Game information processing method and computer program

The game information processing method addresses the challenge of maintaining user motivation by categorizing missions, displaying item totals, and prioritizing tasks to acquire specific items efficiently, thereby enhancing player engagement.

JP2026112287APending Publication Date: 2026-07-06RASENGLE CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024227988
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-12-24
Publication Date
2026-07-06

AI Technical Summary

Technical Problem

Existing game applications struggle to maintain user motivation by making it difficult for players to recognize how many specific items they can acquire through various missions and quests.

Method used

A game information processing method that categorizes missions by type, sums the number of specific items awarded by each type, and displays the total on the screen, prioritizing missions based on efficiency and completion conditions, and grants specific items upon specific actions within the game.

Benefits of technology

Enhances user motivation by making it easier to perform actions to acquire specific items, providing a clear overview of obtainable items and prioritizing efficient mission completion.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026112287000001_ABST
    Figure 2026112287000001_ABST
Patent Text Reader

Abstract

This invention provides a game information processing method and a computer program. [Solution] The game information processing method includes a process in which a computer determines whether there are any missions among a group of missions that reward specific items used in a game application program (hereinafter referred to as a game app) for which the user has not met the completion conditions, categorizes the one or more missions for which the user has not met the completion conditions by mission type, sums up the number of specific items awarded by the mission for each type, displays an object on the screen of the game app that notifies the summation results for each type, and if it is determined that there are no missions for which the user has not met the completion conditions, the object is hidden.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a game information processing method and a computer program.

Background Art

[0002] Game applications (hereinafter referred to as game apps) that can be executed on a communicable information terminal device such as a so-called smartphone or tablet terminal carried by a user have become widespread. In this type of game app, the user owns a specific item that can be exchanged with characters or items in the game. Patent Document 1 discloses a method for giving users the motivation to acquire specific items.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Among a variety of game apps, in order to keep the user playing the target game app, each game app implements a measure of distributing a specific item to the user each time an event occurs.

[0005] An object of the present invention is to provide a game information processing method and a computer program for maintaining and improving the user's motivation.

Means for Solving the Problems

[0006] A game information processing method according to one embodiment of the present disclosure includes a process in which a computer determines whether there are any missions among a plurality of missions that reward specific items used in a game application program for which the user has not met the completion conditions, categorizes the one or more missions for which the user has not met the completion conditions by mission type, sums up the number of specific items awarded by the mission for each type, displays an object on the screen of the game application that notifies the summation results for each type, and if it is determined that there are no missions for which the user has not met the completion conditions, the object is not displayed.

[0007] In one embodiment of the present disclosure, a game information processing method and computer program not only directly distributes specific items to the user to assist in the user's game progress, but also grants those specific items to the user on the condition that the user performs a specific action within the game application. In this case, it becomes easier to encourage the user to perform the action required to acquire the specific item. [Effects of the Invention]

[0008] According to this disclosure, it is possible to make it easier to prompt users to perform specific actions in order to acquire specific items. [Brief explanation of the drawing]

[0009] [Figure 1] This is a schematic diagram of the game system of this embodiment. [Figure 2] This is a block diagram showing the internal configuration of an information processing device. [Figure 3] This is a block diagram showing the internal configuration of an information terminal device. [Figure 4] This flowchart shows an example of an information processing procedure in a game system. [Figure 5] This flowchart shows an example of an information processing procedure in a game system. [Figure 6] This is an explanatory diagram illustrating an example of a notification regarding the number of specific items. [Figure 7] This is an explanatory diagram illustrating an example of a notification regarding the number of specific items. [Figure 8] This is an explanatory diagram illustrating an example of a notification regarding the number of specific items. [Figure 9] This is an explanatory diagram illustrating an example of a notification regarding the number of specific items. [Figure 10] This figure shows an example of a mission list screen. [Figure 11] This figure shows an example of a mission list screen. [Figure 12] This figure shows an example of a mission list screen. [Modes for carrying out the invention]

[0010] This disclosure will be described in detail with reference to drawings illustrating its embodiments. The following embodiments describe a game system to which the game information processing method of this disclosure is applied.

