresponding to the above-described information processing device of one embodiment of the present invention.
 本発明によれば、プログラムに伴う広告や販売についてユーザへの訴求効果を高めることを目的とする。 According to the present invention, it is an object to increase the appeal effect to the user about the advertisement and sales accompanying the program.
本発明が適用される現物報酬モデルの概要を示す模式図である。It is a schematic diagram which shows the outline | summary of the spot reward model to which this invention is applied. 図1のRWRモデルが適用された情報処理システムの構成を示すブロック図である。It is a block diagram which shows the structure of the information processing system to which the RWR model of FIG. 1 was applied. 図1のRWRモデルが適用された図2の情報処理システムが実行する現物報酬提供処理の第1の例の概要を示す模式図である。It is a schematic diagram which shows the outline | summary of the 1st example of the spot reward provision process which the information processing system of FIG. 2 with which the RWR model of FIG. 1 was applied. 図1のRWRモデルに適用される、本発明の情報処理装置の一実施形態としてのサーバ1のハードウェア構成例を示すブロック図である。It is a block diagram which shows the hardware structural example of the server 1 as one Embodiment of the information processing apparatus of this invention applied to the RWR model of FIG. 図4のサーバ1の機能的構成のうち、現物報酬提供処理を実行するための機能的構成を示す機能ブロック図である。It is a functional block diagram which shows the functional structure for performing the spot reward provision process among the functional structures of the server 1 of FIG. 図5の機能的構成を有するサーバ1が実行する現物報酬提供処理の流れを説明するフローチャートである。It is a flowchart explaining the flow of the spot reward provision process which the server 1 which has a functional structure of FIG. 5 performs. 図1のRWRモデルが適用された図2の情報処理システムが実行する現物報酬提供処理の第1の例の概要を示す模式図である。It is a schematic diagram which shows the outline | summary of the 1st example of the spot reward provision process which the information processing system of FIG. 2 with which the RWR model of FIG. 1 was applied.
 以下、本発明の実施形態について、図面を用いて説明する。 Hereinafter, embodiments of the present invention will be described with reference to the drawings.
 図1は、本発明が適用される現物報酬(Real World Rewards、以下、「RWR」と呼ぶ)モデルの概要を示す模式図である。
 RWRモデルは、ユーザの操作によりユーザ端末2で実行されるプログラムに関する報酬として、ユーザが物理的物品を受け取ることが可能となるモデルである。ここで、物理的物品とは、自然人が継続的に関わることが可能な、実世界に存在する有体物をいう。また、プログラムに関する報酬としての物理的物品を、以下、「現物報酬」と呼ぶ。
 RWRモデルに関わる者としては、図1に示すように、少なくとも、プログラムを提供するサーバ1の管理者(Sysope)と、当該プログラムを実行するユーザ端末2を保有するユーザ(User)とが存在する。さらに、必要に応じて、当該プログラムに関するスポンサ(Sponsor)や、当該ユーザが参加するSNS(Social Networking Service)のコミュニティ(Community)等が登場する。なお、図1の例では、説明の簡略上、ユーザ、管理者、及びスポンサのそれぞれは、1人ずつ図示されているが、これは例示であり、それぞれ複数人であってもよい。
FIG. 1 is a schematic diagram illustrating an outline of a real reward (hereinafter referred to as “RWR”) model to which the present invention is applied.
The RWR model is a model that enables a user to receive a physical article as a reward related to a program executed on the user terminal 2 by a user operation. Here, a physical article refers to a tangible thing that exists in the real world, and to which a natural person can be continuously involved. In addition, a physical article as a reward related to the program is hereinafter referred to as “in-kind reward”.
As shown in FIG. 1, there are at least an administrator of the server 1 that provides the program (System) and a user who owns the user terminal 2 that executes the program (User), as shown in FIG. . Furthermore, a sponsor related to the program, an SNS (Social Networking Service) community where the user participates, and the like appear as necessary. In the example of FIG. 1, for simplicity of explanation, one user, one administrator, and one sponsor are illustrated, but this is an example, and there may be a plurality of persons.
 図2は、図1のRWRモデルが適用された情報処理システムの構成を示すブロック図である。
 図2に示すように、情報処理システムにおいては、サーバ1と、ユーザ端末2と、スポンサ端末3とが、インターネット等の所定のネットワークNを介して相互に接続されている。
 なお、図2の例では、説明の簡略上、サーバ1と、ユーザ端末2と、スポンサ端末3のそれぞれは、1台ずつ図示されているが、これは例示であり、それぞれ複数台であってもよい。特に、本実施形態では図1に示すデータベース11乃至15は1台のサーバ1により管理されているが、これは例示であり、データベース11乃至15を任意の数の任意の組み合わせで複数の群に分割して、複数の群のそれぞれを管理する複数台のサーバ1が設けられてもよい。
FIG. 2 is a block diagram showing a configuration of an information processing system to which the RWR model of FIG. 1 is applied.
As shown in FIG. 2, in the information processing system, a server 1, a user terminal 2, and a sponsor terminal 3 are connected to each other via a predetermined network N such as the Internet.
In the example of FIG. 2, for simplicity of explanation, each of the server 1, the user terminal 2, and the sponsor terminal 3 is illustrated as one unit, but this is an example, and there are a plurality of units. Also good. In particular, in the present embodiment, the databases 11 to 15 shown in FIG. 1 are managed by a single server 1, but this is an example, and the databases 11 to 15 are grouped into a plurality of groups in an arbitrary number of arbitrary combinations. A plurality of servers 1 that divide and manage each of the plurality of groups may be provided.
 図3は、図1のRWRモデルが適用された図2の情報処理システムが実行する処理の第1の例の概要を示す模式図である。
 図3に示す処理は、同図中実線で示す第1のプロセスと、同図中点線で示す第2のプロセスとからなる。第1のプロセスとは、ユーザ端末2がプログラムを実行してから、サーバ2が当該プログラムに関する現物報酬として物理的物品を選定して、当該物理的物品がユーザに配送されるまでの一連のプロセス(以下、「報酬プロセス」と呼ぶ)をいう。第2のプロセスとは、nattahnaMのデータベース14に格納されている、SNS等のポータルサイトに関するデータの内容を更新するプロセス(以下、「nattahnaMプロセス」と呼ぶ)をいう。なお、nattahnaMのデータベース14は、個人情報のセキュリティを保護するためにデータを分散して管理するために本実施形態では設けられているものである、RWRモデルにとって必須な構成要素ではない。
 このような図1のRWRモデルが適用された一連の処理を、「現物報酬提供処理」と呼ぶ。具体的には、図3に示す第1の例の現物報酬提供処理とは、次のステップSF1乃至SF6の一連の処理である。
FIG. 3 is a schematic diagram showing an outline of a first example of processing executed by the information processing system of FIG. 2 to which the RWR model of FIG. 1 is applied.
The process shown in FIG. 3 includes a first process indicated by a solid line in FIG. 3 and a second process indicated by a dotted line in FIG. The first process is a series of processes from when the user terminal 2 executes a program until the server 2 selects a physical article as a spot reward related to the program and the physical article is delivered to the user. (Hereinafter referred to as “reward process”). The second process refers to a process for updating the content of data related to a portal site such as SNS stored in the natahnaM database 14 (hereinafter referred to as “nattanaM process”). The natahnaM database 14 is not an essential component for the RWR model, which is provided in the present embodiment in order to distribute and manage data in order to protect the security of personal information.
A series of processes to which the RWR model of FIG. 1 is applied is referred to as “actual reward provision process”. Specifically, the spot reward providing process of the first example shown in FIG. 3 is a series of processes of the following steps SF1 to SF6.
 ステップSF1において、サーバ1は、現物報酬のリストを在庫データとしてデータベース13に格納する。そして、サーバ1は、データベース12にアクセスして、ユーザに現物報酬として提供可能な物理的物品に関するデータ(以下、「報酬データ」と呼ぶ)の内容を更新する。 In step SF1, the server 1 stores a list of spot rewards in the database 13 as inventory data. Then, the server 1 accesses the database 12 and updates the contents of data related to physical goods that can be provided to the user as actual rewards (hereinafter referred to as “reward data”).
 ステップSF2において、ユーザ端末2は、ユーザの操作により、サーバ1のデータベース11から提供されるプログラム21を実行する。
 サーバ1は、ユーザの操作に応じてプログラム21を実行するユーザ端末2に関する情報、又はユーザに関する情報を1以上含むデータ(以下、「ユーザデータ」と呼ぶ)、及び、プログラム21に関する1以上の情報を含むデータ(以下、「プログラムデータ」と呼ぶ)を収集する。収集されたユーザデータ及びプログラムデータは、データベース11に格納される。
In step SF2, the user terminal 2 executes the program 21 provided from the database 11 of the server 1 by a user operation.
The server 1 is information related to the user terminal 2 that executes the program 21 in response to a user operation, or data including one or more information related to the user (hereinafter referred to as “user data”), and one or more information related to the program 21 (Hereinafter referred to as “program data”). The collected user data and program data are stored in the database 11.
