WO2017065060A1 - Server device and game system - Google Patents

Server device and game system Download PDF

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Publication number
WO2017065060A1
WO2017065060A1 PCT/JP2016/079525 JP2016079525W WO2017065060A1 WO 2017065060 A1 WO2017065060 A1 WO 2017065060A1 JP 2016079525 W JP2016079525 W JP 2016079525W WO 2017065060 A1 WO2017065060 A1 WO 2017065060A1
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WO
WIPO (PCT)
Prior art keywords
game
individual conversion
store
conversion value
reward
Prior art date
Application number
PCT/JP2016/079525
Other languages
French (fr)
Japanese (ja)
Inventor
清司 鈴木
大輔 松木
Original Assignee
株式会社セガゲームス
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社セガゲームス filed Critical 株式会社セガゲームス
Publication of WO2017065060A1 publication Critical patent/WO2017065060A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • 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
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

Definitions

  • the present invention relates to a server device and a game system.
  • O2O Online to Offline
  • Non-Patent Document 1 can convert a result of a user visiting a store into a point (visit point), and further convert this store point to give the user a reward such as an item in the game.
  • a service that fuses O2O and games is described.
  • store visit points can be used across a plurality of games, not for each specific game.
  • Non-Patent Document 1 since the point of visit is common to a plurality of games, the user cannot be urged to play a specific game. As a result, the specific game could not be activated.
  • the present invention has been made in view of such problems, and an object thereof is to provide a server device and a game system that can activate a specific game.
  • the server device includes achievement information including an achievement given by a check-in process for a game terminal to which a plurality of games are provided, and identification information of a specific game among the plurality of games And an acquisition means for acquiring the individual conversion value set for each game, and based on the individual conversion value corresponding to the identification information acquired by the acquisition means among the referred individual conversion values, Individual conversion means for converting the results included in the result information acquired by the acquisition means into rewards usable for the specific game; and instruction means for instructing the provision of the rewards converted by the individual conversion means; Prepare.
  • the “server device” includes not only one device but also a plurality of devices.
  • the “conversion value” includes a conversion rate or an added value.
  • a conversion value corresponding to a specific game when a conversion value corresponding to a specific game is set higher than a conversion value corresponding to another game, a game other than the specific game is played for the reward target converted by the conversion value.
  • the user who is playing comes to play a specific game. That is, according to the said structure, the user who is playing other games other than a specific game can be prompted to play a specific game, and a specific game can be activated.
  • a specific game can be activated.
  • FIG. 1 is a diagram schematically showing an overall configuration of a game system including a reward server as a server device according to the first embodiment of the present invention.
  • FIG. 2 is a diagram for explaining an example of conversion from a check-in result to a ticket.
  • FIG. 3 is a schematic block diagram showing the configuration of various servers of the game system shown in FIG.
  • FIG. 4 is a schematic explanatory diagram of the reference table shown in FIG.
  • FIG. 5 is a schematic explanatory diagram of the conversion rate table shown in FIG.
  • FIG. 6 is a schematic explanatory diagram of the store-specific reward table shown in FIG.
  • FIG. 7 is a flowchart showing the flow of processing in each means of the result determination server according to the first embodiment of the present invention.
  • FIG. 8 is a flowchart showing a flow of processing in each unit of the media application server according to the first embodiment of the present invention.
  • FIG. 9 is a flowchart showing a flow of processing in each means of the reward server according to the first embodiment of the present invention.
  • FIG. 10 is a schematic explanatory diagram of an advertisement screen displayed on the game terminal.
  • FIG. 11 is a schematic explanatory diagram of a store list screen displayed on the game terminal.
  • FIG. 12 is a schematic explanatory diagram of a game list screen displayed on the game terminal.
  • FIG. 13 is a schematic explanatory diagram of a store detail screen displayed on the game terminal.
  • FIG. 14 is a schematic explanatory diagram of a setting screen displayed on the reward server.
  • FIG. 10 is a schematic explanatory diagram of an advertisement screen displayed on the game terminal.
  • FIG. 11 is a schematic explanatory diagram of a store list screen displayed on the game terminal.
  • FIG. 12 is a schematic explanatory diagram of a game
  • FIG. 15 is a schematic explanatory diagram of an item exchange screen displayed on the game terminal.
  • FIG. 16 is a flowchart showing a flow of processing in each part of the reward server according to the second embodiment of the present invention.
  • FIG. 17 is a flowchart showing the flow of the list process of the reward server according to the third embodiment of the present invention.
  • FIG. 18 is a schematic explanatory diagram of a store list screen displayed on the game terminal.
  • FIG. 19 is a flowchart showing a flow of processing in each part of the reward server according to the fourth embodiment of the present invention.
  • FIG. 20 is a schematic explanatory diagram of a check-in history list screen displayed on the game terminal.
  • FIG. 21 is a schematic explanatory diagram of an item exchange history list screen displayed on the game terminal.
  • FIG. 22 is a diagram illustrating a modification of the conversion rate table.
  • the game system 5 includes, as hardware configurations, first to nth game servers 11 (1) to 11 (n), a reward server 12, a media application server 13, a result determination server 14, and a first database server 15. And a second database server 16 and a beacon device 17.
  • the game system 5 includes first to m-th game applications 18 (1) to 18 (m) and a media application 19 as software configurations.
  • the first to nth game servers 11 (1) to 11 (n) are referred to as “game server 11” as appropriate, and the first to mth game applications 18 (1) to 18 (m) ) Is referred to as “game application 18”.
  • the “n” and “m” are positive integers of 2 or more.
  • the game terminal 10 is a terminal possessed by the user 10A.
  • This game terminal 10 is a terminal capable of providing a plurality of games to the user 10A. Examples of such a game terminal 10 include portable terminals such as mobile phones, tablets, and notebook computers.
  • the game terminal 10 is equipped with a positioning function that receives radio waves from GPS satellites and calculates current position information of the game terminal 10.
  • the game terminal 10 can perform a check-in process described later on the store 17A.
  • the game terminal 10 is configured to be able to communicate with the game server 11.
  • the game terminal 10 can play the first to nth games (hereinafter referred to as “games” as appropriate) as online games by communicating with the game server 11 as needed. These games are provided when the game application 18 is executed by at least one of the game terminal 10 and the game server 11.
  • the game server 11 as a game server device is configured to be able to communicate with the game terminal 10 and the reward server 12. These game servers 11 store installation data of the game application 18. Then, when there is a download request from the game terminal 10, the game server 11 transmits installation data of the game application 18 to the game terminal 10.
  • the game server 11 stores all or a part of play information indicating the game play contents by the user 10A. Then, when there is a play information transmission request from the game terminal 10, the game server 11 transmits game play information (save data) corresponding to the user 10 ⁇ / b> A to the game terminal 10.
  • the play information includes a game level such as a cumulative fee paid by the user 10A in the game, a character level appearing in the game, and a production level for producing a specific item.
  • the play information includes game time, game progress, and the number of friends connected to the user 10A of the game terminal 10 via the network.
  • the reward server 12 is configured to be able to communicate with the game server 11 and the media application server 13.
  • the reward server 12 displays an advertisement for the store 17A on the game terminal 10 via the game server 11 in order to guide a visit to the store 17A associated with a company that operates the reward server 12, for example.
  • the reward server 12 causes the game terminal 10 to appropriately display an advertisement of the game that the user 10A does not have in order to guide the provision of the game that the user 10A has not yet provided, for example, to guide the download.
  • the reward server 12 converts the result of the user 10A visiting the store and the result of receiving the game (reception of the game) into a reward dedicated to a specific game, and instructs the game server 11 to give the reward.
  • the “reward” may be a reward used for the game as it is, or may be a reward for exchanging items used for the game or game currency.
  • the “reward” is a reward for exchanging for an item used exclusively for a specific game.
  • this reward is referred to as “ticket” as appropriate.
  • the “store 17A” includes not only buildings that provide products such as supermarkets, convenience stores, and game software stores, but also buildings that provide services such as beauty salons, hotels, banks, and game centers. Further, the “store 17A” is not limited to a building, and includes a stall outside the building.
  • the “specific game” is selected by the user 10A before the result of visiting the store or the result of receiving the game is converted into a ticket, and the ticket can be used (becomes the recipient of the ticket). It is a game.
  • the specific game selected by the user 10A is indicated by a receiving game ID as identification information.
  • the result of the user 10A visiting the store may be described as “results given by the check-in process” or “result of check-in”.
  • the media application server 13 is configured to be able to communicate with the game terminal 10 and the reward server 12.
  • the media application server 13 stores installation data of the media application 19. Then, when there is a download request from the game terminal 10, the media application server 13 transmits installation data of the media application 19 to the game terminal 10.
  • the game terminal 10 communicates with the result determination server 14 and the media application server 13 as needed to perform check-in processing for the store 17A, selection of a ticket recipient, use of a ticket, and the like. be able to.
  • the result determination server 14 is configured to be able to communicate with the game terminal 10, the media application server 13, and the beacon device 17. The result determination server 14 determines the result given by the check-in process.
  • the beacon device 17 is installed in or around the store 17A. This beacon device 17 is for detecting the visit of the user 10A to the store 17A. For example, the beacon device 17 broadcasts a beacon signal 17B including a beacon ID and beacon data at a constant transmission time interval.
  • the beacon data includes various information such as the destination of the result determination server 14 that is a connection destination.
  • the game system 5 converts a store visit point obtained by visiting the store 17A into a ticket so that the ticket can be given to the user 10A of a specific game, thereby providing a service that combines O2O and the game. provide.
  • the store 17A pays an advertisement fee for the store 17A and an installation fee for the beacon device 17 to a company or the like that operates the result determination server 14 as consideration to be incorporated into the game system 5.
  • the user 10A possessing the game terminal 10 visits the store 17A by looking at the advertisement of the store 17A.
  • the game terminal 10 receives a beacon signal 17B broadcast from the beacon device 17.
  • the game terminal 10 executes a check-in process by the media application 19.
  • the game terminal 10 generates various information including the beacon ID included in the beacon signal 17B, the current position information acquired from the GPS satellite, and the terminal ID of the game terminal 10.
  • the various information is a result given to the user 10A from the game terminal 10 by the check-in process.
  • the game terminal 10 transmits the said various information to the result determination server 14, in order to judge the validity of the various information as this result.
  • the result determination server 14 performs a result determination process for determining the validity of the result given by the check-in process based on various information received from the game terminal 10, in other words, the validity of the check-in process by the game terminal 10; The determination result is returned to the game terminal 10.
  • the result determination server 14 acquires a store visit point corresponding to the beacon ID included in the received beacon signal 17B. Then, the result determination server 14 replaces the result given by the check-in process with the store visit point acquired from the beacon ID, and generates the check-in result information including the store visit point. Thereafter, the result determination server 14 transmits the result information to the media application server 13.
  • the media application server 13 When the media application server 13 receives the result information, the media application server 13 converts the store visit point indicated by the result information into, for example, a unit of gold (G) as a different value based on a uniform conversion rate preset as a uniform conversion value. Then, the media application server 13 transmits the result information to the reward server 12.
  • the “uniform conversion rate” is a conversion rate for the result given by the check-in process, and is a uniform conversion rate for all games.
  • the reward server 12 When the reward server 12 receives the result information, based on the individual conversion rate set in advance as the individual conversion value, the reward server 12 sets the gold indicated by the result information as a value different from the gold, and is provided to the game terminal 10. Convert to a game-specific ticket. Thereafter, the reward server 12 instructs the game server 11 to give a ticket.
  • the “individual conversion rate” is a conversion rate for a result given by the check-in process, and is a conversion rate set for each game.
  • the game server 11 When the game server 11 receives the above instruction, the game server 11 stores the number of tickets in association with the recipient game ID and terminal ID indicating the specific game selected in advance by the user 10A. That is, the game server 11 gives a ticket to the user 10 ⁇ / b> A according to the instruction of the reward server 12. Thereafter, this ticket is exchanged for an item used for a specific game by the user 10A.
  • the “terminal ID” can also be read as a user ID that identifies the user 10A.
  • the result determination server 14 replaces the result given by the check-in process with, for example, a store visit point “100P”.
  • the media application server 13 acquires the result information including the visit point “100P” from the result determination server 14. Then, the media application server 13 multiplies the 100P by, for example, “1” as a uniform conversion rate to convert the store visit point “100P” into 100G having a different value.
  • the reward server 12 acquires the result information including the 100G from the media application server 13. In addition, the reward server 12 acquires a recipient game ID from the game terminal 10, for example. When the acquired recipient game ID indicates the first game as the specific game, the reward server 12 multiplies 100G by, for example, “0.01” as the individual conversion rate corresponding to the first game. Convert to one ticket. After the conversion, the first game server 11 (1) corresponding to the first game is instructed to give one ticket.
  • the reward server 12 multiplies 100G by, for example, “0.02” as the individual conversion rate corresponding to the second game. 2. Convert to 2 tickets. After the conversion, the second game server 11 (2) corresponding to the second game is instructed to give two tickets.
  • the reward server 12 multiplies 100G by, for example, “0.005” as the individual conversion rate corresponding to the third game. , Convert to 0.5 tickets. After the conversion, the third game server 11 (3) corresponding to the third game is instructed to give 0.5 tickets.
  • a reference table 200 is stored in the first database server 15.
  • the second database server 16 stores a conversion rate table 210 and a store-specific reward table 211.
  • the beacon ID is an ID of the beacon device 17 installed in the store 17A.
  • the store name is the name of the store 17A where the beacon device 17 is installed.
  • the address is the address of the store 17A.
  • the advertisement payment amount is an amount paid to the company or the like that operates the reward server 12 as an advertisement fee by the store 17A.
  • the store visit point is a point given to the user 10A who has visited the store 17A as described above. In addition, this store visit point is set, for example so that it may increase, so that the amount of advertisement payment is high. Thus, when there are many store visit points, the number of tickets obtained by the user 10A also increases. As a result, since the user 10A frequently visits the store 17A, payment of the advertisement fee from the store 17A that the user 10A wants to visit is promoted.
  • the conversion rate table 210 individual conversion rates are registered in association with each game, that is, for each game title.
  • a uniform conversion rate and a DL conversion rate as a received conversion value are registered regardless of the title of the game.
  • the DL conversion rate is a conversion rate with respect to a result given by the user 10A receiving the provision of the game application 18, for example, a result given by downloading the game application 18 (a result of download).
  • This DL conversion rate is a uniform conversion rate for all games, and is different from the individual conversion rate and the uniform conversion rate.
  • the number of tickets obtained for each game title and each store is automatically calculated and registered by the reward server 12 based on the conversion rate table 210, for example. Is done.
  • the result determination server 14 includes a reception unit 140, a result determination unit 141, and a transmission unit 142.
  • Step SP1 The receiving means 140 determines whether or not various types of check-in information transmitted from the game terminal 10 when the game terminal 10 performs a check-in process are received.
  • the process proceeds to step SP2, and when a negative determination is made, a series of processes shown in FIG.
  • the various information includes a beacon ID as a result given by the check-in process, current position information, and a terminal ID.
  • Step SP2 The result determination unit 141 executes a result determination process. Specifically, the result determination unit 141 accesses the first database server 15 and reads the reference table 200. And the address corresponding to beacon ID contained in various information is acquired in reference table 200. FIG.
  • the result determination unit 141 calculates the distance between the current position information received from the game terminal 10 and the acquired address. Then, the calculated distance is compared with a predetermined threshold value. If the calculated distance is less than the predetermined threshold, it is determined that the beacon signal 17B is transmitted from the authentic beacon device 17 installed in the store 17A by the rightful owner. That is, the result determination unit 141 determines that the result given by the check-in process is valid. Moreover, the result determination means 141 determines that the result given by the check-in process is invalid if the calculated distance is not less than the predetermined threshold. Then, the process proceeds to step SP3.
  • Step SP3 The result determination unit 141 determines whether or not the result of the result determination is valid. If the determination is affirmative, the process proceeds to step SP5. If the determination is negative, the process proceeds to step SP4.
  • Step SP4 The transmission means 142 returns to the game terminal 10 that the result of the result determination is invalid. Then, a series of processes shown in FIG. 7 is finished.
  • Step SP5 The transmission means 142 sends back to the game terminal 10 that the result of the result determination is valid. Then, the process proceeds to step SP6.
  • Step SP6 The transmission means 142 acquires the store visit point corresponding to the beacon ID included in the various information in the reference table 200. Then, the process proceeds to step SP7.
  • Step SP7 The transmission unit 142 sets the acquired store visit point as a result given by the check-in process for the game terminal 10 to the store 17A, and generates result information including the store visit point and the terminal ID. After generating the result information, the transmission unit 142 transmits the result information to the media application server 13. Then, a series of processes shown in FIG. 7 is finished.
  • the media application server 13 includes a receiving unit 130, a setting unit 131, a uniform conversion unit 132, and a transmission unit 133.
  • each component of the media application server 13 will be described with reference to the flowchart shown in FIG.
  • the following processing is started periodically or randomly, for example, every second.
  • the setting unit 131 sets (registers) a uniform conversion rate in the conversion rate table 210 in advance according to a uniform conversion rate setting operation by the administrator.
  • Step SP10 The receiving unit 130 determines whether or not the result information is received from the result determination server 14. If the determination is affirmative, the process proceeds to step SP11. If the determination is negative, the series of processes shown in FIG. 8 is terminated.
  • Step SP11 The uniform conversion means 132 accesses the second database server 16 and reads the conversion rate table 210. Then, the process proceeds to step SP12.
  • Step SP12 The uniform conversion unit 132 acquires a uniform conversion rate from the conversion rate table 210. Then, the process proceeds to step SP13.
  • Step SP13 The uniform conversion means 132 converts the store visit point included in the result information into gold by multiplying the acquired uniform conversion rate, for example. Then, the process proceeds to step SP14.
  • Step SP14 The transmission unit 133 adds gold to the result information received by the reception unit 130 and transfers the result information to the reward server 12. Then, the series of processes shown in FIG. 8 is finished.
  • the reward server 12 includes a receiving unit 120, a setting unit 121, an individual conversion unit 122, a list creation unit 123, and a transmission unit 124.
  • each component of the reward server 12 will be described with reference to the flowchart shown in FIG.
  • the following processing is started periodically or randomly, for example, every second. Further, before the following processing starts, the setting unit 121 sets an individual conversion rate in the conversion rate table 210 in advance according to an individual conversion rate setting operation by the administrator. Further, the list creation unit 123 creates or rearranges an arbitrary list such as a store list of the store 17A where the user 10A can check in before the following processing starts.
  • Step SP20 The receiving unit 120 determines whether or not the result information has been received from the media application server 13. If the determination is affirmative, the process proceeds to step SP25. If the determination is negative, the process proceeds to step SP21.
  • Step SP21 The receiving unit 120 determines whether or not the result information including the result of the game terminal 10 downloading the game application 18 (such as downloading) is received from any game server 11.
  • the process proceeds to step SP22, and when a negative determination is made, the series of processes illustrated in FIG.
  • Step SP22 The individual conversion means 122 accesses the second database server 16 and reads (refers to) the conversion rate table 210. Then, the process proceeds to step SP23.
  • Step SP23 The individual conversion unit 122 acquires the DL conversion rate from the read conversion rate table 210. Then, the process proceeds to step SP24.
  • Step SP24 The individual conversion means 122 converts the result of the game terminal 10 downloading the game application 18 into a ticket for a specific game based on the DL conversion rate. Then, the process proceeds to step SP31.
  • Step SP25 The individual conversion unit 122 determines whether the receiving unit 120 has received the destination game ID, for example, together with the result information or separately. If an affirmative determination is made here, the process proceeds to step SP28. If a negative determination is made, the process proceeds to step SP26.
  • the transmission source of the recipient game ID may be, for example, the game terminal 10 or the media application server 13. Alternatively, the reception unit 120 may acquire the information by making an inquiry to the game terminal 10 or the like.
  • Step SP26 The individual conversion means 122 instructs the game terminal 10 to set a specific game as a ticket receiving destination via the media application server 13 or the like. Then, the process proceeds to step SP27.
  • Step SP27 The individual conversion means 122 determines whether or not a receiving destination has been set in the game terminal 10. If the determination is affirmative, the recipient setting is set as the recipient game ID, and the process proceeds to step SP28. If the determination is negative, the process returns to step SP26.
  • Step SP28 The individual conversion means 122 accesses the second database server 16 and reads (refers to) the conversion rate table 210. Then, the process proceeds to step SP29.
  • Step SP29 The individual conversion means 122 acquires the individual conversion rate corresponding to the recipient game ID from the read conversion rate table 210. Then, the process proceeds to step SP30.
  • Step SP30 The individual conversion means 122 multiplies the gold included in the result information received by the receiving means 120 by the acquired individual conversion rate, and converts the gold into a reward “ticket”. Then, the individual conversion unit 122 proceeds to the process of step SP31.
  • Step SP31 The transmission means 124 instructs the game server 11 corresponding to the recipient game ID to give a ticket. Then, the series of processes shown in FIG. 9 is finished.
