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WO2014132429A1 - Information processing device, information processing method, and program - Google Patents

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

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Publication number
WO2014132429A1
WO2014132429A1 PCT/JP2013/055597 JP2013055597W WO2014132429A1 WO 2014132429 A1 WO2014132429 A1 WO 2014132429A1 JP 2013055597 W JP2013055597 W JP 2013055597W WO 2014132429 A1 WO2014132429 A1 WO 2014132429A1
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WO
WIPO (PCT)
Prior art keywords
sponsor
user
information
sponsor object
behavior
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Ceased
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PCT/JP2013/055597
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French (fr)
Japanese (ja)
Inventor
スカイ クエン ルーイ
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Individual
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Individual
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Priority to PCT/JP2013/055597 priority Critical patent/WO2014132429A1/en
Priority to JP2013555695A priority patent/JPWO2014132429A1/en
Publication of WO2014132429A1 publication Critical patent/WO2014132429A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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

Definitions

  • the present invention relates to an information processing apparatus, an information processing method, and a program capable of realizing a virtual space.
  • VRTUAL SPACE virtual space
  • Some virtual spaces are accessed from information processing apparatuses connected to a network and used as online games or virtual malls (see, for example, Patent Document 1).
  • a user can operate a character representing himself / herself through a user interface, cause the character to use goods and services, or perform a commercial transaction using virtual currency or points.
  • a sponsor who is a provider of products and services, performs economic activities such as advertisements and promotions for characters (users) in the virtual space, as in the real world.
  • the conventional technology including the technology described in Patent Document 1 described above merely imitates advertisement / advertisement in the real world in the virtual space.
  • the description of the shoes is only described in addition to the shoe object in the virtual space. Therefore, the effect of economic activity in the virtual space is the same as or more limited than in the real world. Therefore, in the conventional technology, the economic activity in the virtual space has not fully utilized the characteristics of the virtual space.
  • An object of the present invention is to enable a user of a virtual space to perform an economic activity that more utilizes the characteristics of the virtual space.
  • an information processing apparatus of one embodiment of the present invention provides: Information collecting means for collecting information on the behavior of the user in the virtual space related to the sponsor object, which is a virtual object related to at least one of the goods, services, programs, and concepts related to the sponsor; Information providing means for providing information collected by the information collecting means to a sponsor; A benefit providing means for providing a benefit to a user who performs an action related to the sponsor object in the virtual space.
  • the program for constructing the virtual space makes a preprogrammed response to the user's behavior in the virtual space, and the program is changed according to the result of the user's behavior performed for the response.
  • the information collecting means includes: the number of times the user has acted in relation to the sponsor object; the number of times the sponsor object has been related to the user's behavior; the date and time when the user's behavior related to the sponsor object was recorded; The number of times a sponsor who wants to provide an object competes, the user acts in relation to the sponsor object, and as a result the user achieves the purpose of the action, the user acts in relation to the sponsor object, As a result, the number of times the user has failed to achieve the purpose of the action, the user acts in association with the sponsor object, and as a result, the user achieves the purpose of the action, And the number of times the user has used the sponsor object. To collect information about at least one of the number of times the user has acted in relation to the sponsor object after the user has failed to achieve the goal of the act. Can do.
  • the profit providing means can give the user a profit associated with the sponsor of the sponsor object that the user has acted in the virtual space.
  • the profit providing means can give a profit used in the real world to a user who has acted in association with the sponsor object in a virtual space.
  • It can further comprise a sponsor object changing means for changing the sponsor object based on at least one of an event in the real world and a season.
  • a sponsor object changing means for changing the sponsor object according to an instruction from the sponsor can be provided.
  • the information processing method and program of one embodiment of the present invention are a method and a program respectively corresponding to the above-described information processing device of one embodiment of the present invention.
  • a user of a virtual space can perform an economic activity that further utilizes the characteristics of the virtual space.
  • the present embodiment provides an information processing apparatus, an information processing method, and an information processing program to which a DIM (Dynamic Interactive Marketing) model is applied.
  • the DIM model allows the user to perform actions related to the sponsor program in a virtual space constructed by the program.
  • the sponsor object is at least one of a virtual article, a service, a program, a contract, or the like that is a target of the sponsor's business transaction in the virtual space.
  • the sponsor objects include those related to existing articles and those related to articles developed or provided in the future.
  • the behavior related to the user's sponsor object in the virtual space is hereinafter referred to as “sponsor object-related behavior”.
  • the DIM model is a model that collects information related to a user's sponsor object-related behavior and can use the collected information for purposes such as real-world advertising and marketing.
  • the information related to the user's sponsor object related behavior is hereinafter referred to as “behavior information”.
  • the virtual space referred to in this embodiment is a space imitating the real world constructed by a program.
  • the user can exchange information with pre-programmed characters and other users in the virtual space, and can use, acquire, and perform business transactions on items existing in the virtual space.
  • a program for constructing a virtual space for example, a program used for an online game or a virtual mall is applied.
  • DIM model All industries, or all companies, organizations and individuals can use the DIM model as a sponsor. Sponsors that use the DIM model provide sponsor objects in virtual space.
  • a program that realizes the virtual space and a user's action interact with each other.
  • the interaction between the program and the user's action means that the response of the program to the sponsor object-related action is programmed in advance, and the result of the user's action performed on the response of the program acts on the program again (change) Is given).
  • the sponsor object-related behavior includes at least one of use, acquisition, commerce, and lending by the user in the virtual space of the sponsor object.
  • the response of the program to the sponsor object-related behavior includes providing a benefit in the virtual space or real world to the user who performed the sponsor object-related behavior.
  • a benefit is provided to the user for the sponsor object related behavior.
  • the user's experience of using the sponsor object is strongly impressed with the profit.
  • Such a process acts strongly on the user at both conscious and potential levels. Therefore, the user actively uses the sponsor object without intention.
  • the sponsor object can be associated with information collected by the system provided by the sponsor and information collected with the DIM model.
  • statistical information related to the number of sponsor object-related actions is provided to the sponsor. Note that this statistical information is not limited to the sponsor that provided the sponsor object associated with this information, and may be provided to other sponsors.
  • the sponsor object can be changed dynamically.
  • the sponsor object may be changed according to a specific event such as Christmas or Halloween. Also, by dynamically changing the sponsor object, commercial competition of different sponsors providing the same sponsor object can be encouraged.
  • the DIM model can be combined with RWR (Real World Rewards), which is a physical reward in the real world, to provide users with real-world physical benefits as benefits for sponsor object-related behaviors. .
  • RWR Real World Rewards
  • the experience related to the sponsor object-related behavior can be further impressed by the user.
  • FIG. 1 is a block diagram showing a configuration of an information processing system according to an embodiment of the present invention to which a DIM model is applied.
  • the following description will be given on the assumption that the information processing system shown in FIG. 1 provides an online game program to the user.
  • a plurality of user terminal devices 1-1 to 1-n n is an integer of 2 or more
  • an information processing device 2 and a sponsor server 3 are connected via a network N.
  • a network N are connected to each other.
  • the user terminal devices 1-1 to 1-n are each operated by a user.
  • the user terminal devices 1-1 to 1-n are programs provided to the user terminal devices 1-1 to 1-n by the information processing device 2, and are executed by the user terminal devices 1-1 to 1-n.
  • the action information of the sponsor object related action in the virtual space of the online game constructed by the program is transmitted to the information processing apparatus 2 via the network N.
  • the information processing apparatus 2 is configured as a server apparatus managed by the administrator of the DIM model.
  • the information processing device 2 provides an online game program to each of the user terminal devices 1-1 to 1-n according to a user request. Then, the information processing apparatus 2 transmits information indicating the result of execution of the provided program by the user terminal apparatuses 1-1 to 1-n from the user terminal apparatuses 1-1 to 1-n via the network N at a predetermined timing. Receive.
  • the sponsor server 3 is a server managed by a sponsor that provides information related to a sponsor object to an online game.
  • a sponsor that provides information related to a sponsor object to an online game.
  • all industries or all companies, organizations, and individuals can be sponsors.
  • the sponsor of a DIM model is illustrated.
  • (1) Sponsors that provide beverages (2) Sponsors that provide foods (3) Sponsors that provide shoes (4) Sponsors that provide clothes (5) Network providers (6) Service providers (7) Sponsors that provide trademarks (8) Sponsors conducting public works (9) Sponsors providing distribution systems (10) Electronic consumer sponsors (11) Advertising sponsors
  • the sponsor who performs the advertisement can use other sponsors to collect information related to user preferences. For example, if there is a sponsor S1 and a sponsor S2 that have a similar object (for example, shoes) as a sponsor object, the sponsor that performs the advertisement prefers the sponsor object of the sponsor S1 or the sponsor object of the sponsor S2. Information about can be collected. In such data mining, the function and use of the sponsor object of the sponsor S1 and the sponsor object of the sponsor S2 are the same, and thus the collected information can be fed back as a personal preference of the user.
  • a similar object for example, shoes
  • FIG. 2 is a block diagram illustrating a hardware configuration of the information processing apparatus 2 according to the present invention.
  • the information processing apparatus 2 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, a bus 15, an input / output interface 16, and an input.
  • a unit 18, an output unit 19, a storage unit 20, a communication unit 21, and a drive 22 are provided.
  • the CPU 11 executes various processes according to a program recorded in the ROM 12 or a program loaded from the storage unit 20 to the RAM 13.
  • the RAM 13 appropriately stores data necessary for the CPU 11 to execute various processes.
  • the image processing unit 14 creates a still image or a moving image representing the virtual space. For this reason, image processing for creating a still image or a moving image imitating the real world is performed according to a preset scenario.
  • the CPU 11, the ROM 12, the RAM 13, and the image processing unit 14 are connected to each other via a bus 15.
  • An input / output interface 16 is also connected to the bus 15.
  • An input unit 18, an output unit 19, a storage unit 20, a communication unit 21, and a drive 22 are connected to the input / output interface 16.
  • the input unit 18 includes various buttons, keys, and a touch panel, and inputs various types of information according to user instruction operations.
  • the output unit 19 includes a display, a speaker, and the like, and outputs images and sounds.
  • the storage unit 20 is configured by a hard disk, a DRAM (Dynamic Random Access Memory), or the like, and stores various image data.
  • the communication unit 21 controls communication between the user terminal devices 1-1 to 1-n and the sponsor server 3 via a network including the Internet.
  • a removable medium 31 made of a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, or the like is appropriately attached to the drive 22.
  • the program read from the removable medium 31 by the drive 22 is installed in the storage unit 20 as necessary.
  • the removable medium 31 can also store various data such as image data stored in the storage unit 20 in the same manner as the storage unit 20.
  • FIG. 3 illustrates a process for constructing a virtual space, a process for collecting behavior information by applying a DIM model to the virtual space (hereinafter referred to as “DIM process”), among the functional configurations of the information processing apparatus 2.
  • DIM process a DIM model to the virtual space
  • the process of constructing a virtual space refers to a process of constructing a virtual space and causing a user character to act on the virtual space based on a user instruction.
  • the DIM process is a series of processes from collecting action information related to a sponsor object related action, transmitting the collected action information to the sponsor server 3, and providing a benefit to the user who performed the sponsor object related action.
  • the DIM processing includes processing for collecting user behavior information (hereinafter referred to as “information collection processing”).
  • a virtual space for playing an online game is constructed, and in the online game, a user performs an action related to an article, a service, a program, and a concept as a sponsor object.
  • the article as the sponsor object is, for example, clothes, and the sponsor object-related action for the sponsor object as the article refers to, for example, purchase, wearing, and disposal of clothes.
  • a service as a sponsor object is, for example, a medical diagnosis performed in an online game, and a sponsor object-related action for a sponsor object as a service means, for example, receiving a medical diagnosis service.
  • the sponsor object program is, for example, a mini game executed in an online game
  • the sponsor object-related action for the sponsor object is, for example, the execution of the mini game and the result (whether it can be cleared).
  • Etc the concept as a sponsor object is, for example, a logo mark provided by the sponsor
  • the sponsor object-related action for the sponsor object as a concept is to use, for example, a logo mark or stop using the logo mark.
  • the RAM 13 shown in FIG. 2 includes an action DB (Data Base) 49, a profit DB 50, a character DB 51, a map DB 52, an event DB 53, a user DB 54, and a sponsor object DB 55.
  • the information related to the user recorded in the user DB 54 includes personal information of the user himself / herself and information on the user terminal device, network, provider, etc. used by the user. The personal information of the user is handled according to a contract between the administrator of the information processing apparatus 2 that supplies the program and the user.
  • the virtual space management unit 41 and the DIM processing unit 42 function.
  • the virtual space management unit 41 manages an online game being executed on the user terminal devices 1-1 to 1-n.
  • an action management unit 44, a profit management unit 45, a character management unit 46, a position management unit 47, and a time management unit 48 function.
  • the virtual space management unit 41 manages an online game being executed on the user terminal devices 1-1 to 1-n.
  • the behavior management unit 44 manages a history of behavior in the online game of the character performed according to the user's instruction.
  • the action history is information for identifying the user who has acted and information indicating the content of the action performed by the user over time.
  • the action history is accumulated in the action DB 49 of the RAM 13.
  • the profit management unit 45 manages profits acquired by the character in the online game.
  • the profit is an item, a virtual currency, a life point, a point representing ability, and the like possessed by the character in the online game.
  • the profit of the character is accumulated in the profit DB 50 of the RAM 13 and updated as necessary.
  • the character management unit 46 manages information such as character characteristics and profiles set by the user. Information related to the character is stored in the character DB 51 of the RAM 13 and updated as necessary.
  • the position management unit 47 manages the positions of characters and buildings in the online game. The positions of characters, buildings, etc. are managed in association with the terrain in the online game stored in the map DB 52 of the RAM 13.
  • the time management unit 48 manages the time in the online game. The time in the online game may be arbitrarily set and changed by the user, or may be linked to the real world time.
  • the DIM processing unit 42 collects behavior information related to the sponsor object-related behavior of the character representing the user (hereinafter referred to as “user”) in the online game, and provides a benefit to the user who performed the sponsor object-related behavior. Change the sponsor object accordingly.
  • a sponsor object management unit 56 an information collecting unit 57, an information providing unit 58, a profit providing unit 59, and a sponsor object changing unit 60 function.
  • the DIM processing unit 42 receives the sponsor object transmitted from the sponsor server 3 via the communication unit 21.
  • the sponsor object management unit 56 manages sponsor objects.
  • the received sponsor object is stored in the sponsor object DB 55 of the RAM 13. That is, the sponsor object management unit 56 records the reception date and time of the newly received sponsor object, information such as the sponsor that provided the sponsor object, in association with the sponsor object stored in the sponsor object DB 55, In response, the sponsor object stored in the sponsor object management unit 56 is updated.
  • the sponsor object management unit 56 can dynamically change the sponsor object and the behavior of the sponsor object.
  • the dynamic change of the sponsor object can be performed according to seasonal events such as Christmas, New Year, and Halloween in the real world, artificial events such as sponsor campaigns and sales of products, and seasons such as summer and winter.
  • the change corresponding to the Christmas event of the sponsor object is made, for example, by adding a Santa Claus hat to a hat traded in the online game between December 1st and 25th.
  • the change of the behavior of the sponsor object means that, for example, when an action is performed in relation to a Santa Claus hat in an online game, the benefit given to the user, such as points given to the sponsor object, is higher than that of other sponsor objects. It means becoming bigger.
  • the sponsor object management unit 56 changes the sponsor object according to the event or season (time season)
  • the sponsor object management unit 56 acquires the season in the online game or the date and time when the event is performed from the event DB 53.
  • the sponsor object management unit 56 can change the behavior of the sponsor object and the sponsor object according to the time in the online game.
  • the time in the online game may be arbitrarily set by the user, or may be linked to the time in the real world.
  • the dynamic change of the sponsor object according to time can be used when a sponsor object having the same function or application is provided by a plurality of sponsors and a conflict occurs.
  • the sponsor object management unit 56 changes the sponsor object according to time
  • the sponsor object management unit 56 acquires the time in the online game from the time management unit 48. It should be noted that the time in the online game may be arbitrarily set by the user, or may be linked to real-time time.