 ステップSF3において、サーバ1は、データベース11内のプログラムデータ及びユーザデータと、データベース12内の報酬データとを照合し、現物報酬がユーザに既に発送されたか否等所定のアルゴリズム(図6のステップS4の処理で具体例について説明する)に従って、ユーザに現物報酬を与えるか否かを判定する。
 ユーザに対して現物報酬を与えない場合、現物報酬提供処理は終了するが、ユーザに対して現物報酬を与える場合、処理はステップSF4に進む。
In step SF3, the server 1 collates the program data and user data in the database 11 with the reward data in the database 12, and determines whether or not a spot reward has already been sent to the user (step S4 in FIG. 6). Whether or not to give a spot reward to the user is determined.
If the actual reward is not given to the user, the actual reward providing process ends. However, if the actual reward is given to the user, the process proceeds to step SF4.
 ステップSF4において、サーバ1は、データベース11内のプログラムデータ及びユーザデータや、データベース12内の報酬データを用いる所定のアルゴリズム(図6のステップS6の処理で具体例について説明する)に従って、物理的物品(報酬候補)のうち1以上のものを、現物報酬として選択する。そして、サーバ1は、現物報酬として選択された1以上の物理的物品をユーザに提供するための支援として、所定の処理を実行する。
 ここで、所定の処理は、現物報酬がユーザに提供されるための全部又は一部の行為を支援することが可能であれば、その形態は特に限定されず、例えば本実施形態では、選択された現物報酬のリスト22(物理的物品毎に、種類、在庫数、在庫の場所等の情報が羅列されたリスト22)を紙媒体に印刷する処理が、所定の処理として採用されている。
In step SF4, the server 1 executes the physical article according to a predetermined algorithm using program data and user data in the database 11 and reward data in the database 12 (a specific example will be described in step S6 in FIG. 6). One or more reward candidates are selected as spot rewards. And the server 1 performs a predetermined | prescribed process as assistance for providing a user with one or more physical articles selected as a spot reward.
Here, the form of the predetermined process is not particularly limited as long as it can support all or part of the act for providing the spot reward to the user. For example, in the present embodiment, the form is selected. In addition, a process of printing a spot reward list 22 (a list 22 in which information such as the type, the number of inventory, and the inventory location is listed for each physical article) on a paper medium is employed as a predetermined process.
 ステップSF5において、リスト22に基づいて現物報酬がトラック等に積荷され、ユーザの自宅等まで配送されることで、当該現物報酬がユーザに提供される。 In step SF5, the spot reward is loaded on the truck or the like based on the list 22 and delivered to the user's home or the like, so that the spot reward is provided to the user.
 ステップSF6において、サーバ1は、nattahnaMのデータベース14において、プログラムデータ、ユーザデータ、報酬データ等を更新する。
 これにより、現物報酬提供処理は終了する。
In step SF6, the server 1 updates program data, user data, reward data, and the like in the natrahnaM database 14.
As a result, the spot reward providing process ends.
 以上説明したように、現物報酬提供処理を実現可能なRWRモデルにおいては、実世界報酬(報酬としての物理的物品)が用いられるので、プログラム21の実行等により構築される仮想世界にしか存在しないものが報酬として用いられる場合と比較して、ユーザに対する効果が顕著なものとなる。さらに、現物報酬は実世界と仮想世界との両世界の乖離を小さくし、ユーザとプログラム21との間に全く新たな次元を提供する。また、実世界報酬が通知なしにユーザに提供されることで、RWRモデルは、両世界の橋渡しをするだけでなく、驚きを伴うユーザの感情面に多大な影響を与えることができる。 As described above, in the RWR model that can implement the in-kind reward provision process, real world rewards (physical goods as rewards) are used, and therefore exist only in the virtual world constructed by executing the program 21 or the like. Compared with the case where a thing is used as a reward, the effect with respect to a user becomes remarkable. Further, the in-kind reward reduces the difference between the real world and the virtual world, and provides a completely new dimension between the user and the program 21. In addition, since the real world reward is provided to the user without notification, the RWR model not only bridges both worlds, but can greatly affect the emotional aspects of the user with surprise.
 上述のような現物報酬提供処理が実行された場合、ユーザは、プログラム21の実行に応じて、何らかの報酬の受け取りを予想はできても、受け取りについての制御(条件、タイミング、内容等)は不可能である。換言すると、現物報酬は、不確実性という特徴を有しており、この特徴により、RWRモデルは、より大きな刺激をユーザに与えることができる。RWRモデルにおける、報酬の受け取りの条件が分からないという不確実性に伴う大きな心理作用によって、受け取った現物報酬や、報酬システムの仕組み(受け取った理由)の推察といった情報を議論及び共有化するためのユーザベースが構築され、コミュニティ全体がより充実する。
 要するに、プログラムに伴う広告や販売についてユーザへの訴求(ポジティブな観点からもネガティブな観点からも両方含めた訴求)の効果を高めることができる。
When the in-kind reward provision processing as described above is executed, the user can expect to receive some reward according to the execution of the program 21, but the control (condition, timing, content, etc.) for the reception is not. Is possible. In other words, the spot reward has a feature of uncertainty, and this feature enables the RWR model to give a greater stimulus to the user. In order to discuss and share information such as the in-kind reward received and the inference of the mechanism of the reward system (reason for receiving) due to the large psychological effect associated with the uncertainty that the conditions for receiving the reward are unknown in the RWR model A user base is built and the whole community is enriched.
In short, it is possible to increase the effect of appealing to the user about advertisements and sales associated with the program (appeals including both positive and negative aspects).
 さらに、商流のシュートカットも期待できる。通常の商取引では、たとえばAIDMAの法則が知られており、消費者がある商品を知って購入に至るまでに、(1)Attention(注意)、(2)Interest(関心)、(3)Desire(欲求)、(4)Memory(記憶)、(5)Action(行動)といった5つの段階があるとされている。しかしながら、本RWRモデルの概念は上述の如く、このような段階を経ることなくショートカットして最終的な商品が消費者に届けられることになる。 In addition, you can expect shoot cuts in commercial distribution. In ordinary commerce, for example, the law of AIDMA is known, and until a consumer knows a certain product and purchases it, (1) Attention (attention), (2) Interest (interest), (3) Desire ( There are five stages: (desire), (4) Memory (memory), (5) Action (action). However, the concept of the present RWR model is short-cut without passing through such a stage as described above, and the final product is delivered to the consumer.
 さらにまた、RWRモデルを採用するプログラム21(それにより構築される仮想世界)には、広告に関連する品目や、実世界でユーザが目にする商品等を参照するようなオブジェクトが含まれていてもよい。そして、当該オブジェクトに関連する物理的物品を現物報酬として採用してもよい。
 このようなオブジェクトといった実体のある親しみやすい存在をプログラム21上に作り、慣れ親しんだ刺激に対するユーザの自然な反応を利用することで、ユーザのプログラム21への没入度合をさらに高めることができる。これにより、実世界と仮想世界との乖離をさらに小さくすることができる。
Furthermore, the program 21 that adopts the RWR model (the virtual world constructed thereby) includes objects that refer to items related to advertisements, products that the user sees in the real world, and the like. Also good. And you may employ | adopt the physical article relevant to the said object as a spot reward.
The degree of immersion in the user's program 21 can be further increased by creating such a substantial and friendly presence such as an object on the program 21 and using the user's natural reaction to familiar stimuli. Thereby, the divergence between the real world and the virtual world can be further reduced.
 次に、このようなRWRモデルが適用されるサーバ1、即ち、本発明の情報処理装置の一実施形態としてのサーバ1について、詳しく説明する。 Next, the server 1 to which such an RWR model is applied, that is, the server 1 as an embodiment of the information processing apparatus of the present invention will be described in detail.
 図4は、図1のRWRモデルに適用される、本発明の情報処理装置の一実施形態としてのサーバ1のハードウェア構成例を示すブロック図である。
 図4に示すように、サーバ1は、CPU(Central Processing Unit)101と、ROM(Read Only Memory)102と、RAM(Random Access Memory)103と、バス104と、入出力インターフェース105と、入力部106と、出力部107と、記憶部108と、通信部109と、ドライブ110と、を備えている。
FIG. 4 is a block diagram showing a hardware configuration example of the server 1 as an embodiment of the information processing apparatus of the present invention, which is applied to the RWR model of FIG.
As shown in FIG. 4, the server 1 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, a bus 104, an input / output interface 105, and an input unit. 106, an output unit 107, a storage unit 108, a communication unit 109, and a drive 110.
 CPU101は、ROM102に記録されているプログラム、又は、記憶部108からRAM103にロードされたプログラムに従って各種の処理を実行する。
 なお、ここでいうプログラムとは、サーバ1の全体の動作を制御するものであって、ユーザ端末2で実行されるプログラム21(図1)とは基本的に異なるものである。
The CPU 101 executes various processes according to a program recorded in the ROM 102 or a program loaded from the storage unit 108 to the RAM 103.