  • This instruction includes, for example, the number of tickets, the terminal ID, and the recipient game ID.
  • the game server 11 includes receiving means 110, granting means 111, exchanging means 112, and transmitting means 113.
  • the receiving means 110 receives a ticket granting instruction from the reward server 12.
  • the granting unit 111 stores the number of tickets included in the instruction received by the receiving unit 110 in the second database server 16 in association with the recipient game ID and the terminal ID. That is, the game server 11 gives a ticket to the user 10 ⁇ / b> A according to the instruction of the reward server 12.
  • the exchanging unit 112 subtracts the number of tickets of the user 10A stored in the second database server 16 in accordance with the item exchange application operation by the user 10A, and gives an item used for a specific game. That is, the ticket is exchanged for an item, and the item is given to the user 10A.
  • the number of tickets to be subtracted may be common or different for each item.
  • the transmission means 113 notifies the game terminal 10 that the item exchange application has been completed.
  • the flow shown in FIG. 1 is, for example, when the user 10A is guided by an advertisement by the reward server 12 during game play and visits the store 17A, and the user 10A activates the media application 19 with his / her own intention and starts the store 17A.
  • the store visited by the advertisement is referred to as “guide visit”, and the visit based on one's intention is referred to as “nature visit”.
  • Step SP100 The user 10A activates, for example, the first game application 18 (1) among the first to m-th game applications 18 (1) to 18 (m) and plays the first game on the game terminal 10.
  • an advertisement screen 20 provided by the list creation unit 123 of the reward server 12 is displayed on the game terminal 10 at a predetermined timing during the play of the first game.
  • the advertisement screen 20 includes a store advertisement 21, a download advertisement 22, and a forward button 23.
  • this store advertisement 21 information for guiding a visit to the store 17A is described.
  • the download advertisement 22 describes information for guiding the download of a game that the user 10A does not have yet. Then, the process proceeds to step SP101.
  • Step SP101 On the advertisement screen 20, a forward button 23 corresponding to the store advertisement 21 is pressed.
  • the media application 19 is activated in response to this pressing. Further, when the media application 19 is not installed, installation of the media application 19 is prompted.
  • a store list screen 30 is displayed on the game terminal 10 as shown in FIG.
  • the store list screen 30 includes store information 31, an area button 32, and a business type button 33.
  • One or a plurality of store information 31 is displayed according to the number of stores 17A located at a short distance from the position of the user 10A.
  • the store information 31 includes the number of tickets corresponding to the recipient game ID given to the user 10A by checking in the store 17A in addition to the store name and address.
  • the area button 32 is pressed, the area of the store 17A displayed on the store list screen 30 can be selected.
  • the business type button 33 is pressed, the business type of the store 17A displayed on the store list screen 30 can be selected.
  • the number of tickets is obtained by referring to the store-specific reward table 211 shown in FIG.
  • the game terminal 10 has a game button 34, a store button 35, a check-in button 36, The item button 37 and the other button 38 are continuously displayed. The function of each button will be described later. Then, the process proceeds to step SP103.
  • Step SP102 The user 10 ⁇ / b> A activates the media application 19 on his / her own intention at the game terminal 10.
  • the media application 19 is activated, for example, the other button 38 is pressed on an unillustrated initial screen, and the recipient of the ticket is set.
  • a corresponding game list screen 40 as shown in FIG. 12 is displayed on the game terminal 10.
  • the corresponding game list screen 40 includes owned game information 41 and recommended game information 42.
  • the owned game information 41 and the recommended game information 42 include a game name, the names of items that can be exchanged from tickets in the game, the number of exchanges thereof, the number of tickets necessary for exchange with the items, and the like.
  • the user 10 ⁇ / b> A can select and set a specific game as a ticket recipient from the owned game information 41.
  • the game terminal 10 stores the identification information (receiving game ID) of the selected specific game and the terminal ID of the game terminal 10 in association with each other.
  • This setting may be performed by the media application server 13 via the game terminal 10. That is, the game terminal 10 transmits the identification information (recipient game ID) of the selected specific game to the media application server 13 together with the terminal ID of the game terminal 10.
  • the media application server 13 may store the received terminal ID and the recipient game ID in the second database server 16 in association with each other.
  • step SP101 When the store button 35 is pressed after the setting, the store list screen 30 is displayed on the game terminal 10 as in step SP101. Then, the process proceeds to step SP103.
  • Step SP103 The user 10 ⁇ / b> A who has viewed the store list screen 30 visits any one of the stores 17 ⁇ / b> A on the store list screen 30.
  • the game terminal 10 receives a beacon signal 17B broadcast from the beacon device 17.
  • the game terminal 10 automatically activates the media application 19.
  • Step SP104 After the media application 19 is automatically activated, as shown in FIG. 13, a store detail screen 60 of the store 17A that visited the store is displayed on the game terminal 10 (excluding the confirmation window 61). In addition, when the media application 19 is not automatically activated but when the media application 19 is manually activated, the user 10A actually visits the store after the store list screen 30 shown in FIG. 11 is displayed. When the store 17A is selected, the store detail screen 60 of the store 17A that has visited the game terminal 10 is displayed.
  • the game terminal 10 When the check-in button 36 is pressed after the store detail screen 60 is displayed, the game terminal 10 starts a check-in process. First, as shown in FIG. 13, a check-in confirmation window 61 is displayed on the game terminal 10 so as to overlap the store detail screen 60. When the “Yes” button 62 in the confirmation window 61 is pressed, the game terminal 10 transmits various information including the beacon ID, current position information, terminal ID, and recipient game ID to the result determination server 14. .
  • This recipient game ID is identification information of a specific game that the user 10A was playing in the case of a guided visit through steps SP100 and SP101.
  • the recipient game ID is identification information of a specific game set as a recipient of a ticket in the case of a natural visit via step SP102. If there is a terminal ID, the destination game ID corresponding to the terminal ID can be specified later, and therefore the destination game ID does not necessarily have to be transmitted at this point.
  • step SP105 when the automatic check-in is set, the above-described various information is automatically determined as a result regardless of whether or not the check-in button 36 is pressed after the store detail screen 60 is displayed. It is transmitted to the server 14. Then, the process proceeds to step SP105.
  • Step SP105 The result determination server 14 performs a result determination process based on the received various information. Then, the result determination server 14 returns the result of the result determination process to the game terminal 10.
  • the game terminal 10 that has received the determination result displays “Check-in completed successfully” or “Check-in failed. Please try again.” Over the store detail screen 60. Then, the process proceeds to step SP106.
  • Step SP106 The result determination server 14 acquires a store visit point corresponding to the beacon ID. Then, the result determination server 14 transmits result information including the acquired store visit points in addition to the above various information to the media application server 13. Then, the process proceeds to step SP107.
  • Step SP107 The media application server 13 converts the store visit point indicated by the received result information into gold based on the uniform conversion rate. After the conversion to gold, the media application server 13 adds gold to the result information and transfers the result information to the reward server 12. Then, the process proceeds to step SP108.
  • Step SP108 The reward server 12 converts the gold indicated by the received result information into a ticket based on the individual conversion rate.
  • the reward server 12 specifies the game server 11 corresponding to the recipient game ID included in the result information. Then, the reward server 12 instructs the specified game server 11 to give a ticket. That is, the reward server 12 transmits the instruction to the game server 11. This instruction includes the terminal ID included in the result information.
  • step SP109 is performed.
  • the above-described uniform conversion rate and individual conversion rate are set on the setting screen displayed on the reward server 12 and the like by the setting means 121 and 131 shown in FIG.
  • An example of the setting screen is a setting screen 70 shown in FIG.
  • This setting screen 70 includes a pull-down 71 capable of selecting a uniform conversion rate and a pull-down 72 capable of selecting an individual conversion rate.
  • the setting screen 70 includes a pull-down 73 capable of selecting a DL conversion rate.
  • the setting unit 131 or the setting unit 121 sets each conversion rate selected from the pull-downs 71 to 73 in the conversion rate table 210.
  • the uniform conversion rate and the individual conversion rate may be individually set on different setting screens. That is, the uniform conversion rate may be set by the setting unit 131, and the individual conversion rate may be set by the setting unit 121.
  • Step SP109 The specific game server 11 that has received the instruction gives a ticket dedicated to the specific game to the user 10A.
  • the user 10A When the user 10A wants to use the ticket after the ticket is granted, the user 10A presses the item button 37 on an initial screen (not shown) of the media application 19, for example.
  • an item exchange screen 80 is displayed on the game terminal 10 as shown in FIG.
  • the item exchange screen 80 includes an item exchange button 81.
  • This item exchange screen 80 describes the name of the game that is the recipient of the item, the name of the item that can be exchanged with the ticket, its numerical value, the number of tickets necessary for exchange with the item, and the like.
  • This item exchange screen 80 includes an item exchange button 81.
  • the game terminal 10 applies to the specific game server for item exchange. Thereafter, an application completion screen (not shown) is displayed on the game terminal 10.
  • the application completion screen describes that the application for exchanging items has been completed, and that it takes time to actually reflect the exchanging of items.
  • the specific game server 11 that has received the item exchange application exchanges the ticket for an item.
  • the user 10A frequently comes to the store 17A to activate the store 17A for the reward converted at a high individual conversion rate.
  • the individual conversion rate can be set by the setting means 121.
  • the individual conversion rate set in the conversion rate table 210 can be reset as appropriate in an event period or the like where a specific game is desired to be activated. That is, it is possible to respond immediately to an event period or the like, and to activate a specific game immediately.
  • the uniform conversion means 132 converts the result “visit point” included in the result information into gold based on the uniform conversion rate.
  • the individual conversion means 122 converts gold into a ticket based on the individual conversion rate. According to this configuration, for example, if the uniform conversion rate is set large, the entire framework of the game system 5 can be activated. That is, all games and all stores 17A can be activated.
  • the uniform conversion rate can be set by the setting means 131. For this reason, the uniform conversion value and the individual conversion rate set in the conversion rate table 210 can be reset at any time, that is, changed at any time, for each event for which a specific game is to be activated.
  • the reward server 12 since the reward server 12 converts the result which downloaded the game application 18 based on DL conversion rate into a ticket, it can urge the user 10A to download. . Also, since this DL conversion rate is a conversion rate different from the uniform conversion rate and the individual conversion rate, even if the uniform conversion rate or the individual conversion rate is changed, it can be appropriately converted into a ticket without being affected. it can.
  • the reward server according to the second embodiment is different from the first embodiment in that the reward server is not immediately converted into reward when the result information is received.
  • Other configurations and functions of the reward server according to the second embodiment are the same as those of the reward server 12 according to the first embodiment.
  • Step SP40 The receiving unit 120 determines whether or not the game terminal 10 has received the result information including the result given by the check-in process from the media application server 13. If an affirmative determination is made here, the process proceeds to step SP41. If a negative determination is made, the process proceeds to step SP42.
  • Step SP41 The receiving unit 120 stores the result information in the second database server 16. Then, the individual conversion unit 122 proceeds to the process of step SP42.
  • Step SP42 The receiving unit 120 determines whether or not a request for conversion to a ticket has been received from the game terminal 10. Here, when an affirmative determination is made, the process proceeds to step SP28, and when a negative determination is made, a series of processing ends.
  • the user 10A collects each result indicated by the accumulated result information into a ticket. It can convert and can give a user a feeling of profit.
  • the reward server according to the third embodiment is different from the first embodiment in that it performs list processing in addition to the processing of the reward server 12 according to the first embodiment.
  • Other configurations and functions in the reward server according to the third embodiment are the same as the configurations and functions of the reward server 12 according to the first embodiment.
  • Step SP50 The receiving unit 120 determines whether a store list request for requesting a list of stores 17A is received from the game terminal 10. If an affirmative determination is made here, the process proceeds to step SP55. If a negative determination is made, the process proceeds to step SP51.
  • Step SP51 The receiving unit 120 determines whether a store list request for requesting a list of conversion rates has been received from the game terminal 10. If the determination is affirmative, the process proceeds to step SP52. If the determination is negative, the series of processes shown in FIG. 17 is terminated.
  • Step SP52 The list creation means 123 accesses the second database server 16 and reads the conversion rate table 210. Then, the process proceeds to step SP53.
  • Step SP53 The list creation means 123 extracts an individual conversion rate corresponding to, for example, a game installed on the game terminal 10 from the conversion rate table 210, and creates a conversion rate list. Then, the process proceeds to step SP54.
  • Step SP54 The transmission means 124 transmits the conversion rate list to the game terminal 10 that has requested the conversion rate list.
  • the game terminal 10 that has received the conversion rate list displays the individual conversion rate for each game title based on the conversion rate list. Then, a series of processes shown in FIG. 17 is finished.
  • Step SP55 The list creation means 123 accesses the second database server 16 and reads the store-specific reward table 211. Then, the process proceeds to step SP56.
  • Step SP56 The list creation means 123 acquires a destination game ID corresponding to the terminal ID from the second database server 16 or the like. Then, the list creation means 123 acquires the names of the plurality of stores 17A corresponding to the title of the specific game indicated by the recipient game ID and the number of tickets obtained at the plurality of stores from the store-specific reward table 211. . Next, the list creation means 123 rearranges the names of the stores 17A based on the acquired number of tickets and a reward necessary for exchanging items in a specific game, that is, a necessary number of tickets.
  • the list creation means 123 rearranges the names of the stores 17A in the order of stores where tickets necessary for exchanging items in a specific game are obtained. More specifically, if the number of tickets necessary for exchanging items in a specific game is two, the list creation means 123 has the name of the store 17A from which the same number of tickets are obtained in the first order. As such, the names of the stores 17A are rearranged. Further, the list creation means 123 has the name of the store 17A from which the number of tickets exceeding the required number of tickets is obtained in the following order, and the name of the store 17A from which the number of tickets less than the required number of tickets is obtained is the last. The names of the stores 17A are rearranged so that the order becomes. Then, the process proceeds to step SP57.
  • Step SP57 The list creation means 123 creates a store list by associating the rearranged store names, the details of each store, and the number of tickets obtained at each store. Then, the process proceeds to step SP58.
  • Step SP58 The transmission means 124 transmits the store list to the game terminal 10 that has requested the store list.
  • the game terminal 10 that has received the store list displays, for example, a store list screen 300 shown in FIG. 18 instead of the store list screen 30 shown in FIG. 11 based on the store list.
  • the store list screen 300 the name of the store 17A from which the same number of tickets as the tickets necessary for exchanging items in the specified game are preferentially described first (at the top). Then, a series of processes shown in FIG. 17 is finished.
  • the shop list screen 300 is displayed on the game terminal 10, in order for the user 10A who looked at the said shop list screen 300 to exchange an item It is possible to quickly find a store 17A where a necessary ticket can be obtained.
  • the individual conversion rate is displayed for each game title on the game terminal 10, for example, it is possible to immediately grasp which game has the higher individual conversion rate.
  • the reward server according to the fourth embodiment is a first implementation in that it uses a history such as a check-in history indicating a history of check-in processing by the game terminal 10 and an item exchange history indicating a history of items exchanged by the user 10A. Different from form. Other configurations and functions of the reward server according to the fourth embodiment are the same as the configurations and functions of the reward server 12 according to the first embodiment.
  • the above history is stored in, for example, the second database server 16.
  • the check-in history includes, for example, the check-in time, the destination game ID, the name of the store that checked in, the number of tickets converted, and the like.
  • the item exchange history includes, for example, the item exchange time, identification information (terminal ID) of the user 10A who exchanged the item, the name of the exchanged item, the number of exchanged items, and the like.
  • Step SP60 The receiving unit 120 determines whether or not the game terminal 10 has received the result information including the result given by the check-in process from the media application server 13. If the determination is affirmative, the process proceeds to step SP66, and if the determination is negative, the process proceeds to step SP61.
  • the result information includes the check-in process time (check-in time).
  • Step SP61 The receiving unit 120 determines whether a store list request for requesting a list of stores 17A is received from the game terminal 10. If the determination is affirmative, the process proceeds to step SP64. If the determination is negative, the process proceeds to step SP62.
  • Step SP62 The receiving unit 120 determines whether a history request has been received from the game terminal 10. Here, when an affirmative determination is made, the process proceeds to step SP63, and when a negative determination is made, a series of processing ends.
  • the transmission unit 124 transmits a history corresponding to the history request, such as a check-in history and an item exchange history, to the game terminal 10 that has made the history request.
  • the game terminal 10 that has received the history displays, for example, a check-in history list screen 310 shown in FIG. 20 or an item exchange history list screen 320 shown in FIG. 21 based on the history.
  • the check-in history list screen 310 describes, for example, the date and time of check-in, the name of the store that checked in, the number of tickets obtained by check-in, the details of the store, and the like.
  • the item exchange history list screen 320 describes, for example, the date and time when the item was exchanged, the number of tickets used for exchange, the exchange content including the obtained item name, and the like.
  • Step SP64 The list creation means 123 accesses the second database server 16 and reads the check-in history. Then, the process proceeds to step SP65.
  • Step SP65 The list creation means 123 calculates the number of check-ins for each store from the check-in history. Then, the names of the stores in the store-specific reward table 211 are rearranged based on the number of check-ins. For example, the list creation means 123 may rearrange in the order of stores with the smallest number of check-ins, or conversely in the order of stores with the largest number of check-ins. Then, the process proceeds to step SP57.
  • Step SP66 The individual conversion means 122 accesses the second database server 16 and reads the check-in history. Then, the process proceeds to step SP67.
  • Step SP67 The individual conversion means 122 calculates the interval between the previous check-in time by the game terminal 10 and the current check-in time, that is, the check-in interval, based on the check-in history. Then, the individual conversion unit 122 determines whether or not the calculated check-in interval exceeds a prohibition period in which rewards are not granted, for example, i hours. Note that i is a positive number. If an affirmative determination is made here, the process proceeds to step SP28. If a negative determination is made, the process proceeds to step SP68.
  • Step SP68 The individual conversion means 122 considers that the current check-in is not permitted, that is, that the current check-in is invalid, that is, the check-in is invalid. Then, the individual conversion means 122 instructs the game terminal 10 to display how many hours later the check-in is possible. Then, a series of processing is completed.
  • Step SP69 The individual conversion means 122 adds 1 to the variable j indicating the number of times that the check-in is regarded as not occurring.
  • the variable j is prepared for each game terminal 10 and is reset to zero every time the prohibition period elapses.
  • Step SP70 Similarly to step SP31, the individual conversion means 122 converts the check-in result “gold” into a reward “ticket” based on the individual conversion rate. At this time, in the fourth embodiment, the individual conversion unit 122 increases the ticket according to the value indicated by the variable j. For example, when the number of converted tickets is one, the individual conversion unit 122 adds 0.01 to the number according to the value indicated by the variable j. Then, the process proceeds to step SP31.
  • Step SP71 After the process of step SP31, the individual conversion means 122 updates the check-in history. The individual conversion means 122 also updates the item exchange history after the ticket is exchanged for the item.
  • the order of the stores 17A is rearranged based on the number of check-ins, and the result is displayed on the game terminal 10. Therefore, the user 10A who has seen the display on the game terminal 10 can immediately find the store 17A that he / she has become accustomed to, for example, the number of check-ins.
  • the game terminal 10 when the game terminal 10 is regarded as having no check-in, the number of tickets at the next check-in after the prohibition period has elapsed increases according to the number of times that the check-in has been performed. Therefore, it is possible to reduce the dissatisfaction of the user 10A who is regarded as having no check-in.
  • the individual conversion rate is set for each game (title) has been described, but may be set for each predetermined condition other than for each game.
  • the predetermined condition include, for example, every game type, every game play information, every user information, every number of check-in processes, every check-in process time, every store information of the store 17A, and the like.
  • the individual conversion rate for each game is the first individual conversion rate
  • the individual conversion rate for each predetermined condition is the second individual conversion rate
  • both the first individual conversion rate and the second individual conversion rate are used. May be set in the conversion rate table 210.
  • the reward server 12 switches whether the conversion is performed at the first individual conversion rate or the second individual conversion rate in accordance with the switching operation of the administrator.
  • the same processing as each step shown in FIG. 9 is performed.
  • the receiving unit 120 acquires the play information of a specific game by the user of the game terminal 10.
  • the individual conversion unit 122 refers to the second individual conversion rate in the conversion rate table 210, and the second conversion rate corresponding to the play information acquired by the receiving unit 120 in the referenced second individual conversion rate. 2.
  • the result included in the result information acquired by the receiving unit 120 is converted into a ticket. The same processing is performed when the second individual conversion rate is other than the user information.
  • the user information includes, for example, the user 10A's gender, address, age, height, weight, affiliation, number of installed games, and the like.
  • the individual conversion rate be set higher as the number of installations increases. With such a setting, not only guidance to the store 17A but also guidance to download of the game application 18 that the user 10A does not have yet can be performed.
  • Store information includes the type of the store 17A, the address of the store 17A, the group to which the store 17A belongs, and the like.
  • the second individual conversion rate is for each piece of play information as described above, for example, the second individual conversion rate corresponding to specific play information in the play information is higher than the second individual conversion rate corresponding to other play information.