[0011] Figure 1 is a schematic diagram of the game system 100 of this embodiment. The game system 100 includes an information terminal device 2 used by multiple users, and an information processing device 1 that can be communicated to from the information terminal device 2. The information terminal device 2 and the information processing device 1 can send and receive data to and from each other via a network N. The network N includes the internet N1, a carrier network N2, a base station BS, and an access point AP. The information terminal device 2 can send and receive data to and from the information processing device 1 via the network N, either wirelessly or via a wired connection.

[0012] In the game system 100, the information terminal device 2, on which the game application is installed, communicates with the information processing device 1 periodically or as the game progresses. The information terminal device 2 retrieves game content from the content database (DB:Data Base) 110 of the information processing device 1 via the network N as needed to advance the game.

[0013] FIG. 2 is a block diagram showing the internal configuration of the information processing apparatus 1. The information processing apparatus 1 is a game server capable of transmitting and receiving data to and from the information terminal apparatus 2. In the following description, the information processing apparatus 1 will be described as a single game server, but it may be a mode in which a plurality of server computers are communicatively connected via a network for distributed processing.

[0014] The information processing apparatus 1 includes a processing unit 10, a storage unit 11, and a communication unit 12. The processing unit 10 is a processor using any one of a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an NPU (Neural Processing Unit), and an MPU (Micro Processing Unit). The processing unit 10 executes processing as a game server based on the information processing program P1 stored in the storage unit 11.

[0015] The storage unit 11 has a non-volatile memory such as a hard disk, a flash memory, an SSD (Solid State Drive), etc., and a volatile memory such as a RAM (Random Access Memory) that temporarily stores a predetermined program and data. The storage unit 11 stores data referenced by the processing unit 10. The storage unit 11 stores the information processing program P1. The information processing program P1 may be a copy that the processing unit 10 reads out from the information processing program P9 stored in the storage medium 9 and stores in the storage unit 11. The information processing program P1 may be downloaded and stored by the processing unit 10 from another program server via the communication unit 12.

[0016] The storage unit 11 includes a content DB 110 that stores game content used in the game. The game content stored in the content DB 110 includes scenario data, battle data, character data, battle item data, material content data, etc. The scenario data includes image data (animation, video, etc.), text data (lines, etc.), and audio data. The battle data includes character data (enemies, allies, etc.), battle item data, battle background data, and audio data. The character data includes image data (animation, video, etc.), audio data, level-specific parameters (strength, defense, attributes, etc.), and text, etc. The battle item data includes image data and data representing numerically the effects on battle parameters (attack amount, defense amount, etc.) applied to characters during battles. The game content further includes enhancement items for enhancing characters or battle items, items exchangeable with various game contents, points, and setting values. The enhancement item data includes image data of the item and text data such as the name. The items, points, and setting values that are exchange targets also include data such as image data and names. The content DB 110 includes a content table that associates the entities of these game contents with content identification data (hereinafter referred to as content ID).

[0017] The storage unit 11 stores, in association with the user ID, the number of game contents owned by the user. The storage unit 11 stores, in association with the user ID, the quantity of items, points, or setting values that are exchangeable with other game contents. Hereinafter, among items, points, and setting values that are exchangeable with game contents, a specific item will be described as an example. The specific item is given to the user either gratuitously or有偿 as a battle reward.

[0018] The communication unit 12 enables communication with the information terminal device 2 via the network N. Specifically, the communication unit 12 is a network card. The communication unit 12 may be a wireless communication module connected to a carrier network N2, or a wireless communication module for WiFi. The processing unit 10 can send and receive data with the information terminal device 2 via the communication unit 12.

[0019] Figure 3 is a block diagram showing the internal configuration of the information terminal device 2. The information terminal device 2 is, for example, a smartphone or a tablet device. The information terminal device 2 may also be a dedicated gaming device.