The program here controls the overall operation of the server 1, and is basically different from the program 21 (FIG. 1) executed on the user terminal 2.
 RAM103には、CPU101が各種の処理を実行する上において必要なデータ等も適宜記憶される。 The RAM 103 appropriately stores data necessary for the CPU 101 to execute various processes.
 CPU101、ROM102及びRAM103は、バス104を介して相互に接続されている。このバス104にはまた、入出力インターフェース105も接続されている。入出力インターフェース105には、入力部106、出力部107、記憶部108、通信部109及びドライブ110が接続されている。 The CPU 101, the ROM 102, and the RAM 103 are connected to each other via the bus 104. An input / output interface 105 is also connected to the bus 104. An input unit 106, an output unit 107, a storage unit 108, a communication unit 109, and a drive 110 are connected to the input / output interface 105.
 入力部106は、キーボードやマウスで構成され、ユーザの指示操作に応じて各種情報を入力する。
 出力部107は、ディスプレイやスピーカ等で構成され、画像や音声を出力する。出力部107はまた、プリンタで構成され、各種情報を紙媒体に印刷して出力する。例えば上述したように、現物報酬のリスト22が印刷された紙媒体が出力部107から出力される。
 記憶部108は、ハードディスク或いはDRAM(Dynamic Random Access Memory)等で構成され、各種データを記憶する。
 通信部109は、インターネットを含むネットワークNを介してユーザ端末2やスポンサ端末3(図2等)との間で行う通信を制御する。
The input unit 106 includes a keyboard and a mouse, and inputs various types of information according to user instruction operations.
The output unit 107 includes a display, a speaker, and the like, and outputs images and sounds. The output unit 107 is also configured with a printer, and prints and outputs various information on a paper medium. For example, as described above, a paper medium on which the in-kind reward list 22 is printed is output from the output unit 107.
The storage unit 108 is configured by a hard disk, a DRAM (Dynamic Random Access Memory), or the like, and stores various data.
The communication unit 109 controls communication performed with the user terminal 2 and the sponsor terminal 3 (FIG. 2 and the like) via the network N including the Internet.
 ドライブ110には、磁気ディスク、光ディスク、光磁気ディスク、或いは半導体メモリ等よりなる、リムーバブルメディア111が適宜装着される。ドライブ110によってリムーバブルメディア111から読み出されたプログラムは、必要に応じて記憶部108にインストールされる。また、リムーバブルメディア111は、記憶部108に記憶されている各種データも、記憶部108と同様に記憶することができる。 A removable medium 111 made of a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, or the like is appropriately attached to the drive 110. The program read from the removable medium 111 by the drive 110 is installed in the storage unit 108 as necessary. The removable media 111 can also store various data stored in the storage unit 108 in the same manner as the storage unit 108.
 図5は、このようなサーバ1の機能的構成のうち、現物報酬提供処理を実行するための機能的構成を示す機能ブロック図である。 FIG. 5 is a functional block diagram showing a functional configuration for executing the spot reward providing process among the functional configurations of the server 1.
 現物報酬提供処理が実行される場合、CPU101においては、主制御部201と、プログラム制御部202と、測定値収集部203と、報酬有無決定部204と、報酬種類決定205と、報酬提供支援部206と、更新部207と、リスト受付部208とが機能する。 When the spot reward providing process is executed, in the CPU 101, the main control unit 201, the program control unit 202, the measurement value collection unit 203, the reward presence / absence determination unit 204, the reward type determination 205, and the reward provision support unit 206, the update unit 207, and the list reception unit 208 function.
 主制御部201は、サーバ1全体の動作を制御する。
 プログラム制御部202は、データベース11に記憶されたプログラム21(図1等)について、ユーザ端末2での実行を制御する。
 測定値収集部203は、ユーザデータ及びプログラムデータに関する各測定値を収集する。収集されたユーザデータ及びプログラムデータは、データベース11に格納される。
 報酬有無決定部204は、データベース11内のプログラムデータ及びユーザデータと、データベース12内の報酬データとを照合し、現物報酬がユーザに既に発送されたか否か等所定のアルゴリズム(図6のステップS4の処理で具体例について説明する)に従って、ユーザへの報酬の有無を決定する。報酬有無決定部204の決定結果と、プログラムデータ及びユーザデータとは、報酬選択部205に提供される。
 報酬選択部205は、ユーザへの報酬が有ると報酬有無決定部204により決定された場合、プログラムデータ及びユーザデータ並びに報酬データを用いる所定のアルゴリズム(図6のステップS6の処理で具体例について説明する)に従って、物理的物品(報酬候補)のうち1以上のものを、現物報酬として選択する。
 報酬提供支援部206は、現物報酬として選択された1以上の物理的物品をユーザに提供するための支援として、所定の処理を実行する。上述したように、所定の処理は、現物報酬がユーザに提供されるための全部又は一部の行為を支援することが可能であれば、その形態は特に限定されず、例えば本実施形態では、選択された現物報酬のリスト22を紙媒体に印刷する処理が、所定の処理として採用されている。このようにして出力されたリスト22に基づいて現物報酬がトラック等に積荷され、ユーザの自宅等まで配送されることで、当該現物報酬がユーザに提供される。
 更新部207は、このような現物報酬がユーザに提供されるに際し、nattahnaMのデータベース14において、プログラムデータ、ユーザデータ、報酬データ等を更新する。更新部207はまた、データベース13における在庫データの内容に基づいて、データベース12における報酬データの内容も適宜更新する。
 リスト受付部208は、現物報酬のリストの各項目の入力を受け付け、その入力内容を在庫データとしてデータベース13に格納する。
The main control unit 201 controls the operation of the entire server 1.
The program control unit 202 controls execution of the program 21 (FIG. 1 and the like) stored in the database 11 on the user terminal 2.
The measurement value collection unit 203 collects each measurement value related to user data and program data. The collected user data and program data are stored in the database 11.
The reward presence / absence determination unit 204 collates the program data and user data in the database 11 with the reward data in the database 12, and determines whether or not a spot reward has already been sent to the user (step S4 in FIG. 6). In the process of (1), a specific example will be described), and the presence or absence of reward to the user is determined. The determination result of the reward presence / absence determination unit 204, the program data, and the user data are provided to the reward selection unit 205.
When the reward selection unit 205 determines that there is a reward to the user, the reward presence / absence determination unit 204 determines a specific algorithm using program data, user data, and reward data (a specific example will be described in step S6 in FIG. 6). ), One or more physical articles (reward candidates) are selected as spot rewards.
The reward providing support unit 206 executes a predetermined process as support for providing the user with one or more physical items selected as the spot reward. As described above, the form of the predetermined process is not particularly limited as long as it is possible to support all or part of the action for providing the spot reward to the user. For example, in the present embodiment, A process of printing the selected reward list 22 on a paper medium is adopted as a predetermined process. Based on the list 22 output in this way, the spot reward is loaded on a truck or the like and delivered to the user's home or the like, so that the spot reward is provided to the user.
The update unit 207 updates program data, user data, reward data, and the like in the natahnaM database 14 when such a spot reward is provided to the user. The updating unit 207 also appropriately updates the contents of the reward data in the database 12 based on the contents of the inventory data in the database 13.
The list receiving unit 208 receives input of each item in the spot reward list, and stores the input content in the database 13 as inventory data.
 以上、図5を参照して、サーバ1の機能的構成について説明した。次に、図6を参照して、現物報酬提供処理について説明する。
 図6は、図5の機能的構成を有するサーバ1が実行する現物報酬提供処理の流れを説明するフローチャートである。
The functional configuration of the server 1 has been described above with reference to FIG. Next, the spot reward providing process will be described with reference to FIG.
FIG. 6 is a flowchart for explaining the flow of the spot reward providing process executed by the server 1 having the functional configuration of FIG.
 ステップS1において、リスト受付部208は、現物報酬のリストを受け付け、在庫データとしてデータベース13に格納する。
 ステップS2において、プログラム実行制御部202は、ユーザ端末2がプログラム21(図3等)を実行したか否かを判定する。
 ユーザ端末2がプログラム21を実行していない場合、ステップS2においてNOであると判定されて処理は、ステップS2に戻される。即ち、ユーザ端末2がプログラム21を実行するまでの間、ステップS2の判定処理が繰り返し実行されて、現物報酬提供処理が待機状態になる。
 ユーザ端末2がプログラム21を実行すると、ステップS2においてYESであると判定され、処理はステップS3に進む。
In step S <b> 1, the list receiving unit 208 receives a spot reward list and stores it in the database 13 as inventory data.
In step S2, the program execution control unit 202 determines whether or not the user terminal 2 has executed the program 21 (FIG. 3 or the like).
When the user terminal 2 is not executing the program 21, it determines with NO in step S2, and a process is returned to step S2. That is, until the user terminal 2 executes the program 21, the determination process in step S <b> 2 is repeatedly executed, and the spot reward providing process enters a standby state.