  • a specific game is continuously played for the high second individual conversion rate. As a result, a specific game can be activated for a long time. It is also possible to improve the willingness to go to the store 17A for the user 10A matching the specific play information.
  • the second individual conversion rate is as described above for each user information, for example, the second individual conversion rate corresponding to specific user information among the user information is more than the second individual conversion rate corresponding to other user information. Is set higher, the willingness to go to the store 17A can be improved for the user 10A that matches the specific user information. The same applies to every check-in process, every check-in process time, and each store information of a store.
  • the second individual conversion rate may be set for each purchase information at the store 17A and for each radio wave intensity of the beacon signal 17B. That is, the predetermined condition may be every purchase information or every radio wave intensity. Purchase information includes purchase results, purchase amount, purchase details, and the like.
  • the second individual conversion rate is for each radio wave intensity of the beacon signal 17B, it is preferable that the second individual conversion rate is set higher as the radio wave intensity is higher. With such a setting, for example, by setting the installation location of the beacon device 17 to a location where the customer wants to attract customers in the store 17A, for example, a shelf or a cash register where the product to be sold is displayed, the location of the product is guided. Can encourage purchase.
  • first individual conversion rate and the second individual conversion rate depend on the type of the store 17A to check in, the time zone to check in, the type of game set as the recipient, or the type of game being played, It may be set automatically at random.
  • the first individual conversion rate may be for each game and for each predetermined condition.
  • the first individual conversion rate is calculated for each game and for each play information of the game, for each game and for each user information, for each game and for each check-in process, for each game and for each check time, for each game and for store information.
  • the predetermined conditions may be combined and set every time.
  • a first individual conversion rate may be set for each game title and each store name as in a conversion rate table 210A shown in FIG.
  • the same processing as each step shown in FIG. 9 is performed. That is, in step SP25, the receiving unit 120 acquires not only the recipient game ID but also the store name of the store 17A that the game terminal 10 has checked in.
  • the individual conversion unit 122 refers to the first individual conversion value, and the first conversion value corresponding to the destination game ID and the store name acquired by the reception unit 120 in the referenced first individual conversion value. Based on one individual conversion value, the result included in the result information acquired by the receiving means 120 is converted into a ticket.
  • the following effects are also achieved. That is, the variation of the first individual conversion rate increases, and the game system 5 as a whole can be deepened. Thereby, it is promoted that the user 10A is incorporated in the game system 5 (promotion of installation of the media application 19 or the like), and the entire game system 5 can be activated.
  • gold may be converted into a ticket based on a value obtained by multiplying the first individual conversion rate for each game and the second individual conversion rate for each other.
  • At least one of the individual conversion rate, the uniform conversion rate, and the DL conversion rate may be an added value added to the original value (visit point or gold).
  • the individual conversion means 122 demonstrated the case where the result which the game terminal 10 downloaded was converted into a ticket based on DL conversion rate uniform for several games, this DL conversion rate is also for every game or play information. , Check-in count, check-in time, store information, etc. may be set. Even if the DL conversion rate is set uniformly, the result downloaded by the game terminal 10 may be converted by multiplying the DL conversion rate by the individual conversion rate.
  • the functions of the reward server 12 and the media application server 13 are realized by separate server devices. Further, not only the reward server 12 and the media application server 13 but also the result determination server 14 may be realized by one server device. In this case, the receiving unit 120 acquires the result information from the function of the internal result determination server 14 rather than from the outside.
  • the functions of the reward server 12 and the game server 11 may be realized by a single server device.
  • the transmission means 124 transmits the ticket granting instruction to the function of the internal game server 11 instead of transmitting it to the outside.
  • the functions of the reward server 12, the first database server 15, and the second database server 16 may be realized by one server device.
  • the setting means 121 and the list creation means 123 may be omitted in each part of the reward server 12.
  • the receiving unit 120 may receive the conversion rate table 210 in which the individual conversion rate is already set for each event period.
  • the transmission means 124 may transmit an instruction to display the conversion result to the ticket on the game terminal 10 after step SP31 in FIG. 9, for example.
  • the transmission unit 124 causes the game terminal 10 to display different types of screens according to the number of converted tickets, generate different types of sounds, and display different degrees of vibration on the game terminal 10. You may let them. For example, when the number of converted tickets is large, the transmission unit 124 may display a screen with a gorgeous design or generate a louder sound than when the number of tickets is low.
  • the ticket at the next check-in after the prohibition period has passed is increased according to the number of times that the check-in is considered to be absent.
  • the individual conversion rate may be increased for a certain period.
  • the check-in process by the game terminal 10 is started by the beacon signal 17B by the beacon device 17 has been described.
  • the check-in process may be performed based only on information of the beacon device 17 and the game terminal 10.
  • the check-in process may be started when a store clerk or the user 10A operates a wireless terminal installed in the store 17A.
  • the result determination process may be performed by collating the current position information with the address of the store 17A registered in advance without installing the beacon device 17 in the store 17A.
  • the result given by the check-in process is converted into a ticket for exchanging the item.
  • the ticket may be exchanged not only for the item but also for the currency in the game and the experience value of the character.
  • Game system 10 Game terminal 11: Game server 12: Reward server (server device) 13: Media application server (server device) 17A: Store 111: Granting means 112: Exchange means (use means) 120: Reception means (acquisition means) 121: Setting means 122: Individual conversion means 124: Transmission means (instruction means) 132: Uniform conversion means 200 Reference table 210 Conversion rate table

Abstract

The purpose of the present invention is to promote a particular game. Provided is a server device (12), comprising: an acquisition means (120) for acquiring achievement information which includes achievements which are granted when a game terminal (10) to which a plurality of games are provided carries out a check-in process with respect to a storefront, and identification information for a specific game among the plurality of games; a game-specific conversion means (122) which refers to game-specific conversion values which are set for each game and converts the achievements included in the achievement information acquired by the acquisition means (120) into rewards which may be used with the specific game on the basis of the game-specific conversion value that corresponds to the identification information acquired by the acquisition means (120); and an instruction means (124) for instructing that the reward converted with the game-specific conversion means (122) be granted.

Description

サーバ装置及びゲームシステムServer device and game system
 本発明は、サーバ装置及びゲームシステムに関する。 The present invention relates to a server device and a game system.
 従来から、ユーザをオンラインから店舗(オフライン)に誘導するO2O(Online  to  Offline)と呼ばれる技術が知られている。 Conventionally, a technology called O2O (Online to Offline) that guides a user from online to a store (offline) is known.
 この技術に関して、下記非特許文献1には、ユーザが店舗に来店した成果をポイント(来店ポイント)に変換し、この来店ポイントをさらに変換して、ユーザにゲーム内のアイテム等の報酬を付与できるようにすることで、O2Oとゲームを融合させたサービスが記載されている。このサービスにおいて、来店ポイントは、特定のゲーム毎ではなく、複数のゲームで横断的(共通)に使えるようになっている。 Regarding this technology, Non-Patent Document 1 below can convert a result of a user visiting a store into a point (visit point), and further convert this store point to give the user a reward such as an item in the game. By doing so, a service that fuses O2O and games is described. In this service, store visit points can be used across a plurality of games, not for each specific game.
 ところで、ゲーム会社等にとっては、イベント期間や販売開始期間等において、複数のゲームのうち特定のゲームに関しては、ユーザを増やして当該特定のゲームを活性化させたいときがある。 By the way, for a game company or the like, there are times when it is desired to increase the number of users for a specific game among a plurality of games and activate the specific game during an event period or a sales start period.
 しかしながら、上記非特許文献1のようなサービスでは、来店ポイントが複数のゲームで共通なため、ユーザに対してあえて特定のゲームへのプレイを促すことができない。この結果、当該特定のゲームを活性化することができなかった。 However, in the service such as Non-Patent Document 1 described above, since the point of visit is common to a plurality of games, the user cannot be urged to play a specific game. As a result, the specific game could not be activated.
 本発明はこのような課題に鑑みてなされたものであり、その目的は、特定のゲームを活性化することのできるサーバ装置及びゲームシステムを提供することにある。 The present invention has been made in view of such problems, and an object thereof is to provide a server device and a game system that can activate a specific game.
 上記課題を解決するために、サーバ装置は、複数のゲームが提供されるゲーム端末が店舗に対するチェックイン処理によって付与される成果を含む成果情報と、前記複数のゲームのうち特定のゲームの識別情報とを取得する取得手段と、前記ゲーム毎に設定される個別変換値を参照し、参照した前記個別変換値の中で前記取得手段が取得した前記識別情報に対応する個別変換値に基づき、前記取得手段が取得した前記成果情報に含まれる成果を前記特定のゲームに使用可能な報酬に変換する個別変換手段と、前記個別変換手段で変換された前記報酬の付与を指示する指示手段と、を備える。
 なお、上記「サーバ装置」とは、一つの装置だけでなく、複数の装置で構成されることも含む。また、上記「変換値」とは、変換率又は加算値を含む。
In order to solve the above-described problem, the server device includes achievement information including an achievement given by a check-in process for a game terminal to which a plurality of games are provided, and identification information of a specific game among the plurality of games And an acquisition means for acquiring the individual conversion value set for each game, and based on the individual conversion value corresponding to the identification information acquired by the acquisition means among the referred individual conversion values, Individual conversion means for converting the results included in the result information acquired by the acquisition means into rewards usable for the specific game; and instruction means for instructing the provision of the rewards converted by the individual conversion means; Prepare.
The “server device” includes not only one device but also a plurality of devices. The “conversion value” includes a conversion rate or an added value.
 この構成では、例えば特定のゲームに対応する変換値が他のゲームに対応する変換値よりも高く設定された場合、その変換値で変換される報酬目当てに、特定のゲーム以外のゲームをプレイしているユーザは、特定のゲームをプレイするようになる。すなわち、上記構成によれば、特定のゲーム以外の他のゲームをプレイしているユーザに対して特定のゲームへのプレイを促すことができ、もって、特定のゲームを活性化することができる。 In this configuration, for example, when a conversion value corresponding to a specific game is set higher than a conversion value corresponding to another game, a game other than the specific game is played for the reward target converted by the conversion value. The user who is playing comes to play a specific game. That is, according to the said structure, the user who is playing other games other than a specific game can be prompted to play a specific game, and a specific game can be activated.
 本発明によれば、特定のゲームを活性化することができる。 According to the present invention, a specific game can be activated.
図1は、本発明の第1実施形態に係るサーバ装置としての報酬サーバを含むゲームシステムの全体構成を模試的に示す図である。FIG. 1 is a diagram schematically showing an overall configuration of a game system including a reward server as a server device according to the first embodiment of the present invention. 図2は、チェックインの成果からチケットへの変換の一例について説明する図である。FIG. 2 is a diagram for explaining an example of conversion from a check-in result to a ticket. 図3は、図1に示されるゲームシステムの各種サーバの構成を示す概略ブロック図である。FIG. 3 is a schematic block diagram showing the configuration of various servers of the game system shown in FIG. 図4は、図3に示される参照テーブルの概略説明図である。FIG. 4 is a schematic explanatory diagram of the reference table shown in FIG. 図5は、図3に示される変換率テーブルの概略説明図である。FIG. 5 is a schematic explanatory diagram of the conversion rate table shown in FIG. 図6は、図3に示される店舗別報酬テーブルの概略説明図である。FIG. 6 is a schematic explanatory diagram of the store-specific reward table shown in FIG. 図7は、本発明の第1実施形態に係る成果判定サーバの各手段における処理の流れ示すフローチャートである。FIG. 7 is a flowchart showing the flow of processing in each means of the result determination server according to the first embodiment of the present invention. 図8は、本発明の第1実施形態に係るメディアアプリサーバの各手段における処理の流れ示すフローチャートである。FIG. 8 is a flowchart showing a flow of processing in each unit of the media application server according to the first embodiment of the present invention. 図9は、本発明の第1実施形態に係る報酬サーバの各手段における処理の流れ示すフローチャートである。FIG. 9 is a flowchart showing a flow of processing in each means of the reward server according to the first embodiment of the present invention. 図10は、ゲーム端末に表示される広告画面の概略説明図である。FIG. 10 is a schematic explanatory diagram of an advertisement screen displayed on the game terminal. 図11は、ゲーム端末に表示される店舗一覧画面の概略説明図である。FIG. 11 is a schematic explanatory diagram of a store list screen displayed on the game terminal. 図12は、ゲーム端末に表示されるゲーム一覧画面の概略説明図である。FIG. 12 is a schematic explanatory diagram of a game list screen displayed on the game terminal. 図13は、ゲーム端末に表示される店舗詳細画面の概略説明図である。FIG. 13 is a schematic explanatory diagram of a store detail screen displayed on the game terminal. 図14は、報酬サーバに表示される設定画面の概略説明図である。FIG. 14 is a schematic explanatory diagram of a setting screen displayed on the reward server. 図15は、ゲーム端末に表示されるアイテム交換画面の概略説明図である。FIG. 15 is a schematic explanatory diagram of an item exchange screen displayed on the game terminal. 図16は、本発明の第2実施形態に係る報酬サーバの各部における処理の流れ示すフローチャートである。FIG. 16 is a flowchart showing a flow of processing in each part of the reward server according to the second embodiment of the present invention. 図17は、本発明の第3実施形態に係る報酬サーバのリスト処理の流れを示すフローチャートである。FIG. 17 is a flowchart showing the flow of the list process of the reward server according to the third embodiment of the present invention. 図18は、ゲーム端末に表示される店舗一覧画面の概略説明図である。FIG. 18 is a schematic explanatory diagram of a store list screen displayed on the game terminal. 図19は、本発明の第4実施形態に係る報酬サーバの各部における処理の流れ示すフローチャートである。FIG. 19 is a flowchart showing a flow of processing in each part of the reward server according to the fourth embodiment of the present invention. 図20は、ゲーム端末に表示されるチェックイン履歴一覧画面の概略説明図である。FIG. 20 is a schematic explanatory diagram of a check-in history list screen displayed on the game terminal. 図21は、ゲーム端末に表示されるアイテム交換履歴一覧画面の概略説明図である。FIG. 21 is a schematic explanatory diagram of an item exchange history list screen displayed on the game terminal. 図22は、変換率テーブルの変形例を示す図である。FIG. 22 is a diagram illustrating a modification of the conversion rate table.
 以下、添付図面を参照しながら本発明の実施形態について説明する。説明の理解を容易にするため、各図面において同一の構成要素及びステップに対しては可能な限り同一の符号を付して、重複する説明は省略する。 Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps are denoted by the same reference numerals as much as possible in each drawing, and redundant description is omitted.
――第1実施形態――
<全体構成>
 まず、図1を用いて、本発明の第1実施形態に係るサーバ装置としての報酬サーバ12を含むゲームシステム5の全体構成を説明する。
-First embodiment-
<Overall configuration>
First, the overall configuration of the game system 5 including the reward server 12 as the server device according to the first embodiment of the present invention will be described with reference to FIG.
 ゲームシステム5は、ハードウェア構成として、第1~第nゲームサーバ11(1)~11(n)と、報酬サーバ12と、メディアアプリサーバ13と、成果判定サーバ14と、第1データベースサーバ15と、第2データベースサーバ16と、ビーコン装置17と、を備えている。また、ゲームシステム5は、ソフトウェア構成として、第1~第mゲームアプリ18(1)~18(m)と、メディアアプリ19と、を備えている。 The game system 5 includes, as hardware configurations, first to nth game servers 11 (1) to 11 (n), a reward server 12, a media application server 13, a result determination server 14, and a first database server 15. And a second database server 16 and a beacon device 17. The game system 5 includes first to m-th game applications 18 (1) to 18 (m) and a media application 19 as software configurations.
 なお、以下の説明で適宜、第1~第nゲームサーバ11(1)~11(n)は、「ゲームサーバ11」と称され、第1~第mゲームアプリ18(1)~18(m)は、「ゲームアプリ18」と称される。また、上記「n」と「m」は2以上の正の整数である。 In the following description, the first to nth game servers 11 (1) to 11 (n) are referred to as “game server 11” as appropriate, and the first to mth game applications 18 (1) to 18 (m) ) Is referred to as “game application 18”. The “n” and “m” are positive integers of 2 or more.
 ゲーム端末10は、ユーザ10Aが所持している端末である。このゲーム端末10は、複数のゲームをユーザ10Aに提供可能な端末である。このようなゲーム端末10としては、携帯電話やタブレット、ノートパソコン等の可搬型の端末が挙げられる。ゲーム端末10には、GPS衛星の電波を受信し、ゲーム端末10の現在位置情報を算出する測位機能が搭載されている。また、ゲーム端末10は、ユーザ10Aが店舗17Aに来店した際に、当該店舗17Aに対して後述するチェックイン処理を行うことが可能となっている。 The game terminal 10 is a terminal possessed by the user 10A. This game terminal 10 is a terminal capable of providing a plurality of games to the user 10A. Examples of such a game terminal 10 include portable terminals such as mobile phones, tablets, and notebook computers. The game terminal 10 is equipped with a positioning function that receives radio waves from GPS satellites and calculates current position information of the game terminal 10. In addition, when the user 10A visits the store 17A, the game terminal 10 can perform a check-in process described later on the store 17A.
 また、ゲーム端末10は、ゲームサーバ11と通信可能に構成されている。このゲーム端末10では、ゲームサーバ11と随時通信することにより、オンライゲームとして第1~第nゲーム(以下、適宜、「ゲーム」と称される。)をプレイすることができる。これらのゲームは、ゲーム端末10及びゲームサーバ11の少なくとも何れか一方によりゲームアプリ18が実行されることにより提供される。 The game terminal 10 is configured to be able to communicate with the game server 11. The game terminal 10 can play the first to nth games (hereinafter referred to as “games” as appropriate) as online games by communicating with the game server 11 as needed. These games are provided when the game application 18 is executed by at least one of the game terminal 10 and the game server 11.
 ゲームサーバ装置としてのゲームサーバ11は、ゲーム端末10と、報酬サーバ12と通信可能に構成されている。これらゲームサーバ11は、ゲームアプリ18のインストールデータを記憶している。そして、ゲームサーバ11は、ゲーム端末10からダウンロード要求があった場合に、ゲームアプリ18のインストールデータをゲーム端末10に送信する。 The game server 11 as a game server device is configured to be able to communicate with the game terminal 10 and the reward server 12. These game servers 11 store installation data of the game application 18. Then, when there is a download request from the game terminal 10, the game server 11 transmits installation data of the game application 18 to the game terminal 10.
 また、ゲームサーバ11は、ユーザ10Aによるゲームのプレイ内容を示すプレイ情報の全部又は一部を記憶している。そして、ゲームサーバ11は、ゲーム端末10からプレイ情報送信要求があった場合に、ユーザ10Aに対応するゲームのプレイ情報(セーブデータ)をゲーム端末10に送信する。なお、プレイ情報としては、ゲームにおいてユーザ10Aが支払った料金の累計や、ゲームに登場するキャラクタのレベルや特定の物を生産するための生産レベル等のゲームレベルが挙げられる。他にも、プレイ情報としては、ゲーム時間、ゲーム進捗度、ゲーム端末10のユーザ10Aとネットワークで繋がるフレンド数が挙げられる。 Further, the game server 11 stores all or a part of play information indicating the game play contents by the user 10A. Then, when there is a play information transmission request from the game terminal 10, the game server 11 transmits game play information (save data) corresponding to the user 10 </ b> A to the game terminal 10. Note that the play information includes a game level such as a cumulative fee paid by the user 10A in the game, a character level appearing in the game, and a production level for producing a specific item. In addition, the play information includes game time, game progress, and the number of friends connected to the user 10A of the game terminal 10 via the network.
 報酬サーバ12は、ゲームサーバ11と、メディアアプリサーバ13と通信可能に構成されている。この報酬サーバ12は、例えば当該報酬サーバ12を運営する会社と提携された店舗17Aへの来店を誘導するために、ゲームサーバ11を介してゲーム端末10に店舗17Aの広告を表示させる。また、報酬サーバ12は、ユーザ10Aがまだ提供されていないゲームの提供を誘導、例えばダウンロードを誘導するために、当該所持していないゲームの広告を適宜ゲーム端末10に表示させる。そして、報酬サーバ12は、ユーザ10Aが来店した成果やゲームの提供を受けた(ゲームの受取)成果を特定のゲーム専用の報酬に変換し、ゲームサーバ11に対して報酬の付与を指示する。 The reward server 12 is configured to be able to communicate with the game server 11 and the media application server 13. The reward server 12 displays an advertisement for the store 17A on the game terminal 10 via the game server 11 in order to guide a visit to the store 17A associated with a company that operates the reward server 12, for example. In addition, the reward server 12 causes the game terminal 10 to appropriately display an advertisement of the game that the user 10A does not have in order to guide the provision of the game that the user 10A has not yet provided, for example, to guide the download. Then, the reward server 12 converts the result of the user 10A visiting the store and the result of receiving the game (reception of the game) into a reward dedicated to a specific game, and instructs the game server 11 to give the reward.