  • the sponsor object of company X when a sponsor object having the same function or use is provided by a plurality of sponsors, for example, the sponsor object of company X is distributed in the online game in the morning time zone, and in the afternoon time zone. Can also distribute the sponsor object of company Y in the online game. In this way, it is possible to increase the possibility that each sponsor object having the same function and use can be related to the user's action.
  • all sponsor objects correspond to locations in the online game.
  • the sponsor object management unit 56 can dynamically change the behavior of the sponsor object and the sponsor object according to the location of the sponsor object in the online game when the user interacts with the sponsor object.
  • the sponsor object management unit 56 changes the sponsor object according to the location, the sponsor object management unit 56 acquires from the position management unit 47 the location where the character performs the sponsor object-related action in the online game.
  • the dynamic change of the sponsor object described above can make a new event that the sponsor will perform in the future. For example, under a specific situation, it is possible to realize an advertisement that allows a sponsor object to imply an event in an online game and obtain a unique advertisement effect.
  • the information collecting unit 57 collects behavior information of the user's sponsor object related behavior in the online game.
  • behavior information is collected, the information collection control unit 61 and the counter unit 62 function in the information collection unit 57.
  • the information collection control unit 61 acquires information related to the user's sponsor object-related behavior from the behavior management unit 44 of the virtual space management unit 41. Then, the fact that the user has taken action related to the sponsor object is recorded in the counter unit 62 for each user or for each sponsor object with a date and time. In addition, when the sponsor object-related behavior of the user is successful, the information collection control unit 61 records the success of the sponsor object-related behavior in the counter unit 62 for each user or for each sponsor object. Further, when the sponsor object-related behavior of the user fails, the information collection control unit 61 records that the sponsor object-related behavior has failed in the counter unit 62 for each user or for each sponsor object.
  • the information collection unit 57 acquires information on the sponsor object from the sponsor object management unit 56, and detects whether or not a sponsor object having the same use and function is provided by a plurality of different sponsors.
  • the information collection control unit 61 acquires the number of times (count value) that information related to the sponsor object-related behavior is recorded in the counter unit 62. And action information is collected based on the acquired count value.
  • the counter unit 62 is configured to record behavior information for each of a plurality of sponsor objects stored in the sponsor object DB 55. The behavior information is recorded together with information specifying that the sponsor object-related behavior has been performed, the date and time when the sponsor object-related behavior was performed, and the user who performed the sponsor object-related behavior.
  • the information providing unit 58 provides the collected action information to the sponsor. More specifically, the information collection unit 57 acquires information about the user who performed the sponsor object-related behavior from the user DB 54. The information providing unit 58 acquires the behavior information from the information collecting unit 57 and transmits it to the sponsor server 3 via the communication unit 21 and the network N.
  • the sponsor object-related behavior of the user includes, for example, at least one of use, acquisition, business transaction, and lending of the sponsor object by the user.
  • Objective attempt The number of times a sponsor object related action related to this sponsor object was recorded after the purpose of the sponsor object related action was achieved.
  • Goal Retry The number of times a retry of the purpose of the sponsor object related action was recorded for the same sponsor object after the user failed the sponsor object related action.
  • Purpose failure The number of times a user tries to achieve the purpose of the sponsor object-related behavior and the failure of the sponsor object-related behavior is recorded for the same sponsor object.
  • Achievement of purpose The number of times the purpose of the sponsor object related action is recorded.
  • object count is the number of times each of the users has performed a sponsor object-related behavior.
  • Action count is the number of times each sponsor object is associated with a sponsor object-related action.
  • object example count is the date and time when the sponsor object is related to the user's action.
  • Object competition is the number of times two or more different sponsors have provided information about a sponsor object having the same use and function to an online game.
  • the purpose of the sponsor object-related behavior means that, for example, when the sponsor object is a puzzle or a game, the puzzle is solved to obtain a correct answer or the game is cleared. .
  • the “target attempt” means that the user solves the puzzle to obtain a correct answer or clears the game and then the same user makes the same puzzle, etc. Is the number of times the sponsor program related action was taken.
  • the “retry of purpose” is the number of times the same user has performed a sponsor program related action on the same puzzle or the like after the user did not solve the puzzle or failed to clear the game.
  • the profit providing unit 59 provides a profit to a user who has performed a sponsor object-related action.
  • the benefit may be related to the sponsor or the product provided by the sponsor. Profit may also be a key component of a program theme that builds an online game. For example, in order to advance to the next stage in an online game, a sponsor object that forms part of a program strategy may have to be used. Examples of benefits are given below, but the benefits referred to in the present embodiment are not limited to such examples.
  • benefits associated with sponsors or sponsor products (1) Provide temporary or permanent enhancement to the user's ability. (2) Provide temporary or permanent enhancement to the user's assets. (3) Provide temporary or permanent enhancements to user attributes. (4) Giving virtual or physical gifts from sponsors (eg discount coupons that can be used on sponsor websites). The following are examples of benefits not related to sponsors or sponsor products. (5) Identify the secret components of the program that is building the online game. (6) Identify the components of the objects of the program that is building the online game. (7) Provide several benefits in different programs.
  • the profits shown in (1) to (3) are managed by the profit management unit 45 after being given to the user.
  • the sponsor object interacts with the object of the program that builds the online game, thereby giving the user the benefits described above.
  • the process of giving profit depends on the object associated with the program.
  • the feedback includes the following response, but the Fordback of the present embodiment is not limited to such an example.
  • Sensory feedback Sensory feedback is provided by one or more of the five human senses such as human vision, hearing, taste, smell, and touch.
  • the benefits as exemplified above as (1) to (7) are provided by the feedback.
  • Teaching feedback Teaching feedback is teaching for causing a user to perform an action. The teaching feedback may be performed by the program itself for constructing the online game, or may be performed by an external program.
  • the benefits as exemplified above as (1) to (7) are provided by the feedback.
  • the user When combined with the RWR model (Real World Rewards), the user is given instructions to obtain additional rewards.
  • the following is an example of instructions for obtaining additional rewards.
  • the instruction for obtaining the additional reward is not limited to such an example. (1) Enter the code obtained on the sponsor's website. (2) Enter the code obtained on the sponsor's partner website. (3) Enter a code obtained by visiting a store in the real world. (4) Supply the code obtained on the sponsor's website. (5) Supply the code obtained on the sponsor's partner website. (6) Supply a code obtained by visiting a store in the real world.
  • the sponsor object changing unit 60 changes the sponsor object stored in the sponsor object DB 55.
  • the change is made by adding a new sponsor object to the sponsor object DB 55 or updating at least one of the stored sponsor objects to a new sponsor object. That is, the sponsor is added to the acquired action information. Based on this, the sponsor object provided by itself can be changed, and the changed sponsor object can be fed back to the online game program again.
  • the change of the sponsor object based on the behavior information is, for example, when the sponsor obtains behavior information indicating that yellow demand is high for the shoe (type T1) that is the sponsor object of the article, As for T2), a yellow object can be added to the sponsor object.
  • the sponsor transmits a sponsor object of yellow shoes (type T2) together with the additional instruction from the sponsor server 3 to the information processing apparatus 2.
  • the sponsor object changing unit 60 stores the sponsor object of yellow shoes (type T2) transmitted from the sponsor server 3 in the sponsor object DB. Then, the sponsor object management unit 56 is notified of the addition of the sponsor object of yellow shoes (type T2) and requests management.
  • the sponsor when the sponsor obtains behavior information indicating that the demand for black shoes (type T1) is low together with the behavior information indicating that demand for yellow shoes (type T1) is high, the black shoes (type T2) are obtained. Can be updated to a yellow shoe sponsor object (type T2). At this time, the sponsor transmits a sponsor object of yellow shoes (type T2) from the sponsor server 3 to the information processing apparatus 2 together with an update instruction.
  • the sponsor object changing unit 60 stores the sponsor object of yellow shoes (type T2) transmitted from the sponsor server 3 in the sponsor object DB. Then, the sponsor object management unit 56 is notified to update the black shoe (type T2) with the sponsor object of the yellow shoe (type T2), and the management is requested. In this way, according to the present embodiment, the sponsor object can be changed according to the market demand indicated by the behavior information, and a sponsor object with higher demand can be searched.
  • an article or the like that has not yet been manufactured or put on the market can be used as a sponsor object, and information on the sponsor object can be provided to the online game.
  • the present embodiment can not only collect marketing information related to articles already distributed, but also estimate sales of articles that will be manufactured and developed in the future.
  • FIG. 4 is a flowchart for explaining the procedure (overall processing) from when the administrator of the information processing apparatus 2 and the sponsor have signed a contract until action information is collected.
  • the sponsor agrees that at least one of the goods, services, programs, and concepts provided by the sponsor is a sponsor object, and that the sponsor object is used in the program P that provides the online game.
  • the administrator of the information processing apparatus 2 updates the program P in accordance with the contracted sponsor object operation.
  • the user terminal devices 1-1 to 1-n are updated with a new operation by updating the program P.
  • step S ⁇ b> 4 the information processing apparatus 2 executes a DIM process that uses the online game provided by the updated program P, collects behavior information, and provides a benefit to the user who performed the sponsor object-related behavior.
  • FIG. 5 is a flowchart for explaining the details of the DIM processing shown in step S4 of FIG.
  • the information collection unit 57 collects behavior information of the user's sponsor object-related behavior in the online game. Such processing is called information collection processing in the present embodiment. Details of the information collection processing will be described later with reference to FIG.
  • the information collection unit 57 provides the collected behavior information to the sponsor. The provision of the behavior information to the sponsor is performed by transmitting the behavior information from the information providing unit 58 to the sponsor server 3 via the communication unit 21 and the network N.
  • step S13 the profit providing unit 59 provides a profit to the user who performed the sponsor object related action.
  • the profit may be a condition that makes the user advantageous in playing an online game, or may be a so-called “actual thing” that can be used in the real world.
  • step S14 the sponsor object changing unit 60 determines whether the sponsor object has been changed.
  • the sponsor object is changed when a new sponsor object is transmitted from the sponsor server 3 and a change is instructed, or when the behavior information satisfies a predetermined condition. If the sponsor server 3 is instructed to change the sponsor object, or if the behavior information satisfies a predetermined condition, YES is determined in step S14, and the process proceeds to step S15.
  • step S15 the sponsor object changing unit 60 changes the sponsor object stored in the sponsor object DB 55.
  • the sponsor object 3 is not instructed to change the sponsor object, or if the behavior information does not satisfy the predetermined condition, NO is determined in step S14, and the process returns to the flowchart shown in FIG.
  • FIG. 6 is a flowchart for explaining details of the information collection processing shown in step S11 of FIG.
  • the flowchart of FIG. 5 exemplifies a process of collecting action information, object example count, objective attempt, objective retry, objective failure, and objective achievement action information.
  • the information collection control unit 61 selects a sponsor object that is a target of information collection.
  • the sponsor object may be selected in order of the sponsor objects stored in the sponsor object DB 55.
  • step S22 the information collection control unit 61 determines whether or not the user has performed a sponsor object-related action for the selected sponsor object. If there is no user who has performed a sponsor object-related action for the sponsor object, NO is determined in step S22, and the process returns to step S21. In step S22, when there is a user who has performed a sponsor object-related action for the sponsor object, it is determined as YES in step S22, and the process proceeds to step S23.
  • step S ⁇ b> 23 the information collection control unit 61 records that the related action is performed on the counter (counter A) corresponding to the sponsor object of the counter unit 62 together with the date and time of the sponsor object related action.
  • the record of the counter A can be used as an action count and an object example count in the action information described above.
  • step S24 the information collection control unit 61 determines whether or not the current sponsor object-related action is a plurality of times.
  • the term “multiple times” means that a user who has made a sponsor object-related action this time has made a sponsor-related action on the same sponsor object in the past.
  • step S24 if the same user is not performing a sponsor object related action for the same sponsor object, NO is determined in step S24, and the process proceeds to step S28.
  • step S25 the information collection control unit 61 refers to the record of the counter unit 62 and determines whether or not the previous sponsor object-related action has succeeded.
  • “previous” may refer to a sponsor object-related action performed immediately before, for example. If the previous sponsor object-related action is successful, it is determined as YES in Step S25, and the process proceeds to Step S26.
  • step S26 the information collection control unit 61 records in the counter (counter B) corresponding to the sponsor object of the counter unit 62 that the related action has been performed again after the previous related action was successful.
  • the recording of the counter B can be used as a target attempt in the behavior information described above.
  • step S25 the information collection control unit 61 records in the counter (counter C) corresponding to the sponsor object of the counter unit 62 that the related action has been performed again after the previous related action failed.
  • the record of the counter C can be used as a target retry in the behavior information described above.
  • step S28 the information collection control unit 61 determines whether or not the current sponsor-related action is successful. If the current sponsor-related action is successful, YES is determined in step S28, and the process proceeds to step S29.
  • step S29 the information collection control unit 61 records that the current related action is successful in the counter (counter D) corresponding to the sponsor object of the counter unit 62.
  • the record of the counter C can be used as the achievement of the action information described above.
  • step S28 If the current sponsor-related action has failed, NO is determined in step S28, and the process proceeds to step S30.
  • step S ⁇ b> 30 the information collection control unit 61 records that the current related action has failed in the counter (counter E) corresponding to the sponsor object of the counter unit 62.
  • the record of the counter E can be used as a purpose failure in the behavior information described above.
  • the object count can be collected by counting the number of times the sponsor object related behavior is performed for each user.
  • the information collection unit 57 acquires the sponsor object contents and the information of the sponsor that provided the sponsor object from the sponsor object management unit 56, and the sponsor object having the same use and function is obtained from a plurality of sponsors. It can be collected by counting the number of times provided.
  • the DIM model can be a powerful tool for marketing and advertising or comprehensive information gathering for anything in the real world.
  • the following (1) to (5) can be powerful tools for marketing and promotion or information gathering.
  • the present embodiment is not limited to these as a matter of course.
  • (1) A program that links users to some of the powerful marketing and advertising or information gathering tools listed above.
  • (2) Although it can be a powerful tool for marketing and promotion or information gathering listed above, it is a program that serves as an intermediary for linking advertisement and information gathering to users.
  • (3) A mechanism that leads directly to the location of the user's store or the like through profit feedback.
  • Investors, business partners, sponsors, joint ventures or any other business cooperatives get rewards by combining (1), (2) or (3), or (1) through (3) above be able to.
  • the information processing apparatus 2 to which the present invention is applied has been described using the server apparatus as an example, but is not particularly limited thereto.
  • the present invention can be applied to general electronic devices having a function capable of constructing a virtual space.
  • the present invention is applicable to personal computers, portable game machines, and the like.
  • the series of processes described above can be executed by hardware or can be executed by software.
  • the functional configuration of FIG. 3 is merely an example, and is not particularly limited. That is, it is sufficient if the information processing apparatus 2 has a function capable of executing the above-described series of processing as a whole, and what functional block is used to realize this function is not particularly limited to the example of FIG. .
  • one functional block may be constituted by hardware alone, software alone, or a combination thereof.
  • a program constituting the software is installed on a computer or the like from a network or a recording medium.
  • the computer may be a computer incorporated in dedicated hardware.
  • the computer may be a computer capable of executing various functions by installing various programs, for example, a general-purpose personal computer.
  • the recording medium including such a program is not only constituted by the removable medium 31 of FIG. 2 distributed separately from the apparatus main body in order to provide the program to the user, but also in a state of being incorporated in the apparatus main body in advance.
  • the recording medium etc. provided in The removable medium 31 is composed of, for example, a magnetic disk (including a floppy disk), an optical disk, a magneto-optical disk, or the like.
  • the optical disc is composed of, for example, a CD-ROM (Compact Disk-Read Only Memory), a DVD (Digital Versatile Disc), a Blu-ray Disc (Blu-ray Disc), and the like.
  • the magneto-optical disk is constituted by an MD (Mini-Disk) or the like.
  • the recording medium provided to the user in a state of being preliminarily incorporated in the apparatus main body includes, for example, the ROM 12 in FIG. 1 in which a program is recorded, the hard disk included in the storage unit 19 in FIG.
  • the step of describing the program recorded on the recording medium is not limited to the processing performed in time series along the order, but is not necessarily performed in time series, either in parallel or individually.
  • the process to be executed is also included.