When the user terminal 2 executes the program 21, it is determined as YES in Step S2, and the process proceeds to Step S3.
 ステップS3において、測定値収集部203は、ユーザデータ及びプログラムデータに関する各測定値を収集する。収集されたユーザデータ及びプログラムデータは、データベース11に格納される。 In step S3, the measurement value collection unit 203 collects each measurement value related to user data and program data. The collected user data and program data are stored in the database 11.
 ここで、ユーザデータ及びプログラムデータは、測定値収集部203の機能として積極的に収集されてもよいし、プログラム21に備えられる収集機能を用いて収集されてもよい。本実施形態では、後者により、即ち、プログラム21により、アプリケーション及びユーザ両方に関連する情報が、ユーザデータ及びプログラムデータとして収集される。
 ユーザデータ及びプログラムデータは、ステップS4以降の処理で後述するように、報酬プロセスに対する入力として用いられるほか、プログラム21の利用に関する統計データを提供するために用いられる。
Here, the user data and the program data may be positively collected as a function of the measurement value collection unit 203 or may be collected using a collection function provided in the program 21. In the present embodiment, information related to both the application and the user is collected as user data and program data by the latter, that is, by the program 21.
The user data and program data are used as input to the reward process, as will be described later in the processing after step S4, and are used to provide statistical data regarding the use of the program 21.
 ユーザデータ及びプログラムデータは、例えば本実施形態では、次の(a)乃至(j)の情報が含まれるが、これらに限定されるものではない。
 (a)ユーザ識別情報:ユーザを特定するために必要となる又は手助けとなる情報
 (b)利用時間:プログラム21の利用の経過時間のデータ
 (c)インスタンス数:ユーザがプログラム21を開始/終了した回数とその日時のデータ
 (d)ゴール試行数:プログラム21でゴールを試行した回数のデータ
 (e)ゴール再試行数:プログラム21でゴールを再試行した回数のデータ
 (f)ゴール失敗数:プログラム21でゴールを試行し失敗した回数のデータ
 (g)ゴール成功数:プログラム21でゴールが成功した回数のデータ
 (h)プログラム内オブジェクトとの接触:プログラム21内の様々なオブジェクトに対するユーザの接触についての様々な測定値
 (i)友達:ユーザの、プログラム21を利用している友達についての人数と識別情報のデータ
 (j)発行済み報酬:ユーザが既に受け取った現物報酬の個数と識別情報のデータ
The user data and program data include, for example, the following information (a) to (j) in the present embodiment, but are not limited to these.
(A) User identification information: Information necessary or helpful for specifying a user (b) Usage time: Data of elapsed time of use of the program 21 (c) Number of instances: User starts / ends the program 21 (D) Number of goal trials: data on the number of times the goal was tried in the program 21 (e) Number of goal retries: data on the number of times the goal was retried in the program 21 (f) Number of goal failures: (G) Number of successful goals: Number of successful goals in program 21 (h) Contact with objects in program: User contact with various objects in program 21 (I) Friend: A person about a user's friend using the program 21 And data of identification information (j) issued reward: data of the number and identification information of the actual remuneration that the user has already received
 ステップS4において、報酬有無決定部204は、ユーザへの報酬の有無を決定する処理(以下、「報酬有無決定処理」と呼ぶ)を実行する。 In step S4, the reward presence / absence determination unit 204 executes a process for determining the presence / absence of reward to the user (hereinafter referred to as “reward presence / absence determination process”).
 ここで、報酬有無決定処理において、ユーザに報酬を与えるべきか否かの決定のアルゴリズムとして、目的指向型は本実施形態では採用されていない。即ち、特定の目標達成に関連付けられていない。本実施形態では、報酬有無決定部204は、採点システムと分析モデルを有している。先ず、ステップS3の処理で収集された測定値(ユーザデータ及びプログラムデータ)が採点システムにマッピングされ、採点システムが、該ユーザに報酬を与えるべきか否かを決定するための基礎情報を生成する。分析モデルが、当該基礎情報に基づいて、各測定値と行動とを関連付けることによって、ユーザの総合得点(スコア)を決定する。そして、報酬有無決定部204は、このスコアの高低に基づいて、ユーザへの報酬の有無を決定する。 Here, the object-oriented type is not adopted in the present embodiment as an algorithm for determining whether or not to give a reward to the user in the reward existence determination process. That is, it is not associated with achieving a specific goal. In the present embodiment, the reward presence / absence determination unit 204 has a scoring system and an analysis model. First, the measurement values (user data and program data) collected in the process of step S3 are mapped to the scoring system, and the scoring system generates basic information for determining whether or not to reward the user. . The analysis model determines the total score (score) of the user by associating each measurement value with the action based on the basic information. And the reward existence determination part 204 determines the presence or absence of the reward to a user based on the level of this score.
 より具体的には、ステップS3の処理で収集された(a)乃至(j)の測定値(ユーザデータ及びプログラムデータ)を用いて、採点システムが、次の(A)乃至(K)の点を基礎情報として決定する。
 (A)ユーザ識別情報:特定のユーザが認識可能な公開状態にあるか否かの特定と、ユーザの居住地特定
 (B)利用時間:プログラム21に対するユーザの親密度
 (C)インスタンス数:プログラム21を利用する日時と頻度のパターン認識
 (D)ゴール試行数:ユーザの探索的行動
 (E)ゴール再試行数:ユーザの粘り強さ
 (F)ゴール失敗数:ユーザのスキル
 (G)ゴール成功数:ユーザのスキル
 (H)プログラム内のオブジェクトとの接触:オブジェクトの利用についての様々な行動認識
 (I)プログラム内他ユーザとの接触:他のユーザとの接触についての様々な行動認識
 (J)友達:プログラムにおけるユーザの社交性
 (K)発行済み報酬:ユーザが既に報酬を受け取っている場合、その報酬の種類と目的
More specifically, using the measured values (user data and program data) (a) to (j) collected in the process of step S3, the scoring system uses the following points (A) to (K). Is determined as basic information.
(A) User identification information: identification of whether or not a specific user is in a publicly recognizable state and identification of the user's residence (B) Usage time: user familiarity with program 21 (C) Number of instances: program (D) Goal trial count: User exploratory behavior (E) Goal retry count: User persistence (F) Goal failure count: User skill (G) Goal success count : User skill (H) Contact with objects in the program: Various action recognitions about the use of objects (I) Contact with other users in the program: Various action recognitions about contact with other users (J) Friend: Sociality of the user in the program (K) Issued remuneration: If the user has already received remuneration, the type and purpose of the remuneration
 分析モデルが、これらの(A)乃至(K)の基礎情報と、その他のプログラムデータの測定値と合わせて用いることで、推薦ユーザとなるか否かを示すスコアを決定する。
 ここで、その他のプログラムデータの測定値としては、例えば本実施形態では、次の(L)乃至(N)が採用されているが、特にこれらに限定されるものではない。
 (L)報酬の発行先:現物報酬が発行された国と都市
 (M)報酬の種類:発行された現物報酬の種類
 (N)連携:ユーザが他に利用している関連プログラムの数。
 分析モデルは、例示した上述の統計データ(基本情報(A)乃至(K)やその他のプログラムデータの測定値(L)乃至(N))を用いて、ユーザ毎にスコアを決定し、例えばスコアが閾値以上の特定のユーザを報酬の対象として識別し、推薦する。
The analysis model uses the basic information (A) to (K) together with the measured values of the other program data to determine a score indicating whether or not to become a recommended user.
Here, as the measurement values of the other program data, for example, the following (L) to (N) are adopted in this embodiment, but are not particularly limited to these.
(L) Issue destination of reward: country and city where in-kind reward was issued (M) Type of reward: Type of in-kind reward issued (N) Cooperation: Number of related programs used by the user elsewhere.
The analysis model uses the above-described statistical data (basic information (A) to (K) and measured values (L) to (N) of other program data) to determine a score for each user. A specific user with a threshold value equal to or higher than a threshold is identified as a reward target and recommended.
 ステップS5において、報酬有無決定部204は、報酬有無決定処理の実行結果に基づいて、ユーザへ報酬を与えるか否かを判定する。
 即ち、ステップS4の処理の対象として注目されているユーザが推薦されなかった場合、当該ユーザへ報酬を与えないものとして、ステップS5においてNOであると判定されて、処理はステップS9に進む。ただし、ステップS9以降の処理については後述する。
 これに対して、ステップS4の処理の対象として注目されているユーザが推薦された場合、当該ユーザへ報酬を与えるものとして、ステップS5においてYESであると判定されて、処理はステップS6に進む。
In step S5, the reward presence / absence determination unit 204 determines whether or not to give a reward to the user based on the execution result of the reward presence / absence determination process.
That is, when the user who is focused as the target of the process in step S4 is not recommended, it is determined that the reward is not given to the user and NO is determined in step S5, and the process proceeds to step S9. However, the processing after step S9 will be described later.
