WO2023199582A1 - Information providing device - Google Patents

Information providing device Download PDF

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Publication number
WO2023199582A1
WO2023199582A1 PCT/JP2023/003865 JP2023003865W WO2023199582A1 WO 2023199582 A1 WO2023199582 A1 WO 2023199582A1 JP 2023003865 W JP2023003865 W JP 2023003865W WO 2023199582 A1 WO2023199582 A1 WO 2023199582A1
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WO
WIPO (PCT)
Prior art keywords
information
play style
user
style information
game design
Prior art date
Application number
PCT/JP2023/003865
Other languages
French (fr)
Japanese (ja)
Inventor
崇博 井手
曉 山田
喬 鈴木
Original Assignee
株式会社Nttドコモ
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Publication of WO2023199582A1 publication Critical patent/WO2023199582A1/en

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    • 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
    • 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
    • A63F13/85Providing additional services to players
    • 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
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

Definitions

  • the present disclosure relates to an information providing device that provides game design elements (i.e., basic components handled in gamification) tailored to individual users.
  • game design elements i.e., basic components handled in gamification
  • Patent Document 1 discloses a technology that employs gamification to stimulate the motivation of sales personnel to achieve their goals, and to aim for establishing operation and improving the degree of utilization.
  • the present disclosure has been made to solve the above problems, and aims to provide game design elements that suit individual users and realize effective gamification.
  • the information providing device selects one or more game design elements according to the acquired play style information regarding the user, based on the correspondence information between the play style information and the game design elements suitable for each play style. and a providing section that provides the user with the game design element selected by the selection section.
  • the selection unit selects one or more game design elements according to the acquired play style information regarding the user, based on the correspondence information between the play style information and the game design elements suitable for each play style. is selected, and the providing unit provides the selected game design element to the user.
  • "play style information acquired regarding the user” may be play style information declared by the user, or may be play style information obtained by inferring from the user's attribute information. .
  • game design elements game design elements that suit the individual user
  • FIG. 1 is a functional block configuration diagram of an information providing device according to an embodiment of the invention. It is a figure showing the structure of an attribute information database, and an example of data.
  • (a) is a diagram showing the structure and data example of a play style information database
  • (b) is a diagram showing an example in which selected play style information is further stored.
  • FIG. 3 is a flow diagram showing processing executed in the information providing device.
  • FIG. 3 is a diagram showing a first example of correspondence information between play style information (bartle test) and game design elements.
  • FIG. 7 is a diagram showing a second example of correspondence information between play style information (Big Five) and game design elements. It is a flowchart which shows the process based on a 1st modification.
  • FIG. 1 is a functional block configuration diagram of an information providing device according to an embodiment of the invention. It is a figure showing the structure of an attribute information database, and an example of data.
  • (a) is a diagram showing the structure and data example of a play style
  • FIG. 7 is a diagram for explaining processing according to a first modification. It is a flowchart which shows the process based on a 2nd modification.
  • FIG. 7 is a diagram for explaining processing according to a second modification. It is a diagram showing an example of the hardware configuration of an information providing device.
  • the information providing device 10 includes an acquisition section 11, a selection section 12, and a provision section 13.
  • the functions of each part are outlined below.
  • the acquisition unit 11 is a functional unit that acquires play style information regarding the user.
  • the acquisition methods include (1) a method of acquiring play style information by estimating play style information according to the attribute information from the acquired attribute information about the user; and (2) a method of acquiring play style information by estimating play style information according to the attribute information input (declared) by the user.
  • One example is a method of acquiring play style information by receiving play style information that has been received.
  • the acquisition unit 11 generates a learning model (i.e., by inputting attribute information, a play style according to the attribute information is created based on the acquired play style information and attribute information regarding a large number of users.
  • Such an acquisition unit 11 includes an attribute information database (DB) 11A, a learning model database (DB) 11B, and a play style information database (DB) 11C.
  • DB attribute information database
  • DB learning model database
  • DB play style information database
  • the attribute information DB 11A stores attribute information such as gender and age acquired from the user using a user identifier (user ID) as a key, as shown in FIG. 2, for example.
  • the learning model DB 11B stores the learning model constructed by the acquisition unit 11.
  • the play style information DB 11C stores various play styles A, B, C, etc. for each user using the user ID as a key, and play style information is obtained as an estimation result.
  • the obtained play style information is also stored in association with the user ID.
  • a play style of "0" means that the play style does not correspond to the play style
  • a play style of "1” means that the play style corresponds to the play style. Note that it is not essential for the acquisition unit 11 to construct and use a learning model as described above in order to estimate play style information according to attribute information, and it is not necessary for the acquisition unit 11 to construct and use a learning model as described above. (e.g., a method using a correspondence table) may also be adopted.
  • the selection unit 12 stores correspondence information between play style information and game design elements suitable for each play style in a built-in memory (not shown), and based on the correspondence information, the selection unit 12 stores correspondence information between play style information and game design elements suitable for each play style.
  • This is a functional unit that selects one or more game design elements according to play style information.
  • the providing unit 13 is a functional unit that provides information by outputting the game design elements selected by the selection unit 12 to the user terminal 20.
  • the "correspondence information" used in the selection by the selection unit 12 described above is not limited to specific information, but includes, for example, the correspondence information shown in FIGS. 5 and 6.
  • FIG. 5 shows an example of correspondence information between a battle test, which is an example of play style information, and game design elements.
  • Game design elements include points, badges, leaderboards, performance graphs, meaningful stories, avatars, and teammates. Can be mentioned.
  • the above-mentioned "points” are generally rewarded when a specified action is achieved in a gamified environment, and serve as a numerical representation of the player's progress.
  • a "badge” is defined as a visual representation of an achievement and is an element that can be earned and collected in a gamified environment.
  • a "leaderboard” is an element that ranks players according to their relative success against certain success criteria.
  • a ⁇ performance graph'' is an element that provides information that compares a player's performance during a game with his previous performance, and unlike a leaderboard, it evaluates the player's own performance over time rather than that of other players.
  • a "meaningful story” refers to game elements that are unrelated to player performance; the narrative context you embed in a gamified application contextualizes in-game activities and characters, and is more than just points or achievements. Give meaning beyond the pursuit of.
  • An "avatar” is an element of the visual representation of a player in a gamified environment; the avatar is typically selected or created by the player.
  • Teammates are other real-life players or non-player characters (NPCs).
  • the Bartle test classifies play style information into four categories: Achiever, Explorer, Socializer, and Killer, depending on the player's temperament.
  • Achievers are player types who want to enjoy the game world individually
  • explorers are player types who want to advance in the game while interacting with characters and players in that world. He's the type of player I think he is.
  • a “socializer” is a player type who wants to advance the game while cooperating with the player
  • a “killer” is a player type who challenges the player as an individual.
  • FIG. 5 shows a correspondence table between each piece of play style information and each game design element, where " ⁇ " indicates compatibility, and "x” indicates compatibility, respectively.
  • "game design elements” that match the play style information "achiever” are points, badges, performance graphs, meaningful stories, and avatars. That is, if the user's play style information is "achiever", points, badges, performance graphs, meaningful stories, and avatars are selected as game design elements.
  • FIG. 6 shows, as another example of correspondence information, an example of correspondence information between the Big Five, which is an example of play style information, and game design elements. Note that the game design elements are the same as in the example shown in FIG. 5 described above.
  • the Big Five is a type of classification method for personality traits based on common language descriptors.As shown in Figure 6, the Big Five personality traits include agreeableness, conscientiousness, extraversion, neurotogni, and openness. It will be done. Among these, “agreeableness” is a characteristic that reflects individual differences in general concern for social harmony, and “conscientiousness” is a characteristic that reflects the tendency to be organized and reliable, the tendency to exhibit self-control, and the tendency to act faithfully. , a characteristic that represents a tendency to aim for achievement and a tendency to prefer planned actions over spontaneous actions.
  • “Extraversion” is a characteristic that expresses energy, excitement, self-assertion, sociability, seeking stimulation in interaction with others, and being talkative
  • “neuroticism” is a characteristic that expresses negative feelings such as anger, anxiety, and depression.
  • Openness is a trait that describes a person's tendency to experience emotional feelings, and openness is a trait that describes a general appreciation for art, emotion, adventure, unusual ideas, imagination, curiosity, and diverse experiences.
  • FIG. 6 shows a correspondence table between each piece of play style information and each game design element, where " ⁇ " indicates compatibility and "x” indicates compatibility, respectively.
  • "game design elements” that match the play style information "highly cooperative” are points, badges, performance graphs, meaningful stories, avatars, and teammates. That is, if the user's play style information is "highly cooperative," points, badges, performance graphs, meaningful stories, avatars, and teammates are selected as game design elements.
  • the process in FIG. 4 is started, for example, when a request for providing a game design element is transmitted from the user terminal 20 to the information providing apparatus 10 together with user data including at least attribute information.
  • the trigger may be executed at a predetermined start time, or may be executed periodically at predetermined time intervals.
  • the acquisition unit 11 receives the transmitted data and collects play style information. (that is, the play style information is included in the received user data) (step S2).
  • the acquisition unit 11 stores the acquired play style information in the play style information DB 11C, as shown by the broken line in FIG. 1 (step S3).
  • the acquisition unit 11 estimates the play style information as follows from the acquired user attribute information, and stores the acquired play style information in the play style information DB 11C.
  • Step S4 the acquisition unit 11 constructs a learning model using play style information and attribute information regarding a large number of users in the past and stores it in the learning model DB 11B (i.e., by inputting attribute information, (a learning model to output play style information according to the player's play style).
  • the acquisition unit 11 inputs the acquired attribute information regarding the user into the constructed learning model, thereby acquiring play style information according to the attribute information as an estimation result.
  • the selection unit 12 refers to “correspondence information between play style information and game design elements suitable for each play style” stored in a built-in memory (not shown), thereby obtaining the play style information acquired by the acquisition unit 11. (step S5), and further, the providing unit 13 provides the game design element selected by the selection unit 12 (the game design element corresponding to the user's play style information) to the user terminal 20. (Step S6).
  • One or more game design elements that match "B" are selected from the correspondence tables as shown in FIGS. 5 and 6 and provided to the user terminal 20.
  • the selected game design element that is, the game design element that matches the user's play style information
  • the user can select the game design element that matches the user's play style information. can be recognized.
  • game design elements suitable for the user's play style information are provided to the user, and effective gamification can be realized.
  • FIGS. 3(a) and 3(b) illustrate the case where one user has one play style, there are multiple play styles for one user, and the corresponding Users may have different degrees of suitability.
  • modification 1 as shown in FIG. 8, a case will be described in which there are a plurality of play styles with different degrees of suitability for each user.
  • FIG. 7 shows the processing in Modification 1.
  • Steps S1 to S4 are the same as those in the above embodiment, so redundant explanation will be omitted.
  • the selection unit 12 selects a game design element according to the play style information regarding the user using a predetermined method based on the degree of suitability included in each piece of play style information.
  • a predetermined method based on the degree of suitability included in each piece of play style information.
  • we estimate the top two play styles with the highest degree of suitability for a certain user and set the union of game design elements that match these two play styles (i.e., match at least one of the two play styles). (all game design elements).
  • the selected game design element is then provided to the user terminal 20 by the providing unit 13 (step S6).
  • the top two play styles A and B with the highest degree of suitability are estimated, and the union of game design elements that match these play styles A and B is estimated. is selected and provided to the user.
  • the top two play styles B and C with the highest degree of suitability are estimated, and the union of game design elements that match these play styles B and C is selected. provided to the user.
  • FIG. 5 shows an example where the correspondence between play style information and game design elements is expressed as " ⁇ (100%)" or "x (0%)".
  • person with user ID 1 For example, "person with user ID 1"
  • the above-mentioned response is expressed as a probability of "50%” or "60%” (that is, a probability that the game design element is effective).
  • Figure 10 shows that for the target user (person with user ID 1), the probability of belonging to "Achiever” as play style information is 40%, and the game design element "Points" is effective for play style information "Achiever".