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Abstract

An objective of the present invention is to collect information relating to an action of a user in a system wherein a virtual space is utilized, and to use the collected information as real world marketing information. [Solution] An information collection unit (57) collects information relating to an action in a user's virtual space which is linked to a sponsor object which is a virtual object relating to an object, a service, a program, and/or a concept associated with a sponsor (SF1). An information provision unit (58) provides to a sponsor the information which is collected by the information collection unit (57) (SF2). A profit granting unit (59) grants a profit to the user who in the virtual space takes the action which is linked to the sponsor object (SF3).

Description

情報処理装置、情報処理方法、及びプログラムInformation processing apparatus, information processing method, and program

 本発明は、仮想空間を実現可能な情報処理装置、情報処理方法及びプログラムに関する。 The present invention relates to an information processing apparatus, an information processing method, and a program capable of realizing a virtual space.

 従来より、プログラムにより実世界を模した仮想の世界を構築することが行われている。プログラムによって構築された仮想の世界を、以下、仮想空間(VIRTUAL SPACE)と呼ぶ。仮想空間には、ネットワークに接続された情報処理装置からアクセスされ、オンラインゲームやバーチャル・モール(VIRTUAL MALL)として使用されるものがある(例えば特許文献1参照)。 Conventionally, a virtual world that mimics the real world has been built by a program. The virtual world constructed by the program is hereinafter referred to as a virtual space (VIRTUAL SPACE). Some virtual spaces are accessed from information processing apparatuses connected to a network and used as online games or virtual malls (see, for example, Patent Document 1).

 仮想空間を使用したシステムでは、ユーザは自身を表すキャラクタをユーザインターフェースを介して操作し、キャラクタに物品やサービスを使用させる、或いは仮想通貨やポイント等を使った商取引を行わせることができる。そして、商品やサービスの提供者であるスポンサは、実世界と同様に、仮想空間内のキャラクタ(ユーザ)に対して広告、宣伝等の経済的な活動を行っている。 In a system using a virtual space, a user can operate a character representing himself / herself through a user interface, cause the character to use goods and services, or perform a commercial transaction using virtual currency or points. A sponsor, who is a provider of products and services, performs economic activities such as advertisements and promotions for characters (users) in the virtual space, as in the real world.

特開2010-214020号公報JP 2010-21040 A

 しかしながら、上記した特許文献1に記載された技術をはじめ、従来の技術においては、仮想空間内で実世界における宣伝・広告等を模しているのみである。例えば、実世界で靴を売る場合のように、仮想空間内において、靴のオブジェクトに加えて、その靴の説明が記載されているのみである。そのため、仮想空間における経済活動の効果は実世界における場合と同様またはより限定されたものとなる。
 したがって、従来の技術では、仮想空間における経済活動が、仮想空間の特性を十分に活用したものとはなっていなかった。
However, the conventional technology including the technology described in Patent Document 1 described above merely imitates advertisement / advertisement in the real world in the virtual space. For example, as in the case of selling shoes in the real world, the description of the shoes is only described in addition to the shoe object in the virtual space. Therefore, the effect of economic activity in the virtual space is the same as or more limited than in the real world.
Therefore, in the conventional technology, the economic activity in the virtual space has not fully utilized the characteristics of the virtual space.

 本発明の課題は、仮想空間の利用者が、仮想空間の特性をより活用した経済的な活動を行うことができるようにすることである。 An object of the present invention is to enable a user of a virtual space to perform an economic activity that more utilizes the characteristics of the virtual space.

 上記目的を達成するため、本発明の一態様の情報処理装置は、
 スポンサに係る物品、サービス、プログラム、概念の少なくとも1つに関する仮想的なオブジェクトであるスポンサオブジェクトに関連したユーザの仮想空間における行動に関する情報を収集する情報収集手段と、
 前記情報収集手段によって収集された情報をスポンサに提供する情報提供手段と、
 前記仮想空間において前記スポンサオブジェクトに関連する行動をしたユーザに利益を与える利益供与手段と、を備える。
In order to achieve the above object, an information processing apparatus of one embodiment of the present invention provides:
Information collecting means for collecting information on the behavior of the user in the virtual space related to the sponsor object, which is a virtual object related to at least one of the goods, services, programs, and concepts related to the sponsor;
Information providing means for providing information collected by the information collecting means to a sponsor;
A benefit providing means for providing a benefit to a user who performs an action related to the sponsor object in the virtual space.

 前記仮想空間を構築するプログラムは、前記仮想空間におけるユーザの行動に対して予めプログラミングされている応答をし、前記応答に対して行われるユーザの行動の結果によって当該プログラムは変化を与えられる。 The program for constructing the virtual space makes a preprogrammed response to the user's behavior in the virtual space, and the program is changed according to the result of the user's behavior performed for the response.

 前記情報収集手段は、ユーザが前記スポンサオブジェクトに関連して行動した回数、前記スポンサオブジェクトがユーザの行動に関連した回数、前記スポンサオブジェクトに関連するユーザの行動が記録された日時、ユーザに前記スポンサオブジェクトを提供しようとするスポンサが競合した回数、ユーザが前記スポンサオブジェクトに関連して行動し、その結果当該ユーザが当該行動の目的を達成した回数、ユーザが前記スポンサオブジェクトに関連して行動し、その結果当該ユーザが当該行動の目的を達成することに失敗した回数、ユーザが前記スポンサオブジェクトに関連して行動し、その結果当該ユーザが当該行動の目的を達成した後に、当該ユーザが前記スポンサオブジェクトを使用した回数、及びユーザが前記スポンサオブジェクトに関連して行動し、その結果当該ユーザが当該行動の目的の達成に失敗した後に、当該ユーザが前記スポンサオブジェクトに関連して行動した回数の少なくとも1つに関する情報を収集するようにすることができる。 The information collecting means includes: the number of times the user has acted in relation to the sponsor object; the number of times the sponsor object has been related to the user's behavior; the date and time when the user's behavior related to the sponsor object was recorded; The number of times a sponsor who wants to provide an object competes, the user acts in relation to the sponsor object, and as a result the user achieves the purpose of the action, the user acts in relation to the sponsor object, As a result, the number of times the user has failed to achieve the purpose of the action, the user acts in association with the sponsor object, and as a result, the user achieves the purpose of the action, And the number of times the user has used the sponsor object. To collect information about at least one of the number of times the user has acted in relation to the sponsor object after the user has failed to achieve the goal of the act. Can do.

 前記利益供与手段は、仮想空間においてユーザが関連して行動した前記スポンサオブジェクトのスポンサに対応付けられた利益を当該ユーザに与えることができる。 The profit providing means can give the user a profit associated with the sponsor of the sponsor object that the user has acted in the virtual space.

 前記利益供与手段は、仮想空間において前記スポンサオブジェクトに関連して行動したユーザに対し、実世界において使用される利益を与えることができる。 The profit providing means can give a profit used in the real world to a user who has acted in association with the sponsor object in a virtual space.

 実世界におけるイベント及び時季の少なくとも一方に基づいて、前記スポンサオブジェクトを変更するスポンサオブジェクト変更手段をさらに備えることができる。 It can further comprise a sponsor object changing means for changing the sponsor object based on at least one of an event in the real world and a season.

 スポンサによる指示にしたがって、前記スポンサオブジェクトを変更するスポンサオブジェクト変更手段をさらに備えることができる。 Further, a sponsor object changing means for changing the sponsor object according to an instruction from the sponsor can be provided.

 本発明の一態様の情報処理方法及びプログラムは、上述の本発明の一態様の情報処理装置にそれぞれ対応する方法及びプログラムである。 The information processing method and program of one embodiment of the present invention are a method and a program respectively corresponding to the above-described information processing device of one embodiment of the present invention.

 本発明によれば、仮想空間の利用者が、仮想空間の特性をより活用した経済的な活動を行うことができる。 According to the present invention, a user of a virtual space can perform an economic activity that further utilizes the characteristics of the virtual space.

DIMモデルが適用された本発明の一実施形態の情報処理システムの構成を示すブロック図である。It is a block diagram which shows the structure of the information processing system of one Embodiment of this invention to which the DIM model was applied. 本発明の一実施形態の情報処理装置のハードウェアの構成を示すブロック図である。It is a block diagram which shows the structure of the hardware of the information processing apparatus of one Embodiment of this invention. 本発明の一実施形態の情報処理装置の機能的構成のうち、仮想空間を構築する処理、DIM処理を実行するための機能的構成を示す機能ブロック図である。It is a functional block diagram which shows the functional structure for performing the process which builds virtual space, and a DIM process among the functional structures of the information processing apparatus of one Embodiment of this invention. 本発明の一実施形態の情報処理装置の管理者とスポンサとが契約を結んでから、行動情報を収集するまでの手順(全体処理)を説明するためのフローチャートである。It is a flowchart for demonstrating the procedure (whole process) after the manager and sponsor of the information processing apparatus of one Embodiment of this invention make a contract until action information is collected. 図4のステップS4に示したDIM処理の詳細を説明するためのフローチャートである。It is a flowchart for demonstrating the detail of the DIM process shown to step S4 of FIG. 図5のステップS11に示した情報収集処理の詳細を説明するためのフローチャートである。It is a flowchart for demonstrating the detail of the information collection process shown to FIG.5 S11.

 以下、本発明の一実施形態について、図面を用いて説明する。
 本実施形態は、DIM(Dynamic Interactive Marketing)モデルを適用した情報処理装置、情報処理方法、情報処理プログラムを提供する。
 DIMモデルは、プログラムによって構築される仮想空間において、ユーザにスポンサプログラムに関連する行動を許容する。ここで、スポンサオブジェクトは、仮想空間においてスポンサの商取引の対象となる仮想的な物品、サービス、プログラム、契約等の少なくとも1つである。スポンサオブジェクトには、現存する物品等に係るものと、今後開発或いは提供される物品等に係るものとが含まれる。また、仮想空間におけるユーザのスポンサオブジェクトに関連した行動を、以降「スポンサオブジェクト関連行動」と呼ぶ。
 DIMモデルは、ユーザのスポンサオブジェクト関連行動に係る情報を収集し、収集された情報を実世界の広告やマーケティングといった目的に利用することが可能なモデルである。ユーザのスポンサオブジェクト関連行動に係る情報を、以降「行動情報」と呼ぶ。
Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
The present embodiment provides an information processing apparatus, an information processing method, and an information processing program to which a DIM (Dynamic Interactive Marketing) model is applied.
The DIM model allows the user to perform actions related to the sponsor program in a virtual space constructed by the program. Here, the sponsor object is at least one of a virtual article, a service, a program, a contract, or the like that is a target of the sponsor's business transaction in the virtual space. The sponsor objects include those related to existing articles and those related to articles developed or provided in the future. Further, the behavior related to the user's sponsor object in the virtual space is hereinafter referred to as “sponsor object-related behavior”.
The DIM model is a model that collects information related to a user's sponsor object-related behavior and can use the collected information for purposes such as real-world advertising and marketing. The information related to the user's sponsor object related behavior is hereinafter referred to as “behavior information”.

 本実施形態でいう仮想空間は、プログラムによって構築された実世界を模した空間である。ユーザは、仮想空間において、予めプログラムされたキャラクタや他のユーザと情報交換をしたり、仮想空間上に存在するアイテムの使用、取得及び商取引等をしたりすることができる。
 仮想空間を構築するプログラムとしては、例えば、オンラインゲームやバーチャルモールに利用されるプログラムが適用される。
The virtual space referred to in this embodiment is a space imitating the real world constructed by a program. The user can exchange information with pre-programmed characters and other users in the virtual space, and can use, acquire, and perform business transactions on items existing in the virtual space.
As a program for constructing a virtual space, for example, a program used for an online game or a virtual mall is applied.

 全ての産業、或いは全ての企業、団体及び個人は、スポンサとしてDIMモデルを利用することが可能である。DIMモデルを利用するスポンサは、スポンサオブジェクトを仮想空間に提供する。 All industries, or all companies, organizations and individuals can use the DIM model as a sponsor. Sponsors that use the DIM model provide sponsor objects in virtual space.

 また、DIMモデルを適用した仮想空間では、仮想空間を実現するプログラムとユーザの行動とが相互に作用する。プログラムとユーザの行動とが相互に作用するとは、スポンサオブジェクト関連行動に対するプログラムの応答が予めプログラミングされていて、プログラムの応答に対して行われたユーザの行動の結果が再びプログラムに作用する(変化を与えられる)ことをいう。
 スポンサオブジェクト関連行動には、ユーザによるスポンサオブジェクトの仮想空間における使用、取得、商取引、貸借の少なくとも1つが含まれる。
 スポンサオブジェクト関連行動に対するプログラムの応答には、スポンサオブジェクト関連行動を行ったユーザに仮想空間または実世界において利益が与えられることを含む。
In a virtual space to which the DIM model is applied, a program that realizes the virtual space and a user's action interact with each other. The interaction between the program and the user's action means that the response of the program to the sponsor object-related action is programmed in advance, and the result of the user's action performed on the response of the program acts on the program again (change) Is given).
The sponsor object-related behavior includes at least one of use, acquisition, commerce, and lending by the user in the virtual space of the sponsor object.
The response of the program to the sponsor object-related behavior includes providing a benefit in the virtual space or real world to the user who performed the sponsor object-related behavior.