On the other hand, when the user who is paying attention as the target of the process of step S4 is recommended, it is determined as YES in step S5 as a reward for the user, and the process proceeds to step S6.
 ステップS6において、報酬選択部205は、プログラムデータ及びユーザデータ並びに報酬データに基づいて、物理的物品(報酬候補)のうち1以上のものを、現物報酬として選択する処理(以下、「報酬選択処理」と呼ぶ)を実行する。 In step S6, the reward selection unit 205 selects one or more physical articles (reward candidates) as in-kind rewards based on the program data, user data, and reward data (hereinafter, “reward selection process”). ”).
 ここで、報酬選択処理において、現物報酬の選定のアルゴリズムとして、目的指向型は本実施形態では採用されていない。即ち、特定の目標達成に関連付けられていない。本実施形態では、報酬選択部205は、分析モデルを有している。この分析モデルは、ステップS3の処理で収集された(a)乃至(j)の測定値(ユーザデータ及びプログラムデータ)を、ステップS4の処理で用いられた情報(基本情報(A)乃至(K)やその他のプログラムデータの測定値(L)乃至(N))と合わせて用い、ユーザに対する特定の現物報酬を選定する。 Here, in the reward selection process, the object-oriented type is not adopted as the algorithm for selecting the spot reward in the present embodiment. That is, it is not associated with achieving a specific goal. In the present embodiment, the reward selection unit 205 has an analysis model. This analysis model uses the measured values (user data and program data) (a) to (j) collected in step S3 as information (basic information (A) to (K). ) And other program data measured values (L) to (N)) to select a specific spot reward for the user.
 ステップS7において、報酬提供支援部206は、ステップS6の処理で現物報酬として選択された1以上の物理的物品をユーザに提供するための支援として、所定の処理(以下、「報酬提供支援処理」と呼ぶ)を実行する。上述したように、本実施形態では、報酬提供支援処理が実行されるとリスト22(図3等)が印字され、当該リスト22に基づいて現物報酬がトラック等に積荷され、ユーザの自宅等まで配送されることで、当該現物報酬がユーザに提供される。 In step S7, the reward provision support unit 206 performs predetermined processing (hereinafter, “reward provision support process”) as support for providing the user with one or more physical items selected as the spot reward in the process of step S6. Call it). As described above, in the present embodiment, when the reward providing support process is executed, the list 22 (FIG. 3 and the like) is printed, and the in-kind reward is loaded on a truck or the like based on the list 22 and the user's home or the like. The spot reward is provided to the user by being delivered.
 ステップS8において、更新部207は、nattahnaMのデータベース14において、プログラムデータ、ユーザデータ、報酬データ等を更新する処理を実行する。 In step S8, the update unit 207 executes processing for updating program data, user data, reward data, and the like in the natahnaM database 14.
 ステップS9において、主制御部201は、処理の終了が指示されたか否かを判定する。
 処理の修了の指示は、特に限定されず、例えばサーバ1の電源が落とされたこと等を採用することができる。
 処理の修了の指示が未だなされていない場合、ステップS9においてNOであると判定されて、処理はステップS2に戻され、それ以降の処理が繰り返される。
 処理の修了の指示がなされた場合、ステップS9においてYESであると判定されて、現物報酬提供処理は終了となる。
In step S9, the main control unit 201 determines whether or not an instruction to end the process is given.
The instruction to complete the process is not particularly limited, and for example, it can be adopted that the server 1 is powered off.
If an instruction to complete the process has not yet been given, it is determined as NO in step S9, the process returns to step S2, and the subsequent processes are repeated.
If an instruction to complete the process is given, it is determined as YES in step S9, and the spot reward providing process ends.
 図7は、図1のRWRモデルが適用された図2の情報処理システムが実行する現物報酬提供処理の第2の例の概要を示す模式図である。 FIG. 7 is a schematic diagram showing an outline of a second example of the spot reward providing process executed by the information processing system of FIG. 2 to which the RWR model of FIG. 1 is applied.
 ステップSF11において、プログラム21に対するスポンサから、プログラム21にオブジェクトとして含める品目のリスト23が提供されると、サーバ1は、当該品目のオブジェクト(以下、「スポンサオブジェクト」と呼ぶ)をプログラム21にマッピングする。
 ステップSF12において、サーバ1は、スポンサオブジェクトの導入によって発生した新しい行動が含まれるように、プログラム21を更新する。
 ステップSF13において、ユーザ端末2は、更新されたプログラム21をダウンロードする。
 ステップSF14において、サーバ1は、スポンサオブジェクトについての様々な測定値を含む、ユーザデータ及びプログラムデータを収集する。収集されたユーザデータ及びプログラムデータは、データベース11に格納される。
In step SF11, when the sponsor 23 for the program 21 provides a list 23 of items to be included as objects in the program 21, the server 1 maps the object of the item (hereinafter referred to as “sponsor object”) to the program 21. .
In step SF12, the server 1 updates the program 21 so that the new action generated by the introduction of the sponsor object is included.
In step SF13, the user terminal 2 downloads the updated program 21.
In step SF14, the server 1 collects user data and program data including various measurement values for the sponsor object. The collected user data and program data are stored in the database 11.
 ステップSF15において、サーバ1は、データベース11内のプログラムデータ及びユーザデータと、データベース12内の報酬データとを照合し、ユーザに現物報酬を与えるか否かを判定する。ここで、現物報酬は、スポンサオブジェクトに関する物理的物品であるものとする。
 ユーザに対して現物報酬を与えない場合、現物報酬提供処理は終了するが、ユーザに対して現物報酬を与える場合、処理はステップSF16に進む。
In step SF15, the server 1 collates the program data and user data in the database 11 with the reward data in the database 12, and determines whether or not to give a spot reward to the user. Here, the spot reward is assumed to be a physical article related to the sponsor object.
If the actual reward is not given to the user, the actual reward providing process ends. However, if the actual reward is given to the user, the process proceeds to step SF16.
 ステップSF16において、サーバ1は、データベース11内のプログラムデータ及びユーザデータや、データベース12内の報酬データに基づいて、スポンサオブジェクトに関する物理的物品(報酬候補)のうち1以上のものを、現物報酬として選択する。そして、サーバ1は、現物報酬として選択された1以上の物理的物品をユーザに提供するための支援として、所定の処理を実行する。
 ここで、所定の処理は、第1の例(図3)と同様に、現物報酬がユーザに提供されるための全部又は一部の行為を支援することが可能であれば、その形態は特に限定されず、例えば本例(図7の第2の例)でも、選択された現物報酬のリスト22(物理的物品毎に、種類、在庫数、在庫の場所等の情報が羅列されたリスト22)を紙媒体に印刷する処理が、所定の処理として採用されている。
In step SF16, the server 1 selects one or more physical articles (reward candidates) related to the sponsor object as spot rewards based on program data and user data in the database 11 and reward data in the database 12. select. And the server 1 performs a predetermined | prescribed process as assistance for providing a user with one or more physical articles selected as a spot reward.
Here, in the same way as in the first example (FIG. 3), if the predetermined process can support all or part of the act for providing the in-kind reward to the user, the form thereof is particularly For example, also in this example (second example in FIG. 7), a list 22 of selected in-kind rewards (a list 22 in which information such as the type, the number of inventory, the location of inventory, etc. is listed for each physical article) ) Is printed as a predetermined process.
 ステップSF17において、リスト22に基づいて現物報酬がトラック等に積荷され、ユーザの自宅等まで配送されることで、当該現物報酬がユーザに提供される。 In step SF17, the spot reward is loaded on the truck or the like based on the list 22 and delivered to the user's home or the like, so that the spot reward is provided to the user.
 ステップSF6において、サーバ1は、nattahnaMのデータベース14において、プログラムデータ、ユーザデータ、報酬データ等を更新する。
 これにより、現物報酬提供処理は終了する。
In step SF6, the server 1 updates program data, user data, reward data, and the like in the natrahnaM database 14.
As a result, the spot reward providing process ends.
 以上説明したように、現物報酬提供処理の第2の例についても、第1の例と同様に、プログラムに伴う広告や販売についてユーザへの訴求(ポジティブな観点からもネガティブな観点からも両方含めた訴求)の効果を高めることができる。
 また、現物報酬提供処理の第2の例についても、第1の例と同様に、商流のシュートカットも期待できる。商流のショートカットを実現する概念としては、従来AIDMAという概念が存在したが、本RWRモデルの概念は上述の如く、AIDMAとは別のものである。
As described above, in the second example of the in-kind reward provision process, as in the first example, the advertisement and sales associated with the program are appealed to the user (both positive and negative aspects are included) Can increase the effect of appeal.
Also, in the second example of the spot reward providing process, a shoot cut of a commercial flow can be expected as in the first example. Conventionally, the concept of AIDMA has existed as a concept for realizing a commercial shortcut, but the concept of this RWR model is different from AIDMA as described above.