  • the probability is 50%, similarly, the probability of belonging to "Explorer” as play style information is 30%, and the probability that the game design element "point” will be effective for play style information "Explorer” is 5%. It is shown that In modification example 2, as shown in FIG. 10, there are multiple play styles with different degrees of suitability for each target user, and as described above, the correspondence between play style information and game design elements is based on probability (probability that game design elements are effective). ) will be explained.
  • FIG. 9 shows the processing in Modification 2. Steps S1 to S4 are the same as those in the above embodiment, so redundant explanation will be omitted.
  • the selection unit 12 selects play style information regarding the target user based on the degree of suitability included in each piece of play style information, the probability included in the correspondence information (FIG. 10), and a predetermined threshold. Select compatible game design elements.
  • the selection unit 12 calculates the sum by multiplying the probability that the target user belongs to a certain play style and the probability that a specific game design element will work for a person belonging to the play style, and calculates the sum of the results. is equal to or greater than a predetermined threshold (for example, 40%), the game design element is determined to be a game design element that suits the target user, and is selected as a game design element to be provided (step S5B). ). The selected game design element is then provided to the user terminal 20 by the providing unit 13 (step S6).
  • a predetermined threshold for example, 40%
  • the selection unit 12 calculates the following (1) to (4) from the numerical values shown in bold lines in FIG. Find the sum of (1) to (4), (1) Probability of belonging to an achiever (40%) x probability of points being effective (50%) (2) Probability of belonging to Explorer (30%) x Probability of points being effective (5%) (3) Probability of belonging to socializer (20%) x probability of points being effective (80%) (4)Probability of belonging to killer (10%) x probability of point being effective (75%) Since the obtained total (45%) is equal to or higher than the threshold (for example, 40%), the game design element "points" is determined to be a game design element that suits the target user and is selected as a game design element to be provided. select.
  • the correspondence between play style information and game design elements is expressed as a probability (probability that the game design element is effective). Even if there is a game design element, it should be provided after accurately determining whether the game design element is suitable for the target user, depending on whether the sum of the products of the degree of suitability and the above probability is greater than or equal to the threshold. are selected and provided to the target user, it is possible to provide appropriate game design elements that suit the individual user and achieve effective gamification.
  • a selection unit that selects one or more game design elements according to the acquired play style information regarding the user, based on the correspondence information between the play style information and the game design elements suitable for each play style; a providing unit that provides the user with the game design element selected by the selection unit;
  • An information providing device comprising: [2] From the acquired attribute information regarding the user, by estimating play style information according to the attribute information, and By accepting play style information input by the user, an acquisition unit that acquires play style information regarding the user;
  • the information providing device according to [1], further comprising: [3]
  • the acquisition unit includes: Based on the acquired play style information and attribute information regarding a large number of users, construct a learning model for outputting play style information according to the attribute information by inputting the attribute information, By inputting acquired attribute information regarding the user into the constructed learning model, play style information according to the attribute information is acquired as an estimation result.
  • the information providing device includes a plurality of pieces of play style information each including a degree of suitability for the user,
  • the selection section is selecting one or more game design elements according to the play style information regarding the user based on the degree of suitability included in each play style information;
  • the information providing device according to any one of [1] to [3].
  • the acquired play style information regarding the user includes a plurality of pieces of play style information each including a degree of suitability for the user
  • the correspondence information includes correspondence information between play style information and a probability that each game design element is effective for a person belonging to each play style
  • the selection section is One or more game design elements are selected according to the play style information regarding the user based on the degree of suitability included in each play style information, the probability included in the correspondence information, and a predetermined threshold. do, The information providing device according to any one of [1] to [3].
  • each functional block may be realized using one physically or logically coupled device, or may be realized using two or more physically or logically separated devices directly or indirectly (e.g. , wired, wireless, etc.) and may be realized using a plurality of these devices.
  • the functional block may be realized by combining software with the one device or the plurality of devices.
  • Functions include judgment, decision, judgment, calculation, calculation, processing, derivation, investigation, exploration, confirmation, reception, transmission, output, access, resolution, selection, selection, establishment, comparison, assumption, expectation, consideration, These include, but are not limited to, broadcasting, notifying, communicating, forwarding, configuring, reconfiguring, allocating, mapping, and assigning. I can't do it.
  • a functional block (configuration unit) that performs transmission is called a transmitting unit or a transmitter. In either case, as described above, the implementation method is not particularly limited.
  • an information providing device or the like in an embodiment of the present disclosure may function as a computer that executes the processing of the present disclosure.
  • FIG. 11 is a diagram illustrating an example of the hardware configuration of the information providing device 10 according to an embodiment of the present disclosure.
  • the information providing apparatus 10 described above may be physically configured as a computer device including a processor 1001, a memory 1002, a storage 1003, a communication device 1004, an input device 1005, an output device 1006, a bus 1007, and the like.
  • the word “apparatus” can be read as a circuit, a device, a unit, etc.
  • the hardware configuration of the information providing device 10 may be configured to include one or more of each device shown in the figure, or may be configured without including some of the devices.
  • Each function in the information providing device 10 is performed by loading predetermined software (programs) onto hardware such as the processor 1001 and memory 1002, so that the processor 1001 performs calculations, controls communication by the communication device 1004, and controls communication by the communication device 1004. This is realized by controlling at least one of reading and writing data in the storage 1002 and the storage 1003.
  • the processor 1001 operates an operating system to control the entire computer.
  • the processor 1001 may be configured by a central processing unit (CPU) including an interface with peripheral devices, a control device, an arithmetic unit, registers, and the like.
  • CPU central processing unit
  • the baseband signal processing section 104, call processing section 105, etc. described above may be implemented by the processor 1001.
  • the processor 1001 reads programs (program codes), software modules, data, etc. from at least one of the storage 1003 and the communication device 1004 to the memory 1002, and executes various processes in accordance with these.
  • programs program codes
  • software modules software modules
  • data etc.
  • the program a program that causes a computer to execute at least part of the operations described in the above embodiments is used.
  • the control unit 401 of the user terminal 20 may be realized by a control program stored in the memory 1002 and operated on the processor 1001, and other functional blocks may be similarly realized.
  • Processor 1001 may be implemented by one or more chips. Note that the program may be transmitted from a network via a telecommunications line.
  • the memory 1002 is a computer-readable recording medium, and includes at least one of ROM (Read Only Memory), EPROM (Erasable Programmable ROM), EEPROM (Electrically Erasable Programmable ROM), RAM (Random Access Memory), etc. may be done.
  • Memory 1002 may be called a register, cache, main memory, or the like.
  • the memory 1002 can store executable programs (program codes), software modules, and the like to implement a wireless communication method according to an embodiment of the present disclosure.
  • the storage 1003 is a computer-readable recording medium, such as an optical disk such as a CD-ROM (Compact Disc ROM), a hard disk drive, a flexible disk, or a magneto-optical disk (for example, a compact disk, a digital versatile disk, or a Blu-ray disk). (registered trademark disk), smart card, flash memory (eg, card, stick, key drive), floppy disk, magnetic strip, etc.
  • Storage 1003 may also be called an auxiliary storage device.
  • the storage medium mentioned above may be, for example, a database including at least one of memory 1002 and storage 1003, a server, or other suitable medium.
  • the communication device 1004 is hardware (transmission/reception device) for communicating between computers via at least one of a wired network and a wireless network, and is also referred to as a network device, network controller, network card, communication module, etc., for example.
  • the communication device 1004 includes, for example, a high frequency switch, a duplexer, a filter, a frequency synthesizer, etc. in order to realize at least one of frequency division duplex (FDD) and time division duplex (TDD). It may be composed of.
  • FDD frequency division duplex
  • TDD time division duplex
  • the transmitter/receiver 103 may be implemented as a transmitter 103a and a receiver 103b that are physically or logically separated.
  • the input device 1005 is an input device (eg, keyboard, mouse, microphone, switch, button, sensor, etc.) that accepts input from the outside.
  • the output device 1006 is an output device (for example, a display, a speaker, an LED lamp, etc.) that performs output to the outside. Note that the input device 1005 and the output device 1006 may have an integrated configuration (for example, a touch panel).
  • each device such as the processor 1001 and the memory 1002 is connected by a bus 1007 for communicating information.
  • the bus 1007 may be configured using a single bus, or may be configured using different buses for each device.
  • the information providing device 10 also includes hardware such as a microprocessor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), a programmable logic device (PLD), and a field programmable gate array (FPGA).
  • DSP digital signal processor
  • ASIC application specific integrated circuit
  • PLD programmable logic device
  • FPGA field programmable gate array
  • a part or all of each functional block may be realized by the hardware.
  • processor 1001 may be implemented using at least one of these hardwares.
  • the notification of information may include physical layer signaling (e.g., DCI (Downlink Control Information), UCI (Uplink Control Information)), upper layer signaling (e.g., RRC (Radio Resource Control) signaling, MAC (Medium Access Control) signaling, It may be implemented using broadcast information (MIB (Master Information Block), SIB (System Information Block)), other signals, or a combination thereof.
  • RRC signaling may be called an RRC message, and may be, for example, an RRC Connection Setup message, an RRC Connection Reconfiguration message, or the like.
  • Each aspect/embodiment described in this disclosure is LTE (Long Term Evolution), LTE-A (LTE-Advanced), SUPER 3G, IMT-Advanced, 4G (4th generation mobile communication system), 5G (5th generation mobile communication system). system), 6th generation mobile communication system (6G), xth generation mobile communication system (xG) (xG (x is an integer or decimal number, for example)), FRA (Future Radio Access), NR (new Radio), New radio access ( NX), Future generation radio access (FX), W-CDMA (registered trademark), GSM (registered trademark), CDMA2000, UMB (Ultra Mobile Broadband), IEEE 802.11 (Wi-Fi (registered trademark)), IEEE 802 Systems that utilize .16 (WiMAX (registered trademark)), IEEE 802.20, UWB (Ultra-WideBand), Bluetooth (registered trademark), and other appropriate systems, and that are extended, modified, created, and defined based on these.
  • the present invention may be
  • the input/output information may be stored in a specific location (for example, memory) or may be managed using a management table. Information etc. to be input/output may be overwritten, updated, or additionally written. The output information etc. may be deleted. The input information etc. may be transmitted to other devices.
  • Judgment may be made using a value expressed by 1 bit (0 or 1), a truth value (Boolean: true or false), or a comparison of numerical values (for example, a predetermined value). (comparison with a value).
  • notification of prescribed information is not limited to being done explicitly, but may also be done implicitly (for example, not notifying the prescribed information). Good too.
  • Software includes instructions, instruction sets, code, code segments, program code, programs, subprograms, software modules, whether referred to as software, firmware, middleware, microcode, hardware description language, or by any other name. , should be broadly construed to mean an application, software application, software package, routine, subroutine, object, executable, thread of execution, procedure, function, etc.
  • software, instructions, information, etc. may be sent and received via a transmission medium.
  • a transmission medium For example, if the software uses wired technology (coaxial cable, fiber optic cable, twisted pair, digital subscriber line (DSL), etc.) and/or wireless technology (infrared, microwave, etc.) to create a website, When transmitted from a server or other remote source, these wired and/or wireless technologies are included within the definition of transmission medium.
  • wired technology coaxial cable, fiber optic cable, twisted pair, digital subscriber line (DSL), etc.
  • wireless technology infrared, microwave, etc.
  • data, instructions, commands, information, signals, bits, symbols, chips, etc. which may be referred to throughout the above description, may refer to voltages, currents, electromagnetic waves, magnetic fields or magnetic particles, light fields or photons, or any of these. It may also be represented by a combination of
  • At least one of the channel and the symbol may be a signal.
  • the signal may be a message.
  • a component carrier may also be called a carrier frequency, a cell, a frequency carrier, or the like.
  • system and “network” are used interchangeably.
  • radio resources may be indicated by an index.
  • determining may encompass a wide variety of operations.
  • “Judgment” and “decision” include, for example, judging, calculating, computing, processing, deriving, investigating, looking up, search, and inquiry. (e.g., searching in a table, database, or other data structure), and regarding an ascertaining as a “judgment” or “decision.”
  • judgment and “decision” refer to receiving (e.g., receiving information), transmitting (e.g., sending information), input, output, and access.