[0020] The information terminal device 2 comprises a processing unit 20, a storage unit 21, a communication unit 22, a display unit 23, an audio output unit 24, and an operation unit 25. The processing unit 20 is a processor using a CPU and a GPU. The processing unit 20 executes game-related processing based on the game application P2 stored in the storage unit 21.

[0021] The storage unit 21 includes non-volatile memory such as flash memory and SSD, and volatile memory such as RAM for temporarily storing predetermined programs and data. The storage unit 21 stores data that the processing unit 20 references. The game application P2 is downloaded from the information processing device 1 or another program server device via the communication unit 22 and stored in an executable format.

[0022] The memory unit 21 stores the user ID of the game application P2. The memory unit 21 stores the content ID and quantity of characters, battle items, material content, specific items, etc., owned by the user on the game application P2, associated with the user ID. The memory unit 21 retrieves and stores the name, descriptive text, and image data of each owned character, battle item, material content, and specific item from the information processing device 1. The relationship between the user ID and the content ID and quantity stored in the memory unit 21 is the same as the content ID and quantity stored in the information processing device 1 associated with the user ID.

[0023] The communication unit 22 enables communication with the information processing device 1 via a network N including the Internet or a carrier network. Specifically, the communication unit 22 may be a wireless communication device connected to a carrier network N2, or a wireless communication device for Wi-Fi. The processing unit 20 can send and receive data with the information processing device 1 via the communication unit 22.

[0024] The display unit 23 is a display such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 23 is, for example, a touch panel-integrated display. The processing unit 20 displays images, text, etc., related to game content provided by the information processing device 1 on the display unit 23 based on the game application P2.

[0025] The audio output unit 24 includes a speaker, etc. The processing unit 20 outputs game content such as audio and music provided by the information processing device 1 from the audio output unit 24 based on the game application P2.

[0026] The operation unit 25 is a user interface that enables input and output with the processing unit 20, and is a touch panel built into the display unit 23. The operation unit 25 may also consist of physical buttons. The operation unit 25 may also consist of an audio input unit.

[0027] The game implemented by the game system 100 configured in this way progresses as the information terminal device 2 plays game content such as scenario data, battle data, and character data in predetermined execution units (hereinafter referred to as quests) based on the game application P2. A quest involves the user's owned character battling characters that are not controlled by the user (hereinafter referred to as NPCs (Non-Player Characters)) using various methods such as actions, commands, and puzzles. The content of a quest is not limited to this. Quests come in various forms, such as quests prepared according to the story, repeatable permanent quests (free quests), daily quests that can be performed depending on the date or day of the week, and event quests that can be performed for a limited period. When one of these multiple types of quests is selected, the user can operate the operation interface for performing the battle. In response to the operation, the scenario and battle progress, the characters and background move, and sound is output.

[0028] The game system 100 disclosed herein grants users specific items that can be exchanged for game content such as character data. These specific items can be used to perform a lottery for character data or battle item data, i.e., to perform a so-called gacha. These specific items may also be consumed to restore stamina, which is used to perform quests. These specific items may also be used as in-game currency. Because these specific items can be used in gacha to obtain character data that gives an advantage in the game, they are items that many users would like to possess in large quantities.

[0029] One way to provide specific items to users is to distribute them directly to them through the game app P2. Another way to provide specific items is to have users acquire them as rewards for completing missions, such as completing specific quests. Game system 100 assigns missions to users that offer specific items as rewards during events or at key points in the story. Missions include completing quests or using specific functions (such as enhancements).

[0030] As mentioned above, quests come in various forms, including story-driven quests, free quests, and event quests. Furthermore, the characters targeted by specific functions are diverse. In other words, the means of obtaining specific items are distributed among the execution of various quests and the execution of functions on diverse characters. This makes it difficult for users to recognize how many of a particular item they can acquire. Therefore, the game system 100 disclosed herein makes it easier for users to recognize how many of a particular item they can acquire.

[0031] Figures 4 and 5 are flowcharts illustrating an example of the information processing procedure in the game system 100. Each time the game application P2 is launched on the information terminal device 2, each time the user's game progress increases, and each time new game content is added, the processing unit 20 starts the following processing.