 なお、上記「報酬」は、そのままゲームに使用される報酬であってもよいし、ゲームに使用されるアイテムやゲーム通貨に交換するための報酬であってもよい。第1実施形態では、上記「報酬」は、特定のゲーム専用に使用されるアイテムに交換するための報酬であり、以下では、適宜この報酬を「チケット」と称す。
 また、上記「店舗17A」は、スーパーやコンビニエンスストア、ゲームソフト販売店等の商品を提供する建物だけでなく、美容室やホテル、銀行、ゲームセンター等のサービスを提供する建物も含む。また、上記「店舗17A」は、建物に限られず、建物外の露店も含む。
 また、「特定のゲーム」とは、来店の成果やゲームの提供を受けた成果がチケットへ変換される前までにユーザ10Aによって選択され、チケットが使用可能となる(チケットの受取先となる)ゲームである。また、このユーザ10Aによって選択された特定のゲームは、識別情報としての受取先ゲームIDによって示されるものとする。
 また、以下では、ユーザ10Aが来店した成果は、「チェックイン処理により付与される成果」や、「チェックインの成果」とも記載することがある。
The “reward” may be a reward used for the game as it is, or may be a reward for exchanging items used for the game or game currency. In the first embodiment, the “reward” is a reward for exchanging for an item used exclusively for a specific game. Hereinafter, this reward is referred to as “ticket” as appropriate.
Further, the “store 17A” includes not only buildings that provide products such as supermarkets, convenience stores, and game software stores, but also buildings that provide services such as beauty salons, hotels, banks, and game centers. Further, the “store 17A” is not limited to a building, and includes a stall outside the building.
In addition, the “specific game” is selected by the user 10A before the result of visiting the store or the result of receiving the game is converted into a ticket, and the ticket can be used (becomes the recipient of the ticket). It is a game. In addition, the specific game selected by the user 10A is indicated by a receiving game ID as identification information.
In the following description, the result of the user 10A visiting the store may be described as “results given by the check-in process” or “result of check-in”.
 メディアアプリサーバ13は、ゲーム端末10と、報酬サーバ12と通信可能に構成されている。また、メディアアプリサーバ13は、メディアアプリ19のインストールデータを記憶している。そして、メディアアプリサーバ13は、ゲーム端末10からダウンロード要求があった場合に、メディアアプリ19のインストールデータをゲーム端末10に送信する。メディアアプリ19が実行されるとゲーム端末10では、随時成果判定サーバ14やメディアアプリサーバ13と通信することにより、店舗17Aに対するチェックイン処理や、チケットの受取先の選択、チケットの使用等を行うことができる。 The media application server 13 is configured to be able to communicate with the game terminal 10 and the reward server 12. The media application server 13 stores installation data of the media application 19. Then, when there is a download request from the game terminal 10, the media application server 13 transmits installation data of the media application 19 to the game terminal 10. When the media application 19 is executed, the game terminal 10 communicates with the result determination server 14 and the media application server 13 as needed to perform check-in processing for the store 17A, selection of a ticket recipient, use of a ticket, and the like. be able to.
 成果判定サーバ14は、ゲーム端末10と、メディアアプリサーバ13と、ビーコン装置17と通信可能に構成されている。この成果判定サーバ14は、チェックイン処理により付与される成果を判定する。 The result determination server 14 is configured to be able to communicate with the game terminal 10, the media application server 13, and the beacon device 17. The result determination server 14 determines the result given by the check-in process.
 ビーコン装置17は、店舗17Aの中、或いは、その周囲に設置されている。このビーコン装置17は、ユーザ10Aの店舗17Aへの来店を検知するためのものである。例えば、ビーコン装置17は、一定の送信時間間隔でビーコンIDとビーコンデータを含むビーコン信号17Bをブロードキャスト送信する。なお、ビーコンデータは、例えば接続先である成果判定サーバ14の宛先等の各種情報を含む。 The beacon device 17 is installed in or around the store 17A. This beacon device 17 is for detecting the visit of the user 10A to the store 17A. For example, the beacon device 17 broadcasts a beacon signal 17B including a beacon ID and beacon data at a constant transmission time interval. The beacon data includes various information such as the destination of the result determination server 14 that is a connection destination.
<チケット付与の枠組>
 次に、図1を用いて、ゲームシステム5におけるチケット付与の枠組を説明する。
<Ticketing framework>
Next, a ticket granting framework in the game system 5 will be described with reference to FIG.
 ゲームシステム5は、店舗17Aに来店することで得られる来店ポイントをチケットに変換して、当該チケットを特定のゲームのユーザ10Aに付与できるようにすることで、O2Oとゲームを融合させたサービスを提供する。店舗17Aは、ゲームシステム5に組み込まれる対価として、成果判定サーバ14を運営する会社等に、店舗17Aの広告料金やビーコン装置17の設置料金を支払う。 The game system 5 converts a store visit point obtained by visiting the store 17A into a ticket so that the ticket can be given to the user 10A of a specific game, thereby providing a service that combines O2O and the game. provide. The store 17A pays an advertisement fee for the store 17A and an installation fee for the beacon device 17 to a company or the like that operates the result determination server 14 as consideration to be incorporated into the game system 5.
 このようなゲームシステム5において、ゲーム端末10を所持しているユーザ10Aは、店舗17Aの広告等を見て店舗17Aに来店する。ユーザ10Aの来店があると、ゲーム端末10は、ビーコン装置17からブロードキャストされるビーコン信号17Bを受信する。このビーコン信号17Bに応答して、ゲーム端末10は、メディアアプリ19によるチェックイン処理を実行する。このチェックイン処理において、ゲーム端末10は、ビーコン信号17Bに含まれるビーコンIDや、GPS衛星から取得した現在位置情報、ゲーム端末10の端末IDを含む各種情報を生成する。この各種情報は、チェックイン処理によってゲーム端末10からユーザ10Aに付与される成果となる。そして、ゲーム端末10は、この成果としての各種情報の正当性を判断させるため、当該各種情報を成果判定サーバ14に送信する。 In such a game system 5, the user 10A possessing the game terminal 10 visits the store 17A by looking at the advertisement of the store 17A. When the user 10A visits the store, the game terminal 10 receives a beacon signal 17B broadcast from the beacon device 17. In response to this beacon signal 17B, the game terminal 10 executes a check-in process by the media application 19. In this check-in process, the game terminal 10 generates various information including the beacon ID included in the beacon signal 17B, the current position information acquired from the GPS satellite, and the terminal ID of the game terminal 10. The various information is a result given to the user 10A from the game terminal 10 by the check-in process. And the game terminal 10 transmits the said various information to the result determination server 14, in order to judge the validity of the various information as this result.
 成果判定サーバ14は、ゲーム端末10から受信した各種情報に基づき、チェックイン処理により付与される成果の正当性、言い換えればゲーム端末10によるチェックイン処理の正当性を判定する成果判定処理を行い、その判定結果をゲーム端末10へ返信する。また、成果判定サーバ14は、チェックイン処理が正当である場合に、受信したビーコン信号17Bに含まれるビーコンIDに対応する来店ポイントを取得する。そして、成果判定サーバ14は、チェックイン処理により付与される成果を、ビーコンIDから取得した来店ポイントに置き換え、当該来店ポイントを含むチェックインの成果情報を生成する。その後、成果判定サーバ14は、当該成果情報をメディアアプリサーバ13に送信する。 The result determination server 14 performs a result determination process for determining the validity of the result given by the check-in process based on various information received from the game terminal 10, in other words, the validity of the check-in process by the game terminal 10; The determination result is returned to the game terminal 10. In addition, when the check-in process is valid, the result determination server 14 acquires a store visit point corresponding to the beacon ID included in the received beacon signal 17B. Then, the result determination server 14 replaces the result given by the check-in process with the store visit point acquired from the beacon ID, and generates the check-in result information including the store visit point. Thereafter, the result determination server 14 transmits the result information to the media application server 13.
 メディアアプリサーバ13は、上記成果情報を受信すると、一律変換値として予め設定されている一律変換率に基づき、成果情報が示す来店ポイントを異なる価値として例えばゴールド(G)という単位に変換する。そして、メディアアプリサーバ13は、当該成果情報を報酬サーバ12に送信する。なお、上記「一律変換率」は、チェックイン処理によって付与される成果に対する変換率であって、全てのゲームに対して一律な変換率である。 When the media application server 13 receives the result information, the media application server 13 converts the store visit point indicated by the result information into, for example, a unit of gold (G) as a different value based on a uniform conversion rate preset as a uniform conversion value. Then, the media application server 13 transmits the result information to the reward server 12. The “uniform conversion rate” is a conversion rate for the result given by the check-in process, and is a uniform conversion rate for all games.
 報酬サーバ12は、上記成果情報を受信すると、個別変換値として予め設定されている個別変換率に基づき、成果情報が示すゴールドを当該ゴールドとは異なる価値として、ゲーム端末10に提供される特定のゲーム専用のチケットに変換する。その後、報酬サーバ12は、ゲームサーバ11にチケットの付与を指示する。なお、上記「個別変換率」は、チェックイン処理によって付与される成果に対する変換率であって、ゲーム毎に設定される変換率である。 When the reward server 12 receives the result information, based on the individual conversion rate set in advance as the individual conversion value, the reward server 12 sets the gold indicated by the result information as a value different from the gold, and is provided to the game terminal 10. Convert to a game-specific ticket. Thereafter, the reward server 12 instructs the game server 11 to give a ticket. The “individual conversion rate” is a conversion rate for a result given by the check-in process, and is a conversion rate set for each game.
 ゲームサーバ11は、上記指示を受信すると、このチケットの枚数を、ユーザ10Aにより事前に選択された特定のゲームを示す受取先ゲームID及び端末IDに対応付けて記憶する。すなわち、ゲームサーバ11は、報酬サーバ12の指示に沿って、ユーザ10Aにチケットを付与する。その後、このチケットは、ユーザ10Aにより特定のゲームに使用されるアイテムと交換される。なお、上記「端末ID」は、ユーザ10Aを特定するユーザIDと読み替えることもできる。 When the game server 11 receives the above instruction, the game server 11 stores the number of tickets in association with the recipient game ID and terminal ID indicating the specific game selected in advance by the user 10A. That is, the game server 11 gives a ticket to the user 10 </ b> A according to the instruction of the reward server 12. Thereafter, this ticket is exchanged for an item used for a specific game by the user 10A. The “terminal ID” can also be read as a user ID that identifies the user 10A.
 次に、図2を用いて、チェックイン処理によって付与される成果からチケットへの変換の一例について説明する。 Next, with reference to FIG. 2, an example of conversion from a result given by the check-in process to a ticket will be described.
 成果判定サーバ14は、チェックイン処理によって付与される成果を例えば来店ポイント「100P」に置き換える。 The result determination server 14 replaces the result given by the check-in process with, for example, a store visit point “100P”.
 メディアアプリサーバ13は、その来店ポイント「100P」を含む成果情報を成果判定サーバ14から取得する。そして、メディアアプリサーバ13は、その100Pに一律変換率として例えば「1」を乗算して、来店ポイント「100P」を異なる価値の100Gに変換する。 The media application server 13 acquires the result information including the visit point “100P” from the result determination server 14. Then, the media application server 13 multiplies the 100P by, for example, “1” as a uniform conversion rate to convert the store visit point “100P” into 100G having a different value.
 報酬サーバ12は、その100Gを含む成果情報をメディアアプリサーバ13から取得する。また、報酬サーバ12は、例えばゲーム端末10から受取先ゲームIDを取得する。そして、報酬サーバ12は、取得した受取先ゲームIDが特定のゲームとしての第1ゲームを示している場合、100Gに第1ゲームに対応する個別変換率として例えば「0.01」を乗算して、1チケットに変換する。変換後、1チケットの付与を第1ゲームに対応する第1ゲームサーバ11(1)に指示する。 The reward server 12 acquires the result information including the 100G from the media application server 13. In addition, the reward server 12 acquires a recipient game ID from the game terminal 10, for example. When the acquired recipient game ID indicates the first game as the specific game, the reward server 12 multiplies 100G by, for example, “0.01” as the individual conversion rate corresponding to the first game. Convert to one ticket. After the conversion, the first game server 11 (1) corresponding to the first game is instructed to give one ticket.
 また、報酬サーバ12は、取得した受取先ゲームIDが特定のゲームとしての第2ゲームを示している場合、100Gに第2ゲームに対応する個別変換率として例えば「0.02」を乗算して、2チケットに変換する。変換後、2チケットの付与を第2ゲームに対応する第2ゲームサーバ11(2)に指示する。 Further, when the acquired recipient game ID indicates the second game as the specific game, the reward server 12 multiplies 100G by, for example, “0.02” as the individual conversion rate corresponding to the second game. 2. Convert to 2 tickets. After the conversion, the second game server 11 (2) corresponding to the second game is instructed to give two tickets.
 また、報酬サーバ12は、取得した受取先ゲームIDが特定のゲームとしての第3ゲームを示している場合、100Gに第3ゲームに対応する個別変換率として例えば「0.005」を乗算して、0.5チケットに変換する。変換後、0.5チケットの付与を第3ゲームに対応する第3ゲームサーバ11(3)に指示する。 Further, when the acquired recipient game ID indicates the third game as the specific game, the reward server 12 multiplies 100G by, for example, “0.005” as the individual conversion rate corresponding to the third game. , Convert to 0.5 tickets. After the conversion, the third game server 11 (3) corresponding to the third game is instructed to give 0.5 tickets.
<サーバ構成>
 次に、図3を用いて、図1に示されるゲームシステム5を構成する各種サーバの構成についてより詳細に説明する。
<Server configuration>
Next, the configuration of various servers that constitute the game system 5 shown in FIG. 1 will be described in more detail with reference to FIG.
 まず、第1データベースサーバ15には、参照テーブル200が格納されている。また、第2データベースサーバ16には、変換率テーブル210と、店舗別報酬テーブル211と、が格納されている。 First, a reference table 200 is stored in the first database server 15. The second database server 16 stores a conversion rate table 210 and a store-specific reward table 211.
 図4に示されるように、参照テーブル200には、ビーコンID毎に、店舗名と、住所と、広告支払額と、来店ポイント等がそれぞれ対応付けられて登録されている。ビーコンIDは、店舗17Aに設置されているビーコン装置17のIDである。店舗名は、ビーコン装置17が設置された店舗17Aの名前である。住所は、店舗17Aの住所である。広告支払額は、店舗17Aにより広告料金として報酬サーバ12を運営する会社等に支払われた額である。来店ポイントは、上述のように、店舗17Aに来店したユーザ10Aに付与されるポイントである。なお、この来店ポイントは、例えば広告支払額が高いほど多くなるように設定されている。このように来店ポイントが多いと、ユーザ10Aが得られるチケットの枚数も多くなる。この結果、ユーザ10Aは、その店舗17Aに頻繁に来店するようになるので、ユーザ10Aを来店させたい店舗17Aからの広告料金の支払が促進される。 As shown in FIG. 4, in the reference table 200, for each beacon ID, a store name, an address, an advertisement payment amount, a store visit point, and the like are associated with each other and registered. The beacon ID is an ID of the beacon device 17 installed in the store 17A. The store name is the name of the store 17A where the beacon device 17 is installed. The address is the address of the store 17A. The advertisement payment amount is an amount paid to the company or the like that operates the reward server 12 as an advertisement fee by the store 17A. The store visit point is a point given to the user 10A who has visited the store 17A as described above. In addition, this store visit point is set, for example so that it may increase, so that the amount of advertisement payment is high. Thus, when there are many store visit points, the number of tickets obtained by the user 10A also increases. As a result, since the user 10A frequently visits the store 17A, payment of the advertisement fee from the store 17A that the user 10A wants to visit is promoted.
 図5に示されるように、変換率テーブル210には、ゲーム毎、すなわちゲームのタイトル毎に個別変換率が対応付けられて登録されている。また、変換率テーブル210には、ゲームのタイトルに関わらず、一律変換率と、受取変換値としてのDL変換率と、が登録されている。なお、DL変換率は、ユーザ10Aがゲームアプリ18の提供を受けたことによって付与される成果、例えばゲームアプリ18をダウンロードしたことによって付与される成果(ダウンロードの成果)に対する変換率である。このDL変換率は、全てのゲームに対して一律な変換率であり、個別変換率及び一律変換率と異なる変換率である。 As shown in FIG. 5, in the conversion rate table 210, individual conversion rates are registered in association with each game, that is, for each game title. In the conversion rate table 210, a uniform conversion rate and a DL conversion rate as a received conversion value are registered regardless of the title of the game. The DL conversion rate is a conversion rate with respect to a result given by the user 10A receiving the provision of the game application 18, for example, a result given by downloading the game application 18 (a result of download). This DL conversion rate is a uniform conversion rate for all games, and is different from the individual conversion rate and the uniform conversion rate.
 図6に示されるように、店舗別報酬テーブル211には、ゲームのタイトル毎及び店舗毎に得られるチケットの枚数が、例えば変換率テーブル210等に基づき報酬サーバ12により自動的に算出されて登録される。 As shown in FIG. 6, in the store-specific reward table 211, the number of tickets obtained for each game title and each store is automatically calculated and registered by the reward server 12 based on the conversion rate table 210, for example. Is done.
 図3に戻って、成果判定サーバ14、メディアアプリサーバ13及び報酬サーバ12の順で構成及び機能を説明する。なお、以下の構成は、それぞれ、プロセッサやメモリの他、適宜、通信装置等を備え、プロセッサがメモリに記憶されるプログラムを実行することにより実現される。 3, the configuration and functions will be described in the order of the result determination server 14, the media application server 13, and the reward server 12. Each of the following configurations is realized by executing a program stored in the memory, which includes a communication device and the like as appropriate in addition to the processor and the memory.
 成果判定サーバ14は、受信手段140と、成果判定手段141と、送信手段142と、を備える。 The result determination server 14 includes a reception unit 140, a result determination unit 141, and a transmission unit 142.
 以上の成果判定サーバ14の各構成の機能を、図7に示されるフローチャートを用いて説明する。なお、以下の処理は、例えば1秒毎など定期的に或いはランダムに開始される。 The function of each component of the result determination server 14 will be described with reference to the flowchart shown in FIG. The following processing is started periodically or randomly, for example, every second.
(ステップSP1)
 受信手段140は、ゲーム端末10がチェックイン処理した際にゲーム端末10から送信されるチェックインの各種情報を受信したか否か判定する。ここで、肯定判定された場合にはステップSP2の処理に移行され、否定判定された場合には図7に示される一連の処理が終えられる。なお、各種情報は、上述したように、チェックイン処理によって付与される成果としてのビーコンIDと、現在位置情報と、端末IDと、を含む。
(Step SP1)
The receiving means 140 determines whether or not various types of check-in information transmitted from the game terminal 10 when the game terminal 10 performs a check-in process are received. Here, when an affirmative determination is made, the process proceeds to step SP2, and when a negative determination is made, a series of processes shown in FIG. In addition, as described above, the various information includes a beacon ID as a result given by the check-in process, current position information, and a terminal ID.
(ステップSP2)
 成果判定手段141は、成果判定処理を実行する。具体的には、成果判定手段141は、第1データベースサーバ15にアクセスして、参照テーブル200を読み出す。そして、参照テーブル200の中で、各種情報に含まれるビーコンIDに対応する住所を取得する。
(Step SP2)
The result determination unit 141 executes a result determination process. Specifically, the result determination unit 141 accesses the first database server 15 and reads the reference table 200. And the address corresponding to beacon ID contained in various information is acquired in reference table 200. FIG.
 そして、成果判定手段141は、ゲーム端末10から受信した現在位置情報と、取得した住所との距離を算出する。そして、算出した距離を所定の閾値と比較する。算出した距離が所定の閾値を下回っていれば、正当な所有者によって店舗17Aに設置されている真正のビーコン装置17が発信したビーコン信号17Bであると判定する。すなわち、成果判定手段141は、チェックイン処理によって付与される成果が正当であると判定する。また、成果判定手段141は、算出した距離が所定の閾値を下回っていなければ、チェックイン処理によって付与される成果が不当であると判定する。そして、ステップSP3の処理に移行される。 Then, the result determination unit 141 calculates the distance between the current position information received from the game terminal 10 and the acquired address. Then, the calculated distance is compared with a predetermined threshold value. If the calculated distance is less than the predetermined threshold, it is determined that the beacon signal 17B is transmitted from the authentic beacon device 17 installed in the store 17A by the rightful owner. That is, the result determination unit 141 determines that the result given by the check-in process is valid. Moreover, the result determination means 141 determines that the result given by the check-in process is invalid if the calculated distance is not less than the predetermined threshold. Then, the process proceeds to step SP3.
(ステップSP3)
 成果判定手段141は、成果判定の結果が正当か否か判定する。ここで、肯定判定された場合にはステップSP5の処理に移行され、否定判定された場合にはステップSP4の処理に移行される。
(Step SP3)
The result determination unit 141 determines whether or not the result of the result determination is valid. If the determination is affirmative, the process proceeds to step SP5. If the determination is negative, the process proceeds to step SP4.