 さらに、現物報酬提供処理の第2の例については、プログラム21のオブジェクトとして、スポンサオブジェクトが含まれる。スポンサオブジェクトは、プログラム21内で有益な効果をもたらすので、スポンサ又はスポンサオブジェクトに関連した物理的物品を現物報酬としてユーザに提供すると好適である。
 上述の第1の例と同様に、不確実性という心理作用を利用し、どのスポンサオブジェクトが報酬の対象となるのか、また、現物報酬は何かといった点については、ユーザには何も知らされない。これにより、スポンサオブジェクトはますます興味深いものになる。
 このようなスポンサに関連する報酬は、現物報酬の一部として、その他の現物報酬と同様の条件に従って与えられるものとする。さらに、例えば、Webサイトやフォーラム、ニュースレター、店舗等のスポンサが提供する記事や媒体に、現物報酬の条件等に関する「ヒント」が含まれるようにすれば、スポンサの広報活動としても機能させることができ、さらに好適である。
Further, in the second example of the spot reward providing process, a sponsor object is included as an object of the program 21. Since the sponsor object has a beneficial effect within the program 21, it is preferable to provide the user with the sponsor or a physical article associated with the sponsor object as an in-kind reward.
As in the first example described above, the psychological action of uncertainty is used, and the user is not informed about which sponsor object is the target of reward and what kind of reward is in kind. . This makes sponsor objects more and more interesting.
Such sponsor-related remuneration shall be given as part of in-kind remuneration in accordance with the same conditions as other in-kind remuneration. In addition, for example, if articles and media provided by sponsors such as websites, forums, newsletters, stores, etc. include "hints" regarding spot compensation conditions, etc., they will also function as sponsors' PR activities. This is more preferable.
 ここで、以上説明したRWRモデルについて、現物報酬を与えるユーザの選択例と、当該選択例において現物報酬の提供によって期待される効果を以下に示す。ただし、以下の例に限定されないことはいうまでもない。
 (1)組織の最重要人物であると判断されたユーザに対して現物報酬が与えられる。これにより、広告を受け取る機会が増える。
 (2)利用時間が最長であると判断されたユーザに対して現物報酬が与えられる。これにより、忠誠心に対する報酬を与えることができる。
 (3)ゴールに到達するために最も粘り強さを発揮したと判断されるユーザに対して現物報酬が与えられる。これにより、意志の強さに対する報酬を与えることができる。
 (4)新しい地理的場所で発見されたユーザに対して現物報酬が与えられる。これにより、当該ユーザが、報酬についてブログに書いたりその地域で伝えたりすれば、その地域にいる他の人々のプログラムの利用可能性が向上する。
 (5)プログラム内の1つ又は複数の特定のオブジェクトを継続して利用していると判断されるユーザに対して現物報酬が与えられる。これにより、複数のユーザに、そのオブジェクトを使い続けるよう推奨することができる。これは、スポンサオブジェクトの宣伝に特に有益である。
 (6)同一のプログラム21を利用している友達の数が最も多いと判断されるユーザに対して現物報酬が与えられる。これにより、現物報酬が得られるという情報が広まる可能性が向上し、その結果、より多くの人がプログラムを利用する可能性が向上する。
 (7)ランダム選択モデルで無作為に選択されたユーザに対して現物報酬が与えられる。このようにランダムさを導入することで、RWRモデルの仕組みに関するユーザの推測精度を悪化させる(容易に推測させない)ことができる。
Here, with respect to the RWR model described above, an example of selection of a user who gives a spot reward and an effect expected by providing the spot reward in the selection example are shown below. However, it goes without saying that the present invention is not limited to the following examples.
(1) In-kind reward is given to a user who is determined to be the most important person in the organization. This increases the opportunity to receive advertisements.
(2) In-kind reward is given to a user who is determined to have the longest use time. This can give a reward for loyalty.
(3) In-kind reward is given to the user who is judged to have the most tenacity to reach the goal. Thereby, a reward for the strength of the will can be given.
(4) In-kind rewards are given to users found in new geographic locations. As a result, if the user writes a reward on a blog or communicates in the area, the availability of programs of other people in the area is improved.
(5) A spot reward is given to a user who is determined to continue using one or more specific objects in the program. This can encourage multiple users to continue using the object. This is particularly useful for the promotion of sponsor objects.
(6) In-kind reward is given to a user who is determined to have the largest number of friends using the same program 21. Thereby, the possibility that the information that the in-kind reward can be obtained is increased, and as a result, the possibility that more people use the program is improved.
(7) In-kind reward is given to users randomly selected in the random selection model. By introducing randomness in this way, the user's estimation accuracy regarding the mechanism of the RWR model can be deteriorated (not easily estimated).
 次に、以上説明したRWRモデルについて、現物報酬の例を以下に示す。ただし、以下の例に限定されないことはいうまでもない。
報酬の例を以下に示す。ただしこの例に限定されるものではない。
 (1)キャラクタグッズ(ぬいぐるみ、キーホルダー、マグネット、フィギュア)等、プログラム21の様々な側面に関連する品物
 (2)消耗品(飲食物)、ペン、クーポン、チケット等、プログラム21に関連しない品物
 (3)スポンサから提供される商品、試供品等、スポンサに関連する品物
Next, examples of in-kind reward for the RWR model described above will be shown below. However, it goes without saying that the present invention is not limited to the following examples.
Examples of rewards are shown below. However, it is not limited to this example.
(1) Items related to various aspects of the program 21, such as character goods (stuffed animals, key holders, magnets, figures) (2) Items not related to the program 21, such as consumables (food), pens, coupons, tickets, etc. 3) Articles related to sponsors, such as products and free samples provided by sponsors
 次に、以上説明したRWRモデルの適用による連鎖の効果について例示する。この例の効果は、次のSTa乃至Steの流れによって得られることになる。
 Sta:ユーザに現物報酬が提供される。
 Stb:当該ユーザが、プログラム21を利用していたら予期せず現物報酬を受け取った旨をブログに書く。
 Stc:他の複数のユーザも当該プログラム21をダウンロードし、現物報酬を受け取ることを期待して、プログラム21を利用する。
 Std:受け取ることのできる報酬の種類、受け取り方、報酬の目的等について、ユーザ間で議論が始まる。
Ste:より多くの人々がプログラム21(或いはそれが用いられるSNS)に参加し、より多くの議論が開始されることで、ユーザベースがますます拡大する。
Next, the effect of chaining by applying the RWR model described above will be exemplified. The effect of this example is obtained by the following flow of STa to Ste.
Sta: In-kind reward is provided to the user.
Stb: If the user uses the program 21, the user writes in the blog that he / she has unexpectedly received a spot reward.
Stc: A plurality of other users also download the program 21 and use the program 21 in the hope of receiving spot rewards.
Std: Discussion begins between users regarding the type of reward that can be received, how to receive it, the purpose of the reward, and the like.
Ste: As more people participate in Program 21 (or the SNS in which it is used) and more discussions begin, the user base grows more and more.
 次に、以上説明したRWRモデルの適用による連鎖の別の効果であって、プログラム21にスポンサオブジェクトを用いる場合の効果について例示する。この例の効果は、次のStA乃至StEの流れによって得られることになる。
 StA:ユーザに、スポンサ又はスポンサオブジェクトに関する現物報酬が提供される。
 StB:当該ユーザが、プログラム21を利用していたら予期せず現物報酬を受け取った旨をブログに書く。
 StC:他の複数のユーザも当該プログラム21をダウンロードし、現物報酬を受け取ることを期待して、プログラム21を利用する。
 StD:受け取ることのできる報酬の種類、受け取り方、報酬の目的等について複数のユーザ間で議論が始まる。
 StE:ユーザに、スポンサ又はスポンサオブジェクトに関する2回目の現物報酬が提供される。
 StF:複数のユーザたちが、「現物報酬とスポンサオブジェクトとの間に何かしらの関連があるのでは?」と疑い始め、プログラム21内で当該スポンサオブジェクトを利用し始める。
 StG:複数のユーザたちが、現物報酬を得るためのヒント(ヒントについては上述参照)を求めて、スポンサの媒体をチェックし始める。
 StH:より多くの人々がプログラム21(或いはそれが用いられるSNS)に参加し、より多くの議論が開始されることで、ユーザベースが拡大し続ける。その結果、プログラム21とSNS等のコミュニティの両方を通じてスポンサの広告活動が行われることになる。
Next, another effect of chaining by application of the RWR model described above, which is an effect when a sponsor object is used in the program 21, will be exemplified. The effect of this example is obtained by the following flow of StA to StE.
StA: The user is provided with a spot reward for the sponsor or sponsor object.
StB: If the user is using the program 21, the user writes in the blog that he / she has unexpectedly received a spot reward.
StC: A plurality of other users also download the program 21 and use the program 21 in the hope of receiving spot rewards.
StD: Discussion begins between a plurality of users regarding the types of rewards that can be received, how to receive the rewards, and the purpose of the rewards.
StE: The user is provided with a second in-kind reward for the sponsor or sponsor object.
StF: A plurality of users begin to doubt that there is any relationship between the spot reward and the sponsor object, and start using the sponsor object in the program 21.