[0032] The processing unit 20 of the information terminal device 2 obtains user-oriented game content from the information processing device 1 based on the game application P2 (step S201). User-oriented game content includes material items or specific items that are directly given to each user as a bonus for launching the game application P2 on that day. The user-oriented game content obtained in step S201 includes scenario data, battle data, event data, and mission data that have been newly added since the last launch up to the time of launch. If there is no newly added game content (characters, scenarios, events, etc.), the processing unit 20 receives the result "no content" and proceeds to the next step.

[0033] The processing unit 20 identifies a group of missions that reward specific items from the game content available to the user acquired in step S201 (step S202). Each mission in the mission group has text describing the mission content, the reward item for the mission, and the number of items. For example, a mission might involve completing 10 quests in a specific storyline within a specific period, thereby granting 3 specific items. Another example of a mission might involve accumulating points corresponding to the number of times each of 10 characters is used, indefinitely, thereby granting 10 specific items. A mission might also involve completing any quest once on the day the game is launched, or receiving a specified material item as a reward within a certain period including the day the game is launched.

[0034] The processing unit 20 obtains the progress of the user's game application P2 (step S203). In step S203, the processing unit 20 may obtain progress information stored in the memory unit 21, or it may obtain progress information stored in association with the user ID from the information processing device 1. The progress information includes a log of the execution content on the day of launch, a log of the execution content over a certain period including the day of launch, an unlimited story progress log, or a log of the usage history of character data.

[0035] The processing unit 20 determines, based on the acquired progress, whether there are any missions in the group of missions identified in step S202 for which the user has not met the clear conditions (step S204).

[0036] If the processing unit 20 determines that there are missions for which the user has not met the completion conditions (S204: YES), it sorts the missions for which the user has not met the completion conditions by type (step S205). The processing unit 20 then calculates the number of specific items that can be obtained when completing the missions for which the completion conditions have not been met, for each type (step S206). The processing unit 20 then stores the identification data of the one or more uncompleted missions sorted by type in the storage unit 21 or the RAM for temporary storage (step S207).

[0037] The processing unit 20 displays objects indicating the number of specific items totaled in step S206 on the display unit 23, categorized by type (step S208). The processing unit 20 further sums the number of specific items totaled by type in step S206 (step S209). The processing unit 20 displays objects indicating the number of specific items obtained when clearing missions that do not meet the clear conditions, totaled in step S209, on the display unit 23 (step S210).

[0038] The processing unit 20 determines whether the display button for a mission that the user has not yet completed has been selected by the operation unit 25 (step S211). If it is determined that the display button has been selected (S211: YES), the processing unit 20 assigns a priority to the one or more uncompleted missions stored in step S207 (step S212).

[0039] In step S212, the processing unit 20 determines the priority so that each mission is ordered from most efficient at acquiring a specific item upon completion. More specifically, the processing unit 20 assigns higher priority to missions that have fewer remaining moves or can acquire more items, based on one or all of the following: the highest completion rate (percentage), the largest number of specific items obtained from the mission, and the fewest moves required to complete the mission. For example, if a mission requires performing or using a quest or a specific function three times and has a completion rate of 2 times, the processing unit 20 assigns a higher priority to the mission requiring performing or using a quest or a specific function five times because the percentage corresponding to the completion rate is higher and the acquisition efficiency is relatively higher than the mission requiring 3 times. In this case, if there is a mission with 1 move remaining and a mission with 2 moves remaining, the processing unit 20 may assign a higher priority to the mission with 1 move remaining because it has a higher acquisition efficiency. If the percentage corresponding to the completion rate or the number of remaining moves is the same, the processing unit 20 may assign a higher priority to the mission that yields a larger number of specific items upon completion.

[0040] The processing unit 20 displays a list of one or more uncompleted missions on the display unit 23 in order of priority assigned in step S212 (step S213). The screen displayed in step S213 may include an object that notifies the number of specific items that can be obtained when a mission that has not met its clear conditions is completed, similar to the object displayed in step S210.