  • (accessing) may include considering something as a “judgment” or “decision.”
  • judgment and “decision” refer to resolving, selecting, choosing, establishing, comparing, etc. as “judgment” and “decision”. may be included.
  • judgment and “decision” may include regarding some action as having been “judged” or “determined.”
  • judgment (decision) may be read as “assuming", “expecting", “considering”, etc.
  • the phrase “based on” does not mean “based solely on” unless explicitly stated otherwise. In other words, the phrase “based on” means both “based only on” and “based at least on.”
  • any reference to elements using the designations "first,” “second,” etc. does not generally limit the amount or order of those elements. These designations may be used in this disclosure as a convenient way to distinguish between two or more elements. Thus, reference to a first and second element does not imply that only two elements may be employed or that the first element must precede the second element in any way.
  • a and B are different may mean “A and B are different from each other.” Note that the term may also mean that "A and B are each different from C”. Terms such as “separate” and “coupled” may also be interpreted similarly to “different.”
  • 10 Information providing device, 11... Acquisition unit, 11A... Attribute information DB, 11B... Learning model DB, 11C... Play style information DB, 12... Selection unit, 13... Providing unit, 20... User terminal, 1001... Processor, 1002 ...Memory, 1003...Storage, 1004...Communication device, 1005...Input device, 1006...Output device, 1007...Bus.

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Abstract

This information providing device (10) comprises: a selection unit (12) which selects one or more game design elements in response to acquired play style information about a user on the basis of corresponding information between the play style information and a game design element suitable for each play style; and a provision unit (13) which provides, to the user, the game design element selected by the selection unit (12).

Description

情報提供装置Information provision device
 本開示は、個々のユーザに合ったゲームデザイン要素(即ち、ゲーミフィケーションで扱われる基本的な構成要素)を提供する情報提供装置に関する。 The present disclosure relates to an information providing device that provides game design elements (i.e., basic components handled in gamification) tailored to individual users.
 近年、ゲーム要素をゲーム以外のものに応用する「ゲーミフィケーション」が、ユーザエンゲージメントや組織の生産性、フロー、学習、クラウドソーシング、従業員の採用および評価などを向上させる手法として注目されている。例えば、特許文献1には、ゲーミフィケーションを採用して、営業担当者の目標達成意欲を刺激し、運用の定着や活用度向上を図るための技術が開示されている。 In recent years, ``gamification,'' the application of game elements to things other than games, has attracted attention as a method to improve user engagement, organizational productivity, flow, learning, crowdsourcing, employee recruitment and evaluation, etc. . For example, Patent Document 1 discloses a technology that employs gamification to stimulate the motivation of sales personnel to achieve their goals, and to aim for establishing operation and improving the degree of utilization.
特開2014-081852号公報Japanese Patent Application Publication No. 2014-081852
 ところが、現状のゲーミフィケーションは、どのゲームデザイン要素も一般的に効果があると想定した上で、提供可能なゲーミフィケーション要素を全てのユーザに一律的に提供しており、ユーザの好き嫌いにも相関しうるユーザ属性やユーザが申告したプレイスタイル情報を考慮して選定されたゲームデザイン要素を提供する運用にはなっていない。そのため、特定のゲームデザイン要素が個々のユーザに合わない事態が想定され、このような事態に起因してゲーミフィケーションの効果が減退する点が懸念され、改善の余地があった。 However, current gamification assumes that all game design elements are generally effective, and provides available gamification elements uniformly to all users, depending on the user's likes and dislikes. However, the system does not provide game design elements selected in consideration of correlated user attributes and play style information reported by the user. Therefore, it is assumed that certain game design elements may not suit individual users, and there is concern that the effectiveness of gamification will be diminished due to such a situation, and there is room for improvement.
 本開示は、上記課題を解決するために成されたものであり、ユーザ個人に合ったゲームデザイン要素を提供し、効果的なゲーミフィケーションを実現することを目的とする。 The present disclosure has been made to solve the above problems, and aims to provide game design elements that suit individual users and realize effective gamification.
 本開示に係る情報提供装置は、プレイスタイル情報と各プレイスタイルに適したゲームデザイン要素との対応情報に基づいて、ユーザに関する取得されたプレイスタイル情報に応じた1つ以上のゲームデザイン要素を選択する選択部と、前記選択部により選択された前記ゲームデザイン要素を前記ユーザに提供する提供部と、を備える。 The information providing device according to the present disclosure selects one or more game design elements according to the acquired play style information regarding the user, based on the correspondence information between the play style information and the game design elements suitable for each play style. and a providing section that provides the user with the game design element selected by the selection section.
 上記の情報提供装置では、選択部が、プレイスタイル情報と各プレイスタイルに適したゲームデザイン要素との対応情報に基づいて、ユーザに関する取得されたプレイスタイル情報に応じた1つ以上のゲームデザイン要素を選択し、提供部が、選択された上記ゲームデザイン要素をユーザに提供する。ここで「ユーザに関する取得されたプレイスタイル情報」とは、ユーザから申告されたプレイスタイル情報であってもよいし、ユーザの属性情報から推定することで得られたプレイスタイル情報であってもよい。上記のようにして、ユーザに関する取得されたプレイスタイル情報に応じたゲームデザイン要素(ユーザ個人に合ったゲームデザイン要素)を当該ユーザに提供することができ、効果的なゲーミフィケーションを実現することができる。 In the above information providing device, the selection unit selects one or more game design elements according to the acquired play style information regarding the user, based on the correspondence information between the play style information and the game design elements suitable for each play style. is selected, and the providing unit provides the selected game design element to the user. Here, "play style information acquired regarding the user" may be play style information declared by the user, or may be play style information obtained by inferring from the user's attribute information. . As described above, it is possible to provide the user with game design elements (game design elements that suit the individual user) according to the acquired play style information about the user, thereby realizing effective gamification. I can do it.
 本開示によれば、ユーザ個人に合ったゲームデザイン要素を提供し、効果的なゲーミフィケーションを実現することができる。 According to the present disclosure, it is possible to provide game design elements that suit individual users and realize effective gamification.
発明の実施形態に係る情報提供装置の機能ブロック構成図である。FIG. 1 is a functional block configuration diagram of an information providing device according to an embodiment of the invention. 属性情報データベースの構造およびデータ例を示す図である。It is a figure showing the structure of an attribute information database, and an example of data. (a)はプレイスタイル情報データベースの構造およびデータ例を示す図であり、(b)は選択されたプレイスタイル情報をさらに格納した例を示す図である。(a) is a diagram showing the structure and data example of a play style information database, and (b) is a diagram showing an example in which selected play style information is further stored. 情報提供装置において実行される処理を示すフロー図である。FIG. 3 is a flow diagram showing processing executed in the information providing device. プレイスタイル情報(バートルテスト)とゲームデザイン要素との対応情報の第1の例を示す図である。FIG. 3 is a diagram showing a first example of correspondence information between play style information (bartle test) and game design elements. プレイスタイル情報(ビッグファイブ)とゲームデザイン要素との対応情報の第2の例を示す図である。FIG. 7 is a diagram showing a second example of correspondence information between play style information (Big Five) and game design elements. 第1変形例に係る処理を示すフロー図である。It is a flowchart which shows the process based on a 1st modification. 第1変形例に係る処理を説明するための図である。FIG. 7 is a diagram for explaining processing according to a first modification. 第2変形例に係る処理を示すフロー図である。It is a flowchart which shows the process based on a 2nd modification. 第2変形例に係る処理を説明するための図である。FIG. 7 is a diagram for explaining processing according to a second modification. 情報提供装置のハードウェア構成例を示す図である。It is a diagram showing an example of the hardware configuration of an information providing device.
 以下、図面を参照しながら、本開示に係る情報提供装置の一実施形態を説明する。図1に示すように、情報提供装置10は、取得部11、選択部12、および提供部13を備える。以下、各部の機能を概説する。 Hereinafter, one embodiment of an information providing device according to the present disclosure will be described with reference to the drawings. As shown in FIG. 1, the information providing device 10 includes an acquisition section 11, a selection section 12, and a provision section 13. The functions of each part are outlined below.
 取得部11は、ユーザに関するプレイスタイル情報を取得する機能部である。取得方法として、(1)ユーザに関する取得された属性情報から、その属性情報に応じたプレイスタイル情報を推定することによってプレイスタイル情報を取得する方法、および、(2)ユーザにより入力(申告)されたプレイスタイル情報を受け付けることによってプレイスタイル情報を取得する方法が挙げられる。上記(1)に関し、より具体的には、取得部11は、多数のユーザに関する取得されたプレイスタイル情報および属性情報から学習モデル(即ち、属性情報を入力することで該属性情報に応じたプレイスタイル情報を出力するための学習モデル)を構築し、構築された学習モデルに、ユーザに関する取得された属性情報を入力することで、該属性情報に応じたプレイスタイル情報を推定結果として取得する。このような取得部11は、属性情報データベース(DB)11A、学習モデルデータベース(DB)11B、およびプレイスタイル情報データベース(DB)11Cを内蔵する。 The acquisition unit 11 is a functional unit that acquires play style information regarding the user. The acquisition methods include (1) a method of acquiring play style information by estimating play style information according to the attribute information from the acquired attribute information about the user; and (2) a method of acquiring play style information by estimating play style information according to the attribute information input (declared) by the user. One example is a method of acquiring play style information by receiving play style information that has been received. Regarding (1) above, more specifically, the acquisition unit 11 generates a learning model (i.e., by inputting attribute information, a play style according to the attribute information is created based on the acquired play style information and attribute information regarding a large number of users. By constructing a learning model (for outputting style information) and inputting acquired attribute information regarding the user into the constructed learning model, play style information corresponding to the attribute information is acquired as an estimation result. Such an acquisition unit 11 includes an attribute information database (DB) 11A, a learning model database (DB) 11B, and a play style information database (DB) 11C.
 このうち属性情報DB11Aには、例えば図2に示すように、ユーザから取得された性別、年齢などの属性情報がユーザ識別子(ユーザID)をキーにして格納される。学習モデルDB11Bには、取得部11によって構築された学習モデルが格納される。プレイスタイル情報DB11Cには、例えば図3(a)に示すように、ユーザごとの様々なプレイスタイルA、B、C…がユーザIDをキーにして格納され、推定結果としてプレイスタイル情報が得られた後は、図3(b)に示すように、得られたプレイスタイル情報もユーザIDに対応付けられて格納される。図3(a)、(b)および後述する図8に記載した各プレイスタイル情報における「実測値」とは、ユーザにより入力(申告)されたプレイスタイル情報を意味し、「推定値」とは、ユーザの属性情報から推定されたプレイスタイル情報を意味する。また、あるプレイスタイルが「0」とは、当該プレイスタイルに該当しないことを意味し、あるプレイスタイルが「1」とは、当該プレイスタイルに該当することを意味する。なお、取得部11が、属性情報に応じたプレイスタイル情報を推定するために、上記のように学習モデルを構築して用いることは必須ではなく、これ以外の手法(例えば属性情報とプレイスタイルとの対応表を用いる手法など)を採用してもよい。 Of these, the attribute information DB 11A stores attribute information such as gender and age acquired from the user using a user identifier (user ID) as a key, as shown in FIG. 2, for example. The learning model DB 11B stores the learning model constructed by the acquisition unit 11. For example, as shown in FIG. 3(a), the play style information DB 11C stores various play styles A, B, C, etc. for each user using the user ID as a key, and play style information is obtained as an estimation result. After that, as shown in FIG. 3(b), the obtained play style information is also stored in association with the user ID. The "actual value" in each piece of play style information described in FIGS. 3(a) and (b) and FIG. 8 described later means the play style information input (declared) by the user, and the "estimated value" , means play style information estimated from user attribute information. Further, a play style of "0" means that the play style does not correspond to the play style, and a play style of "1" means that the play style corresponds to the play style. Note that it is not essential for the acquisition unit 11 to construct and use a learning model as described above in order to estimate play style information according to attribute information, and it is not necessary for the acquisition unit 11 to construct and use a learning model as described above. (e.g., a method using a correspondence table) may also be adopted.