StG: A plurality of users start checking the sponsor's medium for hints (see above for hints) to get in-kind rewards.
StH: The user base continues to expand as more people participate in program 21 (or the SNS in which it is used) and more discussions begin. As a result, the sponsor's advertising activities are performed through both the program 21 and the community such as SNS.
 以上説明したように、RWRモデルは、実世界に存在するあらゆるもののマーケティング及び宣伝のための強力なツールとなり得る。マーケティング及び宣伝のための強力なツールとなり得るものには、換言すると、RWRモデルを利用するメリットのあるものには、次の(A1)乃至(A5)が含まれるが、当然ながらこれらに限定されない。
 (A1)企業
 (A2)人物
 (A3)製品(既存のもののみならず、今後登場するであろうものも含む)
 (A4)プログラム(既存のもののみならず、今後登場するであろうものも含む)
 (A5)その他、人が関連するあらゆる概念
As explained above, the RWR model can be a powerful tool for marketing and advertising anything in the real world. What can be a powerful tool for marketing and advertising, in other words, what has the merit of using the RWR model includes (A1) to (A5) below, but of course not limited to these: .
(A1) Company (A2) Person (A3) Products (including not only existing products but also products that will appear in the future)
(A4) Program (including existing programs as well as those that will appear in the future)
(A5) Other concepts related to people
 このように、RWRモデルを適用することは、報酬に対する人間の行動パターンに基づいた、ビジネスの強力な推進力となる。単純な人間心理により、同じ条件下において報酬が得られる可能性がある場合と無い場合とでは、人は報酬を得られる方を選ぶからである。
 このRWRモデルをビジネスツールとして用いた場合の例を以下に示す。
 (B1)プログラム21が、ユーザに接触するための手段として適用され、上述の(A1)乃至(A5)のいずれかについて広告及びマーケティング活動が行われる。
 (B2)プログラム21が、ユーザに接触するための手段として適用され、上述の(A1)乃至(A5)のいずれかについて販売促進活動が行われる。
 (B3)上述の報酬に関わる人間心理により、プログラム21のユーザ数が増加する。
 (B4)その結果として、上述したように、プログラム21の知名度が向上する。
 (B5)上記(B1)乃至(B4)が単独又は任意の組合せで用いられることによって、投資家、ビジネスパートナ、スポンサ、合弁事業、その他の事業協力インセンティブが得られることになる。
Thus, applying the RWR model is a powerful driving force for business based on human behavior patterns for rewards. This is because, by simple human psychology, a person chooses a person who can get a reward depending on whether or not the person can get a reward under the same conditions.
An example of using this RWR model as a business tool is shown below.
(B1) The program 21 is applied as a means for contacting the user, and advertising and marketing activities are performed on any of the above (A1) to (A5).
(B2) The program 21 is applied as means for contacting the user, and sales promotion activities are performed on any of the above (A1) to (A5).
(B3) The number of users of the program 21 increases due to the human psychology related to the reward described above.
(B4) As a result, as mentioned above, the familiarity of the program 21 is improved.
(B5) By using the above (B1) to (B4) alone or in any combination, investors, business partners, sponsors, joint ventures, and other business cooperation incentives can be obtained.
 なお、本発明は、上述の実施形態に限定されるのではなく、本発明の目的を達成できる範囲での変形、改良等は本発明に含まれるものである。 It should be noted that the present invention is not limited to the above-described embodiment, but includes modifications and improvements as long as the object of the present invention can be achieved.
 上述の実施形態では、RWRモデル単体のみが適用されたが、別のモデルと組み合わせてもよい。
 例えば、図1において、RWRモデルは、Goodwillビジネスモデル(以下、「GWBM」と呼ぶ)と組み合わせて適用することができる。
 GWBMは、人間行動と社会動学とを組み合わせ、本モデルを採用するビジネスに、循環型のWin-Winのシナリオを提供する比類のないビジネスモデルである。具体的には、GWMBは、次の要素1乃至要素3からなる。
 (要素1)社会貢献組織:社会貢献活動(環境、理念、人々を支援する慈善事業、保全事業、緊急事態対応、その他の活動)に従事する個人及び企業
 (要素2)パブリックイメージ:世間が個人及び企業に対して認める価値
 (要素3)人間行動:行動に対して物質的、感情的、若しくは精神的な見返りを期待する人間の習性。また、一般論として、他者に善意を提供している意識を持つと快く感じる人間の習性。
 これら3つの要素1乃至3の間をリンクしたサイクルをつくることで、各要素が他の要素のトリガになる場面で、GWBMのチャンスが生まれる。
 このサイクルは、要素3にきっかけを与えることで始まる。このきっかけは、GWBMの利用について何らかの形で顧客に報酬を与えるものとする。続いて、GWBMは、顧客より得た利益の一部を要素1に投入すると同時に、要素3に対し寄付についての表彰を行う。その結果、要素1と要素3の両方がGWMBに価値と恩恵を見出し、要素2に対する望ましい結果が生まれる。要素2が向上するに従って、より多くの顧客の興味を惹き、このサイクルが繰り返される。
In the embodiment described above, only the RWR model alone is applied, but it may be combined with another model.
For example, in FIG. 1, the RWR model can be applied in combination with the Goodwill business model (hereinafter referred to as “GWBM”).
GWBM is a unique business model that combines human behavior and social dynamics to provide a circular Win-Win scenario for businesses that adopt this model. Specifically, the GWMB includes the following elements 1 to 3.
(Element 1) Social contribution organization: Individuals and companies engaged in social contribution activities (environment, philosophy, charitable projects that support people, conservation projects, emergency response, and other activities) (Element 2) Public image: The public is an individual And the value recognized for companies (Element 3) Human behavior: Human behavior that expects material, emotional, or spiritual rewards for behavior. Also, as a general rule, human habits that feel comfortable with the consciousness of providing good intentions to others.
By creating a cycle in which these three elements 1 to 3 are linked, a chance of GWBM is created when each element triggers another element.
This cycle begins with a trigger for element 3. This trigger shall reward the customer in some way for the use of GWBM. Subsequently, GWBM inputs a part of the profit obtained from the customer to the element 1, and simultaneously gives an award for the donation to the element 3. As a result, both element 1 and element 3 find value and benefit in GWMB and produce the desired result for element 2. As element 2 improves, it attracts more customers and the cycle repeats.
 なお、上述した一連の処理は、ハードウェアにより実行させることもできるし、ソフトウェアにより実行させることもできる。
 換言すると、図5の機能的構成は例示に過ぎず、特に限定されない。即ち、上述した一連の処理を全体として実行できる機能がサーバ1に備えられていれば足り、この機能を実現するためにどのような機能ブロックを用いるのかは特に図5の例に限定されない。
 また、1つの機能ブロックは、ハードウェア単体で構成してもよいし、ソフトウェア単体で構成してもよいし、それらの組み合わせで構成してもよい。
 さらに、上述したように、サーバ1は複数台で構成してもよい。この場合、上述した一連の処理を全体として実行できる機能が複数台のサーバ1に備えられていれば足り、1台のサーバ1にどの機能を備えるかは設計事項であり任意でよい。
The series of processes described above can be executed by hardware, or can be executed by software.
In other words, the functional configuration of FIG. 5 is merely an example, and is not particularly limited. That is, it is sufficient that the server 1 has a function capable of executing the above-described series of processes as a whole, and what functional block is used to realize this function is not particularly limited to the example of FIG.
In addition, one functional block may be constituted by hardware alone, software alone, or a combination thereof.
Furthermore, as described above, the server 1 may be composed of a plurality of units. In this case, it is only necessary that a plurality of servers 1 have a function capable of executing the above-described series of processes as a whole. Which function is provided in one server 1 is a design matter and may be arbitrary.
 一連の処理をソフトウェアにより実行させる場合には、そのソフトウェアを構成するプログラムが、コンピュータ等にネットワークや記録媒体からインストールされる。
 コンピュータは、専用のハードウェアに組み込まれているコンピュータであってもよい。また、コンピュータは、各種のプログラムをインストールすることで、各種の機能を実行することが可能なコンピュータ、例えば汎用のパーソナルコンピュータであってもよい。
When a series of processing is executed by software, a program constituting the software is installed on a computer or the like from a network or a recording medium.
The computer may be a computer incorporated in dedicated hardware. The computer may be a computer capable of executing various functions by installing various programs, for example, a general-purpose personal computer.