[0041] The processing unit 20 determines whether or not it has received an instruction to rearrange the order of the list displayed in step S213 (step S214). If it determines that it has received an instruction to rearrange the order (S214: YES), the processing unit 20 reassigns priorities according to the instruction (step S215) and returns the process to step S213.

[0042] If the processing unit 20 determines in step S214 that it has not received an instruction to rearrange the list order (S214: NO), it terminates the process. If the processing unit 20 determines in step S211 that the display button has not been selected (step S214: YES), it also terminates the process.

[0043] In step S204, if the processing unit 20 determines that there are no missions for which the user has not met the clear conditions (S204: NO), it hides the number of specific items (step S216) and terminates the process.

[0044] Of the processing procedures shown in Figures 4 and 5, steps S201-S207 may be executed by the information processing device 1 for each user, and the information processing device 1 may transmit the judgment result of step S204, the summation result, and the display instruction to the information terminal device 2.

[0045] The content displayed on the game screen based on the game application P2, as shown in Figures 4 and 5, will be explained with specific examples. Figures 6-9 are explanatory diagrams showing examples of notifications regarding the number of specific items. Figure 6 shows an example of a mission screen 230 that displays a list of missions assigned to the user based on the game application P2, and Figures 7-9 show examples of other mission screens 230.

[0046] The mission screen 230 includes a list area 231 that displays a list of missions by type, and an item field 232 that shows the number of specific items owned by the user. The mission screen 230 further includes a button 233 that displays a list of unclaimed rewards for displaying a list of missions that the user has not yet completed. On the mission screen 230, specific items are represented by images, such as gems shown as line drawings.

[0047] The list area 231 allows users to switch between mission types by selecting a tab 234. As shown in Figure 6, tab 234 is divided into "Daily" missions assigned to users every day, "Weekly" missions assigned to users every week, and "Extra" missions, which are a variety of other missions. In the mission screen 230 shown in Figure 6, "Daily" is selected. Three banners 235 corresponding to missions belonging to the "Daily" type are displayed. Banners 235 display text describing the mission content, such as "Complete any quest once" or "Enhance a character once," as well as images of the items given as rewards and text indicating the quantity. In the mission screen 230 shown in Figure 6, it is shown that all missions corresponding to the displayed banners 235 have been completed and the rewards for the missions have been received. The reward associated with the mission "Complete any quest once" is an item corresponding to a "fragment" of a specific item, for example, an item that can be exchanged for one specific item with 10 "fragments". Missions that reward this "fragment" item may also be included as part of missions that reward specific items upon completion.

[0048] The display button 233 is an interface for displaying a list of missions that reward specific items that have not yet been obtained. In the mission screen 230 shown in Figure 6, there are no missions that the user has not completed, so there is no notification on the display button 233. Even if the display button 233 is selected, the list is empty. In the example shown in Figure 6, the display button 233 may be disabled and unavailable. The display screen for the list of missions that the user has not completed when the display button 233 is selected will be described later (see Figures 7-9).

[0049] Figure 7 shows the mission screen 230, similar to Figure 6. In the mission screen 230 shown in Figure 7, it is determined that there are missions for which the user has not met the completion conditions. In the list area 231 of the mission screen 230 shown in Figure 7, the type "Daily" is selected, similar to Figure 6. In the example shown in Figure 7, the completion conditions for the mission "Enhance your character once," which involves using a specific function, and the mission "Complete any quest five times," which involves executing a quest, have not been met. The banners 235 for these missions show a bar indicating that the mission completion rate has not reached 100%. One specific item is associated as a reward for the mission "Enhance your character once." Similarly, five specific items are associated as rewards for the mission "Complete any quest five times." Therefore, by completing the "Daily" missions, the user can obtain at least six specific items.