 図1に戻り、選択部12は、プレイスタイル情報と各プレイスタイルに適したゲームデザイン要素との対応情報を、図示しない内蔵メモリに記憶しており、当該対応情報に基づいて、ユーザに関する取得されたプレイスタイル情報に応じた1つ以上のゲームデザイン要素を選択する機能部である。 Returning to FIG. 1, the selection unit 12 stores correspondence information between play style information and game design elements suitable for each play style in a built-in memory (not shown), and based on the correspondence information, the selection unit 12 stores correspondence information between play style information and game design elements suitable for each play style. This is a functional unit that selects one or more game design elements according to play style information.
 提供部13は、選択部12により選択されたゲームデザイン要素をユーザ端末20へ出力することで情報提供する機能部である。 The providing unit 13 is a functional unit that provides information by outputting the game design elements selected by the selection unit 12 to the user terminal 20.
 上記の選択部12による選択において用いられる「対応情報」としては、特定のものに限定されないが、例えば図5および図6に示す対応情報が挙げられる。 The "correspondence information" used in the selection by the selection unit 12 described above is not limited to specific information, but includes, for example, the correspondence information shown in FIGS. 5 and 6.
 図5には、プレイスタイル情報の一例であるバートルテストとゲームデザイン要素との対応情報の一例を示す。 FIG. 5 shows an example of correspondence information between a battle test, which is an example of play style information, and game design elements.
 ゲームデザイン要素としては、ポイント(points)、バッジ(badges)、リーダーボード(leaderboards)、パフォーマンスグラフ(performance graphs)、意味のあるストーリー(meaningful stories)、アバター(avatars)、および、チームメート(teammates)が挙げられる。上記の「ポイント」は、一般的にゲーム化された環境の中で指定された行動を達成した場合に報われ、プレイヤーの進歩を数値で表す役割を果たす要素である。「バッジ」は、成果を視覚的に表現したものと定義され、ゲーミフィケーションの環境で獲得および収集することができる要素である。「リーダーボード」は、一定の成功基準に照らし合わせて、相対的な成功度に応じてプレイヤーをランク付けする要素である。「パフォーマンスグラフ」は、ゲーム中のプレイヤーのパフォーマンスを直前のパフォーマンスと比較した情報を提供する要素であり、リーダーボードとは違い、他のプレイヤーではなくプレイヤー自身のパフォーマンスを経時的に評価する。「意味のあるストーリー」とは、プレイヤーのパフォーマンスとは関係のないゲーム要素のことであり、ゲーム化されたアプリケーションに埋め込む物語のコンテクストは、ゲーム内のアクティビティやキャラクターを文脈化し、単なるポイントや成果の追求を超えた意味を与える。「アバター」とは、ゲーミフィケーション環境におけるプレイヤーの視覚的表現の要素であり、通常、アバターはプレイヤーが選択するか、あるいは作成する。「チームメート」とは、他の現実のプレイヤー、またはノンプレイヤーキャラクター(NPC)のことである。 Game design elements include points, badges, leaderboards, performance graphs, meaningful stories, avatars, and teammates. Can be mentioned. The above-mentioned "points" are generally rewarded when a specified action is achieved in a gamified environment, and serve as a numerical representation of the player's progress. A "badge" is defined as a visual representation of an achievement and is an element that can be earned and collected in a gamified environment. A "leaderboard" is an element that ranks players according to their relative success against certain success criteria. A ``performance graph'' is an element that provides information that compares a player's performance during a game with his previous performance, and unlike a leaderboard, it evaluates the player's own performance over time rather than that of other players. A "meaningful story" refers to game elements that are unrelated to player performance; the narrative context you embed in a gamified application contextualizes in-game activities and characters, and is more than just points or achievements. Give meaning beyond the pursuit of. An "avatar" is an element of the visual representation of a player in a gamified environment; the avatar is typically selected or created by the player. "Teammates" are other real-life players or non-player characters (NPCs).
 バートルテストとは、プレイスタイル情報を、プレイヤーの気質に応じて、アチーバー(Achiever)、エクスプローラー(Explorer)、ソーシャライザー(Socializer)、および、キラー(Killer)の4つに分類するものである。このうち、「アチーバー」は、ゲーム世界を個人で楽しみたいというプレイヤータイプであり、「エクスプローラー」は、ゲーム内の世界で、その世界の登場人物やプレイヤーと関わり合いを持ちながらゲームを進めたいと思うプレイヤータイプである。「ソーシャライザー」は、プレイヤーと協力しながらゲームを進めたいというプレイヤータイプであり、「キラー」は、プレイヤーに対して個人として戦いを挑んでいくプレイヤータイプである。 The Bartle test classifies play style information into four categories: Achiever, Explorer, Socializer, and Killer, depending on the player's temperament. Among these, "achievers" are player types who want to enjoy the game world individually, and "explorers" are player types who want to advance in the game while interacting with characters and players in that world. He's the type of player I think he is. A "socializer" is a player type who wants to advance the game while cooperating with the player, and a "killer" is a player type who challenges the player as an individual.
 図5には、各プレイスタイル情報と各ゲームデザイン要素との対応表を示しており、「〇」は適合することを、「×」は適合しないことをそれぞれ示す。例えば、プレイスタイル情報「アチーバー」に適合する「ゲームデザイン要素」は、ポイント、バッジ、パフォーマンスグラフ、意味のあるストーリー、およびアバターであることが分かる。即ち、ユーザのプレイスタイル情報が「アチーバー」であれば、ゲームデザイン要素として、ポイント、バッジ、パフォーマンスグラフ、意味のあるストーリー、およびアバターが選択される。 FIG. 5 shows a correspondence table between each piece of play style information and each game design element, where "〇" indicates compatibility, and "x" indicates compatibility, respectively. For example, it can be seen that "game design elements" that match the play style information "achiever" are points, badges, performance graphs, meaningful stories, and avatars. That is, if the user's play style information is "achiever", points, badges, performance graphs, meaningful stories, and avatars are selected as game design elements.
 図6には、対応情報の別の例として、プレイスタイル情報の一例であるビッグファイブとゲームデザイン要素との対応情報の一例を示す。なお、ゲームデザイン要素については、前述した図5の例と同様である。 FIG. 6 shows, as another example of correspondence information, an example of correspondence information between the Big Five, which is an example of play style information, and game design elements. Note that the game design elements are the same as in the example shown in FIG. 5 described above.
 ビッグファイブとは、共通言語記述子に基づくパーソナリティ特性の分類法の一種であり、図6に示すように性格特性として、協調性、誠実性、外向性、神経症傾向、開放性の5つが挙げられる。このうち「協調性」は、社会的調和に対する一般的関心における個人差を反映する特性であり、「誠実性」は、組織化され信頼できる傾向、自己コントロール能力を示す傾向、忠実に行動する傾向、達成を目指す傾向、自発的な行動よりも計画的な行動を好む傾向を表す特性である。「外向性」は、活力、興奮、自己主張、社交性、他人との付き合いで刺激を求める、おしゃべりであることを表す特性であり、「神経症傾向」は、怒り、不安、抑うつなどの否定的な感情を経験する傾向を表す特性であり、「開放性」は、芸術、感情、冒険、珍しいアイディア、想像力、好奇心、および多様な経験に対する一般的な評価を表す特性である。 The Big Five is a type of classification method for personality traits based on common language descriptors.As shown in Figure 6, the Big Five personality traits include agreeableness, conscientiousness, extraversion, neuroticism, and openness. It will be done. Among these, "agreeableness" is a characteristic that reflects individual differences in general concern for social harmony, and "conscientiousness" is a characteristic that reflects the tendency to be organized and reliable, the tendency to exhibit self-control, and the tendency to act faithfully. , a characteristic that represents a tendency to aim for achievement and a tendency to prefer planned actions over spontaneous actions. "Extraversion" is a characteristic that expresses energy, excitement, self-assertion, sociability, seeking stimulation in interaction with others, and being talkative, while "neuroticism" is a characteristic that expresses negative feelings such as anger, anxiety, and depression. Openness is a trait that describes a person's tendency to experience emotional feelings, and openness is a trait that describes a general appreciation for art, emotion, adventure, unusual ideas, imagination, curiosity, and diverse experiences.
 図6には、各プレイスタイル情報と各ゲームデザイン要素との対応表を示しており、「〇」は適合することを、「×」は適合しないことをそれぞれ示す。例えば、プレイスタイル情報「協調性が高い」に適合する「ゲームデザイン要素」は、ポイント、バッジ、パフォーマンスグラフ、意味のあるストーリー、アバター、およびチームメートであることが分かる。即ち、ユーザのプレイスタイル情報が「協調性が高い」であれば、ゲームデザイン要素として、ポイント、バッジ、パフォーマンスグラフ、意味のあるストーリー、アバター、およびチームメートが選択される。 FIG. 6 shows a correspondence table between each piece of play style information and each game design element, where "〇" indicates compatibility and "x" indicates compatibility, respectively. For example, it can be seen that "game design elements" that match the play style information "highly cooperative" are points, badges, performance graphs, meaningful stories, avatars, and teammates. That is, if the user's play style information is "highly cooperative," points, badges, performance graphs, meaningful stories, avatars, and teammates are selected as game design elements.
 次に、図4のフロー図に沿って本実施形態において実行される処理を説明する。図4の処理は、例えば、ユーザ端末20から情報提供装置10へ、少なくとも属性情報を含むユーザデータとともにゲームデザイン要素の提供要求が送信されたことをトリガーとして実行開始される。もちろん、上記トリガー以外に、予め定められた開始時刻に実行してもよいし、所定時間おきに定期的に実行してもよい。 Next, the processing executed in this embodiment will be explained along the flowchart of FIG. 4. The process in FIG. 4 is started, for example, when a request for providing a game design element is transmitted from the user terminal 20 to the information providing apparatus 10 together with user data including at least attribute information. Of course, in addition to the above trigger, the trigger may be executed at a predetermined start time, or may be executed periodically at predetermined time intervals.
 ユーザ端末20から情報提供装置10へ、少なくとも属性情報を含むユーザデータとともにゲームデザイン要素の提供要求が送信されると(ステップS1)、取得部11は、送信されてきたデータを受け取り、プレイスタイル情報を取得した(即ち、受け取ったユーザデータにプレイスタイル情報が含まれている)か否かを判定する(ステップS2)。 When a request for providing game design elements is transmitted from the user terminal 20 to the information providing apparatus 10 together with user data including at least attribute information (step S1), the acquisition unit 11 receives the transmitted data and collects play style information. (that is, the play style information is included in the received user data) (step S2).
 ここで、プレイスタイル情報を取得した場合は、図1に破線で示すように、取得部11は、取得したプレイスタイル情報をプレイスタイル情報DB11Cに格納する(ステップS3)。一方、ステップS2でプレイスタイル情報を取得していない場合、取得部11は、取得したユーザの属性情報から、以下のようにプレイスタイル情報を推定し、得られたプレイスタイル情報をプレイスタイル情報DB11Cに格納する(ステップS4)。このステップS4において、取得部11は、過去に多数のユーザに関するプレイスタイル情報および属性情報を用いて構築し、学習モデルDB11Bに格納した学習モデル(即ち、属性情報を入力することで該属性情報に応じたプレイスタイル情報を出力するための学習モデル)を活用する。具体的にステップS4では、取得部11は、構築された学習モデルに、ユーザに関する取得された属性情報を入力することで、該属性情報に応じたプレイスタイル情報を推定結果として取得する。 Here, when the play style information is acquired, the acquisition unit 11 stores the acquired play style information in the play style information DB 11C, as shown by the broken line in FIG. 1 (step S3). On the other hand, if the play style information is not acquired in step S2, the acquisition unit 11 estimates the play style information as follows from the acquired user attribute information, and stores the acquired play style information in the play style information DB 11C. (Step S4). In this step S4, the acquisition unit 11 constructs a learning model using play style information and attribute information regarding a large number of users in the past and stores it in the learning model DB 11B (i.e., by inputting attribute information, (a learning model to output play style information according to the player's play style). Specifically, in step S4, the acquisition unit 11 inputs the acquired attribute information regarding the user into the constructed learning model, thereby acquiring play style information according to the attribute information as an estimation result.