(ステップSP4)
 送信手段142は、成果判定の結果が不当であった旨をゲーム端末10へ返信する。そして、図7に示される一連の処理が終えられる。
(Step SP4)
The transmission means 142 returns to the game terminal 10 that the result of the result determination is invalid. Then, a series of processes shown in FIG. 7 is finished.
(ステップSP5)
 送信手段142は、成果判定の結果が正当であった旨をゲーム端末10へ返信する。そして、ステップSP6の処理に移行される。
(Step SP5)
The transmission means 142 sends back to the game terminal 10 that the result of the result determination is valid. Then, the process proceeds to step SP6.
(ステップSP6)
 送信手段142は、参照テーブル200の中で、上記各種情報に含まれるビーコンIDに対応する来店ポイントを取得する。そして、ステップSP7の処理に移行される。
(Step SP6)
The transmission means 142 acquires the store visit point corresponding to the beacon ID included in the various information in the reference table 200. Then, the process proceeds to step SP7.
(ステップSP7)
 送信手段142は、取得した来店ポイントを、ゲーム端末10が店舗17Aに対するチェックイン処理によって付与される成果とし、その来店ポイントと端末IDを含む成果情報を生成する。成果情報を生成した後、送信手段142は、当該成果情報をメディアアプリサーバ13に送信する。そして、図7に示される一連の処理が終えられる。
(Step SP7)
The transmission unit 142 sets the acquired store visit point as a result given by the check-in process for the game terminal 10 to the store 17A, and generates result information including the store visit point and the terminal ID. After generating the result information, the transmission unit 142 transmits the result information to the media application server 13. Then, a series of processes shown in FIG. 7 is finished.
 図3に戻って、メディアアプリサーバ13は、受信手段130と、設定手段131と、一律変換手段132と、送信手段133と、を備える。 Returning to FIG. 3, the media application server 13 includes a receiving unit 130, a setting unit 131, a uniform conversion unit 132, and a transmission unit 133.
 以上のメディアアプリサーバ13の各構成の機能を、図8に示されるフローチャートを用いて説明する。なお、以下の処理は、例えば1秒毎など定期的に或いはランダムに開始される。また、以下の処理が始まる前に、設定手段131は、管理者による一律変換率の設定操作に応じて、変換率テーブル210内に一律変換率を予め設定(登録)する。 The function of each component of the media application server 13 will be described with reference to the flowchart shown in FIG. The following processing is started periodically or randomly, for example, every second. In addition, before the following processing starts, the setting unit 131 sets (registers) a uniform conversion rate in the conversion rate table 210 in advance according to a uniform conversion rate setting operation by the administrator.
(ステップSP10)
 受信手段130は、成果判定サーバ14から成果情報を受信したか否か判定する。ここで、肯定判定された場合にはステップSP11の処理に移行され、否定判定された場合には図8に示される一連の処理が終えられる。
(Step SP10)
The receiving unit 130 determines whether or not the result information is received from the result determination server 14. If the determination is affirmative, the process proceeds to step SP11. If the determination is negative, the series of processes shown in FIG. 8 is terminated.
(ステップSP11)
 一律変換手段132は、第2データベースサーバ16にアクセスして、変換率テーブル210を読み出す。そして、ステップSP12の処理に移行される。
(Step SP11)
The uniform conversion means 132 accesses the second database server 16 and reads the conversion rate table 210. Then, the process proceeds to step SP12.
(ステップSP12)
 一律変換手段132は、変換率テーブル210の中から一律変換率を取得する。そして、ステップSP13の処理に移行される。
(Step SP12)
The uniform conversion unit 132 acquires a uniform conversion rate from the conversion rate table 210. Then, the process proceeds to step SP13.
(ステップSP13)
 一律変換手段132は、成果情報に含まれる来店ポイントに、例えば取得した一律変換率を乗算することで、ゴールドに変換する。そして、ステップSP14の処理に移行される。
(Step SP13)
The uniform conversion means 132 converts the store visit point included in the result information into gold by multiplying the acquired uniform conversion rate, for example. Then, the process proceeds to step SP14.
(ステップSP14)
 送信手段133は、受信手段130が受信した成果情報にゴールドを追加して、成果情報を報酬サーバ12に転送する。そして、図8に示される一連の処理が終えられる。
(Step SP14)
The transmission unit 133 adds gold to the result information received by the reception unit 130 and transfers the result information to the reward server 12. Then, the series of processes shown in FIG. 8 is finished.
 図3に戻って、報酬サーバ12は、受信手段120と、設定手段121と、個別変換手段122と、リスト作成手段123と、送信手段124と、を備える。 3, the reward server 12 includes a receiving unit 120, a setting unit 121, an individual conversion unit 122, a list creation unit 123, and a transmission unit 124.
 以上の報酬サーバ12の各構成の機能を、図9に示されるフローチャートを用いて説明する。なお、以下の処理は、例えば1秒毎など定期的に或いはランダムに開始される。また、以下の処理が始まる前に、設定手段121は、管理者による個別変換率の設定操作に応じて、変換率テーブル210内に個別変換率を予め設定する。また、リスト作成手段123は、以下の処理が始まる前に、例えばユーザ10Aがチェックイン可能な店舗17Aの店舗リスト等の任意のリストを作成したり、並び替えたりする。 The function of each component of the reward server 12 will be described with reference to the flowchart shown in FIG. The following processing is started periodically or randomly, for example, every second. Further, before the following processing starts, the setting unit 121 sets an individual conversion rate in the conversion rate table 210 in advance according to an individual conversion rate setting operation by the administrator. Further, the list creation unit 123 creates or rearranges an arbitrary list such as a store list of the store 17A where the user 10A can check in before the following processing starts.
(ステップSP20)
 受信手段120は、メディアアプリサーバ13から成果情報を受信したか否か判定する。ここで、肯定判定された場合にはステップSP25の処理に移行され、否定判定された場合にはステップSP21の処理に移行される。
(Step SP20)
The receiving unit 120 determines whether or not the result information has been received from the media application server 13. If the determination is affirmative, the process proceeds to step SP25. If the determination is negative, the process proceeds to step SP21.
(ステップSP21)
 受信手段120は、ゲーム端末10がゲームアプリ18をダウンロードした成果(ダウンロードをした旨等)を含む成果情報を任意のゲームサーバ11から受信したか否か判定する。ここで、肯定判定された場合にはステップSP22の処理に移行され、否定判定された場合には図9に示される一連の処理が終えられる。
(Step SP21)
The receiving unit 120 determines whether or not the result information including the result of the game terminal 10 downloading the game application 18 (such as downloading) is received from any game server 11. Here, when an affirmative determination is made, the process proceeds to step SP22, and when a negative determination is made, the series of processes illustrated in FIG.
(ステップSP22)
 個別変換手段122は、第2データベースサーバ16にアクセスして、変換率テーブル210を読み出す(参照する)。そして、ステップSP23の処理に移行される。
(Step SP22)
The individual conversion means 122 accesses the second database server 16 and reads (refers to) the conversion rate table 210. Then, the process proceeds to step SP23.
(ステップSP23)
 個別変換手段122は、読み出した変換率テーブル210の中からDL変換率を取得する。そして、ステップSP24の処理に移行される。
(Step SP23)
The individual conversion unit 122 acquires the DL conversion rate from the read conversion rate table 210. Then, the process proceeds to step SP24.
(ステップSP24)
 個別変換手段122は、DL変換率に基づき、ゲーム端末10がゲームアプリ18をダウンロードした成果を特定のゲーム用のチケットに変換する。そして、ステップSP31の処理に移行される。
(Step SP24)
The individual conversion means 122 converts the result of the game terminal 10 downloading the game application 18 into a ticket for a specific game based on the DL conversion rate. Then, the process proceeds to step SP31.
(ステップSP25)
 個別変換手段122は、例えば成果情報と共に或いは別々に受取先ゲームIDを受信手段120が受信したか否か判定する。ここで、肯定判定された場合にはステップSP28の処理に移行され、否定判定された場合にはステップSP26の処理に移行される。なお、受取先ゲームIDの送信元は、例えば、ゲーム端末10であってもよいし、メディアアプリサーバ13であってもよい。また、受信手段120が自らゲーム端末10等に問い合わせることで取得してもよい。
(Step SP25)
The individual conversion unit 122 determines whether the receiving unit 120 has received the destination game ID, for example, together with the result information or separately. If an affirmative determination is made here, the process proceeds to step SP28. If a negative determination is made, the process proceeds to step SP26. Note that the transmission source of the recipient game ID may be, for example, the game terminal 10 or the media application server 13. Alternatively, the reception unit 120 may acquire the information by making an inquiry to the game terminal 10 or the like.
(ステップSP26)
 個別変換手段122は、メディアアプリサーバ13等を介してゲーム端末10に、チケットの受取先となる特定のゲームを設定することを指示する。そして、ステップSP27の処理に移行される。
(Step SP26)
The individual conversion means 122 instructs the game terminal 10 to set a specific game as a ticket receiving destination via the media application server 13 or the like. Then, the process proceeds to step SP27.
(ステップSP27)
 個別変換手段122は、ゲーム端末10において、受取先の設定がされたか否か判定する。ここで、肯定判定された場合には受取先の設定が受取先ゲームIDとされてステップSP28の処理に移行され、否定判定された場合にはステップSP26の処理に戻る。
(Step SP27)
The individual conversion means 122 determines whether or not a receiving destination has been set in the game terminal 10. If the determination is affirmative, the recipient setting is set as the recipient game ID, and the process proceeds to step SP28. If the determination is negative, the process returns to step SP26.
(ステップSP28)
 個別変換手段122は、第2データベースサーバ16にアクセスして、変換率テーブル210を読み出す(参照する)。そして、ステップSP29の処理に移行される。
(Step SP28)
The individual conversion means 122 accesses the second database server 16 and reads (refers to) the conversion rate table 210. Then, the process proceeds to step SP29.
(ステップSP29)
 個別変換手段122は、読み出した変換率テーブル210の中から受取先ゲームIDに対応する個別変換率を取得する。そして、ステップSP30の処理に移行される。
(Step SP29)
The individual conversion means 122 acquires the individual conversion rate corresponding to the recipient game ID from the read conversion rate table 210. Then, the process proceeds to step SP30.
(ステップSP30)
 個別変換手段122は、受信手段120が受信した成果情報に含まれるゴールドに、取得した個別変換率を乗算して、当該ゴールドを報酬「チケット」に変換する。そして、個別変換手段122は、ステップSP31の処理に移行される。
(Step SP30)
The individual conversion means 122 multiplies the gold included in the result information received by the receiving means 120 by the acquired individual conversion rate, and converts the gold into a reward “ticket”. Then, the individual conversion unit 122 proceeds to the process of step SP31.
(ステップSP31)
 送信手段124は、受取先ゲームIDに対応するゲームサーバ11にチケットの付与を指示する。そして、図9に示される一連の処理が終えられる。なお、この指示は、例えばチケットの枚数と、端末IDと、受取先ゲームIDと、を含む。
(Step SP31)
The transmission means 124 instructs the game server 11 corresponding to the recipient game ID to give a ticket. Then, the series of processes shown in FIG. 9 is finished. This instruction includes, for example, the number of tickets, the terminal ID, and the recipient game ID.
 図3に戻って、ゲームサーバ11は、受信手段110と、付与手段111と、交換手段112と、送信手段113と、を備える。 Returning to FIG. 3, the game server 11 includes receiving means 110, granting means 111, exchanging means 112, and transmitting means 113.
 以上のゲームサーバ11の各構成の機能を、図3を用いて説明する。 The function of each component of the above game server 11 will be described with reference to FIG.
 受信手段110は、報酬サーバ12からチケット付与の指示を受信する。 The receiving means 110 receives a ticket granting instruction from the reward server 12.
 付与手段111は、受信手段110が受信した指示に含まれるチケットの枚数を、受取先ゲームID及び端末IDに対応付けて第2データベースサーバ16に記憶する。すなわち、ゲームサーバ11は、報酬サーバ12の指示に沿って、ユーザ10Aにチケットを付与する。 The granting unit 111 stores the number of tickets included in the instruction received by the receiving unit 110 in the second database server 16 in association with the recipient game ID and the terminal ID. That is, the game server 11 gives a ticket to the user 10 </ b> A according to the instruction of the reward server 12.
 交換手段112は、ユーザ10Aによるアイテム交換の申請の操作に応じて、第2データベースサーバ16に記憶されているユーザ10Aのチケット枚数を減算して、特定のゲームに使用されるアイテムを付与する。すなわち、チケットからアイテムに交換して、当該アイテムをユーザ10Aに付与する。なお、減算されるチケット枚数は、アイテム毎に共通であっても異なっていてもよい。 The exchanging unit 112 subtracts the number of tickets of the user 10A stored in the second database server 16 in accordance with the item exchange application operation by the user 10A, and gives an item used for a specific game. That is, the ticket is exchanged for an item, and the item is given to the user 10A. The number of tickets to be subtracted may be common or different for each item.
 送信手段113は、交換手段112によりアイテムに交換された際、ゲーム端末10に、アイテム交換の申請が完了した旨等を通知する。 When the exchange means 112 exchanges the item, the transmission means 113 notifies the game terminal 10 that the item exchange application has been completed.
<操作画面>
 最後に、図1に示されるチェックインの成果に対するチケットがユーザ10Aに付与されるまでの流れの一例を説明しながら、その途中で随時ゲーム端末10等に表示される操作画面についても説明する。
<Operation screen>
Finally, while explaining an example of a flow until a ticket for the check-in result shown in FIG. 1 is given to the user 10A, an operation screen displayed on the game terminal 10 or the like as needed is also explained.
 図1に示される流れは、例えばユーザ10Aがゲームのプレイ中に報酬サーバ12による広告に誘導されて店舗17Aに来店した場合と、ユーザ10Aが自らの意思でメディアアプリ19を起動して店舗17Aに来店した場合との2通りがある。以下、広告に誘導された来店を「誘導来店」と称し、自らの意思による来店を「自然来店」と称す。 The flow shown in FIG. 1 is, for example, when the user 10A is guided by an advertisement by the reward server 12 during game play and visits the store 17A, and the user 10A activates the media application 19 with his / her own intention and starts the store 17A. There are two ways of visiting the store. Hereinafter, the store visited by the advertisement is referred to as “guide visit”, and the visit based on one's intention is referred to as “nature visit”.
 誘導来店の場合、以下のステップSP100、101、103が経由される。また、自然来店の場合、以下のステップSP102、103が経由される。 In the case of a guided visit, the following steps SP100, 101 and 103 are passed. Further, in the case of a natural visit, the following steps SP102 and 103 are passed.
(ステップSP100)
 ユーザ10Aは、ゲーム端末10において、第1~第mゲームアプリ18(1)~18(m)のうち例えば第1ゲームアプリ18(1)を起動して、第1ゲームをプレイする。この第1ゲームのプレイ中において所定のタイミングで、ゲーム端末10には、図10に示されるように、報酬サーバ12のリスト作成手段123によって提供される広告画面20が表示される。
(Step SP100)
The user 10A activates, for example, the first game application 18 (1) among the first to m-th game applications 18 (1) to 18 (m) and plays the first game on the game terminal 10. As shown in FIG. 10, an advertisement screen 20 provided by the list creation unit 123 of the reward server 12 is displayed on the game terminal 10 at a predetermined timing during the play of the first game.
 広告画面20は、店舗広告21と、ダウンロード広告22と、進むボタン23と、を含む。この店舗広告21には、店舗17Aへの来店を誘導する情報が記述されている。ダウンロード広告22には、ユーザ10Aがまだ所持していないゲームのダウンロードを誘導する情報が記述されている。そして、ステップSP101に移行される。 The advertisement screen 20 includes a store advertisement 21, a download advertisement 22, and a forward button 23. In this store advertisement 21, information for guiding a visit to the store 17A is described. The download advertisement 22 describes information for guiding the download of a game that the user 10A does not have yet. Then, the process proceeds to step SP101.
(ステップSP101)
 広告画面20において、店舗広告21に対応する進むボタン23が押下される。メディアアプリ19がインストールされている場合、この押下に対応して、メディアアプリ19が起動する。また、メディアアプリ19がインストールされていない場合、メディアアプリ19のインストールが促される。
(Step SP101)
On the advertisement screen 20, a forward button 23 corresponding to the store advertisement 21 is pressed. When the media application 19 is installed, the media application 19 is activated in response to this pressing. Further, when the media application 19 is not installed, installation of the media application 19 is prompted.
 メディアアプリ19が起動された後、図11に示されるように、ゲーム端末10には、店舗一覧画面30が表示される。店舗一覧画面30は、店舗情報31と、エリアボタン32と、業種ボタン33と、を含む。店舗情報31は、ユーザ10Aの位置から近距離にある店舗17Aの数に応じて一又は複数表示される。また、店舗情報31は、店舗名や住所等の他、店舗17Aにチェックインすることでユーザ10Aに付与される、受取先ゲームIDに対応するチケット枚数を含む。エリアボタン32が押下された場合、店舗一覧画面30に表示される店舗17Aのエリアが選択可能となる。業種ボタン33が押下された場合、店舗一覧画面30に表示される店舗17Aの業種が選択可能となる。なお、上記チケット枚数は、図6に示される店舗別報酬テーブル211が参照されて得られたものである。 After the media application 19 is activated, a store list screen 30 is displayed on the game terminal 10 as shown in FIG. The store list screen 30 includes store information 31, an area button 32, and a business type button 33. One or a plurality of store information 31 is displayed according to the number of stores 17A located at a short distance from the position of the user 10A. The store information 31 includes the number of tickets corresponding to the recipient game ID given to the user 10A by checking in the store 17A in addition to the store name and address. When the area button 32 is pressed, the area of the store 17A displayed on the store list screen 30 can be selected. When the business type button 33 is pressed, the business type of the store 17A displayed on the store list screen 30 can be selected. The number of tickets is obtained by referring to the store-specific reward table 211 shown in FIG.
 なお、上記店舗一覧画面30に関わらず、メディアアプリ19が起動された後、初期画面が表示された以降、ゲーム端末10には、ゲームボタン34と、店舗ボタン35と、チェックインボタン36と、アイテムボタン37と、その他ボタン38と、が表示され続ける。各ボタンの機能については後述する。そして、ステップSP103に移行される。 Regardless of the store list screen 30, after the media application 19 is started and the initial screen is displayed, the game terminal 10 has a game button 34, a store button 35, a check-in button 36, The item button 37 and the other button 38 are continuously displayed. The function of each button will be described later. Then, the process proceeds to step SP103.
(ステップSP102)
 ユーザ10Aは、そのゲーム端末10において、自らの意思でメディアアプリ19を起動する。メディアアプリ19が起動されると、例えば不図示の初期画面においてその他ボタン38が押下され、チケットの受取先の設定が行われる。
(Step SP102)
The user 10 </ b> A activates the media application 19 on his / her own intention at the game terminal 10. When the media application 19 is activated, for example, the other button 38 is pressed on an unillustrated initial screen, and the recipient of the ticket is set.
 この受取先の設定においては、ゲーム端末10に、図12に示されるような対応ゲーム一覧画面40が表示される。対応ゲーム一覧画面40は、所有ゲーム情報41と、おすすめゲーム情報42と、を含む。所有ゲーム情報41及びおすすめゲーム情報42は、ゲーム名、そのゲームにおいてチケットから交換できるアイテムの名前やその交換数、及び、当該アイテムと交換するために必要チケット枚数等を含む。 In this recipient setting, a corresponding game list screen 40 as shown in FIG. 12 is displayed on the game terminal 10. The corresponding game list screen 40 includes owned game information 41 and recommended game information 42. The owned game information 41 and the recommended game information 42 include a game name, the names of items that can be exchanged from tickets in the game, the number of exchanges thereof, the number of tickets necessary for exchange with the items, and the like.
 ここで、ユーザ10Aは、所有ゲーム情報41の中からチケットの受取先となる特定のゲームを選択し、設定することができる。この設定の際、ゲーム端末10は、選択された特定のゲームの識別情報(受取先ゲームID)と、ゲーム端末10の端末IDとを対応付けて記憶する。
 なお、この設定は、ゲーム端末10を介してメディアアプリサーバ13により行われてもよい。すなわち、ゲーム端末10は、選択された特定のゲームの識別情報(受取先ゲームID)を、ゲーム端末10の端末IDと共にメディアアプリサーバ13に送信する。メディアアプリサーバ13は、受信した端末IDと受取先ゲームIDとを対応付けて第2データベースサーバ16に記憶してもよい。
Here, the user 10 </ b> A can select and set a specific game as a ticket recipient from the owned game information 41. At the time of this setting, the game terminal 10 stores the identification information (receiving game ID) of the selected specific game and the terminal ID of the game terminal 10 in association with each other.
This setting may be performed by the media application server 13 via the game terminal 10. That is, the game terminal 10 transmits the identification information (recipient game ID) of the selected specific game to the media application server 13 together with the terminal ID of the game terminal 10. The media application server 13 may store the received terminal ID and the recipient game ID in the second database server 16 in association with each other.