 すなわち、DIMモデルでは、スポンサオブジェクト関連行動に対してユーザに利益が提供される。DIMモデルでは、このような方式により、ユーザがスポンサオブジェクトを使用した経験が利益と結び付けられて強く印象付けられる。このようなプロセスは、意識的なレベル及び潜在的なレベルの両方で強くユーザに作用する。このため、ユーザは、意図せずともスポンサオブジェクトを能動的に使用するようになる。 That is, in the DIM model, a benefit is provided to the user for the sponsor object related behavior. In the DIM model, by using such a method, the user's experience of using the sponsor object is strongly impressed with the profit. Such a process acts strongly on the user at both conscious and potential levels. Therefore, the user actively uses the sponsor object without intention.

 DIMモデルでは、ユーザのスポンサオブジェクト関連行動の回数、頻度、タイミング等、その他変化し得る統計的な情報が収集され得る。スポンサオブジェクトは、スポンサによって提供されるシステムで収集された情報とDIMモデルで収集された情報とに対応付けることができる。
 本実施形態では、スポンサオブジェクトに対応付けられた情報のうち、スポンサオブジェクト関連行動の回数に係る統計的な情報をスポンサに提供する。なお、この統計的な情報は、この情報に対応付けられたスポンサオブジェクトを提供したスポンサに限らず、他のスポンサに提供してもよい。
In the DIM model, other variable statistical information such as the number, frequency, timing, etc. of the user's sponsor object-related behavior can be collected. The sponsor object can be associated with information collected by the system provided by the sponsor and information collected with the DIM model.
In this embodiment, among the information associated with the sponsor object, statistical information related to the number of sponsor object-related actions is provided to the sponsor. Note that this statistical information is not limited to the sponsor that provided the sponsor object associated with this information, and may be provided to other sponsors.

 また、DIMモデルでは、スポンサオブジェクトを動的に変化させることができる。スポンサオブジェクトは、クリスマス、ハロウィンといった特定のイベントに応じて変化されるものであってもよい。また、スポンサオブジェクトを動的に変更することにより、同じスポンサオブジェクトを提供している異なるスポンサの商業的な競争を促すことができる。 In the DIM model, the sponsor object can be changed dynamically. The sponsor object may be changed according to a specific event such as Christmas or Halloween. Also, by dynamically changing the sponsor object, commercial competition of different sponsors providing the same sponsor object can be encouraged.

 さらに、DIMモデルは、実世界における物理的な報酬であるRWR(Real World Rewards)と組み合わせられることにより、スポンサオブジェクト関連行動に対する利益として、実世界の物理的な利益をユーザに供与することができる。
 このようにすれば、スポンサオブジェクト関連行動に係る経験をユーザにさらに強く印象付けることができる。
Furthermore, the DIM model can be combined with RWR (Real World Rewards), which is a physical reward in the real world, to provide users with real-world physical benefits as benefits for sponsor object-related behaviors. .
In this way, the experience related to the sponsor object-related behavior can be further impressed by the user.

 このようなプログラムにおけるマーケティングと相互に作用する方法は、プログラム中において全く新しい次元の商業的な行為を創造することができる。広告は、環境の一部であるばかりでなく、ユーザ全体の経験の一部になる。 方法 Methods that interact with marketing in such programs can create a whole new level of commercial behavior in the program. Advertising is not only part of the environment, but also part of the overall user experience.

 以下、DIMモデルが適用されるシステムについて、具体的に説明する。
 図1は、DIMモデルが適用された本発明の一実施形態の情報処理システムの構成を示すブロック図である。本実施形態は、図1に示した情報処理システムがオンラインゲームのプログラムをユーザに提供するものとして以降の説明を行う。
 図1に示すように、情報処理システムにおいては、複数のユーザ端末装置1-1~1-n(nは2以上の整数)と、情報処理装置2と、スポンササーバ3とがネットワークNを介して相互に接続されている。
Hereinafter, a system to which the DIM model is applied will be specifically described.
FIG. 1 is a block diagram showing a configuration of an information processing system according to an embodiment of the present invention to which a DIM model is applied. In the present embodiment, the following description will be given on the assumption that the information processing system shown in FIG. 1 provides an online game program to the user.
As shown in FIG. 1, in an information processing system, a plurality of user terminal devices 1-1 to 1-n (n is an integer of 2 or more), an information processing device 2, and a sponsor server 3 are connected via a network N. Are connected to each other.

 ユーザ端末装置1-1~1-nは、それぞれユーザによって操作される。ユーザ端末装置1-1~1-nは、情報処理装置2によってユーザ端末装置1-1~1-nに提供されるプログラムであって、ユーザ端末装置1-1~1-nで実行されるプログラムが構築したオンラインゲームの仮想空間におけるスポンサオブジェクト関連行動の行動情報を、ネットワークNを介して情報処理装置2に送信する。 The user terminal devices 1-1 to 1-n are each operated by a user. The user terminal devices 1-1 to 1-n are programs provided to the user terminal devices 1-1 to 1-n by the information processing device 2, and are executed by the user terminal devices 1-1 to 1-n. The action information of the sponsor object related action in the virtual space of the online game constructed by the program is transmitted to the information processing apparatus 2 via the network N.

 情報処理装置2は、DIMモデルの管理者によって管理されるサーバ装置として構成される。情報処理装置2は、ユーザ端末装置1-1~1-nの各々に対し、ユーザの要求によってオンラインゲームのプログラムを提供する。そして、情報処理装置2は、提供したプログラムがユーザ端末装置1-1~1-nで実行された結果を示す情報を所定のタイミングでユーザ端末装置1-1~1-nからネットワークNを介して受け取る。 The information processing apparatus 2 is configured as a server apparatus managed by the administrator of the DIM model. The information processing device 2 provides an online game program to each of the user terminal devices 1-1 to 1-n according to a user request. Then, the information processing apparatus 2 transmits information indicating the result of execution of the provided program by the user terminal apparatuses 1-1 to 1-n from the user terminal apparatuses 1-1 to 1-n via the network N at a predetermined timing. Receive.

 スポンササーバ3は、スポンサオブジェクトに関する情報をオンラインゲームに提供するスポンサによって管理されるサーバである。DIMモデルでは、前記したように、全ての産業、或いは全ての企業、団体及び個人がスポンサとなり得る。以下に、DIMモデルのスポンサを例示する。
 (1)飲料を提供するスポンサ
 (2)食品を提供するスポンサ
 (3)靴を提供するスポンサ
 (4)衣服を提供するスポンサ
 (5)ネットワークプロバイダ
 (6)サービスプロバイダ
 (7)商標を提供するスポンサ
 (8)公共事業を行っているスポンサ
 (9)流通システムを提供するスポンサ
 (10)電子工学的な消費者のスポンサ
 (11)広告を行うスポンサ
The sponsor server 3 is a server managed by a sponsor that provides information related to a sponsor object to an online game. In the DIM model, as described above, all industries or all companies, organizations, and individuals can be sponsors. Below, the sponsor of a DIM model is illustrated.
(1) Sponsors that provide beverages (2) Sponsors that provide foods (3) Sponsors that provide shoes (4) Sponsors that provide clothes (5) Network providers (6) Service providers (7) Sponsors that provide trademarks (8) Sponsors conducting public works (9) Sponsors providing distribution systems (10) Electronic consumer sponsors (11) Advertising sponsors

 上記したスポンサのうち、広告を行うスポンサは、ユーザの好みに関する情報を収集するため、他のスポンサを利用することができる。例えば、広告を行うスポンサは、同様の物品(例えば靴)をスポンサオブジェクトとするスポンサS1とスポンサS2とがあった場合、ユーザがスポンサS1のスポンサオブジェクトとスポンサS2のスポンサオブジェクトのどちらをより好むかについての情報を収集することができる。
 このようなデータマイニングは、スポンサS1のスポンサオブジェクトとスポンサS2のスポンサオブジェクトとの機能及び用途が同一であることから、収集された情報をユーザ個人の好みとしてフィードバックすることができる。
Among the sponsors described above, the sponsor who performs the advertisement can use other sponsors to collect information related to user preferences. For example, if there is a sponsor S1 and a sponsor S2 that have a similar object (for example, shoes) as a sponsor object, the sponsor that performs the advertisement prefers the sponsor object of the sponsor S1 or the sponsor object of the sponsor S2. Information about can be collected.
In such data mining, the function and use of the sponsor object of the sponsor S1 and the sponsor object of the sponsor S2 are the same, and thus the collected information can be fed back as a personal preference of the user.

 図2は、本発明における情報処理装置2のハードウェアの構成を示すブロック図である。
 情報処理装置2は、CPU(Central Processing Unit)11と、ROM(Read Only Memory)12と、RAM(Random Access Memory)13と、画像処理部14と、バス15と、入出力インターフェース16と、入力部18と、出力部19と、記憶部20と、通信部21と、ドライブ22と、を備えている。
FIG. 2 is a block diagram illustrating a hardware configuration of the information processing apparatus 2 according to the present invention.
The information processing apparatus 2 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, a bus 15, an input / output interface 16, and an input. A unit 18, an output unit 19, a storage unit 20, a communication unit 21, and a drive 22 are provided.

 CPU11は、ROM12に記録されているプログラム、または記憶部20からRAM13にロードされたプログラムに従って各種の処理を実行する。 The CPU 11 executes various processes according to a program recorded in the ROM 12 or a program loaded from the storage unit 20 to the RAM 13.

 RAM13には、CPU11が各種の処理を実行する上において必要なデータ等も適宜記憶される。 The RAM 13 appropriately stores data necessary for the CPU 11 to execute various processes.

 画像処理部14は、仮想空間を表す静止画像または動画像を作成する。このため、予め設定されているシナリオにしたがって、実世界を模した静止画像または動画像を作成するための画像処理を行う。 The image processing unit 14 creates a still image or a moving image representing the virtual space. For this reason, image processing for creating a still image or a moving image imitating the real world is performed according to a preset scenario.

 CPU11、ROM12、RAM13及び画像処理部14は、バス15を介して相互に接続されている。このバス15にはまた、入出力インターフェース16も接続されている。入出力インターフェース16には、入力部18、出力部19、記憶部20、通信部21及びドライブ22が接続されている。 The CPU 11, the ROM 12, the RAM 13, and the image processing unit 14 are connected to each other via a bus 15. An input / output interface 16 is also connected to the bus 15. An input unit 18, an output unit 19, a storage unit 20, a communication unit 21, and a drive 22 are connected to the input / output interface 16.

 入力部18は、各種ボタン等やキー及びタッチパネルで構成され、ユーザの指示操作に応じて各種情報を入力する。
 出力部19は、ディスプレイやスピーカ等で構成され、画像や音声を出力する。
 記憶部20は、ハードディスク或いはDRAM(Dynamic Random Access Memory)等で構成され、各種画像のデータを記憶する。
 通信部21は、インターネットを含むネットワークを介してユーザ端末装置1-1~1-n及びスポンササーバ3との間で行う通信を制御する。
The input unit 18 includes various buttons, keys, and a touch panel, and inputs various types of information according to user instruction operations.
The output unit 19 includes a display, a speaker, and the like, and outputs images and sounds.
The storage unit 20 is configured by a hard disk, a DRAM (Dynamic Random Access Memory), or the like, and stores various image data.
The communication unit 21 controls communication between the user terminal devices 1-1 to 1-n and the sponsor server 3 via a network including the Internet.

 ドライブ22には、磁気ディスク、光ディスク、光磁気ディスク、或いは半導体メモリ等よりなる、リムーバブルメディア31が適宜装着される。ドライブ22によってリムーバブルメディア31から読み出されたプログラムは、必要に応じて記憶部20にインストールされる。また、リムーバブルメディア31は、記憶部20に記憶されている画像のデータ等の各種データも、記憶部20と同様に記憶することができる。 A removable medium 31 made of a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, or the like is appropriately attached to the drive 22. The program read from the removable medium 31 by the drive 22 is installed in the storage unit 20 as necessary. The removable medium 31 can also store various data such as image data stored in the storage unit 20 in the same manner as the storage unit 20.

 図3は、このような情報処理装置2の機能的構成のうち、仮想空間を構築する処理、仮想空間にDIMモデルを適用して行動情報を収集する処理(以下、「DIM処理」と呼ぶ)を実行するための機能的構成を示す機能ブロック図である。
 仮想空間を構築する処理とは、仮想空間を構築し、ユーザのキャラクタをユーザの指示に基づいて仮想空間上で行動させる処理をいう。また、DIM処理とは、スポンサオブジェクト関連行動に係る行動情報を収集し、収集された行動情報をスポンササーバ3に送信し、スポンサオブジェクト関連行動を行ったユーザに利益を提供するまでの一連の処理をいう。DIM処理には、ユーザの行動情報を収集する処理(以下、「情報収集処理」と呼ぶ)が含まれる。
FIG. 3 illustrates a process for constructing a virtual space, a process for collecting behavior information by applying a DIM model to the virtual space (hereinafter referred to as “DIM process”), among the functional configurations of the information processing apparatus 2. It is a functional block diagram which shows the functional structure for performing this.
The process of constructing a virtual space refers to a process of constructing a virtual space and causing a user character to act on the virtual space based on a user instruction. The DIM process is a series of processes from collecting action information related to a sponsor object related action, transmitting the collected action information to the sponsor server 3, and providing a benefit to the user who performed the sponsor object related action. Say. The DIM processing includes processing for collecting user behavior information (hereinafter referred to as “information collection processing”).

 具体的には、本実施形態では、オンラインゲームを行うための仮想空間を構築し、オンラインゲームにおいてユーザにスポンサオブジェクトとしての物品、サービス、プログラム、概念に関連する行動を行わせる。スポンサオブジェクトとしての物品とは、例えば衣服等であり、物品としてのスポンサオブジェクトに対するスポンサオブジェクト関連行動とは、例えば衣服等の購入や着用及び廃棄をいう。
 また、スポンサオブジェクトとしてのサービスとは、例えばオンラインゲームにおいて行われる医療診断等であり、サービスとしてのスポンサオブジェクトに対するスポンサオブジェクト関連行動とは、例えば医療診断のサービスを受けることをいう。また、スポンサオブジェクトとしてのプログラムとは、例えばオンラインゲームにおいて行われるミニゲーム等であり、プログラムとしてのスポンサオブジェクトに対するスポンサオブジェクト関連行動とは、例えばミニゲームの実行や、その結果(クリアできたか否か)等をいう。また、スポンサオブジェクトとしての概念とは、例えばスポンサが提供するロゴマーク等であり、概念としてのスポンサオブジェクトに対するスポンサオブジェクト関連行動とは、例えばロゴマークを使用すること、或いは使用を止めることをいう。
Specifically, in the present embodiment, a virtual space for playing an online game is constructed, and in the online game, a user performs an action related to an article, a service, a program, and a concept as a sponsor object. The article as the sponsor object is, for example, clothes, and the sponsor object-related action for the sponsor object as the article refers to, for example, purchase, wearing, and disposal of clothes.
A service as a sponsor object is, for example, a medical diagnosis performed in an online game, and a sponsor object-related action for a sponsor object as a service means, for example, receiving a medical diagnosis service. The sponsor object program is, for example, a mini game executed in an online game, and the sponsor object-related action for the sponsor object is, for example, the execution of the mini game and the result (whether it can be cleared). ) Etc. Further, the concept as a sponsor object is, for example, a logo mark provided by the sponsor, and the sponsor object-related action for the sponsor object as a concept is to use, for example, a logo mark or stop using the logo mark.