 次に、選択部12は、図示しない内蔵メモリに記憶した「プレイスタイル情報と各プレイスタイルに適したゲームデザイン要素との対応情報」を参照することで、取得部11において取得されたプレイスタイル情報に応じたゲームデザイン要素を選択し(ステップS5)、さらに、提供部13が、選択部12により選択されたゲームデザイン要素(ユーザのプレイスタイル情報に応じたゲームデザイン要素)をユーザ端末20へ提供する(ステップS6)。 Next, the selection unit 12 refers to “correspondence information between play style information and game design elements suitable for each play style” stored in a built-in memory (not shown), thereby obtaining the play style information acquired by the acquisition unit 11. (step S5), and further, the providing unit 13 provides the game design element selected by the selection unit 12 (the game design element corresponding to the user's play style information) to the user terminal 20. (Step S6).
 上記の図4の処理によって、例えば、図3(b)に示すユーザID「1」のユーザについては、値「1」が設定された「プレイスタイルB」が推定され、推定結果の「プレイスタイルB」に適合する1つ以上のゲームデザイン要素が図5、図6のような対応表から選択されて、ユーザ端末20へ提供される。これにより、選択されたゲームデザイン要素(即ち、ユーザのプレイスタイル情報に適合したゲームデザイン要素)は、例えばユーザ端末20の表示画面に表示され、ユーザは自分のプレイスタイル情報に適合したゲームデザイン要素を認知することができる。 Through the process shown in FIG. 4 above, for example, for the user with user ID "1" shown in FIG. One or more game design elements that match "B" are selected from the correspondence tables as shown in FIGS. 5 and 6 and provided to the user terminal 20. As a result, the selected game design element (that is, the game design element that matches the user's play style information) is displayed, for example, on the display screen of the user terminal 20, and the user can select the game design element that matches the user's play style information. can be recognized.
 以上のような実施形態により、ユーザのプレイスタイル情報に適合した(ユーザ個人に合った)ゲームデザイン要素が当該ユーザに提供され、効果的なゲーミフィケーションを実現することができる。 According to the above-described embodiments, game design elements suitable for the user's play style information (suitable for the individual user) are provided to the user, and effective gamification can be realized.
 次に、選択部12による選択処理に関する2つの変形例を順に説明する。 Next, two modified examples regarding the selection process by the selection unit 12 will be explained in order.
 (変形例1)
 図3(a)、図3(b)には、1人のユーザのプレイスタイルが1つである場合を例示したが、1人のユーザのプレイスタイルが複数存在し、複数のプレイスタイルにおいて当該ユーザの適合度合いが異なる場合がありうる。変形例1では、図8に示すように、各ユーザにつき適合度合いが異なる複数のプレイスタイルが存在する場合について説明する。
(Modification 1)
Although FIGS. 3(a) and 3(b) illustrate the case where one user has one play style, there are multiple play styles for one user, and the corresponding Users may have different degrees of suitability. In modification 1, as shown in FIG. 8, a case will be described in which there are a plurality of play styles with different degrees of suitability for each user.
 図7には、変形例1における処理を示す。ステップS1~S4は上記実施形態と同様なので、重複した説明は省略する。ステップS5Aにおいて、選択部12は、各プレイスタイル情報に含まれた適合度合いに基づき、予め定められた手法で、ユーザに関するプレイスタイル情報に応じたゲームデザイン要素を選択する。ここでは、一例として、あるユーザについて、適合度合いが高い上位2つのプレイスタイルを推定し、これら2つのプレイスタイルに適合するゲームデザイン要素の和集合(即ち、2つのプレイスタイルのうち少なくとも一方に適合するゲームデザイン要素すべて)を選択する。そして、選択されたゲームデザイン要素は、提供部13により、ユーザ端末20へ提供される(ステップS6)。 FIG. 7 shows the processing in Modification 1. Steps S1 to S4 are the same as those in the above embodiment, so redundant explanation will be omitted. In step S5A, the selection unit 12 selects a game design element according to the play style information regarding the user using a predetermined method based on the degree of suitability included in each piece of play style information. Here, as an example, we estimate the top two play styles with the highest degree of suitability for a certain user, and set the union of game design elements that match these two play styles (i.e., match at least one of the two play styles). (all game design elements). The selected game design element is then provided to the user terminal 20 by the providing unit 13 (step S6).
 具体的には、図8に示すユーザID「1」のユーザについては、適合度合いが高い上位2つのプレイスタイルA、Bが推定され、これらプレイスタイルA、Bに適合するゲームデザイン要素の和集合が選択されて、当該ユーザに提供される。同様に、ユーザID「2」のユーザについては、適合度合いが高い上位2つのプレイスタイルB、Cが推定され、これらプレイスタイルB、Cに適合するゲームデザイン要素の和集合が選択されて、当該ユーザに提供される。 Specifically, for the user with user ID "1" shown in FIG. 8, the top two play styles A and B with the highest degree of suitability are estimated, and the union of game design elements that match these play styles A and B is estimated. is selected and provided to the user. Similarly, for the user with user ID "2", the top two play styles B and C with the highest degree of suitability are estimated, and the union of game design elements that match these play styles B and C is selected. provided to the user.
 このようにして、各ユーザにつき適合度合いが異なる複数のプレイスタイルが存在する場合であっても、適合度合いに基づき適切なプレイスタイル情報が推定され、適切なプレイスタイル情報に適合したユーザ個人に合ったゲームデザイン要素が選択されて、ユーザに提供されるため、ユーザ個人に合った適切なゲームデザイン要素の提供を実現し、効果的なゲーミフィケーションを実現することができる。 In this way, even if there are multiple play styles with different degrees of suitability for each user, appropriate play style information is estimated based on the degree of suitability, and the appropriate play style information is Since the game design elements are selected and provided to the user, it is possible to provide appropriate game design elements that suit the individual user and achieve effective gamification.
 (変形例2)
 図5には、プレイスタイル情報とゲームデザイン要素との対応が「〇(100%)」又は「×(0%)」で表される例を示したが、図10に示すように、対象ユーザ(例えば「ユーザIDが1の人」)について、上記の対応が「50%」、「60%」といった確率(即ち、ゲームデザイン要素が効く確率)で表される場合も想定される。図10には、対象ユーザ(ユーザIDが1の人)について、プレイスタイル情報として「アチーバー」に属する確率が40%であり、プレイスタイル情報「アチーバー」に対し、ゲームデザイン要素「ポイント」が効く確率が50%であると示され、同様に、プレイスタイル情報として「エクスプローラー」に属する確率が30%であり、プレイスタイル情報「エクスプローラー」に対し、ゲームデザイン要素「ポイント」が効く確率が5%であると示されている。変形例2では、図10に示すように、対象ユーザにつき適合度合いが異なる複数のプレイスタイルが存在し且つ上記のようにプレイスタイル情報とゲームデザイン要素との対応が確率(ゲームデザイン要素が効く確率)で表される場合について説明する。
(Modification 2)
Figure 5 shows an example where the correspondence between play style information and game design elements is expressed as "〇 (100%)" or "x (0%)". (For example, "person with user ID 1"), it is also assumed that the above-mentioned response is expressed as a probability of "50%" or "60%" (that is, a probability that the game design element is effective). Figure 10 shows that for the target user (person with user ID 1), the probability of belonging to "Achiever" as play style information is 40%, and the game design element "Points" is effective for play style information "Achiever". It is shown that the probability is 50%, similarly, the probability of belonging to "Explorer" as play style information is 30%, and the probability that the game design element "point" will be effective for play style information "Explorer" is 5%. It is shown that In modification example 2, as shown in FIG. 10, there are multiple play styles with different degrees of suitability for each target user, and as described above, the correspondence between play style information and game design elements is based on probability (probability that game design elements are effective). ) will be explained.
 図9には、変形例2における処理を示す。ステップS1~S4は上記実施形態と同様なので、重複した説明は省略する。ステップS5Bにおいて、選択部12は、各プレイスタイル情報に含まれた適合度合いと、対応情報(図10)に含まれた確率と、予め定められた閾値とに基づき、対象ユーザに関するプレイスタイル情報に適合したゲームデザイン要素を選択する。 FIG. 9 shows the processing in Modification 2. Steps S1 to S4 are the same as those in the above embodiment, so redundant explanation will be omitted. In step S5B, the selection unit 12 selects play style information regarding the target user based on the degree of suitability included in each piece of play style information, the probability included in the correspondence information (FIG. 10), and a predetermined threshold. Select compatible game design elements.
 具体的には、選択部12は、対象ユーザが、あるプレイスタイルに属する確率と、当該プレイスタイルに属する人に特定のゲームデザイン要素が効く確率とを掛け合わせて総和を求め、得られた総和が予め定められた閾値(ここでは例えば40%)以上であれば、当該ゲームデザイン要素を、対象ユーザに合ったゲームデザイン要素であると判断し、提供すべきゲームデザイン要素として選択する(ステップS5B)。そして、選択されたゲームデザイン要素は、提供部13により、ユーザ端末20へ提供される(ステップS6)。 Specifically, the selection unit 12 calculates the sum by multiplying the probability that the target user belongs to a certain play style and the probability that a specific game design element will work for a person belonging to the play style, and calculates the sum of the results. is equal to or greater than a predetermined threshold (for example, 40%), the game design element is determined to be a game design element that suits the target user, and is selected as a game design element to be provided (step S5B). ). The selected game design element is then provided to the user terminal 20 by the providing unit 13 (step S6).
 図10を用いて説明すると、対象ユーザ(ユーザIDが1の人)については、選択部12は、図10に太線で示す箇所の数値から、以下の(1)~(4)を算出し、(1)~(4)の総和を求め、
(1)アチーバーに属する確率(40%)×ポイントが効く確率(50%)
(2)エクスプローラーに属する確率(30%)×ポイントが効く確率(5%)
(3)ソーシャライザーに属する確率(20%)×ポイントが効く確率(80%)
(4)キラーに属する確率(10%)×ポイントが効く確率(75%)
得られた総和(45%)が閾値(例えば40%)以上であるため、当該ゲームデザイン要素「ポイント」を、対象ユーザに合ったゲームデザイン要素であると判断し、提供すべきゲームデザイン要素として選択する。
To explain using FIG. 10, for the target user (a person whose user ID is 1), the selection unit 12 calculates the following (1) to (4) from the numerical values shown in bold lines in FIG. Find the sum of (1) to (4),
(1) Probability of belonging to an achiever (40%) x probability of points being effective (50%)
(2) Probability of belonging to Explorer (30%) x Probability of points being effective (5%)
(3) Probability of belonging to socializer (20%) x probability of points being effective (80%)
(4)Probability of belonging to killer (10%) x probability of point being effective (75%)
Since the obtained total (45%) is equal to or higher than the threshold (for example, 40%), the game design element "points" is determined to be a game design element that suits the target user and is selected as a game design element to be provided. select.
 このようにして、対象ユーザにつき適合度合いが異なる複数のプレイスタイルが存在し且つ上記のようにプレイスタイル情報とゲームデザイン要素との対応が確率(ゲームデザイン要素が効く確率)で表される場合であっても、適合度合いと上記確率との積の総和が閾値以上か否かに応じて、対象ユーザに合ったゲームデザイン要素か否かが的確に判断された上で、提供すべきゲームデザイン要素が選択され、対象ユーザに提供されるため、ユーザ個人に合った適切なゲームデザイン要素の提供を実現し、効果的なゲーミフィケーションを実現することができる。 In this way, when there are multiple play styles with different degrees of suitability for each target user, and as described above, the correspondence between play style information and game design elements is expressed as a probability (probability that the game design element is effective). Even if there is a game design element, it should be provided after accurately determining whether the game design element is suitable for the target user, depending on whether the sum of the products of the degree of suitability and the above probability is greater than or equal to the threshold. are selected and provided to the target user, it is possible to provide appropriate game design elements that suit the individual user and achieve effective gamification.