 設定された後、店舗ボタン35が押下されると、ステップSP101と同様、ゲーム端末10に、店舗一覧画面30が表示される。そして、ステップSP103に移行される。 When the store button 35 is pressed after the setting, the store list screen 30 is displayed on the game terminal 10 as in step SP101. Then, the process proceeds to step SP103.
(ステップSP103)
 店舗一覧画面30を見たユーザ10Aは、当該店舗一覧画面30にある店舗17Aのうち何れか1つの店舗に来店する。ユーザ10Aが来店してゲーム端末10とビーコン装置17との距離が所定値以下になると、ゲーム端末10は、ビーコン装置17からブロードキャストされるビーコン信号17Bを受信する。ビーコン信号17Bを受信すると、ゲーム端末10は、メディアアプリ19を自動的に起動する。
(Step SP103)
The user 10 </ b> A who has viewed the store list screen 30 visits any one of the stores 17 </ b> A on the store list screen 30. When the user 10A comes to the store and the distance between the game terminal 10 and the beacon device 17 becomes a predetermined value or less, the game terminal 10 receives a beacon signal 17B broadcast from the beacon device 17. When receiving the beacon signal 17B, the game terminal 10 automatically activates the media application 19.
(ステップSP104)
 メディアアプリ19が自動的に起動された後、図13に示されるように、ゲーム端末10には、来店した店舗17Aの店舗詳細画面60が表示される(確認ウィンドウ61は除く)。なお、メディアアプリ19が自動的に起動されるのではなく、メディアアプリ19が手動で起動された場合は、図11に示される店舗一覧画面30が表示された後、ユーザ10Aが実際に来店した店舗17Aが選択されると、ゲーム端末10に来店した店舗17Aの店舗詳細画面60が表示される。
(Step SP104)
After the media application 19 is automatically activated, as shown in FIG. 13, a store detail screen 60 of the store 17A that visited the store is displayed on the game terminal 10 (excluding the confirmation window 61). In addition, when the media application 19 is not automatically activated but when the media application 19 is manually activated, the user 10A actually visits the store after the store list screen 30 shown in FIG. 11 is displayed. When the store 17A is selected, the store detail screen 60 of the store 17A that has visited the game terminal 10 is displayed.
 店舗詳細画面60が表示された後、チェックインボタン36が押下されると、ゲーム端末10では、チェックイン処理が開始される。まず、ゲーム端末10には、図13に示されるように、店舗詳細画面60に重ねてチェックインの確認ウィンドウ61が表示される。そして、確認ウィンドウ61にある「はい」ボタン62が押下されると、ゲーム端末10は、ビーコンIDや現在位置情報、端末ID、受取先ゲームIDを含む各種情報を、成果判定サーバ14に送信する。 When the check-in button 36 is pressed after the store detail screen 60 is displayed, the game terminal 10 starts a check-in process. First, as shown in FIG. 13, a check-in confirmation window 61 is displayed on the game terminal 10 so as to overlap the store detail screen 60. When the “Yes” button 62 in the confirmation window 61 is pressed, the game terminal 10 transmits various information including the beacon ID, current position information, terminal ID, and recipient game ID to the result determination server 14. .
 この受取先ゲームIDは、ステップSP100、101を経由した誘導来店の場合は、ユーザ10Aがプレイ中であった特定のゲームの識別情報である。また、受取先ゲームIDは、ステップSP102を経由した自然来店の場合は、チケットの受取先として設定された特定のゲームの識別情報である。なお、端末IDがあれば後で当該端末IDに対応する受取先ゲームIDを特定することもできるので、必ずしもこの時点で受取先ゲームIDが送信されなくてもよい。 This recipient game ID is identification information of a specific game that the user 10A was playing in the case of a guided visit through steps SP100 and SP101. The recipient game ID is identification information of a specific game set as a recipient of a ticket in the case of a natural visit via step SP102. If there is a terminal ID, the destination game ID corresponding to the terminal ID can be specified later, and therefore the destination game ID does not necessarily have to be transmitted at this point.
 ここで、自動でチェックインする設定がされている場合には、店舗詳細画面60が表示された後、チェックインボタン36が押下されたか否かに関わらず、自動的に上記各種情報が成果判定サーバ14に送信される。そして、ステップSP105に移行される。 Here, when the automatic check-in is set, the above-described various information is automatically determined as a result regardless of whether or not the check-in button 36 is pressed after the store detail screen 60 is displayed. It is transmitted to the server 14. Then, the process proceeds to step SP105.
(ステップSP105)
 成果判定サーバ14は、受信した各種情報に基づき、成果判定処理を行う。そして、成果判定サーバ14は、成果判定処理の結果をゲーム端末10へ返信する。
(Step SP105)
The result determination server 14 performs a result determination process based on the received various information. Then, the result determination server 14 returns the result of the result determination process to the game terminal 10.
 判定結果を受信したゲーム端末10には、店舗詳細画面60に重ねて、「チェックインが正常に完了しました。」或いは「チェックインできませんでした。もう一度試してください。」等が表示される。そして、ステップSP106に移行される。 The game terminal 10 that has received the determination result displays “Check-in completed successfully” or “Check-in failed. Please try again.” Over the store detail screen 60. Then, the process proceeds to step SP106.
(ステップSP106)
 成果判定サーバ14は、ビーコンIDに対応する来店ポイントを取得する。そして、成果判定サーバ14は、上記各種情報の他取得した来店ポイントを含む成果情報をメディアアプリサーバ13に送信する。そして、ステップSP107に移行される。
(Step SP106)
The result determination server 14 acquires a store visit point corresponding to the beacon ID. Then, the result determination server 14 transmits result information including the acquired store visit points in addition to the above various information to the media application server 13. Then, the process proceeds to step SP107.
(ステップSP107)
 メディアアプリサーバ13は、一律変換率に基づき、受信した成果情報が示す来店ポイントをゴールドに変換する。メディアアプリサーバ13は、ゴールドに変換後、成果情報にゴールドを追加して、当該成果情報を報酬サーバ12に転送する。そして、ステップSP108に移行される。
(Step SP107)
The media application server 13 converts the store visit point indicated by the received result information into gold based on the uniform conversion rate. After the conversion to gold, the media application server 13 adds gold to the result information and transfers the result information to the reward server 12. Then, the process proceeds to step SP108.
(ステップSP108)
 報酬サーバ12は、個別変換率に基づき、受信した成果情報が示すゴールドをチケットに変換する。報酬サーバ12は、成果情報に含まれる受取先ゲームIDに対応するゲームサーバ11を特定する。そして、報酬サーバ12は、特定したゲームサーバ11にチケットの付与を指示する。すなわち、報酬サーバ12は、ゲームサーバ11に当該指示を送信する。なお、この指示は、成果情報に含まれていた端末IDを含む。次にステップSP109が行われる。
(Step SP108)
The reward server 12 converts the gold indicated by the received result information into a ticket based on the individual conversion rate. The reward server 12 specifies the game server 11 corresponding to the recipient game ID included in the result information. Then, the reward server 12 instructs the specified game server 11 to give a ticket. That is, the reward server 12 transmits the instruction to the game server 11. This instruction includes the terminal ID included in the result information. Next, step SP109 is performed.
 ここで、上述の一律変換率及び個別変換率は、図3に示される設定手段121,131により報酬サーバ12等に表示される設定画面にて設定される。この設定画面の一例としては、図14に示される設定画面70が挙げられる。この設定画面70は、一律変換率を選択可能なプルダウン71と、個別変換率を選択可能なプルダウン72とを含む。その他にも、設定画面70は、DL変換率を選択可能なプルダウン73を含む。設定手段131又は設定手段121は、プルダウン71~73にて選択された各変換率を変換率テーブル210に設定する。なお、一律変換率及び個別変換率は、別々の設定画面で個別に設定されてもよい。すなわち、一律変換率は設定手段131で設定され、個別変換率は設定手段121で設定されてもよい。 Here, the above-described uniform conversion rate and individual conversion rate are set on the setting screen displayed on the reward server 12 and the like by the setting means 121 and 131 shown in FIG. An example of the setting screen is a setting screen 70 shown in FIG. This setting screen 70 includes a pull-down 71 capable of selecting a uniform conversion rate and a pull-down 72 capable of selecting an individual conversion rate. In addition, the setting screen 70 includes a pull-down 73 capable of selecting a DL conversion rate. The setting unit 131 or the setting unit 121 sets each conversion rate selected from the pull-downs 71 to 73 in the conversion rate table 210. The uniform conversion rate and the individual conversion rate may be individually set on different setting screens. That is, the uniform conversion rate may be set by the setting unit 131, and the individual conversion rate may be set by the setting unit 121.
(ステップSP109)
 指示を受信した特定のゲームサーバ11は、特定のゲーム専用のチケットをユーザ10Aに付与する。
(Step SP109)
The specific game server 11 that has received the instruction gives a ticket dedicated to the specific game to the user 10A.
 チケットが付与された後にユーザ10Aがそのチケットを使用したいときは、ユーザ10Aは、例えばメディアアプリ19の図示しない初期画面等においてアイテムボタン37を押下する。アイテムボタン37が押下されると、図15に示されるように、ゲーム端末10には、アイテム交換画面80が表示される。アイテム交換画面80には、アイテム交換ボタン81を含む。このアイテム交換画面80には、アイテムの受取先であるゲームの名前や、チケットで交換できるアイテムの名前や、その数値、アイテムと交換するために必要なチケット枚数等が記述されている。このアイテム交換画面80は、アイテム交換ボタン81を含む。 When the user 10A wants to use the ticket after the ticket is granted, the user 10A presses the item button 37 on an initial screen (not shown) of the media application 19, for example. When the item button 37 is pressed, an item exchange screen 80 is displayed on the game terminal 10 as shown in FIG. The item exchange screen 80 includes an item exchange button 81. This item exchange screen 80 describes the name of the game that is the recipient of the item, the name of the item that can be exchanged with the ticket, its numerical value, the number of tickets necessary for exchange with the item, and the like. This item exchange screen 80 includes an item exchange button 81.
 アイテム交換画面80において、アイテム交換ボタン81が押下されると、ゲーム端末10は、特定のゲームサーバに対して、アイテム交換の申請を行う。その後、ゲーム端末10には、不図示の申請完了画面が表示される。申請完了画面には、アイテムへの交換の申請が完了した旨や、アイテムへの交換が実際に反映されるのは時間を要する旨等が記述されている。 When the item exchange button 81 is pressed on the item exchange screen 80, the game terminal 10 applies to the specific game server for item exchange. Thereafter, an application completion screen (not shown) is displayed on the game terminal 10. The application completion screen describes that the application for exchanging items has been completed, and that it takes time to actually reflect the exchanging of items.
 アイテム交換の申請を受けた特定のゲームサーバ11は、チケットをアイテムに交換する。 The specific game server 11 that has received the item exchange application exchanges the ticket for an item.
<効果>
 以上、第1実施形態に係る構成によれば、例えばチケットの受取先となる特定のゲームに対応する個別変換率が他のゲームの種類に対応する個別変換率よりも高く設定された場合、その個別変換率で変換される報酬目当てに、特定のゲーム以外の他のゲームをプレイしているユーザは、特定のゲームをプレイするようになる。すなわち、上記構成によれば、他のゲームをプレイしているユーザに対して特定のゲームへのプレイを促すことができ、もって、特定のゲームを活性化することができる。
<Effect>
As described above, according to the configuration according to the first embodiment, for example, when the individual conversion rate corresponding to a specific game as a ticket recipient is set higher than the individual conversion rate corresponding to another game type, A user who is playing a game other than the specific game for the reward converted at the individual conversion rate comes to play the specific game. That is, according to the above configuration, a user who is playing another game can be prompted to play a specific game, and thus the specific game can be activated.
 また、高い個別変換率で変換される報酬目当てに、ユーザ10Aは店舗17Aに頻繁に来店するようにもなり、店舗17Aを活性化することができる。 In addition, the user 10A frequently comes to the store 17A to activate the store 17A for the reward converted at a high individual conversion rate.
 また、第1実施形態に係る構成によれば、設定手段121により個別変換率を設定することができる。このため、特定のゲームを活性化したいイベント期間等に、変換率テーブル210に設定されている個別変換率を臨機応変に設定し直すことができる。すなわち、イベント期間等にすぐに対応でき、特定のゲームを即座に活性化することができる。 Also, according to the configuration according to the first embodiment, the individual conversion rate can be set by the setting means 121. For this reason, the individual conversion rate set in the conversion rate table 210 can be reset as appropriate in an event period or the like where a specific game is desired to be activated. That is, it is possible to respond immediately to an event period or the like, and to activate a specific game immediately.
 また、一律変換手段132は、一律変換率に基づき、成果情報に含まれる成果「来店ポイント」をゴールドに変換する。そして、個別変換手段122は、個別変換率に基づき、ゴールドをチケットに変換する。この構成によれば、例えば一律変換率を大きく設定すれば、ゲームシステム5の枠組全体を活性化することができる。すなわち、全てのゲーム、全ての店舗17Aを活性化することができる。 Also, the uniform conversion means 132 converts the result “visit point” included in the result information into gold based on the uniform conversion rate. And the individual conversion means 122 converts gold into a ticket based on the individual conversion rate. According to this configuration, for example, if the uniform conversion rate is set large, the entire framework of the game system 5 can be activated. That is, all games and all stores 17A can be activated.
 また、第1実施形態に係る構成によれば、設定手段131により一律変換率を設定することができる。このため、特定のゲームを活性化したいイベント毎に、変換率テーブル210に設定されている一律変換値や個別変換率を随時設定し直す、すなわち随時変更することができる。 Further, according to the configuration according to the first embodiment, the uniform conversion rate can be set by the setting means 131. For this reason, the uniform conversion value and the individual conversion rate set in the conversion rate table 210 can be reset at any time, that is, changed at any time, for each event for which a specific game is to be activated.
 また、第1実施形態に係る構成によれば、報酬サーバ12は、DL変換率に基づいて、ゲームアプリ18をダウンロードした成果をチケットに変換するので、ユーザ10Aに対してダウンロードを促すことができる。また、このDL変換率は、一律変換率や個別変換率とは異なる変換率であるため、一律変換率や個別変換率が変更されても影響を受けることなく、適切にチケットに変換することができる。 Moreover, according to the structure which concerns on 1st Embodiment, since the reward server 12 converts the result which downloaded the game application 18 based on DL conversion rate into a ticket, it can urge the user 10A to download. . Also, since this DL conversion rate is a conversion rate different from the uniform conversion rate and the individual conversion rate, even if the uniform conversion rate or the individual conversion rate is changed, it can be appropriately converted into a ticket without being affected. it can.
――第2実施形態――
 次に、本発明の第2実施形態に係る報酬サーバについて説明する。
-Second embodiment-
Next, a reward server according to the second embodiment of the present invention will be described.
 第2実施形態に係る報酬サーバは、成果情報を受信した際にすぐに報酬に変換しない点で、第1実施形態と異なる。第2実施形態に係る報酬サーバにおけるその他の構成及び機能は、第1実施形態に係る報酬サーバ12の構成及び機能と同様である。 The reward server according to the second embodiment is different from the first embodiment in that the reward server is not immediately converted into reward when the result information is received. Other configurations and functions of the reward server according to the second embodiment are the same as those of the reward server 12 according to the first embodiment.
 図16を用いて、第2実施形態に係る報酬サーバの各部における処理の流れについて説明する。なお、以下の処理は、例えば1秒毎など定期的に或いはランダムに開始される。 The flow of processing in each part of the reward server according to the second embodiment will be described with reference to FIG. The following processing is started periodically or randomly, for example, every second.
(ステップSP40)
 受信手段120は、ゲーム端末10がチェックイン処理によって付与される成果を含む成果情報をメディアアプリサーバ13から受信したか否か判定する。ここで、肯定判定された場合にはステップSP41の処理に移行され、否定判定された場合にはステップSP42の処理に移行される。
(Step SP40)
The receiving unit 120 determines whether or not the game terminal 10 has received the result information including the result given by the check-in process from the media application server 13. If an affirmative determination is made here, the process proceeds to step SP41. If a negative determination is made, the process proceeds to step SP42.
(ステップSP41)
 受信手段120は、第2データベースサーバ16に成果情報を蓄積する。そして、個別変換手段122は、ステップSP42の処理に移行される。
(Step SP41)
The receiving unit 120 stores the result information in the second database server 16. Then, the individual conversion unit 122 proceeds to the process of step SP42.
(ステップSP42)
 受信手段120は、チケットへの変換要求をゲーム端末10から受信したか否か判定する。ここで、肯定判定された場合にはステップSP28処理に移行され、否定判定された場合には一連の処理を終える。
(Step SP42)
The receiving unit 120 determines whether or not a request for conversion to a ticket has been received from the game terminal 10. Here, when an affirmative determination is made, the process proceeds to step SP28, and when a negative determination is made, a series of processing ends.
 以上、本発明の第2実施形態に係る構成によれば、ユーザ10Aは、例えば通常よりも個別変換率が高く設定されているときに、蓄積された成果情報が示す各成果をまとめてチケットへ変換することができ、ユーザ10Aにお得感を与えることができる。 As described above, according to the configuration according to the second embodiment of the present invention, when the individual conversion rate is set higher than usual, for example, the user 10A collects each result indicated by the accumulated result information into a ticket. It can convert and can give a user a feeling of profit.
――第3実施形態――
 次に、本発明の第3実施形態に係る報酬サーバについて説明する。
-Third embodiment-
Next, a reward server according to the third embodiment of the present invention will be described.
 第3実施形態に係る報酬サーバは、第1実施形態に係る報酬サーバ12の処理に加えてリスト処理も行う点で、第1実施形態と異なる。第3実施形態に係る報酬サーバにおけるその他の構成及び機能は、第1実施形態に係る報酬サーバ12の構成及び機能と同様である。 The reward server according to the third embodiment is different from the first embodiment in that it performs list processing in addition to the processing of the reward server 12 according to the first embodiment. Other configurations and functions in the reward server according to the third embodiment are the same as the configurations and functions of the reward server 12 according to the first embodiment.
 図17を用いて、本発明の第3実施形態に係る報酬サーバのリスト処理の流れについて説明する。 The flow of the list processing of the reward server according to the third embodiment of the present invention will be described using FIG.
(ステップSP50)
 受信手段120は、ゲーム端末10から店舗17Aのリストを要求する店舗リスト要求を受信したか否か判定する。ここで、肯定判定された場合にはステップSP55の処理に移行され、否定判定された場合にはステップSP51の処理に移行される。
(Step SP50)
The receiving unit 120 determines whether a store list request for requesting a list of stores 17A is received from the game terminal 10. If an affirmative determination is made here, the process proceeds to step SP55. If a negative determination is made, the process proceeds to step SP51.
(ステップSP51)
 受信手段120は、ゲーム端末10から変換率のリストを要求する店舗リスト要求を受信したか否か判定する。ここで、肯定判定された場合にはステップSP52の処理に移行され、否定判定された場合には図17に示される一連の処理が終えられる。
(Step SP51)
The receiving unit 120 determines whether a store list request for requesting a list of conversion rates has been received from the game terminal 10. If the determination is affirmative, the process proceeds to step SP52. If the determination is negative, the series of processes shown in FIG. 17 is terminated.
(ステップSP52)
 リスト作成手段123は、第2データベースサーバ16にアクセスして、変換率テーブル210を読み出す。そして、ステップSP53の処理に移行される。
(Step SP52)
The list creation means 123 accesses the second database server 16 and reads the conversion rate table 210. Then, the process proceeds to step SP53.
(ステップSP53)
 リスト作成手段123は、変換率テーブル210の中から例えばゲーム端末10にインストールされたゲームに対応する個別変換率を抽出して、変換率リストを作成する。そして、ステップSP54の処理に移行される。
(Step SP53)
The list creation means 123 extracts an individual conversion rate corresponding to, for example, a game installed on the game terminal 10 from the conversion rate table 210, and creates a conversion rate list. Then, the process proceeds to step SP54.
(ステップSP54)
 送信手段124は、変換率リスト要求を行ったゲーム端末10に変換率リストを送信する。変換率リストを受信したゲーム端末10は、当該変換率リストに基づき、ゲームのタイトル毎に個別変換率を表示する。そして、図17に示される一連の処理が終えられる。
(Step SP54)
The transmission means 124 transmits the conversion rate list to the game terminal 10 that has requested the conversion rate list. The game terminal 10 that has received the conversion rate list displays the individual conversion rate for each game title based on the conversion rate list. Then, a series of processes shown in FIG. 17 is finished.
(ステップSP55)
 リスト作成手段123は、第2データベースサーバ16にアクセスして、店舗別報酬テーブル211を読み出す。そして、ステップSP56の処理に移行される。
(Step SP55)
The list creation means 123 accesses the second database server 16 and reads the store-specific reward table 211. Then, the process proceeds to step SP56.