 図3に示したように、図2に示したRAM13には、行動用DB(Data Base)49、利益用DB50、キャラクタ用DB51、マップ用DB52、イベント用DB53、ユーザ用DB54、スポンサオブジェクト用DB55として機能する記憶領域が設けられている。
 ユーザ用DB54に記録されるユーザに関する情報とは、ユーザ自身の個人情報と、ユーザに使用されたユーザ端末装置、ネットワーク、プロバイダ等の情報とがある。ユーザの個人情報は、プログラムを供給する情報処理装置2の管理者とユーザとの契約にしたがって取り扱われる。
As shown in FIG. 3, the RAM 13 shown in FIG. 2 includes an action DB (Data Base) 49, a profit DB 50, a character DB 51, a map DB 52, an event DB 53, a user DB 54, and a sponsor object DB 55. Is provided as a storage area.
The information related to the user recorded in the user DB 54 includes personal information of the user himself / herself and information on the user terminal device, network, provider, etc. used by the user. The personal information of the user is handled according to a contract between the administrator of the information processing apparatus 2 that supplies the program and the user.

 図3に示したCPU11においては、DIM処理が行われる場合、仮想空間管理部41と、DIM処理部42とが機能する。
 仮想空間管理部41は、ユーザ端末装置1-1~1-nで実行されているオンラインゲームを管理する。仮想空間管理部41においては、行動管理部44と、利益管理部45と、キャラクタ管理部46と、位置管理部47と、時間管理部48と、が機能する。
In the CPU 11 shown in FIG. 3, when the DIM processing is performed, the virtual space management unit 41 and the DIM processing unit 42 function.
The virtual space management unit 41 manages an online game being executed on the user terminal devices 1-1 to 1-n. In the virtual space management unit 41, an action management unit 44, a profit management unit 45, a character management unit 46, a position management unit 47, and a time management unit 48 function.

 仮想空間管理部41は、ユーザ端末装置1-1~1-nで実行されているオンラインゲームを管理する。行動管理部44は、ユーザの指示によって行われたキャラクタのオンラインゲームにおける行動の履歴を管理する。行動の履歴とは、行動したユーザを特定するための情報と、ユーザが行った行動の内容を時間の経過と共に示す情報である。行動の履歴は、RAM13の行動用DB49に蓄積される。
 利益管理部45は、オンラインゲームにおいてキャラクタが獲得した利益を管理する。ここで、利益とは、オンラインゲームにおいてキャラクタが有するアイテム、仮想的な通貨、ライフポイント及び能力を表すポイント等である。キャラクタの利益は、RAM13の利益用DB50に蓄積され、必要に応じて更新される。
The virtual space management unit 41 manages an online game being executed on the user terminal devices 1-1 to 1-n. The behavior management unit 44 manages a history of behavior in the online game of the character performed according to the user's instruction. The action history is information for identifying the user who has acted and information indicating the content of the action performed by the user over time. The action history is accumulated in the action DB 49 of the RAM 13.
The profit management unit 45 manages profits acquired by the character in the online game. Here, the profit is an item, a virtual currency, a life point, a point representing ability, and the like possessed by the character in the online game. The profit of the character is accumulated in the profit DB 50 of the RAM 13 and updated as necessary.

 キャラクタ管理部46は、ユーザが設定したキャラクタの特性やプロフィールといった情報を管理する。キャラクタに関わる情報は、RAM13のキャラクタ用DB51に蓄積され、必要に応じて更新される。
 位置管理部47は、オンラインゲームにおけるキャラクタや建物等の位置を管理する。キャラクタや建物等の位置は、RAM13のマップ用DB52に蓄積されているオンラインゲーム中の地形等と関連付けられて管理される。
 時間管理部48は、オンラインゲーム内の時間を管理する。オンラインゲーム内の時間は、ユーザによって任意に設定、変更されるものであってもよいし、実世界の時間とリンクするものであってもよい。
The character management unit 46 manages information such as character characteristics and profiles set by the user. Information related to the character is stored in the character DB 51 of the RAM 13 and updated as necessary.
The position management unit 47 manages the positions of characters and buildings in the online game. The positions of characters, buildings, etc. are managed in association with the terrain in the online game stored in the map DB 52 of the RAM 13.
The time management unit 48 manages the time in the online game. The time in the online game may be arbitrarily set and changed by the user, or may be linked to the real world time.

 DIM処理部42は、オンラインゲームにおいてユーザを示すキャラクタ(以下、「ユーザ」と呼ぶ)のスポンサオブジェクト関連行動に係る行動情報を収集し、スポンサオブジェクト関連行動をしたユーザに利益を供与し、必要に応じてスポンサオブジェクトを変更する。
 DIM処理部42においては、スポンサオブジェクト管理部56と、情報収集部57と、情報提供部58と、利益供与部59と、スポンサオブジェクト変更部60と、が機能する。
The DIM processing unit 42 collects behavior information related to the sponsor object-related behavior of the character representing the user (hereinafter referred to as “user”) in the online game, and provides a benefit to the user who performed the sponsor object-related behavior. Change the sponsor object accordingly.
In the DIM processing unit 42, a sponsor object management unit 56, an information collecting unit 57, an information providing unit 58, a profit providing unit 59, and a sponsor object changing unit 60 function.

 DIM処理部42は、通信部21を介してスポンササーバ3から送信されたスポンサオブジェクトを受信する。スポンサオブジェクト管理部56は、スポンサオブジェクトを管理する。受信されたスポンサオブジェクトは、RAM13のスポンサオブジェクト用DB55に蓄積される。
 すなわち、スポンサオブジェクト管理部56は、新たに受信されたスポンサオブジェクトの受信日時、スポンサオブジェクトを提供したスポンサ等の情報をスポンサオブジェクト用DB55に蓄積されているスポンサオブジェクトに対応付けて記録し、必要に応じてスポンサオブジェクト管理部56に蓄積されているスポンサオブジェクトを更新する。
The DIM processing unit 42 receives the sponsor object transmitted from the sponsor server 3 via the communication unit 21. The sponsor object management unit 56 manages sponsor objects. The received sponsor object is stored in the sponsor object DB 55 of the RAM 13.
That is, the sponsor object management unit 56 records the reception date and time of the newly received sponsor object, information such as the sponsor that provided the sponsor object, in association with the sponsor object stored in the sponsor object DB 55, In response, the sponsor object stored in the sponsor object management unit 56 is updated.

 ここで、スポンサオブジェクト管理部56は、スポンサオブジェクト及びスポンサオブジェクトの挙動を動的に変更することができる。スポンサオブジェクトの動的な変更は、実世界におけるクリスマス、新年、ハロウィンといった季節のイベント、スポンサのキャンペーンや製品の販売開始等の人為的なイベント及び夏や冬といった季節に応じて行うことができる。 Here, the sponsor object management unit 56 can dynamically change the sponsor object and the behavior of the sponsor object. The dynamic change of the sponsor object can be performed according to seasonal events such as Christmas, New Year, and Halloween in the real world, artificial events such as sponsor campaigns and sales of products, and seasons such as summer and winter.

 スポンサオブジェクトのクリスマスのイベントに対応した変更は、例えば、12月1日から25日の間、オンラインゲーム内で取引される帽子にサンタクロースの帽子を追加することによって行われる。また、スポンサオブジェクトの挙動の変更とは、例えば、オンラインゲーム内でサンタクロースの帽子に関連して行動した場合、他のスポンサオブジェクトについてスポンサオブジェクト関連行動をするよりもユーザに与えられるポイント等の利益が大きくなること等を指す。
 なお、スポンサオブジェクト管理部56がスポンサオブジェクトをイベントや季節(時季)に応じて変更する場合、スポンサオブジェクト管理部56は、オンラインゲーム内の季節やイベントが行われる日時をイベント用DB53から取得する。
The change corresponding to the Christmas event of the sponsor object is made, for example, by adding a Santa Claus hat to a hat traded in the online game between December 1st and 25th. The change of the behavior of the sponsor object means that, for example, when an action is performed in relation to a Santa Claus hat in an online game, the benefit given to the user, such as points given to the sponsor object, is higher than that of other sponsor objects. It means becoming bigger.
When the sponsor object management unit 56 changes the sponsor object according to the event or season (time season), the sponsor object management unit 56 acquires the season in the online game or the date and time when the event is performed from the event DB 53.

 また、スポンサオブジェクト管理部56は、オンラインゲーム内の時間に応じてスポンサオブジェクト及びスポンサオブジェクトの挙動を変化させることができる。オンラインゲーム内の時間は、ユーザが任意に設定したものであってもよいし、実世界の時間にリンクするものであってもよい。時間に応じたスポンサオブジェクトの動的変化は、複数のスポンサによって同じ機能や用途のスポンサオブジェクトが提供され、競合が生じた場合等に利用することができる。
 なお、スポンサオブジェクト管理部56がスポンサオブジェクトを時間に応じて変更する場合、スポンサオブジェクト管理部56は、オンラインゲーム内での時間を時間管理部48から取得する。なお、オンラインゲーム内での時間は、ユーザによって任意に設定されるものであってもよいし、実世界の時間にリンクするものであってもよい。
Further, the sponsor object management unit 56 can change the behavior of the sponsor object and the sponsor object according to the time in the online game. The time in the online game may be arbitrarily set by the user, or may be linked to the time in the real world. The dynamic change of the sponsor object according to time can be used when a sponsor object having the same function or application is provided by a plurality of sponsors and a conflict occurs.
When the sponsor object management unit 56 changes the sponsor object according to time, the sponsor object management unit 56 acquires the time in the online game from the time management unit 48. It should be noted that the time in the online game may be arbitrarily set by the user, or may be linked to real-time time.

 すなわち、本実施形態では、複数のスポンサによって同じ機能や用途のスポンサオブジェクトが提供された場合、例えば午前中の時間帯にはX社のスポンサオブジェクトをオンラインゲーム内で流通させ、午後の時間帯にはY社のスポンサオブジェクトをオンラインゲーム内で流通させることもできる。
 このようにすれば、同じ機能及び用途を有する各スポンサオブジェクトがユーザの行動に関連できる可能性を高めることができる。
That is, in the present embodiment, when a sponsor object having the same function or use is provided by a plurality of sponsors, for example, the sponsor object of company X is distributed in the online game in the morning time zone, and in the afternoon time zone. Can also distribute the sponsor object of company Y in the online game.
In this way, it is possible to increase the possibility that each sponsor object having the same function and use can be related to the user's action.

 また、本実施形態では、全てのスポンサオブジェクトがオンラインゲームにおける場所に対応している。スポンサオブジェクト管理部56は、ユーザがスポンサオブジェクトと相互に作用しているとき、スポンサオブジェクトのオンラインゲームにおける場所に応じてスポンサオブジェクト及びスポンサオブジェクトの挙動を動的に変更することができる。
 なお、スポンサオブジェクト管理部56がスポンサオブジェクトを場所に応じて変更する場合、スポンサオブジェクト管理部56は、オンラインゲーム内でキャラクタがスポンサオブジェクト関連行動をする場所を位置管理部47から取得する。
In this embodiment, all sponsor objects correspond to locations in the online game. The sponsor object management unit 56 can dynamically change the behavior of the sponsor object and the sponsor object according to the location of the sponsor object in the online game when the user interacts with the sponsor object.
When the sponsor object management unit 56 changes the sponsor object according to the location, the sponsor object management unit 56 acquires from the position management unit 47 the location where the character performs the sponsor object-related action in the online game.

 以上説明したスポンサオブジェクトの動的な変化は、スポンサが将来的に行うイベントを新規なものにすることができる。例えば、特定の状況下において、スポンサオブジェクトにオンラインゲーム内でイベントを暗示させ、固有の広告効果を得ることが可能な広告を実現することができる。 The dynamic change of the sponsor object described above can make a new event that the sponsor will perform in the future. For example, under a specific situation, it is possible to realize an advertisement that allows a sponsor object to imply an event in an online game and obtain a unique advertisement effect.

 情報収集部57は、オンラインゲームにおけるユーザのスポンサオブジェクト関連行動の行動情報を収集する。行動情報の収集が行われる場合、情報収集部57においては、情報収集制御部61と、カウンタ部62とが機能する。 The information collecting unit 57 collects behavior information of the user's sponsor object related behavior in the online game. When behavior information is collected, the information collection control unit 61 and the counter unit 62 function in the information collection unit 57.

 情報収集制御部61は、仮想空間管理部41の行動管理部44からユーザのスポンサオブジェクト関連行動に関する情報を取得する。そして、ユーザがスポンサオブジェクト関連行動したことを、日時を付してユーザごとに、或いはスポンサオブジェクトごとにカウンタ部62に記録する。
 また、情報収集制御部61は、ユーザのスポンサオブジェクト関連行動が成功した場合、スポンサオブジェクト関連行動が成功したことを、ユーザごとに、或いはスポンサオブジェクトごとにカウンタ部62に記録する。
 また、情報収集制御部61は、ユーザのスポンサオブジェクト関連行動が失敗した場合、スポンサオブジェクト関連行動が失敗したことを、ユーザごと、或いはスポンサオブジェクトごとにカウンタ部62に記録する。
The information collection control unit 61 acquires information related to the user's sponsor object-related behavior from the behavior management unit 44 of the virtual space management unit 41. Then, the fact that the user has taken action related to the sponsor object is recorded in the counter unit 62 for each user or for each sponsor object with a date and time.
In addition, when the sponsor object-related behavior of the user is successful, the information collection control unit 61 records the success of the sponsor object-related behavior in the counter unit 62 for each user or for each sponsor object.
Further, when the sponsor object-related behavior of the user fails, the information collection control unit 61 records that the sponsor object-related behavior has failed in the counter unit 62 for each user or for each sponsor object.

 さらに、情報収集部57は、スポンサオブジェクト管理部56からスポンサオブジェクトに関する情報を取得し、異なる複数のスポンサによって同様の用途及び機能を有するスポンサオブジェクトが提供されているか否か検出する。 Furthermore, the information collection unit 57 acquires information on the sponsor object from the sponsor object management unit 56, and detects whether or not a sponsor object having the same use and function is provided by a plurality of different sponsors.