 なお、本開示の要旨は以下の[1]~[5]に存する。
[1] プレイスタイル情報と各プレイスタイルに適したゲームデザイン要素との対応情報に基づいて、ユーザに関する取得されたプレイスタイル情報に応じた1つ以上のゲームデザイン要素を選択する選択部と、
 前記選択部により選択された前記ゲームデザイン要素を前記ユーザに提供する提供部と、
 を備える情報提供装置。
[2] 前記ユーザに関する取得された属性情報から、該属性情報に応じたプレイスタイル情報を推定することにより、および、
前記ユーザにより入力されたプレイスタイル情報を受け付けることにより、
前記ユーザに関するプレイスタイル情報を取得する取得部、
 をさらに備える[1]に記載の情報提供装置。
[3] 前記取得部は、
多数のユーザに関する取得されたプレイスタイル情報および属性情報に基づき、属性情報を入力することで該属性情報に応じたプレイスタイル情報を出力するための学習モデルを構築し、
 構築された前記学習モデルに、前記ユーザに関する取得された属性情報を入力することで、該属性情報に応じたプレイスタイル情報を推定結果として取得する、
 [2]に記載の情報提供装置。
[4] 前記ユーザに関する取得されたプレイスタイル情報は、当該ユーザへの適合度合いをそれぞれ含んだ複数のプレイスタイル情報、を含み、
 前記選択部は、
各プレイスタイル情報に含まれた前記適合度合いに基づき、前記ユーザに関する前記プレイスタイル情報に応じた1つ以上のゲームデザイン要素を選択する、
 [1]~[3]の何れか一項に記載の情報提供装置。
[5] 前記ユーザに関する取得されたプレイスタイル情報は、当該ユーザへの適合度合いをそれぞれ含んだ複数のプレイスタイル情報、を含み、
 前記対応情報は、プレイスタイル情報と、各プレイスタイルに属する人にゲームデザイン要素それぞれが効く確率との対応情報、を含み、
 前記選択部は、
各プレイスタイル情報に含まれた前記適合度合いと、前記対応情報に含まれた前記確率と、所定の閾値とに基づき、前記ユーザに関する前記プレイスタイル情報に応じた1つ以上のゲームデザイン要素を選択する、
 [1]~[3]の何れか一項に記載の情報提供装置。
Note that the gist of the present disclosure resides in the following [1] to [5].
[1] A selection unit that selects one or more game design elements according to the acquired play style information regarding the user, based on the correspondence information between the play style information and the game design elements suitable for each play style;
a providing unit that provides the user with the game design element selected by the selection unit;
An information providing device comprising:
[2] From the acquired attribute information regarding the user, by estimating play style information according to the attribute information, and
By accepting play style information input by the user,
an acquisition unit that acquires play style information regarding the user;
The information providing device according to [1], further comprising:
[3] The acquisition unit includes:
Based on the acquired play style information and attribute information regarding a large number of users, construct a learning model for outputting play style information according to the attribute information by inputting the attribute information,
By inputting acquired attribute information regarding the user into the constructed learning model, play style information according to the attribute information is acquired as an estimation result.
The information providing device according to [2].
[4] The acquired play style information regarding the user includes a plurality of pieces of play style information each including a degree of suitability for the user,
The selection section is
selecting one or more game design elements according to the play style information regarding the user based on the degree of suitability included in each play style information;
The information providing device according to any one of [1] to [3].
[5] The acquired play style information regarding the user includes a plurality of pieces of play style information each including a degree of suitability for the user,
The correspondence information includes correspondence information between play style information and a probability that each game design element is effective for a person belonging to each play style,
The selection section is
One or more game design elements are selected according to the play style information regarding the user based on the degree of suitability included in each play style information, the probability included in the correspondence information, and a predetermined threshold. do,
The information providing device according to any one of [1] to [3].
 (用語の説明、ハードウェア構成(図11)の説明など)
 なお、上記実施形態の説明に用いたブロック図は、機能単位のブロックを示している。これらの機能ブロック(構成部)は、ハードウェア及びソフトウェアの少なくとも一方の任意の組み合わせによって実現される。また、各機能ブロックの実現方法は特に限定されない。すなわち、各機能ブロックは、物理的又は論理的に結合した1つの装置を用いて実現されてもよいし、物理的又は論理的に分離した2つ以上の装置を直接的又は間接的に(例えば、有線、無線などを用いて)接続し、これら複数の装置を用いて実現されてもよい。機能ブロックは、上記1つの装置又は上記複数の装置にソフトウェアを組み合わせて実現されてもよい。
(Explanation of terms, explanation of hardware configuration (Figure 11), etc.)
It should be noted that the block diagram used to explain the above embodiment shows blocks in functional units. These functional blocks (components) are realized by any combination of at least one of hardware and software. Furthermore, the method for realizing each functional block is not particularly limited. That is, each functional block may be realized using one physically or logically coupled device, or may be realized using two or more physically or logically separated devices directly or indirectly (e.g. , wired, wireless, etc.) and may be realized using a plurality of these devices. The functional block may be realized by combining software with the one device or the plurality of devices.
 機能には、判断、決定、判定、計算、算出、処理、導出、調査、探索、確認、受信、送信、出力、アクセス、解決、選択、選定、確立、比較、想定、期待、見做し、報知(broadcasting)、通知(notifying)、通信(communicating)、転送(forwarding)、構成(configuring)、再構成(reconfiguring)、割り当て(allocating、mapping)、割り振り(assigning)などがあるが、これらに限られない。たとえば、送信を機能させる機能ブロック(構成部)は、送信部(transmitting unit)や送信機(transmitter)と呼称される。いずれも、上述したとおり、実現方法は特に限定されない。 Functions include judgment, decision, judgment, calculation, calculation, processing, derivation, investigation, exploration, confirmation, reception, transmission, output, access, resolution, selection, selection, establishment, comparison, assumption, expectation, consideration, These include, but are not limited to, broadcasting, notifying, communicating, forwarding, configuring, reconfiguring, allocating, mapping, and assigning. I can't do it. For example, a functional block (configuration unit) that performs transmission is called a transmitting unit or a transmitter. In either case, as described above, the implementation method is not particularly limited.
 例えば、本開示の一実施形態における情報提供装置などは、本開示の処理を実行するコンピュータとして機能してもよい。図11は、本開示の一実施形態に係る情報提供装置10のハードウェア構成の一例を示す図である。上述の情報提供装置10は、物理的には、プロセッサ1001、メモリ1002、ストレージ1003、通信装置1004、入力装置1005、出力装置1006、バス1007などを含むコンピュータ装置として構成されてもよい。 For example, an information providing device or the like in an embodiment of the present disclosure may function as a computer that executes the processing of the present disclosure. FIG. 11 is a diagram illustrating an example of the hardware configuration of the information providing device 10 according to an embodiment of the present disclosure. The information providing apparatus 10 described above may be physically configured as a computer device including a processor 1001, a memory 1002, a storage 1003, a communication device 1004, an input device 1005, an output device 1006, a bus 1007, and the like.
 なお、以下の説明では、「装置」という文言は、回路、デバイス、ユニットなどに読み替えることができる。情報提供装置10のハードウェア構成は、図に示した各装置を1つ又は複数含むように構成されてもよいし、一部の装置を含まずに構成されてもよい。 Note that in the following description, the word "apparatus" can be read as a circuit, a device, a unit, etc. The hardware configuration of the information providing device 10 may be configured to include one or more of each device shown in the figure, or may be configured without including some of the devices.
 情報提供装置10における各機能は、プロセッサ1001、メモリ1002などのハードウェア上に所定のソフトウェア(プログラム)を読み込ませることによって、プロセッサ1001が演算を行い、通信装置1004による通信を制御したり、メモリ1002及びストレージ1003におけるデータの読み出し及び書き込みの少なくとも一方を制御したりすることによって実現される。 Each function in the information providing device 10 is performed by loading predetermined software (programs) onto hardware such as the processor 1001 and memory 1002, so that the processor 1001 performs calculations, controls communication by the communication device 1004, and controls communication by the communication device 1004. This is realized by controlling at least one of reading and writing data in the storage 1002 and the storage 1003.
 プロセッサ1001は、例えば、オペレーティングシステムを動作させてコンピュータ全体を制御する。プロセッサ1001は、周辺装置とのインタフェース、制御装置、演算装置、レジスタなどを含む中央処理装置(CPU:Central Processing Unit)によって構成されてもよい。例えば、上述のベースバンド信号処理部104、呼処理部105などは、プロセッサ1001によって実現されてもよい。 The processor 1001, for example, operates an operating system to control the entire computer. The processor 1001 may be configured by a central processing unit (CPU) including an interface with peripheral devices, a control device, an arithmetic unit, registers, and the like. For example, the baseband signal processing section 104, call processing section 105, etc. described above may be implemented by the processor 1001.
 また、プロセッサ1001は、プログラム(プログラムコード)、ソフトウェアモジュール、データなどを、ストレージ1003及び通信装置1004の少なくとも一方からメモリ1002に読み出し、これらに従って各種の処理を実行する。プログラムとしては、上述の実施の形態において説明した動作の少なくとも一部をコンピュータに実行させるプログラムが用いられる。例えば、ユーザ端末20の制御部401は、メモリ1002に格納され、プロセッサ1001において動作する制御プログラムによって実現されてもよく、他の機能ブロックについても同様に実現されてもよい。上述の各種処理は、1つのプロセッサ1001によって実行される旨を説明してきたが、2以上のプロセッサ1001により同時又は逐次に実行されてもよい。プロセッサ1001は、1以上のチップによって実装されてもよい。なお、プログラムは、電気通信回線を介してネットワークから送信されても良い。 Furthermore, the processor 1001 reads programs (program codes), software modules, data, etc. from at least one of the storage 1003 and the communication device 1004 to the memory 1002, and executes various processes in accordance with these. As the program, a program that causes a computer to execute at least part of the operations described in the above embodiments is used. For example, the control unit 401 of the user terminal 20 may be realized by a control program stored in the memory 1002 and operated on the processor 1001, and other functional blocks may be similarly realized. Although the various processes described above have been described as being executed by one processor 1001, they may be executed by two or more processors 1001 simultaneously or sequentially. Processor 1001 may be implemented by one or more chips. Note that the program may be transmitted from a network via a telecommunications line.
 メモリ1002は、コンピュータ読み取り可能な記録媒体であり、例えば、ROM(Read Only Memory)、EPROM(Erasable Programmable ROM)、EEPROM(Electrically Erasable Programmable ROM)、RAM(Random Access Memory)などの少なくとも1つによって構成されてもよい。メモリ1002は、レジスタ、キャッシュ、メインメモリ(主記憶装置)などと呼ばれてもよい。メモリ1002は、本開示の一実施の形態に係る無線通信方法を実施するために実行可能なプログラム(プログラムコード)、ソフトウェアモジュールなどを保存することができる。 The memory 1002 is a computer-readable recording medium, and includes at least one of ROM (Read Only Memory), EPROM (Erasable Programmable ROM), EEPROM (Electrically Erasable Programmable ROM), RAM (Random Access Memory), etc. may be done. Memory 1002 may be called a register, cache, main memory, or the like. The memory 1002 can store executable programs (program codes), software modules, and the like to implement a wireless communication method according to an embodiment of the present disclosure.
 ストレージ1003は、コンピュータ読み取り可能な記録媒体であり、例えば、CD-ROM(Compact Disc ROM)などの光ディスク、ハードディスクドライブ、フレキシブルディスク、光磁気ディスク(例えば、コンパクトディスク、デジタル多用途ディスク、Blu-ray(登録商標)ディスク)、スマートカード、フラッシュメモリ(例えば、カード、スティック、キードライブ)、フロッピー(登録商標)ディスク、磁気ストリップなどの少なくとも1つによって構成されてもよい。ストレージ1003は、補助記憶装置と呼ばれてもよい。上述の記憶媒体は、例えば、メモリ1002及びストレージ1003の少なくとも一方を含むデータベース、サーバその他の適切な媒体であってもよい。 The storage 1003 is a computer-readable recording medium, such as an optical disk such as a CD-ROM (Compact Disc ROM), a hard disk drive, a flexible disk, or a magneto-optical disk (for example, a compact disk, a digital versatile disk, or a Blu-ray disk). (registered trademark disk), smart card, flash memory (eg, card, stick, key drive), floppy disk, magnetic strip, etc. Storage 1003 may also be called an auxiliary storage device. The storage medium mentioned above may be, for example, a database including at least one of memory 1002 and storage 1003, a server, or other suitable medium.
