Game delivery server, game delivery method, game delivery program, and game delivery system

The game provision system addresses monotonous gameplay in gacha systems by dynamically changing lottery machines based on previous results and user data, enhancing engagement and strategic gameplay.

JP7884244B1Active Publication Date: 2026-07-03BANK OF INNOVATION INC
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2025239951
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-12-08
Publication Date
2026-07-03
Estimated Expiration
2045-12-08

AI Technical Summary

Technical Problem

Conventional gacha systems in social and online games lack strategic variety and engagement, leading to monotonous gameplay as users repeatedly draw for desired prizes based on fixed probabilities.

Method used

A game provision system that dynamically changes the number of machines used for the next lottery based on previous results, offering multiple types of cabinets with different drop rates, and adjusts these changes based on selection rules and user possession information.

Benefits of technology

Enhances user engagement and strategic gameplay by providing dynamic machine changes, maintaining motivation and excitement, while optimizing game balance and user satisfaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007884244000001_ABST
    Figure 0007884244000001_ABST
Patent Text Reader

Abstract

The objective is to provide a game provision server, game provision method, game provision program, and game provision system that can offer users new levels of enjoyment and strategic depth by dynamically changing the number of machines used for the next lottery based on the lottery results. [Solution] A game provision server that provides a game to a user terminal used by a game user, which provides a game that offers a lottery for two or more types of cabinets with different drop rates for the pick-up target, which is the winning slot of the lottery, and comprises: a reception unit that accepts a lottery from the user terminal for a cabinet corresponding to a cabinet information which includes information on cabinets that have been selected in advance; a discharge unit that, when a lottery is accepted, discharges the lottery results to the user terminal; a selection unit that, based on the lottery results, selects a cabinet to be used for the next lottery based on a selection rule which is a rule for selecting a cabinet, and updates the cabinet information; and a storage unit that stores the selection rule, the drop rate set in advance for each cabinet, and the cabinet information.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This embodiment relates to a game providing server, a game providing method, a game providing program, and a game providing system.

Background Art

[0002] In recent years, social games and online games played using user terminals such as smartphones have become widely popular. In these games, a mechanism (so-called gacha) is generally adopted in which a user consumes a price (in-game currency, items, etc.) to perform a lottery and obtains prizes (digital contents) such as characters and items.

[0003] In a conventional gacha system, the discharge rate (winning probability) of the provided prizes is often set to a predetermined fixed value. Also known are campaigns in which the discharge rate varies during a specific period and a mechanism called a "ceiling" in which a privilege is given according to the number of lottery times.

[0004] Patent Document 1 discloses a game in which by multiplying game media (material characters in the present application) depicting the same character, an upper limit release for raising the maximum value of the level of the game media can be performed.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] However, with conventional gacha systems, prizes are simply dispensed based on predetermined probabilities for each machine, which can lead to monotonous gameplay. Users repeatedly draw to obtain their desired prizes, but the process lacks strategy and variety, making it easy for them to get bored.

[0007] Therefore, this embodiment aims to provide a game provision server, game provision method, game provision program, and game provision system that can offer users new enjoyment and strategic possibilities by dynamically changing the number of machines used for the next lottery according to the lottery results. [Means for solving the problem]

[0008] A game provision server according to a first aspect of the present disclosure is a game provision server that provides a game to a user terminal used by a user of the game, which provides a game that provides a lottery for two or more types of cabinets with different drop rates for the pick-up targets that are the winning slots of the lottery, and comprises: a reception unit that receives the lottery from the user terminal for the cabinets corresponding to cabinet information which includes information on the cabinets that have been selected in advance; a discharge unit that, when the lottery is received, discharges the lottery results to the user terminal; a selection unit that, based on the lottery results, selects the cabinets to be used for the next lottery based on a selection rule which is a rule for selecting the cabinets, and updates the cabinet information; and a storage unit that stores the selection rule, the drop rate set in advance for each cabinet, and the cabinet information.