[0050] In the mission screen 230 shown in Figure 7, since there are missions that the user has not yet completed, a speech bubble (object) 236 is superimposed on the display button 233 to notify the user of the number of specific items that can be obtained from the missions that have not been completed. In the mission screen 230 shown in Figure 7, the speech bubble 236 indicates that a total of 123 of the specific item can be obtained. This allows the user to realize that there are still missions remaining in which a total of 123 of the specific item can be obtained. Note that it is not limited to being displayed as a speech bubble 236; it may also be displayed as an icon, mark, or text.

[0051] In the mission screen 230 shown in Figure 7, a speech bubble (object) 237 is superimposed on the tab 234 corresponding to the selected type, notifying the number of specific items that can be obtained from missions whose completion conditions have not been met. The speech bubble 237 indicates that out of a total of 123 specific items that have not yet been obtained, the user can obtain 6 specific items if they complete all the missions of the selected type, "Daily," whose completion conditions have not been met.

[0052] Figure 8 shows the mission screen 230 shown in Figure 7, when the "Weekly" tab 234 is selected. In the mission screen 230 of Figure 8, a list of "Weekly" missions to be completed over a one-week period is shown in the list area 231. In the mission screen 230 of Figure 8, a speech bubble 237 is superimposed on the "Weekly" mission list. The speech bubble 237 indicates that if the user completes all "Weekly" missions that have not yet met their completion conditions, they will receive "12" specific items. This allows the user to identify, by type, missions that have not yet met their completion conditions for obtaining specific items.

[0053] Figure 9 shows the mission screen 230 shown in Figure 7 or Figure 8, when the "Extra" tab 234 is selected. In the mission screen 230 of Figure 9, a list of "Extra" missions that are recommended to be completed indefinitely is shown in the list area 231. The missions displayed in the list area 231 shown in Figure 9 include rewards other than specific items.

[0054] In the mission screen 230 of Figure 9, a speech bubble 237 is superimposed on the "Extra" mission list. The speech bubble 237 indicates that if the user completes all missions of the "Extra" type that have not yet met their completion conditions, they will be able to obtain "105" specific items. This allows the user to identify, by type, the missions for which they have not yet met the completion conditions for obtaining specific items.

[0055] As shown in Figures 7-9, the mission screen 230 allows the user to see the breakdown of the number of missions that allow them to obtain a total of 123 specific items by switching between tabs 234 for each type.

[0056] The type-specific speech bubbles 237 in the mission screen 230 shown in Figures 7-9 may function as objects that accept user selection operations. The speech bubbles 237 may also function as buttons to display a filtered list of missions of the corresponding type that, upon completion, award a specific item (see Figure 12).

[0057] Figures 10-12 show an example of the mission list screen 238. The list screen 238 shown in Figure 10 is displayed when the display button 233, which has a speech bubble 236 superimposed on it as shown in Figures 7-9, is selected by the user. In the list area 239 of the list screen 238 shown in Figure 10, banners 235 corresponding to each mission are displayed in order based on the priority assigned to them. In the list screen 238 shown in Figure 10, the missions are displayed in order of the highest percentage corresponding to the degree of completion. This makes it easier for the user to understand which missions are easy to complete.

[0058] At the top of the list area 239 shown in Figure 10, a speech bubble (object) 240 is displayed indicating that if the user completes all the missions corresponding to all the banners 235 displayed in the list, they can obtain a total of 123 specific items.

[0059] Furthermore, in the list area 239 of the list screen 238 shown in Figure 10, a reorder button 241 that accepts instructions to rearrange the order is displayed as selectable. When the reorder button 241 is selected, the processing unit 20 of the information terminal device 2 reassigns the order based on priority. The reorder button 241 may rearrange the order in descending or ascending order, and may rearrange the list, which was displayed in order of the highest percentage corresponding to the degree of achievement, to display it in order of the lowest percentage. In addition to or instead of the reorder button 241, a filtering button for narrowing down missions may be displayed as selectable.