 通信装置1004は、有線ネットワーク及び無線ネットワークの少なくとも一方を介してコンピュータ間の通信を行うためのハードウェア(送受信デバイス)であり、例えばネットワークデバイス、ネットワークコントローラ、ネットワークカード、通信モジュールなどともいう。通信装置1004は、例えば周波数分割複信(FDD:Frequency Division Duplex)及び時分割複信(TDD:Time Division Duplex)の少なくとも一方を実現するために、高周波スイッチ、デュプレクサ、フィルタ、周波数シンセサイザなどを含んで構成されてもよい。例えば、上述の送受信アンテナ101、アンプ部102、送受信部103、伝送路インタフェース106などは、通信装置1004によって実現されてもよい。送受信部103は、送信部103aと受信部103bとで、物理的に、または論理的に分離された実装がなされてもよい。 The communication device 1004 is hardware (transmission/reception device) for communicating between computers via at least one of a wired network and a wireless network, and is also referred to as a network device, network controller, network card, communication module, etc., for example. The communication device 1004 includes, for example, a high frequency switch, a duplexer, a filter, a frequency synthesizer, etc. in order to realize at least one of frequency division duplex (FDD) and time division duplex (TDD). It may be composed of. For example, the above-described transmitting/receiving antenna 101, amplifier section 102, transmitting/receiving section 103, transmission path interface 106, etc. may be realized by the communication device 1004. The transmitter/receiver 103 may be implemented as a transmitter 103a and a receiver 103b that are physically or logically separated.
 入力装置1005は、外部からの入力を受け付ける入力デバイス(例えば、キーボード、マウス、マイクロフォン、スイッチ、ボタン、センサなど)である。出力装置1006は、外部への出力を実施する出力デバイス(例えば、ディスプレイ、スピーカー、LEDランプなど)である。なお、入力装置1005及び出力装置1006は、一体となった構成(例えば、タッチパネル)であってもよい。 The input device 1005 is an input device (eg, keyboard, mouse, microphone, switch, button, sensor, etc.) that accepts input from the outside. The output device 1006 is an output device (for example, a display, a speaker, an LED lamp, etc.) that performs output to the outside. Note that the input device 1005 and the output device 1006 may have an integrated configuration (for example, a touch panel).
 また、プロセッサ1001、メモリ1002などの各装置は、情報を通信するためのバス1007によって接続される。バス1007は、単一のバスを用いて構成されてもよいし、装置間ごとに異なるバスを用いて構成されてもよい。 Further, each device such as the processor 1001 and the memory 1002 is connected by a bus 1007 for communicating information. The bus 1007 may be configured using a single bus, or may be configured using different buses for each device.
 また、情報提供装置10は、マイクロプロセッサ、デジタル信号プロセッサ(DSP:Digital Signal Processor)、ASIC(Application Specific Integrated Circuit)、PLD(Programmable Logic Device)、FPGA(Field Programmable Gate Array)などのハードウェアを含んで構成されてもよく、当該ハードウェアにより、各機能ブロックの一部又は全てが実現されてもよい。例えば、プロセッサ1001は、これらのハードウェアの少なくとも1つを用いて実装されてもよい。 The information providing device 10 also includes hardware such as a microprocessor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), a programmable logic device (PLD), and a field programmable gate array (FPGA). A part or all of each functional block may be realized by the hardware. For example, processor 1001 may be implemented using at least one of these hardwares.
 情報の通知は、本開示において説明した態様/実施形態に限られず、他の方法を用いて行われてもよい。例えば、情報の通知は、物理レイヤシグナリング(例えば、DCI(Downlink Control Information)、UCI(Uplink Control Information))、上位レイヤシグナリング(例えば、RRC(Radio Resource Control)シグナリング、MAC(Medium Access Control)シグナリング、報知情報(MIB(Master Information Block)、SIB(System Information Block)))、その他の信号又はこれらの組み合わせによって実施されてもよい。また、RRCシグナリングは、RRCメッセージと呼ばれてもよく、例えば、RRC接続セットアップ(RRC Connection Setup)メッセージ、RRC接続再構成(RRC Connection Reconfiguration)メッセージなどであってもよい。 Notification of information is not limited to the aspects/embodiments described in this disclosure, and may be performed using other methods. For example, the notification of information may include physical layer signaling (e.g., DCI (Downlink Control Information), UCI (Uplink Control Information)), upper layer signaling (e.g., RRC (Radio Resource Control) signaling, MAC (Medium Access Control) signaling, It may be implemented using broadcast information (MIB (Master Information Block), SIB (System Information Block)), other signals, or a combination thereof. Further, RRC signaling may be called an RRC message, and may be, for example, an RRC Connection Setup message, an RRC Connection Reconfiguration message, or the like.
 本開示において説明した各態様/実施形態は、LTE(Long Term Evolution)、LTE-A(LTE-Advanced)、SUPER 3G、IMT-Advanced、4G(4th generation mobile communication system)、5G(5th generation mobile communication system)、6th generation mobile communication system(6G)、xth generation mobile communication system(xG)(xG(xは、例えば整数、小数))、FRA(Future Radio Access)、NR(new Radio)、New radio access(NX)、Future generation radio access(FX)、W-CDMA(登録商標)、GSM(登録商標)、CDMA2000、UMB(Ultra Mobile Broadband)、IEEE 802.11(Wi-Fi(登録商標))、IEEE 802.16(WiMAX(登録商標))、IEEE 802.20、UWB(Ultra-WideBand)、Bluetooth(登録商標)、その他の適切なシステムを利用するシステム及びこれらに基づいて拡張、修正、作成、規定された次世代システムの少なくとも一つに適用されてもよい。また、複数のシステムが組み合わされて(例えば、LTE及びLTE-Aの少なくとも一方と5Gとの組み合わせ等)適用されてもよい。 Each aspect/embodiment described in this disclosure is LTE (Long Term Evolution), LTE-A (LTE-Advanced), SUPER 3G, IMT-Advanced, 4G (4th generation mobile communication system), 5G (5th generation mobile communication system). system), 6th generation mobile communication system (6G), xth generation mobile communication system (xG) (xG (x is an integer or decimal number, for example)), FRA (Future Radio Access), NR (new Radio), New radio access ( NX), Future generation radio access (FX), W-CDMA (registered trademark), GSM (registered trademark), CDMA2000, UMB (Ultra Mobile Broadband), IEEE 802.11 (Wi-Fi (registered trademark)), IEEE 802 Systems that utilize .16 (WiMAX (registered trademark)), IEEE 802.20, UWB (Ultra-WideBand), Bluetooth (registered trademark), and other appropriate systems, and that are extended, modified, created, and defined based on these. The present invention may be applied to at least one of the next generation systems. Furthermore, a combination of a plurality of systems may be applied (for example, a combination of at least one of LTE and LTE-A and 5G).
 本開示において説明した各態様/実施形態の処理手順、シーケンス、フローチャートなどは、矛盾の無い限り、順序を入れ替えてもよい。例えば、本開示において説明した方法については、例示的な順序を用いて様々なステップの要素を提示しており、提示した特定の順序に限定されない。 The order of the processing procedures, sequences, flowcharts, etc. of each aspect/embodiment described in this disclosure may be changed as long as there is no contradiction. For example, the methods described in this disclosure use an example order to present elements of the various steps and are not limited to the particular order presented.
 入出力された情報等は特定の場所(例えば、メモリ)に保存されてもよいし、管理テーブルを用いて管理してもよい。入出力される情報等は、上書き、更新、又は追記され得る。出力された情報等は削除されてもよい。入力された情報等は他の装置へ送信されてもよい。 The input/output information may be stored in a specific location (for example, memory) or may be managed using a management table. Information etc. to be input/output may be overwritten, updated, or additionally written. The output information etc. may be deleted. The input information etc. may be transmitted to other devices.
 判定は、1ビットで表される値(0か1か)によって行われてもよいし、真偽値(Boolean:true又はfalse)によって行われてもよいし、数値の比較(例えば、所定の値との比較)によって行われてもよい。 Judgment may be made using a value expressed by 1 bit (0 or 1), a truth value (Boolean: true or false), or a comparison of numerical values (for example, a predetermined value). (comparison with a value).
 本開示において説明した各態様/実施形態は単独で用いてもよいし、組み合わせて用いてもよいし、実行に伴って切り替えて用いてもよい。また、所定の情報の通知(例えば、「Xであること」の通知)は、明示的に行うものに限られず、暗黙的(例えば、当該所定の情報の通知を行わない)ことによって行われてもよい。 Each aspect/embodiment described in this disclosure may be used alone, in combination, or may be switched and used in accordance with execution. In addition, notification of prescribed information (for example, notification of "X") is not limited to being done explicitly, but may also be done implicitly (for example, not notifying the prescribed information). Good too.
 以上、本開示について詳細に説明したが、当業者にとっては、本開示が本開示中に説明した実施形態に限定されるものではないということは明らかである。本開示は、請求の範囲の記載により定まる本開示の趣旨及び範囲を逸脱することなく修正及び変更態様として実施することができる。したがって、本開示の記載は、例示説明を目的とするものであり、本開示に対して何ら制限的な意味を有するものではない。 Although the present disclosure has been described in detail above, it is clear for those skilled in the art that the present disclosure is not limited to the embodiments described in the present disclosure. The present disclosure can be implemented as modifications and variations without departing from the spirit and scope of the present disclosure as determined by the claims. Therefore, the description of the present disclosure is for the purpose of illustrative explanation and is not intended to have any limiting meaning on the present disclosure.
 ソフトウェアは、ソフトウェア、ファームウェア、ミドルウェア、マイクロコード、ハードウェア記述言語と呼ばれるか、他の名称で呼ばれるかを問わず、命令、命令セット、コード、コードセグメント、プログラムコード、プログラム、サブプログラム、ソフトウェアモジュール、アプリケーション、ソフトウェアアプリケーション、ソフトウェアパッケージ、ルーチン、サブルーチン、オブジェクト、実行可能ファイル、実行スレッド、手順、機能などを意味するよう広く解釈されるべきである。 Software includes instructions, instruction sets, code, code segments, program code, programs, subprograms, software modules, whether referred to as software, firmware, middleware, microcode, hardware description language, or by any other name. , should be broadly construed to mean an application, software application, software package, routine, subroutine, object, executable, thread of execution, procedure, function, etc.
 また、ソフトウェア、命令、情報などは、伝送媒体を介して送受信されてもよい。例えば、ソフトウェアが、有線技術(同軸ケーブル、光ファイバケーブル、ツイストペア、デジタル加入者回線(DSL:Digital Subscriber Line)など)及び無線技術(赤外線、マイクロ波など)の少なくとも一方を使用してウェブサイト、サーバ、又は他のリモートソースから送信される場合、これらの有線技術及び無線技術の少なくとも一方は、伝送媒体の定義内に含まれる。 Additionally, software, instructions, information, etc. may be sent and received via a transmission medium. For example, if the software uses wired technology (coaxial cable, fiber optic cable, twisted pair, digital subscriber line (DSL), etc.) and/or wireless technology (infrared, microwave, etc.) to create a website, When transmitted from a server or other remote source, these wired and/or wireless technologies are included within the definition of transmission medium.