 情報収集制御部61は、カウンタ部62にスポンサオブジェクト関連行動に関する情報が記録された回数(カウント値)を取得する。そして、取得されたカウント値に基づいて、行動情報を収集する。本実施形態では、例えば、カウンタ部62を、スポンサオブジェクト用DB55に蓄積されている複数のスポンサオブジェクトごとに、行動情報を記録するように構成する。行動情報は、スポンサオブジェクト関連行動が行われたこと、スポンサオブジェクト関連行動が行なわれた日時、スポンサオブジェクト関連行動をしたユーザを特定する情報と共に記録される。 The information collection control unit 61 acquires the number of times (count value) that information related to the sponsor object-related behavior is recorded in the counter unit 62. And action information is collected based on the acquired count value. In the present embodiment, for example, the counter unit 62 is configured to record behavior information for each of a plurality of sponsor objects stored in the sponsor object DB 55. The behavior information is recorded together with information specifying that the sponsor object-related behavior has been performed, the date and time when the sponsor object-related behavior was performed, and the user who performed the sponsor object-related behavior.

 情報提供部58は、収集された行動情報をスポンサに提供する。より具体的には、情報収集部57は、スポンサオブジェクト関連行動を行ったユーザに関する情報をユーザ用DB54から取得する。情報提供部58は行動情報を情報収集部57から取得し、通信部21及びネットワークNを介してスポンササーバ3に送信する。 The information providing unit 58 provides the collected action information to the sponsor. More specifically, the information collection unit 57 acquires information about the user who performed the sponsor object-related behavior from the user DB 54. The information providing unit 58 acquires the behavior information from the information collecting unit 57 and transmits it to the sponsor server 3 via the communication unit 21 and the network N.

 以下に、本実施形態の行動情報を例示する。なお、本実施形態は、このような例に限定されるものではない。また、前記したように、ユーザのスポンサオブジェクト関連行動には、例えば、ユーザによるスポンサオブジェクトの使用、取得、商取引、貸借の少なくとも1つが含まれる。
 (1)オブジェクトカウント:ユーザがスポンサオブジェクト関連行動した回数。
 (2)行動カウント:スポンサオブジェクトがユーザのスポンサオブジェクト関連行動に関連した回数。
 (3)オブジェクト例カウント:スポンサオブジェクト関連行動が記録された日時と回数。
 (4)オブジェクト競争:スポンサオブジェクトを提供したスポンサが競合した回数。
 (5)目的の試み:スポンサオブジェクト関連行動の目的が達成された後、このスポンサオブジェクトに関連するスポンサオブジェクト関連行動が記録された回数。
 (6)目的の再試行:ユーザがスポンサオブジェクト関連行動に失敗した後、同じスポンサオブジェクトに対するスポンサオブジェクト関連行動の目的の再試行が記録された回数。
 (7)目的失敗:ユーザがスポンサオブジェクト関連行動の目的達成を試みて、同じスポンサオブジェクトに対するスポンサオブジェクト関連行動の失敗が記録された回数。
 (8)目的達成:スポンサオブジェクト関連行動の目的が記録された回数。
Below, the action information of this embodiment is illustrated. Note that the present embodiment is not limited to such an example. As described above, the sponsor object-related behavior of the user includes, for example, at least one of use, acquisition, business transaction, and lending of the sponsor object by the user.
(1) Object count: The number of times the user has performed a sponsor object-related action.
(2) Action count: The number of times the sponsor object is related to the user's sponsor object-related action.
(3) Object example count: Date and time when the sponsor object-related action was recorded.
(4) Object competition: The number of times a sponsor who provided a sponsor object competed.
(5) Objective attempt: The number of times a sponsor object related action related to this sponsor object was recorded after the purpose of the sponsor object related action was achieved.
(6) Goal Retry: The number of times a retry of the purpose of the sponsor object related action was recorded for the same sponsor object after the user failed the sponsor object related action.
(7) Purpose failure: The number of times a user tries to achieve the purpose of the sponsor object-related behavior and the failure of the sponsor object-related behavior is recorded for the same sponsor object.
(8) Achievement of purpose: The number of times the purpose of the sponsor object related action is recorded.

 上記した行動情報のうち、「オブジェクトカウント」は、ユーザの各々がスポンサオブジェクト関連行動を行った回数である。「行動カウント」は、スポンサオブジェクトの各々がスポンサオブジェクト関連行動に関連した回数である。
 「オブジェクト例カウント」は、スポンサオブジェクトがユーザの行動に関連した日時と回数である。「オブジェクト競争」は、異なる2つ以上のスポンサが、同じ用途及び機能を有するスポンサオブジェクトに関する情報をオンラインゲームに提供した回数である。
Among the behavior information described above, “object count” is the number of times each of the users has performed a sponsor object-related behavior. “Action count” is the number of times each sponsor object is associated with a sponsor object-related action.
The “object example count” is the date and time when the sponsor object is related to the user's action. “Object competition” is the number of times two or more different sponsors have provided information about a sponsor object having the same use and function to an online game.

 また、上記した行動情報のうち、「スポンサオブジェクト関連行動の目的」とは、例えば、スポンサオブジェクトがパズルやゲーム等である場合、パズルを解いて正答を得ることや、ゲームをクリアしたことを指す。 In addition, in the behavior information described above, “the purpose of the sponsor object-related behavior” means that, for example, when the sponsor object is a puzzle or a game, the puzzle is solved to obtain a correct answer or the game is cleared. .

 スポンサオブジェクトがパズルやゲーム(以下、「パズル等」ともいう)である場合、「目的の試み」は、ユーザがパズルを解いて正答を得る、或いはゲームをクリアした後、同じユーザが同じパズル等についてスポンサプログラム関連行動をした回数である。また、「目的の再試行」は、ユーザがパズルを解けなかった、或いはゲームをクリアできなかった後、同じユーザが同じパズル等についてスポンサプログラム関連行動をした回数である。 When the sponsor object is a puzzle or game (hereinafter also referred to as “puzzle”), the “target attempt” means that the user solves the puzzle to obtain a correct answer or clears the game and then the same user makes the same puzzle, etc. Is the number of times the sponsor program related action was taken. The “retry of purpose” is the number of times the same user has performed a sponsor program related action on the same puzzle or the like after the user did not solve the puzzle or failed to clear the game.

 「目的の失敗」は、ユーザがパズル等についてスポンサプログラム関連行動をし、パズルが解けなかった、或いはゲームがクリアできなかった回数である。「目的達成」は、ユーザがパズル等についてスポンサプログラム関連行動をし、パズルを解いた、或いはゲームがクリアできた回数である。
 このような行動情報によれば、「目的達成」及び「目的の失敗」によってパズル等の難易度が推測される。また、「目的の試み」、「目的の再試行」により、パズル等に対するユーザの興趣の程度を推測することができる。
“Failure of purpose” is the number of times the user did a sponsor program-related action on a puzzle or the like and the puzzle could not be solved or the game could not be cleared. “Achievement” is the number of times the user has performed a sponsor program-related action on a puzzle or the like, solved the puzzle, or cleared the game.
According to such behavior information, the difficulty level of a puzzle or the like is estimated by “achievement of purpose” and “failure of purpose”. In addition, the degree of interest of the user with respect to the puzzle or the like can be estimated by “trial of purpose” and “retry of purpose”.

 利益供与部59は、スポンサオブジェクト関連行動をしたユーザに利益を供与する。利益は、スポンサまたはスポンサによって提供される製品に関連するものであってもよい。また、利益は、オンラインゲームを構築するプログラムテーマのキーコンポーネントであってもよい。
 例えば、オンラインゲームにおいて次のステージに進むため、プログラム戦略の部分を構成するスポンサオブジェクトを使用しなければならないようにしてもよい。以下に、利益の例を挙げるが、本実施形態でいう利益は、このような例に限定されるものではない。
The profit providing unit 59 provides a profit to a user who has performed a sponsor object-related action. The benefit may be related to the sponsor or the product provided by the sponsor. Profit may also be a key component of a program theme that builds an online game.
For example, in order to advance to the next stage in an online game, a sponsor object that forms part of a program strategy may have to be used. Examples of benefits are given below, but the benefits referred to in the present embodiment are not limited to such examples.

 以下に、スポンサまたはスポンサの製品に関連する利益の例を記す。
 (1)ユーザの能力に対する一時的、または永続的な強化を与える。
 (2)ユーザの資産に対する一時的、または永続的な強化を与える。
 (3)ユーザの属性に対する一時的、または永続的な強化を与える。
 (4)スポンサからの仮想的または物理的な贈り物を与える(例えば、スポンサのウェブサイトで使用できる割引券)。
 また、以下に、スポンサまたはスポンサの製品に関連しない利益の例を記す。
 (5)オンラインゲームを構築しているプログラムの秘密のコンポーネントを明らかにする。
 (6)オンラインゲームを構築しているプログラムのオブジェクトのコンポーネントを明らかにする。
 (7)異なるプログラムにおけるいくつかの利益を提供する。
The following are examples of benefits associated with sponsors or sponsor products.
(1) Provide temporary or permanent enhancement to the user's ability.
(2) Provide temporary or permanent enhancement to the user's assets.
(3) Provide temporary or permanent enhancements to user attributes.
(4) Giving virtual or physical gifts from sponsors (eg discount coupons that can be used on sponsor websites).
The following are examples of benefits not related to sponsors or sponsor products.
(5) Identify the secret components of the program that is building the online game.
(6) Identify the components of the objects of the program that is building the online game.
(7) Provide several benefits in different programs.

 上記利益のうち、(1)~(3)に示した利益は、ユーザに与えられた後、利益管理部45によって管理される。 Of the above profits, the profits shown in (1) to (3) are managed by the profit management unit 45 after being given to the user.

 スポンサオブジェクトは、オンラインゲームを構築するプログラムのオブジェクトと相互に作用し、これにより、ユーザに前記した利益が与えられる。利益を与える処理(「以下、フィードバック」と呼ぶ)は、プログラムに関連するオブジェクトに依存する。
 フィードバックは、下記の応答を含んでいるが、本実施形態のフォードバックは、このような例に限定されるものではない。
 感覚フィードバック:感覚フィードバックは、人間の視覚、聴覚、味覚、嗅覚、触覚といった人間の五感のうちの1つまたはそれ以上によって与えられる。通常、フィードバックにより、(1)~(7)として先に例示したような利益が供与される。
 教示フィードバック:教示フィードバックは、ユーザに行動を行わせるための教示である。教示フィードバックは、オンラインゲームを構築するプログラム自身で行われるものであってもよいし、外部のプログラムによって行われるものであってもよい。通常、フィードバックにより、(1)~(7)として先に例示したような利益が供与される。
The sponsor object interacts with the object of the program that builds the online game, thereby giving the user the benefits described above. The process of giving profit (hereinafter referred to as “feedback”) depends on the object associated with the program.
The feedback includes the following response, but the Fordback of the present embodiment is not limited to such an example.
Sensory feedback: Sensory feedback is provided by one or more of the five human senses such as human vision, hearing, taste, smell, and touch. Usually, the benefits as exemplified above as (1) to (7) are provided by the feedback.
Teaching feedback: Teaching feedback is teaching for causing a user to perform an action. The teaching feedback may be performed by the program itself for constructing the online game, or may be performed by an external program. Usually, the benefits as exemplified above as (1) to (7) are provided by the feedback.

 教示フィードバックに関しては、ユーザを直接仮想的または物理的な他の位置に導く機構としても使用することができる。RWRモデル(Real World Rewards)と組み合わせた場合、ユーザには追加報酬を得るための指示が与えられる。以下に、追加報酬を得るための指示を例示する。ただし、本実施形態は、追加報酬を得るための指示がこのような例に限定されるものではない。
 (1)スポンサのウェブサイトで得られるコードを入力する。
 (2)スポンサのパートナーウェブサイトで得られるコードを入力する。
 (3)実世界の店舗を訪れることによって得られるコードを入力する。
 (4)スポンサのウェブサイトで得られるコードを供給する。
 (5)スポンサのパートナーウェブサイトで得られるコードを供給する。
 (6)実世界の店舗を訪れることによって得られるコードを供給する。
With respect to teaching feedback, it can also be used as a mechanism that directs the user directly to another virtual or physical location. When combined with the RWR model (Real World Rewards), the user is given instructions to obtain additional rewards. The following is an example of instructions for obtaining additional rewards. However, in the present embodiment, the instruction for obtaining the additional reward is not limited to such an example.
(1) Enter the code obtained on the sponsor's website.
(2) Enter the code obtained on the sponsor's partner website.
(3) Enter a code obtained by visiting a store in the real world.
(4) Supply the code obtained on the sponsor's website.
(5) Supply the code obtained on the sponsor's partner website.
(6) Supply a code obtained by visiting a store in the real world.

 スポンサオブジェクト変更部60は、スポンサオブジェクト用DB55に蓄積されているスポンサオブジェクトを変更する。変更は、スポンサオブジェクト用DB55に新たなスポンサオブジェクトを追加する、或いは蓄積されているスポンサオブジェクトの少なくとも1つを新たなスポンサオブジェクトに更新することによって行われる
 すなわち、スポンサは、取得された行動情報に基づいて自身が提供しているスポンサオブジェクトを変更し、変更後のスポンサオブジェクトを再度オンラインゲームのプログラムにフィードバックすることができる。
The sponsor object changing unit 60 changes the sponsor object stored in the sponsor object DB 55. The change is made by adding a new sponsor object to the sponsor object DB 55 or updating at least one of the stored sponsor objects to a new sponsor object. That is, the sponsor is added to the acquired action information. Based on this, the sponsor object provided by itself can be changed, and the changed sponsor object can be fed back to the online game program again.

 行動情報に基づくスポンサオブジェクトの変更とは、例えば、物品のスポンサオブジェクトである靴(タイプT1)について、黄色の需要が高いことを示す行動情報をスポンサが得た場合、スポンサは他の靴(タイプT2)についても黄色のものをスポンサオブジェクトに追加することができる。このとき、スポンサは、追加の指示と共に黄色の靴(タイプT2)のスポンサオブジェクトをスポンササーバ3から情報処理装置2に送信する。
 スポンサオブジェクト変更部60は、スポンササーバ3から送信された黄色の靴(タイプT2)のスポンサオブジェクトをスポンサオブジェクト用DBに蓄積する。そして、スポンサオブジェクト管理部56に黄色の靴(タイプT2)のスポンサオブジェクトの追加を通知して管理を依頼する。
The change of the sponsor object based on the behavior information is, for example, when the sponsor obtains behavior information indicating that yellow demand is high for the shoe (type T1) that is the sponsor object of the article, As for T2), a yellow object can be added to the sponsor object. At this time, the sponsor transmits a sponsor object of yellow shoes (type T2) together with the additional instruction from the sponsor server 3 to the information processing apparatus 2.
The sponsor object changing unit 60 stores the sponsor object of yellow shoes (type T2) transmitted from the sponsor server 3 in the sponsor object DB. Then, the sponsor object management unit 56 is notified of the addition of the sponsor object of yellow shoes (type T2) and requests management.