(ステップSP56)
 リスト作成手段123は、第2データベースサーバ16等から端末IDに対応する受取先ゲームIDを取得する。そして、リスト作成手段123は、店舗別報酬テーブル211の中から、受取先ゲームIDが示す特定のゲームのタイトルに対応する複数の店舗17Aの名前及び当該複数の店舗で得られるチケット枚数を取得する。次に、リスト作成手段123は、取得したチケット枚数と、特定のゲームにおいてアイテムの交換に必要な報酬、すなわち必要なチケット枚数に基づき、店舗17Aの名前を並び替える。
(Step SP56)
The list creation means 123 acquires a destination game ID corresponding to the terminal ID from the second database server 16 or the like. Then, the list creation means 123 acquires the names of the plurality of stores 17A corresponding to the title of the specific game indicated by the recipient game ID and the number of tickets obtained at the plurality of stores from the store-specific reward table 211. . Next, the list creation means 123 rearranges the names of the stores 17A based on the acquired number of tickets and a reward necessary for exchanging items in a specific game, that is, a necessary number of tickets.
 具体的には、リスト作成手段123は、店舗17Aの名前を、特定のゲームにおいてアイテムの交換に必要なチケットが得られる店舗順に並び替える。より具体的には、リスト作成手段123は、特定のゲームにおいてアイテムの交換に必要なチケットが2枚であれば、この枚数と同じ枚数のチケットが得られる店舗17Aの名前が最初の順番となるように店舗17Aの名前を並び替える。また、リスト作成手段123は、必要なチケットの枚数超の枚数のチケットが得られる店舗17Aの名前が次の順番となり、必要なチケットの枚数未満の枚数のチケットが得られる店舗17Aの名前が最後の順番となるように店舗17Aの名前を並び替える。そして、ステップSP57の処理に移行される。 Specifically, the list creation means 123 rearranges the names of the stores 17A in the order of stores where tickets necessary for exchanging items in a specific game are obtained. More specifically, if the number of tickets necessary for exchanging items in a specific game is two, the list creation means 123 has the name of the store 17A from which the same number of tickets are obtained in the first order. As such, the names of the stores 17A are rearranged. Further, the list creation means 123 has the name of the store 17A from which the number of tickets exceeding the required number of tickets is obtained in the following order, and the name of the store 17A from which the number of tickets less than the required number of tickets is obtained is the last. The names of the stores 17A are rearranged so that the order becomes. Then, the process proceeds to step SP57.
(ステップSP57)
 リスト作成手段123は、並び替えた各店舗の名前と、各店舗の詳細と、各店舗で得られるチケットの枚数と、を対応付けて店舗リストを作成する。そして、ステップSP58の処理に移行される。
(Step SP57)
The list creation means 123 creates a store list by associating the rearranged store names, the details of each store, and the number of tickets obtained at each store. Then, the process proceeds to step SP58.
(ステップSP58)
 送信手段124は、店舗リスト要求を行ったゲーム端末10に店舗リストを送信する。店舗リストを受信したゲーム端末10は、当該店舗リストに基づき、図11に示される店舗一覧画面30の代わりに、例えば図18に示される店舗一覧画面300を表示する。この店舗一覧画面300には、特定したゲームにおいてアイテムの交換に必要なチケットと同じ枚数のチケットが得られる店舗17Aの名前が優先的に最初(一番上に)に記述されている。そして、図17に示される一連の処理が終えられる。
(Step SP58)
The transmission means 124 transmits the store list to the game terminal 10 that has requested the store list. The game terminal 10 that has received the store list displays, for example, a store list screen 300 shown in FIG. 18 instead of the store list screen 30 shown in FIG. 11 based on the store list. In the store list screen 300, the name of the store 17A from which the same number of tickets as the tickets necessary for exchanging items in the specified game are preferentially described first (at the top). Then, a series of processes shown in FIG. 17 is finished.
 以上、本発明の第3実施形態に係る報酬サーバによれば、ゲーム端末10には店舗一覧画面300が表示されるので、当該店舗一覧画面300を見たユーザ10Aは、アイテムを交換するために必要なチケットが得られる店舗17Aをすぐに発見することができる。また、ゲーム端末10にはゲームのタイトル毎に個別変換率が表示されるので、例えばどのゲームの個別変換率が高いか等をすぐに把握することができる。 As mentioned above, according to the reward server which concerns on 3rd Embodiment of this invention, since the shop list screen 300 is displayed on the game terminal 10, in order for the user 10A who looked at the said shop list screen 300 to exchange an item It is possible to quickly find a store 17A where a necessary ticket can be obtained. In addition, since the individual conversion rate is displayed for each game title on the game terminal 10, for example, it is possible to immediately grasp which game has the higher individual conversion rate.
――第4実施形態――
 次に、本発明の第4実施形態に係る報酬サーバについて説明する。
-Fourth embodiment-
Next, a reward server according to the fourth embodiment of the present invention will be described.
 第4実施形態に係る報酬サーバは、ゲーム端末10がチェックイン処理した履歴を示すチェックイン履歴やユーザ10Aが交換したアイテムの履歴を示すアイテム交換履歴等の履歴を利用する点で、第1実施形態と異なる。第4実施形態に係る報酬サーバにおけるその他の構成及び機能は、第1実施形態に係る報酬サーバ12の構成及び機能と同様である。 The reward server according to the fourth embodiment is a first implementation in that it uses a history such as a check-in history indicating a history of check-in processing by the game terminal 10 and an item exchange history indicating a history of items exchanged by the user 10A. Different from form. Other configurations and functions of the reward server according to the fourth embodiment are the same as the configurations and functions of the reward server 12 according to the first embodiment.
 上記各履歴は、例えば第2データベースサーバ16に格納される。また、チェックイン履歴は、例えば、チェックインした時間、受取先ゲームID、チェックインした店舗の名前及びチケットの変換枚数等を含む。また、アイテム交換履歴は、例えば、アイテム交換した時間、アイテム交換したユーザ10Aの識別情報(端末ID)、交換したアイテムの名前、及び、交換したアイテムの数等を含む。 The above history is stored in, for example, the second database server 16. The check-in history includes, for example, the check-in time, the destination game ID, the name of the store that checked in, the number of tickets converted, and the like. The item exchange history includes, for example, the item exchange time, identification information (terminal ID) of the user 10A who exchanged the item, the name of the exchanged item, the number of exchanged items, and the like.
 図19を用いて、第4実施形態に係る報酬サーバの各部における処理の流れについて説明する。なお、以下の処理は、例えば1秒毎など定期的に或いはランダムに開始される。 19 will be used to describe the flow of processing in each part of the reward server according to the fourth embodiment. The following processing is started periodically or randomly, for example, every second.
(ステップSP60)
 受信手段120は、ゲーム端末10がチェックイン処理によって付与される成果を含む成果情報をメディアアプリサーバ13から受信したか否か判定する。ここで、肯定判定された場合にはステップSP66の処理に移行され、否定判定された場合にはステップSP61の処理に移行される。なお、第4実施形態では、成果情報はチェックイン処理の時間(チェックイン時間)を含む。
(Step SP60)
The receiving unit 120 determines whether or not the game terminal 10 has received the result information including the result given by the check-in process from the media application server 13. If the determination is affirmative, the process proceeds to step SP66, and if the determination is negative, the process proceeds to step SP61. In the fourth embodiment, the result information includes the check-in process time (check-in time).
(ステップSP61)
 受信手段120は、ゲーム端末10から店舗17Aのリストを要求する店舗リスト要求を受信したか否か判定する。ここで、肯定判定された場合にはステップSP64の処理に移行され、否定判定された場合にはステップSP62の処理に移行される。
(Step SP61)
The receiving unit 120 determines whether a store list request for requesting a list of stores 17A is received from the game terminal 10. If the determination is affirmative, the process proceeds to step SP64. If the determination is negative, the process proceeds to step SP62.
(ステップSP62)
 受信手段120は、ゲーム端末10から履歴要求を受信したか否か判定する。ここで、肯定判定された場合にはステップSP63の処理に移行され、否定判定された場合には一連の処理が終えられる。
(Step SP62)
The receiving unit 120 determines whether a history request has been received from the game terminal 10. Here, when an affirmative determination is made, the process proceeds to step SP63, and when a negative determination is made, a series of processing ends.
(ステップSP63)
 送信手段124は、履歴要求を行ったゲーム端末10に、チェックイン履歴やアイテム交換履歴等、履歴要求に対応する履歴を送信する。履歴を受信したゲーム端末10は、当該履歴に基づき、例えば図20に示されるチェックイン履歴一覧画面310や図21に示されるアイテム交換履歴一覧画面320を表示する。チェックイン履歴一覧画面310には、例えばチェックインした日時やチェックインした店舗名、チェックインして得られたチケット枚数、店舗詳細等が記述されている。また、アイテム交換履歴一覧画面320には、例えばアイテムに交換した日時や、交換に使用したチケット枚数、得られたアイテム名を含む交換内容等が記述されている。
(Step SP63)
The transmission unit 124 transmits a history corresponding to the history request, such as a check-in history and an item exchange history, to the game terminal 10 that has made the history request. The game terminal 10 that has received the history displays, for example, a check-in history list screen 310 shown in FIG. 20 or an item exchange history list screen 320 shown in FIG. 21 based on the history. The check-in history list screen 310 describes, for example, the date and time of check-in, the name of the store that checked in, the number of tickets obtained by check-in, the details of the store, and the like. The item exchange history list screen 320 describes, for example, the date and time when the item was exchanged, the number of tickets used for exchange, the exchange content including the obtained item name, and the like.
(ステップSP64)
 リスト作成手段123は、第2データベースサーバ16をアクセスし、チェックイン履歴を読み出す。そして、ステップSP65の処理に移行される。
(Step SP64)
The list creation means 123 accesses the second database server 16 and reads the check-in history. Then, the process proceeds to step SP65.
(ステップSP65)
 リスト作成手段123は、チェックイン履歴から店舗毎のチェックイン回数を算出する。そして、チェックイン回数に基づき、店舗別報酬テーブル211の中の店舗の名前を並び替える。例えば、リスト作成手段123は、チェックイン回数が少ない店舗順に並び替えてもよいし、逆にチェックイン回数が多い店舗順に並び替えてもよい。そして、ステップSP57の処理に移行される。
(Step SP65)
The list creation means 123 calculates the number of check-ins for each store from the check-in history. Then, the names of the stores in the store-specific reward table 211 are rearranged based on the number of check-ins. For example, the list creation means 123 may rearrange in the order of stores with the smallest number of check-ins, or conversely in the order of stores with the largest number of check-ins. Then, the process proceeds to step SP57.
(ステップSP66)
 個別変換手段122は、第2データベースサーバ16をアクセスし、チェックイン履歴を読み出す。そして、ステップSP67の処理に移行される。
(Step SP66)
The individual conversion means 122 accesses the second database server 16 and reads the check-in history. Then, the process proceeds to step SP67.
(ステップSP67)
 個別変換手段122は、チェックイン履歴に基づき、ゲーム端末10による前回のチェックイン時間と今回のチェックイン時間の間隔、すなわちチェックイン間隔を算出する。そして、個別変換手段122は、算出したチェックイン間隔が報酬の付与を禁止する禁止期間、例えばi時間超であるか否か判定する。なお、iは正の数である。ここで、肯定判定された場合にはステップSP28の処理に移行され、否定判定された場合にはステップSP68の処理に移行される。
(Step SP67)
The individual conversion means 122 calculates the interval between the previous check-in time by the game terminal 10 and the current check-in time, that is, the check-in interval, based on the check-in history. Then, the individual conversion unit 122 determines whether or not the calculated check-in interval exceeds a prohibition period in which rewards are not granted, for example, i hours. Note that i is a positive number. If an affirmative determination is made here, the process proceeds to step SP28. If a negative determination is made, the process proceeds to step SP68.
(ステップSP68)
 個別変換手段122は、今回のチェックインが禁止期間のものである、すなわちチェックインが不当であるとして、今回のチェックインをないものとみなす。そして、個別変換手段122は、後何時間でチェックイン可能かをゲーム端末10に表示指示する。そして、一連の処理が終えられる。
(Step SP68)
The individual conversion means 122 considers that the current check-in is not permitted, that is, that the current check-in is invalid, that is, the check-in is invalid. Then, the individual conversion means 122 instructs the game terminal 10 to display how many hours later the check-in is possible. Then, a series of processing is completed.
(ステップSP69)
 個別変換手段122は、チェックインをないものとみなした回数を示す変数jに1を加算する。なお、この変数jは、ゲーム端末10毎に用意されており、禁止期間が経過する毎にゼロにリセットされる。
(Step SP69)
The individual conversion means 122 adds 1 to the variable j indicating the number of times that the check-in is regarded as not occurring. The variable j is prepared for each game terminal 10 and is reset to zero every time the prohibition period elapses.
(ステップSP70)
 個別変換手段122は、ステップSP31と同様に、チェックインの成果「ゴールド」を個別変換率に基づき報酬「チケット」に変換する。この際、第4実施形態では、個別変換手段122は、変数jが示す値に応じてチケットを増大させる。例えば、個別変換手段122は、変換したチケットの枚数が1枚である場合に、変数jが示す値に応じて、その枚数に0.01枚を加算する。そして、ステップSP31の処理に移行される。
(Step SP70)
Similarly to step SP31, the individual conversion means 122 converts the check-in result “gold” into a reward “ticket” based on the individual conversion rate. At this time, in the fourth embodiment, the individual conversion unit 122 increases the ticket according to the value indicated by the variable j. For example, when the number of converted tickets is one, the individual conversion unit 122 adds 0.01 to the number according to the value indicated by the variable j. Then, the process proceeds to step SP31.
(ステップSP71)
 ステップSP31の処理の後、個別変換手段122は、チェックイン履歴を更新する。なお、個別変換手段122は、チケットからアイテムへの交換があった後は、アイテム交換履歴も更新する。
(Step SP71)
After the process of step SP31, the individual conversion means 122 updates the check-in history. The individual conversion means 122 also updates the item exchange history after the ticket is exchanged for the item.
 以上、本発明の第4実施形態に係る報酬サーバでは、チェックイン回数に基づき店舗17Aの順番が並び替えられ、その結果がゲーム端末10に表示される。したがって、ゲーム端末10の表示を見たユーザ10Aは、例えばチェックイン回数が多く行き慣れた店舗17Aをすぐに発見することができる。 As described above, in the reward server according to the fourth embodiment of the present invention, the order of the stores 17A is rearranged based on the number of check-ins, and the result is displayed on the game terminal 10. Therefore, the user 10A who has seen the display on the game terminal 10 can immediately find the store 17A that he / she has become accustomed to, for example, the number of check-ins.
 また、ゲーム端末10は、チェックインがないものとみなされた場合、チェックインをないものとみなした回数に応じて、禁止期間が経過した後の次回のチェックイン時のチケットが増大する。したがって、チェックインがないものとみなされたユーザ10Aが不満を持つことを低減することができる。 In addition, when the game terminal 10 is regarded as having no check-in, the number of tickets at the next check-in after the prohibition period has elapsed increases according to the number of times that the check-in has been performed. Therefore, it is possible to reduce the dissatisfaction of the user 10A who is regarded as having no check-in.
――変形例――
 以上、具体例を参照しつつ本発明の実施の形態について説明した。しかし、本発明はこれらの具体例に限定されるものではない。すなわち、これら具体例に、当業者が適宜設計変更を加えたものも、本発明の特徴を備えている限り、本発明の範囲に包含される。前述した各具体例が備える各要素およびその配置、条件、形状などは、例示したものに限定されるわけではなく適宜変更することができる。
--Modification--
The embodiments of the present invention have been described above with reference to specific examples. However, the present invention is not limited to these specific examples. In other words, those specific examples that have been appropriately modified by those skilled in the art are also included in the scope of the present invention as long as they have the characteristics of the present invention. Each element included in each of the specific examples described above and their arrangement, conditions, shape, and the like are not limited to those illustrated, and can be changed as appropriate.
 例えば、第1~第4実施形態では、個別変換率がゲーム(のタイトル)毎に設定される場合を説明したが、ゲーム毎以外の予め定められた条件毎に設定されてもよい。この予め定められた条件としては、例えば、ゲームの種類毎やゲームのプレイ情報毎、ユーザ情報毎、チェックイン処理の回数毎、チェックイン処理の時間毎、店舗17Aの店舗情報毎等が挙げられる。 For example, in the first to fourth embodiments, the case where the individual conversion rate is set for each game (title) has been described, but may be set for each predetermined condition other than for each game. Examples of the predetermined condition include, for example, every game type, every game play information, every user information, every number of check-in processes, every check-in process time, every store information of the store 17A, and the like. .
 また、例えばゲーム毎の個別変換率を第1個別変換率としたとき、予め定められた条件毎の個別変換率を第2個別変換率とし、第1個別変換率と第2個別変換率の両方が変換率テーブル210に設定されていてもよい。 For example, when the individual conversion rate for each game is the first individual conversion rate, the individual conversion rate for each predetermined condition is the second individual conversion rate, and both the first individual conversion rate and the second individual conversion rate are used. May be set in the conversion rate table 210.
 このような場合、報酬サーバ12は、管理者の切替操作に応じて、第1個別変換率で変換するか第2個別変換率で変換するかを切替える。第2個別変換率で変換する場合、図9に示される各ステップと同様の処理が行われる。例えば、第2個別変換率がプレイ情報毎に設定される場合、ステップSP25において、受信手段120は、ゲーム端末10のユーザによる特定のゲームのプレイ情報を取得する。そして、ステップSP29,30において、個別変換手段122は、変換率テーブル210の第2個別変換率を参照し、参照した第2個別変換率の中で受信手段120が取得したプレイ情報に対応する第2個別変換率に基づき、受信手段120が取得した成果情報に含まれる成果をチケットに変換する。第2個別変換率がユーザ情報毎等その他の場合も、上記同様の処理である。 In such a case, the reward server 12 switches whether the conversion is performed at the first individual conversion rate or the second individual conversion rate in accordance with the switching operation of the administrator. When converting at the second individual conversion rate, the same processing as each step shown in FIG. 9 is performed. For example, when the second individual conversion rate is set for each piece of play information, in step SP25, the receiving unit 120 acquires the play information of a specific game by the user of the game terminal 10. In steps SP29 and SP30, the individual conversion unit 122 refers to the second individual conversion rate in the conversion rate table 210, and the second conversion rate corresponding to the play information acquired by the receiving unit 120 in the referenced second individual conversion rate. 2. Based on the individual conversion rate, the result included in the result information acquired by the receiving unit 120 is converted into a ticket. The same processing is performed when the second individual conversion rate is other than the user information.
 ユーザ情報としては、例えばユーザ10Aの性別や住所、年齢、身長、体重、所属先、ゲームのインストール数等が挙げられる。ゲームのインストール数の場合、インストール数が多いほど個別変換率が高く設定されると好ましい。このような設定であると、店舗17Aへの誘導だけでなく、ユーザ10Aがまだ所持していないゲームアプリ18のダウンロードへの誘導も行うことができる。 The user information includes, for example, the user 10A's gender, address, age, height, weight, affiliation, number of installed games, and the like. In the case of the number of game installations, it is preferable that the individual conversion rate be set higher as the number of installations increases. With such a setting, not only guidance to the store 17A but also guidance to download of the game application 18 that the user 10A does not have yet can be performed.
 店舗情報としては、店舗17Aの種類、店舗17Aの住所、店舗17Aの所属グループ等が挙げられる。 Store information includes the type of the store 17A, the address of the store 17A, the group to which the store 17A belongs, and the like.
 上記のように第2個別変換率がプレイ情報毎であれば、例えばプレイ情報のうち特定のプレイ情報に対応する第2個別変換率が他のプレイ情報に対応する第2個別変換率よりも高く設定された場合、その高い第2個別変換率を求めて特定のゲームが継続してプレイされる。この結果、特定のゲームを長く活性化することができる。また、特定のプレイ情報に一致するユーザ10Aに対して店舗17Aに行く意欲を向上させることもできる。 If the second individual conversion rate is for each piece of play information as described above, for example, the second individual conversion rate corresponding to specific play information in the play information is higher than the second individual conversion rate corresponding to other play information. When set, a specific game is continuously played for the high second individual conversion rate. As a result, a specific game can be activated for a long time. It is also possible to improve the willingness to go to the store 17A for the user 10A matching the specific play information.
 また、上記のように第2個別変換率がユーザ情報毎であれば、例えばユーザ情報のうち特定のユーザ情報に対応する第2個別変換率が他のユーザ情報に対応する第2個別変換率よりも高く設定された場合、当該特定のユーザ情報に一致するユーザ10Aに対して店舗17Aに行く意欲を向上させることができる。チェックイン処理の回数毎、チェックイン処理の時間毎、店舗の店舗情報毎の場合も同様である。 Further, if the second individual conversion rate is as described above for each user information, for example, the second individual conversion rate corresponding to specific user information among the user information is more than the second individual conversion rate corresponding to other user information. Is set higher, the willingness to go to the store 17A can be improved for the user 10A that matches the specific user information. The same applies to every check-in process, every check-in process time, and each store information of a store.