[0009] A game provision method relating to a second aspect of the present disclosure is a game provision method in which a computer provides a game to a user terminal used by a user of the game, in which a computer provides a lottery for two or more types of cabinets with different rates of output for the pick-up targets which are the winning slots of the lottery, wherein the computer functions as: a receiving unit that receives the lottery from the user terminal for the cabinets corresponding to cabinet information which includes information on the cabinets that have been selected in advance; an output unit that outputs the lottery results to the user terminal when the lottery is received; a selection unit that updates the cabinet information by selecting the cabinets to be used for the next lottery by the user terminal based on a selection rule which is a rule for selecting the cabinets based on the lottery results; and a storage unit that stores the selection rule, the output rate set in advance for each cabinet, and the cabinet information.

[0010] A third aspect of the present disclosure is a game provision program that causes a computer to provide a game to a user terminal used by a user of the game, which provides a lottery for two or more types of cabinets with different drop rates for the pick-up targets that are the winning slots in the lottery, and the computer functions as follows: a receiving unit that receives the lottery from the user terminal for the cabinets corresponding to cabinet information which includes information on the cabinets that have been selected in advance; a dropping unit that, when the lottery is received, drops the lottery results to the user terminal; a selection unit that, based on the lottery results, selects the cabinets to be used for the next lottery by the user terminal based on selection rules which are rules for selecting the cabinets, and updates the cabinet information; and a storage unit that stores the selection rules, the drop rates set in advance for each cabinet, and the cabinet information.

[0011] A game provision system according to a fourth aspect of the present disclosure is a game provision system that provides a game to a user terminal used by a user of the game, which provides a lottery for two or more types of cabinets with different drop rates for the pick-up targets that are the winning slots in the lottery, and comprises: a reception unit that receives the lottery from the user terminal for the cabinets corresponding to cabinet information which includes information on the cabinets that have been selected in advance; a discharge unit that, when the lottery is received, discharges the lottery results to the user terminal; a selection unit that, based on the lottery results, selects the cabinets to be used for the next lottery based on a selection rule which is a rule for selecting the cabinets, and updates the cabinet information; and a storage unit that stores the selection rule, the drop rate set in advance for each cabinet, and the cabinet information.

[0012] According to one embodiment of the present disclosure, a method is provided for causing a computer to function as the system described above. [Effects of the Invention]

[0013] According to this disclosure, by dynamically changing the number of machines used for the next draw according to the draw results, it is possible to provide a game provision server, game provision method, game provision program, and game provision system that can offer users new enjoyment and strategic possibilities.

[0014] It should be noted that the above summary of the invention does not enumerate all the features necessary for this disclosure. Furthermore, subcombinations of these features may also constitute an invention. [Brief explanation of the drawing]

[0015] [Figure 1] An example of the configuration of the game provision system 1 on which the game provision server 100 according to the embodiment of this disclosure is operated is shown schematically. [Figure 2] An example of the functional configuration of the game provision server 100 according to the embodiment of this disclosure is schematically shown. [Figure 3] An example of the lottery processing flow of the game provision server 100 according to the embodiment of this disclosure is schematically shown. [Figure 4] An example of the flow of the housing selection process of the game providing server 100 according to an embodiment of the present disclosure is schematically shown. [Figure 5] An example of the housing management table 710 stored in the storage unit 120 of the game providing server 100 according to an embodiment of the present disclosure is schematically shown. [Figure 6] An example of the selection rule 720 stored in the storage unit 120 of the game providing server 100 according to an embodiment of the present disclosure is schematically shown. [Figure 7] An example of the lottery screen 730 of the game providing server 100 according to an embodiment of the present disclosure is schematically shown. [Figure 8] An example of the hardware configuration of the computer 900 according to an embodiment of the present disclosure is schematically shown.

Embodiments for Carrying Out the Invention

[0016] Hereinafter, the present disclosure will be described through embodiments of the invention. However, the following embodiments do not limit the invention according to the claims. Also, not all combinations of features described in the embodiments are essential for the solution means of the invention.

[0017] FIG. 1 schematically shows an example of the configuration of a game providing system 1 in which the game providing server 100 according to an embodiment of the present disclosure operates. The game providing system 1 may be an example of a system. The game providing system 1 has a game providing server 100 that manages the overall processing of the game and executes the main processing of the present disclosure, and a user terminal 200 used by a user to play the game.