 また、スポンサは、黄色の靴(タイプT1)の需要が高いことを示す行動情報と共に黒色の靴(タイプT1)の需要が低いことを示す行動情報を得た場合、黒色の靴(タイプT2)のスポンサオブジェクトを黄色の靴のスポンサオブジェクト(タイプT2)に更新することができる。このとき、スポンサは、更新の指示と共に黄色の靴(タイプT2)のスポンサオブジェクトをスポンササーバ3から情報処理装置2に送信する。 In addition, when the sponsor obtains behavior information indicating that the demand for black shoes (type T1) is low together with the behavior information indicating that demand for yellow shoes (type T1) is high, the black shoes (type T2) are obtained. Can be updated to a yellow shoe sponsor object (type T2). At this time, the sponsor transmits a sponsor object of yellow shoes (type T2) from the sponsor server 3 to the information processing apparatus 2 together with an update instruction.

 スポンサオブジェクト変更部60は、スポンササーバ3から送信された黄色の靴(タイプT2)のスポンサオブジェクトをスポンサオブジェクト用DBに蓄積する。そして、黒色の靴(タイプT2)を黄色の靴(タイプT2)のスポンサオブジェクトで更新することをスポンサオブジェクト管理部56に通知して管理を依頼する。
 このようにすれば、本実施形態は、行動情報が示す市場の需要に応じてスポンサオブジェクトを変更し、より需要が高いスポンサオブジェクトを探ることができる。
The sponsor object changing unit 60 stores the sponsor object of yellow shoes (type T2) transmitted from the sponsor server 3 in the sponsor object DB. Then, the sponsor object management unit 56 is notified to update the black shoe (type T2) with the sponsor object of the yellow shoe (type T2), and the management is requested.
In this way, according to the present embodiment, the sponsor object can be changed according to the market demand indicated by the behavior information, and a sponsor object with higher demand can be searched.

 また、本実施形態は、未だ実際に製造されていない、或いは市場に出ていない物品等をスポンサオブジェクトとし、スポンサオブジェクトの情報をオンラインゲームに提供することができる。このようにすれば、本実施形態は、すでに流通している物品等に関するマーケティング情報を収集するばかりでなく、将来的に製造、開発する物品等の売れ行きを推測することができる。 Also, in the present embodiment, an article or the like that has not yet been manufactured or put on the market can be used as a sponsor object, and information on the sponsor object can be provided to the online game. In this way, the present embodiment can not only collect marketing information related to articles already distributed, but also estimate sales of articles that will be manufactured and developed in the future.

 図4は、情報処理装置2の管理者とスポンサとが契約を結んでから、行動情報を収集するまでの手順(全体処理)を説明するためのフローチャートである。
 ステップS1において、スポンサは、自身が提供する物品、サービス、プログラム、概念の少なくとも1つをスポンサオブジェクトとし、スポンサオブジェクトがオンラインゲームを提供するプログラムP内で使用されることに合意する。
 ステップS2において、情報処理装置2の管理者は、プログラムPを契約されたスポンサオブジェクトの動作に対応してアップデートする。
 ステップS3において、ユーザ端末装置1-1~1-nが、プログラムPのアップデートによる新たな動作に伴ってアップデートされる。
 ステップS4において、情報処理装置2は、アップデートされたプログラムPによって提供されるオンラインゲームを用い、行動情報を収集し、スポンサオブジェクト関連行動をしたユーザに利益を提供する、DIM処理を実行する。
FIG. 4 is a flowchart for explaining the procedure (overall processing) from when the administrator of the information processing apparatus 2 and the sponsor have signed a contract until action information is collected.
In step S1, the sponsor agrees that at least one of the goods, services, programs, and concepts provided by the sponsor is a sponsor object, and that the sponsor object is used in the program P that provides the online game.
In step S2, the administrator of the information processing apparatus 2 updates the program P in accordance with the contracted sponsor object operation.
In step S3, the user terminal devices 1-1 to 1-n are updated with a new operation by updating the program P.
In step S <b> 4, the information processing apparatus 2 executes a DIM process that uses the online game provided by the updated program P, collects behavior information, and provides a benefit to the user who performed the sponsor object-related behavior.

 図5は、図4のステップS4に示したDIM処理の詳細を説明するためのフローチャートである。ステップS11において、情報収集部57は、オンラインゲームにおけるユーザのスポンサオブジェクト関連行動の行動情報を収集する。このような処理を、本実施形態では情報収集処理と呼ぶ。情報収集処理の詳細については、図6を参照して後述する。
 ステップS12において、情報収集部57は、収集された行動情報をスポンサに提供する。スポンサへの行動情報の提供は、通信部21及びネットワークNを介して情報提供部58から行動情報をスポンササーバ3に送信することによって行われる。
FIG. 5 is a flowchart for explaining the details of the DIM processing shown in step S4 of FIG. In step S <b> 11, the information collection unit 57 collects behavior information of the user's sponsor object-related behavior in the online game. Such processing is called information collection processing in the present embodiment. Details of the information collection processing will be described later with reference to FIG.
In step S12, the information collection unit 57 provides the collected behavior information to the sponsor. The provision of the behavior information to the sponsor is performed by transmitting the behavior information from the information providing unit 58 to the sponsor server 3 via the communication unit 21 and the network N.

 ステップS13において、利益供与部59は、スポンサオブジェクト関連行動をしたユーザに利益を供与する。利益は、オンラインゲームをするにあたってユーザが有利になるような条件であってもよいし、実世界で使用可能な所謂「現物」であってもよい。 In step S13, the profit providing unit 59 provides a profit to the user who performed the sponsor object related action. The profit may be a condition that makes the user advantageous in playing an online game, or may be a so-called “actual thing” that can be used in the real world.

 ステップS14において、スポンサオブジェクト変更部60は、スポンサオブジェクトが変更されたか否かを判定する。スポンサオブジェクトの変更は、スポンササーバ3から新たなスポンサオブジェクトが送信されて変更が指示された場合、または行動情報が所定の条件を満たした場合に行われる。
 スポンササーバ3からスポンサオブジェクトの変更が指示された場合、または行動情報が所定の条件を満たした場合、ステップS14においてYESと判定されて、処理はステップS15に進む。
In step S14, the sponsor object changing unit 60 determines whether the sponsor object has been changed. The sponsor object is changed when a new sponsor object is transmitted from the sponsor server 3 and a change is instructed, or when the behavior information satisfies a predetermined condition.
If the sponsor server 3 is instructed to change the sponsor object, or if the behavior information satisfies a predetermined condition, YES is determined in step S14, and the process proceeds to step S15.

 ステップS15において、スポンサオブジェクト変更部60は、スポンサオブジェクト用DB55に蓄積されているスポンサオブジェクトを変更する。一方、スポンササーバ3からスポンサオブジェクトの変更が指示されていない場合、または行動情報が所定の条件を満たしていない場合、ステップS14においてNOと判定され、処理は図4に示したフローチャートに戻る。 In step S15, the sponsor object changing unit 60 changes the sponsor object stored in the sponsor object DB 55. On the other hand, if the sponsor object 3 is not instructed to change the sponsor object, or if the behavior information does not satisfy the predetermined condition, NO is determined in step S14, and the process returns to the flowchart shown in FIG.

 図6は、図5のステップS11に示した情報収集処理の詳細を説明するためのフローチャートである。図5のフローチャートは、行動カウント、オブジェクト例カウント、目的の試み、目的の再試行、目的失敗、目的達成の行動情報を収集する処理を例示している。
 ステップS21において、情報収集制御部61は、情報収集の対象となるスポンサオブジェクトを選択する。なお、スポンサオブジェクトの選択は、スポンサオブジェクト用DB55に蓄積されているスポンサオブジェクトを、順番に選択するようにしてもよい。
FIG. 6 is a flowchart for explaining details of the information collection processing shown in step S11 of FIG. The flowchart of FIG. 5 exemplifies a process of collecting action information, object example count, objective attempt, objective retry, objective failure, and objective achievement action information.
In step S21, the information collection control unit 61 selects a sponsor object that is a target of information collection. The sponsor object may be selected in order of the sponsor objects stored in the sponsor object DB 55.

 ステップS22において、情報収集制御部61は、選択されたスポンサオブジェクトについてユーザがスポンサオブジェクト関連行動をしたか否かを判定する。スポンサオブジェクトについてスポンサオブジェクト関連行動をしたユーザがいない場合には、ステップS22においてNOと判定されて、処理はステップS21に戻る。
 ステップS22において、スポンサオブジェクトについてスポンサオブジェクト関連行動をしたユーザがいる場合、ステップS22においてYESであると判定されて、処理はステップS23に進む。
In step S22, the information collection control unit 61 determines whether or not the user has performed a sponsor object-related action for the selected sponsor object. If there is no user who has performed a sponsor object-related action for the sponsor object, NO is determined in step S22, and the process returns to step S21.
In step S22, when there is a user who has performed a sponsor object-related action for the sponsor object, it is determined as YES in step S22, and the process proceeds to step S23.

 ステップS23において、情報収集制御部61は、カウンタ部62のスポンサオブジェクトに対応するカウンタ(カウンタA)に関連行動がされたことをスポンサオブジェクト関連行動の日時と共に記録する。
 カウンタAの記録は、前記した行動情報のうち、行動カウントとオブジェクト例カウントとして利用できる。
In step S <b> 23, the information collection control unit 61 records that the related action is performed on the counter (counter A) corresponding to the sponsor object of the counter unit 62 together with the date and time of the sponsor object related action.
The record of the counter A can be used as an action count and an object example count in the action information described above.

 ステップS24において、情報収集制御部61は、今回のスポンサオブジェクト関連行動が複数回目であるか否かを判定する。なお、ここで、複数回目とは、今回のスポンサオブジェクト関連行動をしたユーザが過去に同一のスポンサオブジェクトについてスポンサ関連行動をしたことを指す。同一のユーザが同一のスポンサオブジェクトについてスポンサオブジェクト関連行動をしている場合、ステップS24においてYESと判定されて、処理はステップS25に進む。 In step S24, the information collection control unit 61 determines whether or not the current sponsor object-related action is a plurality of times. Here, the term “multiple times” means that a user who has made a sponsor object-related action this time has made a sponsor-related action on the same sponsor object in the past. When the same user is performing a sponsor object related action about the same sponsor object, YES is determined in step S24, and the process proceeds to step S25.

 また、ステップS24において、同一のユーザが同一のスポンサオブジェクトについてスポンサオブジェクト関連行動をしていない場合、ステップS24においてNOと判定されて、処理はステップS28に進む。 In step S24, if the same user is not performing a sponsor object related action for the same sponsor object, NO is determined in step S24, and the process proceeds to step S28.

 ステップS25において、情報収集制御部61は、カウンタ部62の記録を参照し、前回のスポンサオブジェクト関連行動が成功したか否かを判定する。ここで、「前回」とは、例えば、直前に行われたスポンサオブジェクト関連行動を指すものであってよい。前回のスポンサオブジェクト関連行動が成功している場合には、ステップS25においてYESと判定されて、処理はステップS26に進む。 In step S25, the information collection control unit 61 refers to the record of the counter unit 62 and determines whether or not the previous sponsor object-related action has succeeded. Here, “previous” may refer to a sponsor object-related action performed immediately before, for example. If the previous sponsor object-related action is successful, it is determined as YES in Step S25, and the process proceeds to Step S26.

 ステップS26において、情報収集制御部61は、カウンタ部62のスポンサオブジェクトに対応するカウンタ(カウンタB)に前回の関連行動が成功した後、再度関連行動がされたことを記録する。
 カウンタBの記録は、前記した行動情報のうち、目的の試みとして利用できる。
In step S26, the information collection control unit 61 records in the counter (counter B) corresponding to the sponsor object of the counter unit 62 that the related action has been performed again after the previous related action was successful.
The recording of the counter B can be used as a target attempt in the behavior information described above.

 一方、ステップS25において、前回のスポンサオブジェクト関連行動が成功していない場合には、ステップS25においてNOと判定されて、処理はステップS27に進む。
 ステップS27において、情報収集制御部61は、カウンタ部62のスポンサオブジェクトに対応するカウンタ(カウンタC)に前回の関連行動が失敗した後、再度関連行動がされたことを記録する。
 カウンタCの記録は、前記した行動情報のうち、目的の再試行として利用できる。
On the other hand, if the previous sponsor object-related action is not successful in step S25, NO is determined in step S25, and the process proceeds to step S27.
In step S27, the information collection control unit 61 records in the counter (counter C) corresponding to the sponsor object of the counter unit 62 that the related action has been performed again after the previous related action failed.
The record of the counter C can be used as a target retry in the behavior information described above.

 ステップS28において、情報収集制御部61は、今回のスポンサ関連行動が成功したか否かを判定する。今回のスポンサ関連行動が成功した場合、ステップS28においてYESと判定されて、処理はステップS29に進む。 In step S28, the information collection control unit 61 determines whether or not the current sponsor-related action is successful. If the current sponsor-related action is successful, YES is determined in step S28, and the process proceeds to step S29.

 ステップS29において、情報収集制御部61は、カウンタ部62のスポンサオブジェクトに対応するカウンタ(カウンタD)に今回の関連行動が成功したことを記録する。
 カウンタCの記録は、前記した行動情報のうち、目的達成として利用できる。
In step S29, the information collection control unit 61 records that the current related action is successful in the counter (counter D) corresponding to the sponsor object of the counter unit 62.
The record of the counter C can be used as the achievement of the action information described above.

 今回のスポンサ関連行動が失敗した場合、ステップS28においてNOと判定されて、処理はステップS30に進む。 If the current sponsor-related action has failed, NO is determined in step S28, and the process proceeds to step S30.

 ステップS30において、情報収集制御部61は、カウンタ部62のスポンサオブジェクトに対応するカウンタ(カウンタE)に今回の関連行動が失敗したことを記録する。
 カウンタEの記録は、前記した行動情報のうち、目的失敗として利用できる。
In step S <b> 30, the information collection control unit 61 records that the current related action has failed in the counter (counter E) corresponding to the sponsor object of the counter unit 62.
The record of the counter E can be used as a purpose failure in the behavior information described above.

 行動情報のうち、オブジェクトカウントは、各ユーザについてスポンサオブジェクト関連行動をした回数をカウントすることによって収集することができる。また、スポンサオブジェクトの競合は、例えば情報収集部57がスポンサオブジェクト管理部56からスポンサオブジェクトの内容とスポンサオブジェクトを提供したスポンサの情報を取得し、同一の用途及び機能のスポンサオブジェクトが複数のスポンサから提供された回数をカウントすることによって収集することができる。 Among the behavior information, the object count can be collected by counting the number of times the sponsor object related behavior is performed for each user. In addition, for example, the information collection unit 57 acquires the sponsor object contents and the information of the sponsor that provided the sponsor object from the sponsor object management unit 56, and the sponsor object having the same use and function is obtained from a plurality of sponsors. It can be collected by counting the number of times provided.