 上記の他にも、第2個別変換率は、店舗17Aでの購入情報毎やビーコン信号17Bの電波強度毎に設定されてもよい。すなわち、予め定められた条件は、購入情報毎や電波強度毎であってもよい。購入情報としては、購入実績や購入額、購入内容等が挙げられる。第2個別変換率がビーコン信号17Bの電波強度毎である場合、当該電波強度が高いほど第2個別変換率が高く設定されると好ましい。このような設定であると、例えばビーコン装置17の設置場所を店舗17Aの中でも集客したい場所、例えば売りたい商品が陳列された棚やレジ等にすることで、当該場所まで誘導して、商品の購入を促すことができる。 In addition to the above, the second individual conversion rate may be set for each purchase information at the store 17A and for each radio wave intensity of the beacon signal 17B. That is, the predetermined condition may be every purchase information or every radio wave intensity. Purchase information includes purchase results, purchase amount, purchase details, and the like. When the second individual conversion rate is for each radio wave intensity of the beacon signal 17B, it is preferable that the second individual conversion rate is set higher as the radio wave intensity is higher. With such a setting, for example, by setting the installation location of the beacon device 17 to a location where the customer wants to attract customers in the store 17A, for example, a shelf or a cash register where the product to be sold is displayed, the location of the product is guided. Can encourage purchase.
 また、第1個別変換率及び第2個別変換率は、チェックインする店舗17Aの種類、チェックインする時間帯、受取先設定されているゲームの種類、又は、プレイ中のゲームの種類によっては、自動的にランダムに設定されてもよい。 In addition, the first individual conversion rate and the second individual conversion rate depend on the type of the store 17A to check in, the time zone to check in, the type of game set as the recipient, or the type of game being played, It may be set automatically at random.
 また、第1個別変換率は、ゲーム毎且つ予め定められた条件毎であってもよい。言い換えれば、第1個別変換率は、ゲーム毎且つ当該ゲームのプレイ情報毎、ゲーム毎且つユーザ情報毎等、ゲーム毎且つチェックイン処理の回数毎、ゲーム毎且つチェック時間毎、ゲーム毎且つ店舗情報毎等、上記予め定められた条件が組み合せられて設定されてもよい。 Further, the first individual conversion rate may be for each game and for each predetermined condition. In other words, the first individual conversion rate is calculated for each game and for each play information of the game, for each game and for each user information, for each game and for each check-in process, for each game and for each check time, for each game and for store information. The predetermined conditions may be combined and set every time.
 上記ゲーム毎且つ店舗情報毎の一例として、図22に示される変換率テーブル210Aのように、第1個別変換率がゲームのタイトル毎且つ店舗名毎に設定されてもよい。
 この場合、図9に示される各ステップと同様の処理が行われる。すなわち、受信手段120は、ステップSP25において、受取先ゲームIDだけでなく、ゲーム端末10がチェックイン処理した店舗17Aの店舗名を取得する。そして、ステップSP29,30において、個別変換手段122は、第1個別変換値を参照し、参照した第1個別変換値の中で受信手段120が取得した受取先ゲームID及び店舗名に対応する第1個別変換値に基づき、受信手段120が取得した成果情報に含まれる成果をチケットに変換する。
As an example of each game and each store information, a first individual conversion rate may be set for each game title and each store name as in a conversion rate table 210A shown in FIG.
In this case, the same processing as each step shown in FIG. 9 is performed. That is, in step SP25, the receiving unit 120 acquires not only the recipient game ID but also the store name of the store 17A that the game terminal 10 has checked in. In steps SP29 and SP30, the individual conversion unit 122 refers to the first individual conversion value, and the first conversion value corresponding to the destination game ID and the store name acquired by the reception unit 120 in the referenced first individual conversion value. Based on one individual conversion value, the result included in the result information acquired by the receiving means 120 is converted into a ticket.
 このように第1個別変換率の設定に関して予め定められた条件を組み合わせることで、第1個別変換率が単体で設定される場合に奏する上述の効果の他、以下の効果も奏する。すなわち、第1個別変換率のバリエーションが増えて、ゲームシステム5全体に深みを持たせることができる。これにより、ユーザ10Aがこのゲームシステム5に組み込まれることが促進され(メディアアプリ19のインストールの促進等)、ゲームシステム5全体の活性化を図ることができる。
 なお、上記同様の考えで、ゲーム毎の第1個別変換率及びその他毎の第2個別変換率を乗算した値に基づいて、ゴールドがチケットに変換されてもよい。
In this way, by combining the conditions determined in advance with respect to the setting of the first individual conversion rate, in addition to the effects described above when the first individual conversion rate is set alone, the following effects are also achieved. That is, the variation of the first individual conversion rate increases, and the game system 5 as a whole can be deepened. Thereby, it is promoted that the user 10A is incorporated in the game system 5 (promotion of installation of the media application 19 or the like), and the entire game system 5 can be activated.
Based on the same idea as described above, gold may be converted into a ticket based on a value obtained by multiplying the first individual conversion rate for each game and the second individual conversion rate for each other.
 また、個別変換率、一律変換率、及び、DL変換率の少なくとも何れか1つは、元の値(来店ポイントやゴールド)に加算する加算値であってもよい。 Further, at least one of the individual conversion rate, the uniform conversion rate, and the DL conversion rate may be an added value added to the original value (visit point or gold).
 また、個別変換手段122は、複数のゲームに一律なDL変換率に基づき、ゲーム端末10がダウンロードした成果をチケットに変換する場合を説明したが、このDL変換率も、ゲーム毎やプレイ情報毎、チェックイン回数、チェックイン時間、店舗情報毎等に設定されてもよい。また、DL変換率が一律に設定されていても、ゲーム端末10がダウンロードした成果を、DL変換率に個別変換率を乗算して変換してもよい。 Moreover, although the individual conversion means 122 demonstrated the case where the result which the game terminal 10 downloaded was converted into a ticket based on DL conversion rate uniform for several games, this DL conversion rate is also for every game or play information. , Check-in count, check-in time, store information, etc. may be set. Even if the DL conversion rate is set uniformly, the result downloaded by the game terminal 10 may be converted by multiplying the DL conversion rate by the individual conversion rate.
 また、報酬サーバ12とメディアアプリサーバ13の機能は、別々のサーバ装置で実現する場合を説明したが、一つのサーバ装置で実現してもよい。また、報酬サーバ12とメディアアプリサーバ13だけでなく成果判定サーバ14も、一つのサーバ装置で実現してもよい。この場合、受信手段120は、成果情報を外部からの受信ではなく、内部の成果判定サーバ14の機能から取得する。 Moreover, although the case where the functions of the reward server 12 and the media application server 13 are realized by separate server devices has been described, they may be realized by one server device. Further, not only the reward server 12 and the media application server 13 but also the result determination server 14 may be realized by one server device. In this case, the receiving unit 120 acquires the result information from the function of the internal result determination server 14 rather than from the outside.
 また、報酬サーバ12とゲームサーバ11の機能も、一つのサーバ装置で実現してもよい。この場合、送信手段124は、チケット付与の指示を外部に送信するのではなく、内部のゲームサーバ11の機能へ伝達する。また、報酬サーバ12と第1データベースサーバ15や第2データベースサーバ16の機能も、一つのサーバ装置で実現してもよい。 Also, the functions of the reward server 12 and the game server 11 may be realized by a single server device. In this case, the transmission means 124 transmits the ticket granting instruction to the function of the internal game server 11 instead of transmitting it to the outside. Further, the functions of the reward server 12, the first database server 15, and the second database server 16 may be realized by one server device.
 また、報酬サーバ12の各部の中で例えば設定手段121やリスト作成手段123は省略してもよい。設定手段121がない場合、既に個別変換率が設定された変換率テーブル210をイベント期間毎に随時受信手段120が受信してもよい。 Also, for example, the setting means 121 and the list creation means 123 may be omitted in each part of the reward server 12. When the setting unit 121 is not provided, the receiving unit 120 may receive the conversion rate table 210 in which the individual conversion rate is already set for each event period.
 また、送信手段124は、例えば図9中のステップSP31以降で、チケットへの変換結果をゲーム端末10に表示する指示を送信してもよい。この際、送信手段124は、ゲーム端末10に、変換されたチケットの枚数に応じて種類の異なる画面を表示させたり、種類の異なる音を発生させたり、度合の異なる振動をゲーム端末10に表示させてもよい。送信手段124は、例えば、変換されたチケットの枚数が多い場合、チケットの枚数が低い場合よりも豪華なデザインの画面を表示させたり、大きい音を発生させたりしてもよい。 Further, the transmission means 124 may transmit an instruction to display the conversion result to the ticket on the game terminal 10 after step SP31 in FIG. 9, for example. At this time, the transmission unit 124 causes the game terminal 10 to display different types of screens according to the number of converted tickets, generate different types of sounds, and display different degrees of vibration on the game terminal 10. You may let them. For example, when the number of converted tickets is large, the transmission unit 124 may display a screen with a gorgeous design or generate a louder sound than when the number of tickets is low.
 また、第4実施形態では、チェックインをないものとみなした回数に応じて、禁止期間が経過した後の次回のチェックイン時のチケットを増大させる場合を説明したが、当該回数に応じて、禁止期間が経過した後、一定期間、個別変換率を増大させてもよい。 Further, in the fourth embodiment, a case has been described in which the ticket at the next check-in after the prohibition period has passed is increased according to the number of times that the check-in is considered to be absent. After the prohibition period has elapsed, the individual conversion rate may be increased for a certain period.
 また、第1実施形態では、ゲーム端末10によるチェックイン処理は、ビーコン装置17によるビーコン信号17Bにより開始される場合を説明したが、Wi-Fi等の無線LANからの無線信号により開始されてもよい。また、チェックイン処理は、GPS衛星による現在位置情報を利用する場合を説明したが、ビーコン装置17とゲーム端末10の情報のみに基づいて行われてもよい。また、チェックイン処理は、店舗17Aに設置されている無線端末を、店員或いはユーザ10Aが操作することによって開始されてもよい。また、GPS衛星による現在位置情報を用いる場合、店舗17Aにビーコン装置17を設置しない状態で、現在位置情報と予め登録された店舗17Aの住所とを照合して成果判定処理をしてもよい。 In the first embodiment, the case where the check-in process by the game terminal 10 is started by the beacon signal 17B by the beacon device 17 has been described. However, even if the check-in process is started by a wireless signal from a wireless LAN such as Wi-Fi. Good. Moreover, although the case where the current position information by a GPS satellite is used has been described for the check-in process, the check-in process may be performed based only on information of the beacon device 17 and the game terminal 10. In addition, the check-in process may be started when a store clerk or the user 10A operates a wireless terminal installed in the store 17A. Moreover, when using the current position information by the GPS satellite, the result determination process may be performed by collating the current position information with the address of the store 17A registered in advance without installing the beacon device 17 in the store 17A.
 また、第1実施形態では、チェックイン処理により付与される成果は、アイテムに交換するためのチケットに変換する場合を説明したが、チェックイン処理により付与される成果をアイテムにそのまま変換してもよい。また、チケットは、アイテムだけでなく、ゲーム中の通貨やキャラクタの経験値と交換されてもよい。 In the first embodiment, the case where the result given by the check-in process is converted into a ticket for exchanging the item has been described. However, even if the result given by the check-in process is converted into the item as it is, Good. Further, the ticket may be exchanged not only for the item but also for the currency in the game and the experience value of the character.
5:ゲームシステム
10:ゲーム端末
11:ゲームサーバ
12:報酬サーバ(サーバ装置)
13:メディアアプリサーバ(サーバ装置)
17A:店舗
111:付与手段
112:交換手段(使用手段)
120:受信手段(取得手段)
121:設定手段
122:個別変換手段
124:送信手段(指示手段)
132:一律変換手段
200      参照テーブル
210      変換率テーブル
5: Game system 10: Game terminal 11: Game server 12: Reward server (server device)
13: Media application server (server device)
17A: Store 111: Granting means 112: Exchange means (use means)
120: Reception means (acquisition means)
121: Setting means 122: Individual conversion means 124: Transmission means (instruction means)
132: Uniform conversion means 200 Reference table 210 Conversion rate table

Claims (10)

  1.  複数のゲームが提供されるゲーム端末が店舗に対するチェックイン処理によって付与される成果を含む成果情報と、前記複数のゲームのうち特定のゲームの識別情報とを取得する取得手段と、
     前記ゲーム毎に設定される個別変換値を参照し、参照した前記個別変換値の中で前記取得手段が取得した前記識別情報に対応する個別変換値に基づき、前記取得手段が取得した前記成果情報に含まれる成果を前記特定のゲームに使用可能な報酬に変換する個別変換手段と、
     前記個別変換手段で変換された前記報酬の付与を指示する指示手段と、
     を備えるサーバ装置。
    An acquisition means for acquiring result information including a result given by a check-in process to a store for a game terminal provided with a plurality of games, and identification information of a specific game among the plurality of games;
    The result information acquired by the acquisition unit with reference to the individual conversion value set for each game and based on the individual conversion value corresponding to the identification information acquired by the acquisition unit in the referenced individual conversion value Individual conversion means for converting the achievements included in the game into rewards usable for the specific game;
    Instruction means for instructing the provision of the reward converted by the individual conversion means;
    A server device comprising:
  2.  前記個別変換値を設定する設定手段、
     を更に備える請求項1に記載のサーバ装置。
    Setting means for setting the individual conversion values;
    The server device according to claim 1, further comprising:
  3.  前記個別変換値は、前記ゲーム毎且つ前記ゲームのプレイ情報毎に設定され、
     前記取得手段は、前記ゲーム端末のユーザによる前記特定のゲームのプレイ情報を取得し、
     前記個別変換手段は、前記個別変換値を参照し、参照した前記個別変換値の中で前記取得手段が取得した前記識別情報及び前記プレイ情報に対応する個別変換値に基づき、前記取得手段が取得した前記成果情報に含まれる成果を前記報酬に変換する、
     請求項1又は2に記載のサーバ装置。
    The individual conversion value is set for each game and for each play information of the game,
    The acquisition means acquires play information of the specific game by a user of the game terminal,
    The individual conversion unit refers to the individual conversion value, and the acquisition unit obtains the individual conversion value based on the individual conversion value corresponding to the identification information and the play information acquired by the acquisition unit in the referenced individual conversion value. Converting the achievement included in the achievement information into the reward,
    The server device according to claim 1 or 2.
  4.  前記個別変換値は、前記ゲーム毎且つ前記ゲームをプレイするユーザのユーザ情報毎に設定され、
     前記取得手段は、前記ゲーム端末を所持するユーザのユーザ情報を取得し、
     前記個別変換手段は、前記個別変換値を参照し、参照した前記個別変換値の中で前記取得手段が取得した前記識別情報及び前記ユーザ情報に対応する個別変換値に基づき、前記取得手段が取得した前記成果情報に含まれる成果を前記報酬に変換する、
     請求項1又は2に記載のサーバ装置。
    The individual conversion value is set for each user information of the user who plays the game for each game.
    The acquisition means acquires user information of a user who possesses the game terminal,
    The individual conversion unit refers to the individual conversion value, and the acquisition unit acquires the identification information acquired by the acquisition unit and the individual conversion value corresponding to the user information among the referred individual conversion values. Converting the achievement included in the achievement information into the reward,
    The server device according to claim 1 or 2.
  5.  前記個別変換値は、前記ゲーム毎且つ前記チェックイン処理の回数毎に設定され、
     前記取得手段は、前記ゲーム端末における前記チェックイン処理の回数を取得し、
     前記個別変換手段は、前記個別変換値を参照し、参照した前記個別変換値の中で前記取得手段が取得した前記識別情報及び前記チェックイン処理の回数に対応する個別変換値に基づき、前記取得手段が取得した前記成果情報に含まれる成果を前記報酬に変換する、
     請求項1又は2に記載のサーバ装置。
    The individual conversion value is set for each game and for each check-in process,
    The acquisition means acquires the number of check-in processes in the game terminal,
    The individual conversion means refers to the individual conversion value, and based on the identification information acquired by the acquisition means in the referenced individual conversion value and the individual conversion value corresponding to the number of check-in processes, the acquisition Converting a result included in the result information acquired by the means into the reward;
    The server device according to claim 1 or 2.
  6.  前記個別変換値は、前記ゲーム毎且つ前記チェックイン処理の時間毎に設定され、
     前記取得手段は、前記ゲーム端末における前記チェックイン処理の時間を取得し、
     前記個別変換手段は、前記個別変換値を参照し、参照した前記個別変換値の中で前記取得手段が取得した前記識別情報及び前記チェックイン処理の時間に対応する個別変換値に基づき、前記取得手段が取得した前記成果情報に含まれる成果を前記報酬に変換する、
     請求項1又は2に記載のサーバ装置。
    The individual conversion value is set for each game and for each check-in process time,
    The acquisition means acquires time of the check-in process in the game terminal,
    The individual conversion means refers to the individual conversion value, and based on the identification information acquired by the acquisition means in the referenced individual conversion value and the individual conversion value corresponding to the time of the check-in process, the acquisition Converting a result included in the result information acquired by the means into the reward;
    The server device according to claim 1 or 2.
  7.  前記個別変換値は、前記ゲーム毎且つ前記店舗の店舗情報毎に設定され、
     前記取得手段は、前記ゲーム端末がチェックイン処理した店舗の店舗情報を取得し、
     前記個別変換手段は、前記個別変換値を参照し、参照した前記個別変換値の中で前記取得手段が取得した前記識別情報及び前記店舗情報に対応する個別変換値に基づき、前記取得手段が取得した前記成果情報に含まれる成果を前記報酬に変換する、
     請求項1又は2に記載のサーバ装置。
    The individual conversion value is set for each game and each store information of the store,
    The acquisition means acquires store information of a store that the game terminal has checked in,
    The individual conversion unit refers to the individual conversion value, and the acquisition unit obtains the individual conversion value based on the individual conversion value corresponding to the identification information and the store information acquired by the acquisition unit in the referred individual conversion value. Converting the achievement included in the achievement information into the reward,
    The server device according to claim 1 or 2.
  8.  前記複数のゲームに一律な一律変換値を参照し、参照した一律変換値に基づき、前記取得手段が取得した成果情報に含まれる成果を異なる価値に変換する一律変換手段を更に備え、
     前記個別変換手段は、前記個別変換値に基づき、前記一律変換手段により変換して得られた前記異なる価値を前記報酬に変換する、
     請求項1乃至7の何れか1項に記載のサーバ装置。
    Further comprising uniform conversion means for referring to uniform conversion values that are uniform for the plurality of games, and for converting results included in the result information acquired by the acquisition means into different values based on the referenced uniform conversion values.
    The individual conversion unit converts the different value obtained by the conversion by the uniform conversion unit into the reward based on the individual conversion value.
    The server device according to any one of claims 1 to 7.
  9.  前記個別変換手段は、前記個別変換値とは異なる受取変換値を参照し、参照した前記受取変換値に基づき、前記ゲーム端末が前記複数のゲームのうち何れかのゲームの提供を受けたことによって付与される成果を前記特定のゲームに使用可能な報酬に変換する、
     請求項1乃至8の何れか1項に記載のサーバ装置。
    The individual conversion means refers to a received conversion value different from the individual conversion value, and based on the received conversion value referred to, the game terminal is provided with any one of the plurality of games. Convert the achievements granted into rewards that can be used for the specific game.
    The server device according to any one of claims 1 to 8.
  10.  ゲーム端末に複数のゲームを提供するゲームサーバ装置と、前記ゲームサーバ装置と通信可能な報酬サーバ装置とを含むゲームシステムであって、
     前記報酬サーバ装置は、
     前記ゲーム端末が店舗に対するチェックイン処理によって付与される成果を含む成果情報と、前記複数のゲームのうち特定のゲームの識別情報とを取得する取得手段と、
     前記ゲーム毎に設定される個別変換値を参照し、参照した前記個別変換値の中で前記取得手段が取得した前記識別情報に対応する個別変換値に基づき、前記取得手段が取得した前記成果情報に含まれる成果を前記特定のゲームに使用可能な報酬に変換する個別変換手段と、
     前記個別変換手段で変換された前記報酬の付与を前記ゲームサーバ装置に指示する指示手段と、
     を備え、
     前記ゲームサーバ装置は、
     前記指示手段の指示に基づき、前記ゲーム端末のユーザに前記報酬を付与する付与手段と、
     前記ユーザの操作に応じて前記付与手段によって付与された報酬を、前記特定のゲームに使用する使用手段と、
     を備える、
     ゲームシステム。
    A game system including a game server device that provides a plurality of games to a game terminal, and a reward server device that can communicate with the game server device,
    The reward server device
    Acquisition means for acquiring result information including a result given by a check-in process for the game terminal to the store, and identification information of a specific game among the plurality of games;
    The result information acquired by the acquisition unit with reference to the individual conversion value set for each game and based on the individual conversion value corresponding to the identification information acquired by the acquisition unit in the referenced individual conversion value Individual conversion means for converting the achievements included in the game into rewards usable for the specific game;
    Instruction means for instructing the game server device to give the reward converted by the individual conversion means;
    With
    The game server device
    A granting unit for granting the reward to a user of the game terminal based on an instruction from the pointing unit;
    Use means for using the reward given by the giving means in response to the user's operation for the specific game;
    Comprising
    Game system.
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