 本開示において説明した情報、信号などは、様々な異なる技術のいずれかを使用して表されてもよい。例えば、上記の説明全体に渡って言及され得るデータ、命令、コマンド、情報、信号、ビット、シンボル、チップなどは、電圧、電流、電磁波、磁界若しくは磁性粒子、光場若しくは光子、又はこれらの任意の組み合わせによって表されてもよい。 The information, signals, etc. described in this disclosure may be represented using any of a variety of different technologies. For example, data, instructions, commands, information, signals, bits, symbols, chips, etc., which may be referred to throughout the above description, may refer to voltages, currents, electromagnetic waves, magnetic fields or magnetic particles, light fields or photons, or any of these. It may also be represented by a combination of
 なお、本開示において説明した用語及び本開示の理解に必要な用語については、同一の又は類似する意味を有する用語と置き換えてもよい。例えば、チャネル及びシンボルの少なくとも一方は信号(シグナリング)であってもよい。また、信号はメッセージであってもよい。また、コンポーネントキャリア(CC:Component Carrier)は、キャリア周波数、セル、周波数キャリアなどと呼ばれてもよい。 Note that terms explained in this disclosure and terms necessary for understanding this disclosure may be replaced with terms having the same or similar meanings. For example, at least one of the channel and the symbol may be a signal. Also, the signal may be a message. Further, a component carrier (CC) may also be called a carrier frequency, a cell, a frequency carrier, or the like.
 本開示において使用する「システム」及び「ネットワーク」という用語は、互換的に使用される。 As used in this disclosure, the terms "system" and "network" are used interchangeably.
 また、本開示において説明した情報、パラメータなどは、絶対値を用いて表されてもよいし、所定の値からの相対値を用いて表されてもよいし、対応する別の情報を用いて表されてもよい。例えば、無線リソースはインデックスによって指示されるものであってもよい。 In addition, the information, parameters, etc. described in this disclosure may be expressed using absolute values, relative values from a predetermined value, or using other corresponding information. may be expressed. For example, radio resources may be indicated by an index.
 上述したパラメータに使用する名称はいかなる点においても限定的な名称ではない。さらに、これらのパラメータを使用する数式等は、本開示で明示的に開示したものと異なる場合もある。様々なチャネル(例えば、PUCCH、PDCCHなど)及び情報要素は、あらゆる好適な名称によって識別できるので、これらの様々なチャネル及び情報要素に割り当てている様々な名称は、いかなる点においても限定的な名称ではない。 The names used for the parameters mentioned above are not restrictive in any respect. Furthermore, the mathematical formulas etc. using these parameters may differ from those explicitly disclosed in this disclosure. Since the various channels (e.g. PUCCH, PDCCH, etc.) and information elements may be identified by any suitable designation, the various names assigned to these various channels and information elements are in no way exclusive designations. isn't it.
 本開示で使用する「判断(determining)」、「決定(determining)」という用語は、多種多様な動作を包含する場合がある。「判断」、「決定」は、例えば、判定(judging)、計算(calculating)、算出(computing)、処理(processing)、導出(deriving)、調査(investigating)、探索(looking up、search、inquiry)(例えば、テーブル、データベース又は別のデータ構造での探索)、確認(ascertaining)した事を「判断」「決定」したとみなす事などを含み得る。また、「判断」、「決定」は、受信(receiving)(例えば、情報を受信すること)、送信(transmitting)(例えば、情報を送信すること)、入力(input)、出力(output)、アクセス(accessing)(例えば、メモリ中のデータにアクセスすること)した事を「判断」「決定」したとみなす事などを含み得る。また、「判断」、「決定」は、解決(resolving)、選択(selecting)、選定(choosing)、確立(establishing)、比較(comparing)などした事を「判断」「決定」したとみなす事を含み得る。つまり、「判断」「決定」は、何らかの動作を「判断」「決定」したとみなす事を含み得る。また、「判断(決定)」は、「想定する(assuming)」、「期待する(expecting)」、「みなす(considering)」などで読み替えられてもよい。 As used in this disclosure, the terms "determining" and "determining" may encompass a wide variety of operations. "Judgment" and "decision" include, for example, judging, calculating, computing, processing, deriving, investigating, looking up, search, and inquiry. (e.g., searching in a table, database, or other data structure), and regarding an ascertaining as a "judgment" or "decision." In addition, "judgment" and "decision" refer to receiving (e.g., receiving information), transmitting (e.g., sending information), input, output, and access. (accessing) (e.g., accessing data in memory) may include considering something as a "judgment" or "decision." In addition, "judgment" and "decision" refer to resolving, selecting, choosing, establishing, comparing, etc. as "judgment" and "decision". may be included. In other words, "judgment" and "decision" may include regarding some action as having been "judged" or "determined." Further, "judgment (decision)" may be read as "assuming", "expecting", "considering", etc.
 本開示において使用する「に基づいて」という記載は、別段に明記されていない限り、「のみに基づいて」を意味しない。言い換えれば、「に基づいて」という記載は、「のみに基づいて」と「に少なくとも基づいて」の両方を意味する。 As used in this disclosure, the phrase "based on" does not mean "based solely on" unless explicitly stated otherwise. In other words, the phrase "based on" means both "based only on" and "based at least on."
 本開示において使用する「第1の」、「第2の」などの呼称を使用した要素へのいかなる参照も、それらの要素の量又は順序を全般的に限定しない。これらの呼称は、2つ以上の要素間を区別する便利な方法として本開示において使用され得る。したがって、第1及び第2の要素への参照は、2つの要素のみが採用され得ること、又は何らかの形で第1の要素が第2の要素に先行しなければならないことを意味しない。 As used in this disclosure, any reference to elements using the designations "first," "second," etc. does not generally limit the amount or order of those elements. These designations may be used in this disclosure as a convenient way to distinguish between two or more elements. Thus, reference to a first and second element does not imply that only two elements may be employed or that the first element must precede the second element in any way.
 本開示において、「含む(include)」、「含んでいる(including)」及びそれらの変形が使用されている場合、これらの用語は、用語「備える(comprising)」と同様に、包括的であることが意図される。さらに、本開示において使用されている用語「又は(or)」は、排他的論理和ではないことが意図される。 Where "include", "including" and variations thereof are used in this disclosure, these terms, like the term "comprising," are inclusive. It is intended that Furthermore, the term "or" as used in this disclosure is not intended to be exclusive or.
 本開示において、例えば、英語でのa, an及びtheのように、翻訳により冠詞が追加された場合、本開示は、これらの冠詞の後に続く名詞が複数形であることを含んでもよい。 In this disclosure, when articles are added by translation, such as a, an, and the in English, the present disclosure may include that the nouns following these articles are plural.
 本開示において、「AとBが異なる」という用語は、「AとBが互いに異なる」ことを意味してもよい。なお、当該用語は、「AとBがそれぞれCと異なる」ことを意味してもよい。「離れる」、「結合される」などの用語も、「異なる」と同様に解釈されてもよい。 In the present disclosure, the term "A and B are different" may mean "A and B are different from each other." Note that the term may also mean that "A and B are each different from C". Terms such as "separate" and "coupled" may also be interpreted similarly to "different."
 10…情報提供装置、11…取得部、11A…属性情報DB、11B…学習モデルDB、11C…プレイスタイル情報DB、12…選択部、13…提供部、20…ユーザ端末、1001…プロセッサ、1002…メモリ、1003…ストレージ、1004…通信装置、1005…入力装置、1006…出力装置、1007…バス。 10... Information providing device, 11... Acquisition unit, 11A... Attribute information DB, 11B... Learning model DB, 11C... Play style information DB, 12... Selection unit, 13... Providing unit, 20... User terminal, 1001... Processor, 1002 ...Memory, 1003...Storage, 1004...Communication device, 1005...Input device, 1006...Output device, 1007...Bus.

Claims (5)

  1.  プレイスタイル情報と各プレイスタイルに適したゲームデザイン要素との対応情報に基づいて、ユーザに関する取得されたプレイスタイル情報に応じた1つ以上のゲームデザイン要素を選択する選択部と、
     前記選択部により選択された前記ゲームデザイン要素を前記ユーザに提供する提供部と、
     を備える情報提供装置。
    a selection unit that selects one or more game design elements according to the acquired play style information regarding the user, based on correspondence information between the play style information and game design elements suitable for each play style;
    a providing unit that provides the user with the game design element selected by the selection unit;
    An information providing device comprising:
  2.  前記ユーザに関する取得された属性情報から、該属性情報に応じたプレイスタイル情報を推定することにより、および、
    前記ユーザにより入力されたプレイスタイル情報を受け付けることにより、
    前記ユーザに関するプレイスタイル情報を取得する取得部、
     をさらに備える請求項1に記載の情報提供装置。
    By estimating play style information according to the attribute information from the acquired attribute information regarding the user, and
    By accepting play style information input by the user,
    an acquisition unit that acquires play style information regarding the user;
    The information providing device according to claim 1, further comprising:
  3.  前記取得部は、
    多数のユーザに関する取得されたプレイスタイル情報および属性情報に基づき、属性情報を入力することで該属性情報に応じたプレイスタイル情報を出力するための学習モデルを構築し、
     構築された前記学習モデルに、前記ユーザに関する取得された属性情報を入力することで、該属性情報に応じたプレイスタイル情報を推定結果として取得する、
     請求項2に記載の情報提供装置。
    The acquisition unit includes:
    Based on the acquired play style information and attribute information regarding a large number of users, construct a learning model for outputting play style information according to the attribute information by inputting the attribute information,
    By inputting acquired attribute information regarding the user into the constructed learning model, play style information according to the attribute information is acquired as an estimation result.
    The information providing device according to claim 2.
  4.  前記ユーザに関する取得されたプレイスタイル情報は、当該ユーザへの適合度合いをそれぞれ含んだ複数のプレイスタイル情報、を含み、
     前記選択部は、
    各プレイスタイル情報に含まれた前記適合度合いに基づき、前記ユーザに関する前記プレイスタイル情報に応じた1つ以上のゲームデザイン要素を選択する、
     請求項1に記載の情報提供装置。
    The acquired play style information regarding the user includes a plurality of pieces of play style information each including a degree of suitability for the user,
    The selection section is
    selecting one or more game design elements according to the play style information regarding the user based on the degree of suitability included in each play style information;
    The information providing device according to claim 1.
  5.  前記ユーザに関する取得されたプレイスタイル情報は、当該ユーザへの適合度合いをそれぞれ含んだ複数のプレイスタイル情報、を含み、
     前記対応情報は、プレイスタイル情報と、各プレイスタイルに属する人にゲームデザイン要素それぞれが効く確率との対応情報、を含み、
     前記選択部は、
    各プレイスタイル情報に含まれた前記適合度合いと、前記対応情報に含まれた前記確率と、所定の閾値とに基づき、前記ユーザに関する前記プレイスタイル情報に応じた1つ以上のゲームデザイン要素を選択する、
     請求項1に記載の情報提供装置。
    The acquired play style information regarding the user includes a plurality of pieces of play style information each including a degree of suitability for the user,
    The correspondence information includes correspondence information between play style information and a probability that each game design element is effective for a person belonging to each play style,
    The selection section is
    Select one or more game design elements according to the play style information regarding the user based on the degree of suitability included in each play style information, the probability included in the correspondence information, and a predetermined threshold. do,
    The information providing device according to claim 1.
PCT/JP2023/003865 2022-04-12 2023-02-06 Information providing device WO2023199582A1 (en)

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US20160335914A1 (en) * 2013-01-11 2016-11-17 Karsten Manufacturing Coporation Systems and methods of training an individual to custom fit golf equipment and for the rules of golf
WO2020129959A1 (en) * 2018-12-18 2020-06-25 グリー株式会社 Computer program, server device, terminal device, and display method
CN113181634A (en) * 2021-05-27 2021-07-30 腾讯科技(深圳)有限公司 Game data processing method, device, system, electronic equipment and storage medium
JP2021184783A (en) * 2020-05-25 2021-12-09 サミー株式会社 Game program, server device, and game system

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20130130792A1 (en) * 2011-11-17 2013-05-23 John Holbrook Crocker Characterization of player type by visual attributes
US20160335914A1 (en) * 2013-01-11 2016-11-17 Karsten Manufacturing Coporation Systems and methods of training an individual to custom fit golf equipment and for the rules of golf
WO2020129959A1 (en) * 2018-12-18 2020-06-25 グリー株式会社 Computer program, server device, terminal device, and display method
JP2021184783A (en) * 2020-05-25 2021-12-09 サミー株式会社 Game program, server device, and game system
CN113181634A (en) * 2021-05-27 2021-07-30 腾讯科技(深圳)有限公司 Game data processing method, device, system, electronic equipment and storage medium

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