 このようなプログラムを含む記録媒体は、ユーザにプログラムを提供するために装置本体とは別に配布される図1のリムーバブルメディア31により構成されるだけでなく、装置本体に予め組み込まれた状態でユーザに提供される記録媒体等で構成される。リムーバブルメディア31は、例えば、磁気ディスク(フロッピディスクを含む)、光ディスク、又は光磁気ディスク等により構成される。光ディスクは、例えば、CD-ROM(Compact Disk-Read Only Memory),DVD(Digital Versatile Disk)等により構成される。光磁気ディスクは、MD(Mini-Disk)等により構成される。また、装置本体に予め組み込まれた状態でユーザに提供される記録媒体は、例えば、プログラムが記録されている図4のROM102や、図4の記憶部108に含まれるハードディスク等で構成される。 The recording medium including such a program is not only constituted by the removable medium 31 of FIG. 1 distributed separately from the apparatus main body in order to provide the program to the user, but also in a state of being incorporated in the apparatus main body in advance. It is comprised with the recording medium etc. which are provided in this. The removable medium 31 is composed of, for example, a magnetic disk (including a floppy disk), an optical disk, a magneto-optical disk, or the like. The optical disk is composed of, for example, a CD-ROM (Compact Disk-Read Only Memory), a DVD (Digital Versatile Disk), or the like. The magneto-optical disk is constituted by an MD (Mini-Disk) or the like. In addition, the recording medium provided to the user in a state of being incorporated in advance in the apparatus main body includes, for example, the ROM 102 in FIG. 4 in which the program is recorded, the hard disk included in the storage unit 108 in FIG.
 なお、本明細書において、記録媒体に記録されるプログラムを記述するステップは、その順序に沿って時系列的に行われる処理はもちろん、必ずしも時系列的に処理されなくとも、並列的或いは個別に実行される処理をも含むものである。
 また、本明細書において、システムの用語は、複数の装置や複数の手段等より構成される全体的な装置を意味するものとする。
In the present specification, the step of describing the program recorded on the recording medium is not limited to the processing performed in time series along the order, but is not necessarily performed in time series, either in parallel or individually. The process to be executed is also included.
Further, in the present specification, the term “system” means an overall apparatus configured by a plurality of devices, a plurality of means, and the like.
   1・・・サーバ
   2・・・ユーザ端末
   3・・・スポンサ端末
  21・・・プログラム
 101・・・CPU
 201・・・主制御部
 202・・・プログラム制御部
 203・・・測定値収集部
 204・・・報酬有無決定部
 205・・・報酬選択部
 206・・・報酬提供支援部
 207・・・更新部
 208・・・リスト受付部
DESCRIPTION OF SYMBOLS 1 ... Server 2 ... User terminal 3 ... Sponsor terminal 21 ... Program 101 ... CPU
201 ... Main control unit 202 ... Program control unit 203 ... Measured value collection unit 204 ... Reward presence / absence determination unit 205 ... Reward selection unit 206 ... Reward provision support unit 207 ... Update 208: List accepting department

Claims (7)

  1.  ユーザの操作に応じて所定のプログラムを実行するユーザ端末に関する情報若しくは前記ユーザに関する情報を1以上含むユーザデータ、及び、前記所定のプログラムに関する1以上の情報を含むプログラムデータを収集する収集手段と、
     前記収集手段により収集された前記ユーザデータ及び前記プログラムデータに基づいて、実世界に存在する物理的物品のうち1以上のものを、前記所定のプログラムの実行に関する前記ユーザへの報酬として選択する選択手段と、
     前記選択手段により報酬として選択された1以上の物理的物品を前記ユーザに提供するための支援として、所定の処理を実行する支援手段と、
     を備える情報処理装置。
    Collection means for collecting information on a user terminal that executes a predetermined program in response to a user operation or user data including one or more information on the user, and program data including one or more information on the predetermined program;
    Selection for selecting one or more physical articles existing in the real world as rewards for the execution of the predetermined program based on the user data and the program data collected by the collecting means Means,
    Support means for executing a predetermined process as support for providing the user with one or more physical items selected as rewards by the selection means;
    An information processing apparatus comprising:
  2.  前記選択手段により選択され得る前記物理的物品は、前記所定のプログラムに対するスポンサに関する物理的物品を含む
     請求項1に記載の情報処理装置。
    The information processing apparatus according to claim 1, wherein the physical article that can be selected by the selection unit includes a physical article related to a sponsor for the predetermined program.
  3.  前記選択手段により選択され得る前記物理的物品は、前記所定のプログラムの実行により前記ユーザ端末に構築される仮想世界に存在するオブジェクトのうち、所定の1以上のものに関する物理的物品を含む
     請求項1に記載の情報処理装置。
    The physical article that can be selected by the selection unit includes a physical article relating to one or more predetermined objects among objects existing in a virtual world constructed in the user terminal by executing the predetermined program. The information processing apparatus according to 1.
  4.  前記支援手段は、前記所定の処理として、前記選択手段により報酬として選択された1以上の物理的物品を特定可能な情報を出力する
     請求項1に記載の情報処理装置。
    The information processing apparatus according to claim 1, wherein the support unit outputs information that can identify one or more physical articles selected as rewards by the selection unit as the predetermined process.
  5.  前記収集手段により収集された前記ユーザデータ及び前記プログラムデータに基づいて、前記ユーザへの報酬の有無を決定する決定手段をさらに備え、
     前記選択手段は、前記ユーザへの報酬が有ると前記決定手段により決定された場合、実世界に存在する物理的物品のうち1以上のものを、前記所定のプログラムの実行に関する前記ユーザへの報酬として選択する
     請求項1に記載の情報処理装置。
    Based on the user data and the program data collected by the collecting means, further comprising a determining means for determining the presence or absence of reward to the user,
    When the determining means determines that there is a reward for the user, the selecting means selects one or more physical articles existing in the real world as the reward for the user related to the execution of the predetermined program. The information processing apparatus according to claim 1.
  6.  情報処理装置が実行する情報処理方法において、
     ユーザの操作に応じて所定のプログラムを実行するユーザ端末に関する情報若しくは前記ユーザに関する情報を1以上含むユーザデータ、及び、前記所定のプログラムに関する1以上の情報を含むプログラムデータを収集する収集ステップと、
     前記収集ステップの処理により収集された前記ユーザデータ及び前記プログラムデータに基づいて、実世界に存在する物理的物品のうち1以上のものを、前記所定のプログラムの実行に関する前記ユーザへの報酬として選択する選択ステップと、
     前記選択ステップの処理により報酬として選択された1以上の物理的物品を前記ユーザに提供するための支援として、所定の処理を実行する支援ステップと、
     を含む情報処理方法。
    In the information processing method executed by the information processing apparatus,
    A collecting step of collecting information relating to a user terminal that executes a predetermined program in response to a user operation or user data including one or more information related to the user, and program data including one or more information related to the predetermined program;
    Based on the user data and the program data collected by the process of the collecting step, one or more physical articles existing in the real world are selected as rewards for the user regarding the execution of the predetermined program. A selection step to
    A support step of executing a predetermined process as support for providing the user with one or more physical items selected as a reward by the process of the selection step;
    An information processing method including:
  7.  コンピュータを、
     ユーザの操作に応じて所定のプログラムを実行するユーザ端末に関する情報若しくは前記ユーザに関する情報を1以上含むユーザデータ、及び、前記所定のプログラムに関する1以上の情報を含むプログラムデータを収集する収集手段と、
     前記収集手段により収集された前記ユーザデータ及び前記所定のプログラムデータに基づいて、実世界に存在する物理的物品のうち1以上のものを、前記所定のプログラムの実行に関する前記ユーザへの報酬として選択する選択手段と、
     前記選択手段により報酬として選択された1以上の物理的物品を前記ユーザに提供するための支援として、所定の処理を実行する支援手段と、
     して機能させるプログラム。
    Computer
    Collection means for collecting information on a user terminal that executes a predetermined program in response to a user operation or user data including one or more information on the user, and program data including one or more information on the predetermined program;
    Based on the user data collected by the collecting means and the predetermined program data, one or more physical articles existing in the real world are selected as rewards for the user regarding the execution of the predetermined program. Selection means to
    Support means for executing a predetermined process as support for providing the user with one or more physical items selected as rewards by the selection means;
    Program to make it work.
PCT/JP2012/083298 2012-12-21 2012-12-21 Information processing device, information processing method, and program WO2014097477A1 (en)

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Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002018140A (en) * 2000-07-05 2002-01-22 Tatsuya Nakajo Advertisement system and method in network game, recording medium having software for advertisement recorded thereon and control method for client terminal
JP2002083203A (en) * 2000-09-11 2002-03-22 Jes:Kk Prize-giving method using network
JP2002092452A (en) * 2000-09-18 2002-03-29 Srp:Kk Click point voting expectation site
JP2003150852A (en) * 2001-11-19 2003-05-23 Aruze Corp Advertisement indicating system, server, storage medium, and advertisement indicating method

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002018140A (en) * 2000-07-05 2002-01-22 Tatsuya Nakajo Advertisement system and method in network game, recording medium having software for advertisement recorded thereon and control method for client terminal
JP2002083203A (en) * 2000-09-11 2002-03-22 Jes:Kk Prize-giving method using network
JP2002092452A (en) * 2000-09-18 2002-03-29 Srp:Kk Click point voting expectation site
JP2003150852A (en) * 2001-11-19 2003-05-23 Aruze Corp Advertisement indicating system, server, storage medium, and advertisement indicating method

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