[0060] The list screen 238 in Figure 11 shows an example of the screen displayed when the swap button 241 is selected in the list screen 238 of Figure 10. In the list screen 238 shown in Figure 11, missions are displayed in order of the fewest remaining attempts until completion. Compared to Figure 10, in the list screen 238 shown in Figure 11, missions that reward specific items with only one execution, even if the percentage corresponding to the completion rate is 0%, are displayed higher. In the list screen 238 shown in Figure 11, among the same missions with one remaining attempt, the banners 235 corresponding to the missions are displayed in order of the number of specific items awarded. This makes it easier for users to understand which missions are easy to complete and which missions award more specific items.

[0061] The display order of missions can be changed using the rearrangement button 240 shown in Figures 10 and 11, or it may be possible to do so within the screen displayed by selecting each tab 234 in the list area 231 of the mission screen 230 shown in Figure 7. This makes it easier for the user to identify which missions are easiest to complete while filtering out uncompleted missions by type.

[0062] The list screen 238 in Figure 12 is the screen displayed when the speech bubble 237 superimposed on the tab 234 corresponding to the "Extra" type in the mission screen 230 shown in Figure 9 is selected. In the list screen 238 in Figure 12, missions of the "Extra" type that also offer specific items as rewards are extracted and displayed in the list. In the list screen 238 in Figure 12, the banner 235 corresponding to each extracted mission is displayed in order based on the priority assigned to the mission. In the list screen 238 shown in Figure 12, the list of extracted missions is displayed in order of the percentage corresponding to the degree of completion.

[0063] As shown in Figures 7-12, the game system 100 displays a screen on the information terminal device 2 that allows the user to see the number of specific items that can be obtained when completing a mission. In order to promote story progression or event participation, missions corresponding to the progression of the story or event are assigned to the user, and specific items are awarded to the user. When items are awarded as rewards for newly added missions, it is difficult for the user to grasp, unlike when they are awarded directly from the information processing device 1. The speech bubble 236 in Figures 7-9 allows the user to see the specific items that can be obtained. The speech bubble 237 allows the user to see the specific items that can be obtained for each type of mission. The swap button 241 in Figures 10-12 makes it easier for the user to see which missions are easier to complete. This makes it possible to balance user satisfaction with the promotion of story progression or event participation by the game system 100's administrator.

[0064] The embodiments disclosed above are illustrative in all respects and not restrictive. The scope of the present invention is indicated by the claims, and all modifications within the meaning and scope equivalent to the claims are included. [Explanation of symbols]

[0065] 100 Game Systems 1. Information Processing Device 10 Processing Unit 2. Information terminal device 20. Processing Unit (Computer) 23 Display section 230 Mission Screen 236,237 Speech bubbles (objects) 238 List screen P2 Game App

Claims

1. Computers The system determines whether there are any missions among several missions that reward specific items used within a game application program (hereinafter referred to as "game app") for which the user has not met the completion conditions. The user shall categorize one or more missions for which the completion conditions have not been met by the user by mission type. The number of specific items granted by the aforementioned mission is totaled for each type. An object that notifies the aggregated results by type is displayed on the screen of the game application. If the user determines that there are no missions for which the completion conditions have not been met, the object will be made invisible. A method for processing game information, including processing.

2. The aforementioned computer, The game app displays on its screen one or more missions that the user has not yet completed, in an order corresponding to the efficiency of obtaining the specific item. A game information processing method according to claim 1, including processing.

3. On the computer, The system determines whether there are any missions among several missions that reward specific items used within a game application program (hereinafter referred to as "game app") for which the user has not met the completion conditions. The user shall categorize one or more missions for which the completion conditions have not been met by the user by mission type. The number of specific items granted by the aforementioned mission is totaled for each type. An object that notifies the aggregated results by type is displayed on the screen of the game application. If the user determines that there are no missions for which the completion conditions have not been met, the object will be made invisible. A computer program that executes a process.

4. To the aforementioned computer, The game app displays on its screen one or more missions that the user has not yet completed, in an order corresponding to the efficiency of obtaining the specific item. A computer program according to claim 3, which causes a process to be executed.

Citation Information

Patent Citations

  • Program and information processing device

    JP2023073201A