 本発明において、DIMモデルは、実世界のどのようなものについてもマーケティング及び宣伝または総合的な情報収集の強力なツールとなり得る。マーケティング及び宣伝または情報収集の強力なツールとなり得るものには、次の(1)乃至(5)が含まれる。ただし、本実施形態は、当然ながらこれらに限定されるものではない。
 (1)企業
 (2)人物
 (3)製品(既存のもののみならず、今後登場するであろうものも含む)
 (4)プログラム(既存のもののみならず、今後登場するであろうものも含む)
 (5)その他、人が関連するあらゆる概念
 このように、本実施形態のDIMモデルは、企業のための新しい有力な商業的チャンネルとして利用することができる。
In the present invention, the DIM model can be a powerful tool for marketing and advertising or comprehensive information gathering for anything in the real world. The following (1) to (5) can be powerful tools for marketing and promotion or information gathering. However, the present embodiment is not limited to these as a matter of course.
(1) Company (2) Person (3) Products (including not only existing products but also products that will appear in the future)
(4) Program (including existing programs as well as those that will appear in the future)
(5) Other Concepts Related to People In this way, the DIM model of this embodiment can be used as a new powerful commercial channel for companies.

 以下に、DMIモデルが適用されるモデルのいくつかを示す。
 (1)上記したリストに挙がっているマーケティング及び宣伝または情報収集の強力なツールとなり得るもののいくつかとユーザとを結びつける媒介となるプログラム。
 (2)上記したリストに挙がっているマーケティング及び宣伝または情報収集の強力なツールとなり得るものの広告及び情報収集とユーザとを結びつける媒介となるプログラム。
 (3)利益のフィーバックを通じて直接ユーザの店舗等の位置に導く機構。
 (4)投資家、ビジネス・パートナー、スポンサ、合弁事業または他のどのビジネス協同組合も上記した(1)、(2)または(3)、或いは(1)乃至(3)を組み合わせて褒賞を得ることができる。
The following are some of the models to which the DMI model is applied.
(1) A program that links users to some of the powerful marketing and advertising or information gathering tools listed above.
(2) Although it can be a powerful tool for marketing and promotion or information gathering listed above, it is a program that serves as an intermediary for linking advertisement and information gathering to users.
(3) A mechanism that leads directly to the location of the user's store or the like through profit feedback.
(4) Investors, business partners, sponsors, joint ventures or any other business cooperatives get rewards by combining (1), (2) or (3), or (1) through (3) above be able to.

 また、上述の実施形態では、本発明が適用される情報処理装置2は、サーバ装置を例として説明したが、特にこれに限定されない。
 例えば、本発明は、仮想空間を構築できる機能を有する電子機器一般に適用することができる。具体的には、例えば、本発明は、パーソナルコンピュータ、ポータブルゲーム機等に適用可能である。
In the above-described embodiment, the information processing apparatus 2 to which the present invention is applied has been described using the server apparatus as an example, but is not particularly limited thereto.
For example, the present invention can be applied to general electronic devices having a function capable of constructing a virtual space. Specifically, for example, the present invention is applicable to personal computers, portable game machines, and the like.

 上述した一連の処理は、ハードウェアにより実行させることもできるし、ソフトウェアにより実行させることもできる。
 換言すると、図3の機能的構成は例示に過ぎず、特に限定されない。即ち、上述した一連の処理を全体として実行できる機能が情報処理装置2に備えられていれば足り、この機能を実現するためにどのような機能ブロックを用いるのかは特に図3の例に限定されない。
 また、1つの機能ブロックは、ハードウェア単体で構成してもよいし、ソフトウェア単体で構成してもよいし、それらの組み合わせで構成してもよい。
The series of processes described above can be executed by hardware or can be executed by software.
In other words, the functional configuration of FIG. 3 is merely an example, and is not particularly limited. That is, it is sufficient if the information processing apparatus 2 has a function capable of executing the above-described series of processing as a whole, and what functional block is used to realize this function is not particularly limited to the example of FIG. .
In addition, one functional block may be constituted by hardware alone, software alone, or a combination thereof.

 一連の処理をソフトウェアにより実行させる場合には、そのソフトウェアを構成するプログラムが、コンピュータ等にネットワークや記録媒体からインストールされる。
 コンピュータは、専用のハードウェアに組み込まれているコンピュータであってもよい。また、コンピュータは、各種のプログラムをインストールすることで、各種の機能を実行することが可能なコンピュータ、例えば汎用のパーソナルコンピュータであってもよい。
When a series of processing is executed by software, a program constituting the software is installed on a computer or the like from a network or a recording medium.
The computer may be a computer incorporated in dedicated hardware. The computer may be a computer capable of executing various functions by installing various programs, for example, a general-purpose personal computer.

 このようなプログラムを含む記録媒体は、ユーザにプログラムを提供するために装置本体とは別に配布される図2のリムーバブルメディア31により構成されるだけでなく、装置本体に予め組み込まれた状態でユーザに提供される記録媒体等で構成される。リムーバブルメディア31は、例えば、磁気ディスク(フロッピディスクを含む)、光ディスク、又は光磁気ディスク等により構成される。光ディスクは、例えば、CD-ROM(Compact Disk-Read Only Memory),DVD(Digital Versatile Disk)、Blu-ray Disc(ブルーレイディスク)等により構成される。光磁気ディスクは、MD(Mini-Disk)等により構成される。また、装置本体に予め組み込まれた状態でユーザに提供される記録媒体は、例えば、プログラムが記録されている図1のROM12や、図1の記憶部19に含まれるハードディスク等で構成される。 The recording medium including such a program is not only constituted by the removable medium 31 of FIG. 2 distributed separately from the apparatus main body in order to provide the program to the user, but also in a state of being incorporated in the apparatus main body in advance. The recording medium etc. provided in The removable medium 31 is composed of, for example, a magnetic disk (including a floppy disk), an optical disk, a magneto-optical disk, or the like. The optical disc is composed of, for example, a CD-ROM (Compact Disk-Read Only Memory), a DVD (Digital Versatile Disc), a Blu-ray Disc (Blu-ray Disc), and the like. The magneto-optical disk is constituted by an MD (Mini-Disk) or the like. In addition, the recording medium provided to the user in a state of being preliminarily incorporated in the apparatus main body includes, for example, the ROM 12 in FIG. 1 in which a program is recorded, the hard disk included in the storage unit 19 in FIG.

 なお、本明細書において、記録媒体に記録されるプログラムを記述するステップは、その順序に沿って時系列的に行われる処理はもちろん、必ずしも時系列的に処理されなくとも、並列的或いは個別に実行される処理をも含むものである。 In the present specification, the step of describing the program recorded on the recording medium is not limited to the processing performed in time series along the order, but is not necessarily performed in time series, either in parallel or individually. The process to be executed is also included.

 以上、本発明のいくつかの実施形態について説明したが、これらの実施形態は、例示に過ぎず、本発明の技術的範囲を限定するものではない。本発明はその他の様々な実施形態を取ることが可能であり、さらに、本発明の要旨を逸脱しない範囲で、省略や置換等種々の変更を行うことができる。これら実施形態やその変形は、本明細書等に記載された発明の範囲や要旨に含まれるとともに、特許請求の範囲に記載された発明とその均等の範囲に含まれる。 As mentioned above, although several embodiment of this invention was described, these embodiment is only an illustration and does not limit the technical scope of this invention. The present invention can take other various embodiments, and various modifications such as omission and replacement can be made without departing from the gist of the present invention. These embodiments and modifications thereof are included in the scope and gist of the invention described in this specification and the like, and are included in the invention described in the claims and the equivalent scope thereof.

   1-1~1-n・・・ユーザ端末装置
   2・・・情報処理装置
   3・・・スポンササーバ
   11・・・CPU
   12・・・ROM
   13・・・RAM
   14・・・画像処理部
   15・・・バス
   16・・・入出力インターフェース
   18・・・入力部
   19・・・出力部
   20・・・記憶部
   21・・・通信部
   22・・・ドライブ
   31・・・リムーバルメディア
   41・・・仮想空間管理部
   42・・・DIM処理部
   44・・・行動管理部
   45・・・利益管理部
   46・・・キャラクタ管理部
   47・・・位置管理部
   48・・・時間管理部
   49・・・行動用DB
   50・・・利益用DB
   51・・・キャラクタ用DB
   52・・・マップ用DB
   53・・・イベント用DB
   54・・・ユーザ用DB
   55・・・スポンサオブジェクト用DB
   56・・・スポンサオブジェクト用管理部
   57・・・情報収集部
   61・・・情報収集制御部
   62・・・カウンタ部
   58・・・情報提供部
   59・・・利益供与部
   60・・・スポンサオブジェクト変更部
1-1 to 1-n User terminal device 2 Information processing device 3 Sponsor server 11 CPU
12 ... ROM
13 ... RAM
DESCRIPTION OF SYMBOLS 14 ... Image processing part 15 ... Bus 16 ... Input-output interface 18 ... Input part 19 ... Output part 20 ... Memory | storage part 21 ... Communication part 22 ... Drive 31. .. removable media 41... Virtual space manager 42... DIM processor 44... Behavior manager 45. Profit manager 46 .. character manager 47.・ Time management part 49 ... DB for action
50 ... DB for profit
51 ... DB for characters
52 ... Map DB
53 ... DB for events
54 ... DB for users
55 ... DB for sponsor object
56 ... Sponsor object management unit 57 ... Information collecting unit 61 ... Information collecting control unit 62 ... Counter unit 58 ... Information providing unit 59 ... Profit providing unit 60 ... Sponsor object Change part

Claims (9)

 スポンサに係る物品、サービス、プログラム、概念の少なくとも1つに関する仮想的なオブジェクトであるスポンサオブジェクトに関連したユーザの仮想空間における行動に関する情報を収集する情報収集手段と、
 前記情報収集手段によって収集された情報をスポンサに提供する情報提供手段と、
 前記仮想空間において前記スポンサオブジェクトに関連する行動をしたユーザに利益を与える利益供与手段と、
 を備える情報処理装置。
Information collecting means for collecting information on the behavior of the user in the virtual space related to the sponsor object, which is a virtual object related to at least one of the goods, services, programs, and concepts related to the sponsor;
Information providing means for providing information collected by the information collecting means to a sponsor;
A benefit providing means for benefiting a user who has performed an action related to the sponsor object in the virtual space;
An information processing apparatus comprising:
 前記仮想空間を構築するプログラムは、前記仮想空間におけるユーザの行動に対して予めプログラミングされている応答をし、前記応答に対して行われるユーザの行動の結果によって当該プログラムは変化を与えられる請求項1に記載の情報処理装置。 The program for constructing the virtual space makes a pre-programmed response to the user's behavior in the virtual space, and the program is changed according to the result of the user's behavior performed on the response. The information processing apparatus according to 1.  前記情報収集手段は、ユーザが前記スポンサオブジェクトに関連して行動した回数、前記スポンサオブジェクトがユーザの行動に関連した回数、前記スポンサオブジェクトに関連するユーザの行動が記録された日時、ユーザに前記スポンサオブジェクトを提供しようとするスポンサが競合した回数、ユーザが前記スポンサオブジェクトに関連して行動し、その結果当該ユーザが当該行動の目的を達成した回数、ユーザが前記スポンサオブジェクトに関連して行動し、その結果当該ユーザが当該行動の目的を達成することに失敗した回数、ユーザが前記スポンサオブジェクトに関連して行動し、その結果当該ユーザが当該行動の目的を達成した後に、当該ユーザが前記スポンサオブジェクトを使用した回数、及びユーザが前記スポンサオブジェクトに関連して行動し、その結果当該ユーザが当該行動の目的の達成に失敗した後に、当該ユーザが前記スポンサオブジェクトに関連して行動した回数の少なくとも1つに関する情報を収集する請求項1または2に記載の情報処理装置。 The information collecting means includes: the number of times the user has acted in relation to the sponsor object; the number of times the sponsor object has been related to the user's behavior; the date and time when the user's behavior related to the sponsor object was recorded; The number of times a sponsor who wants to provide an object competes, the user acts in relation to the sponsor object, and as a result the user achieves the purpose of the action, the user acts in relation to the sponsor object, As a result, the number of times the user has failed to achieve the purpose of the action, the user acts in association with the sponsor object, and as a result, the user achieves the purpose of the action, And the number of times the user has used the sponsor object. Collecting information about at least one of the number of times the user has acted in association with the sponsor object after the user has failed to achieve the goal of the behavior as a result. 2. The information processing apparatus according to 2.  前記利益供与手段は、仮想空間においてユーザが関連して行動した前記スポンサオブジェクトのスポンサに対応付けられた利益を当該ユーザに与える請求項1から3のいずれか1項に記載の情報処理装置。 The information processing apparatus according to any one of claims 1 to 3, wherein the profit providing means gives the user a profit associated with the sponsor of the sponsor object that the user has acted in the virtual space.  前記利益供与手段は、仮想空間において前記スポンサオブジェクトに関連して行動したユーザに対し、実世界において使用される利益を与える請求項1から3のいずれか1項に記載の情報処理装置。 The information processing apparatus according to any one of claims 1 to 3, wherein the profit providing means gives a profit used in the real world to a user who has acted in association with the sponsor object in a virtual space.  実世界におけるイベント及び時季の少なくとも一方に基づいて、前記スポンサオブジェクトを変更するスポンサオブジェクト変更手段をさらに備える請求項1から3のいずれか1項に記載の情報処理装置。 4. The information processing apparatus according to claim 1, further comprising a sponsor object changing unit that changes the sponsor object based on at least one of an event in the real world and a season.  スポンサによる指示にしたがって、前記スポンサオブジェクトを変更するスポンサオブジェクト変更手段をさらに備える請求項1から3のいずれか1項に記載の情報処理装置。 4. The information processing apparatus according to claim 1, further comprising a sponsor object changing unit that changes the sponsor object in accordance with an instruction from the sponsor.  情報処理装置の情報処理方法において、
 前記情報処理装置は、
 スポンサに係る物品、サービス、プログラム、概念の少なくとも1つに関する仮想的なオブジェクトであるスポンサオブジェクトに関連したユーザの仮想空間における行動に関する情報を収集するステップと、
 前記情報を収集するステップによって収集された情報をスポンサに提供するステップと、
 前記仮想空間において前記スポンサオブジェクトに関連して行動したユーザに利益を与えるステップと、
 を含む情報処理方法。
In the information processing method of the information processing apparatus,
The information processing apparatus includes:
Collecting information about a user's behavior in a virtual space associated with a sponsor object, which is a virtual object related to at least one of an article, a service, a program, and a concept related to the sponsor;
Providing the sponsor with the information collected by collecting the information;
Benefiting a user who has acted in association with the sponsor object in the virtual space;
An information processing method including:
 情報処理装置を制御するコンピュータを、
 スポンサに係る物品、サービス、プログラム、概念の少なくとも1つに関する仮想的なオブジェクトであるスポンサオブジェクトに関連したユーザの仮想空間における行動に関する情報を収集する情報収集手段、
 前記情報収集手段によって収集された情報をスポンサに提供する情報提供手段、
 前記仮想空間において前記スポンサオブジェクトに関連して行動したユーザに利益を与える利益供与手段、
 として機能させるプログラム。
A computer for controlling the information processing apparatus;
Information collecting means for collecting information on behavior of a user in a virtual space related to a sponsor object, which is a virtual object related to at least one of an article, a service, a program, and a concept related to the sponsor;
Information providing means for providing a sponsor with information collected by the information collecting means;
A benefit-providing means for benefiting a user who has acted in relation to the sponsor object in the virtual space;
Program to function as.
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