[0018] The game providing system 1 may be equipped with a gacha system that provides a lottery by charging and discharges digital contents (such as characters) that can be used by users in the game. The user terminal 200 may be any computer capable of executing a program, such as a smartphone, tablet, personal computer, home game console, etc. The game providing server 100 and the user terminal 200 are connected to be mutually communicable via the network NW.

[0019] The game providing server 100 may be operated by the game operating company and may be of any type as long as it provides a game play environment for the user terminal 200.

[0020] The user terminal 200 may be of any type as long as it is used by the user. The user terminal 200 is used for the user to play the game and is used for operating the game. The user terminal 200 may be, for example, a smartphone, tablet, personal computer, home game console, etc.

[0021] FIG. 2 schematically shows an example of the functional configuration of the game providing server 100. The game providing server 10 provides a game that offers a lottery of two or more types of bins with different discharge rates for the winning frames of the lottery to the user terminal used by the game user. The game providing server 100 includes a communication unit 110, a processing unit 130, and a storage unit 120.

[0022] The discharge rate may include at least two types of classifications: high probability and low probability.

[0023] The high probability may be 50% or more. The low probability may be 10% or less. The critical significance of the numerical limitations of the high probability and the low probability is a numerical range for making the average discharge rate presented to the user appear higher compared to the low probability discharge rate not presented to the user by combining them. The ratio among all the bins may be larger for the bins set with a low probability than for the bins set with a high probability.

[0024] "Two or more types of cabinets" refers to at least one of variations such as cabinet A with normal probability, cabinet B with slightly higher probability, and cabinet C with extremely high probability. Preferably, each cabinet not only has a different internal probability, but is also represented on the user terminal 200 screen with different colors, shapes, backgrounds, effects, etc.

[0025] This allows users to intuitively recognize that the arcade cabinet has moved (the stage has changed). "Updating the arcade cabinet information" means rewriting the currently active arcade cabinet ID in each user's save data. As a result, the changed arcade cabinet will be displayed the next time the user logs in or opens the lottery screen again.

[0026] Furthermore, by making the proportion of machines set to low probability higher than those set to high probability, the average payout rate becomes higher. As a result, the game server 100 can display an average payout rate higher than the actual payout rate, while still motivating users to participate in the lottery.

[0027] "High probability" and "low probability" are relative concepts. For example, settings such as 1% low probability and 5% high probability are possible, or 10% low probability and 50% high probability are possible. It is desirable that these classifications be visually distinguished on the user terminal 200 by the color of the casing (e.g., blue for low probability, red for high probability) or background effects (e.g., daytime for low probability, nighttime for high probability).

[0028] The payout rate may be internally reset while maintaining the disclosed average payout rate when the number of draws reaches the initialization threshold and the initial machine is re-selected as the machine to be used in the next draw.

[0029] The communications unit 110 exchanges information with the user terminal 200 via the network.

[0030] The memory unit 120 stores various data related to each user and the game as a whole. The memory unit 120 also stores selection rules, pre-set payout rates for each machine, and machine information.

[0031] The memory unit 120 may store possession information.

[0032] The memory unit 120 stores the number of draws, which is the number of draws; the initial cabinet, which is the cabinet selected in the first draw; and the initialization threshold, which is the threshold number of draws until the cabinet selected in the first draw is re-selected.

[0033] The processing unit 130 performs processing related to the operation of the game of the game provision system 1. The processing unit 130 includes a reception unit 131, a discharge unit 132, a selection unit 133, a setting reception unit 134, a display control unit 135, and a discharge rate display unit 136.

[0034] The reception unit 131 accepts lottery entries from the user terminal 200 for cabinets corresponding to cabinet information that includes information on cabinets that have been selected in advance.

[0035] When the discharge unit 132 accepts a lottery entry, it discharges the lottery results to the user terminal.

[0036] The lottery results may not include the number of times the user has drawn (gacha draws). The lottery results may refer to at least one of the characters and items usable in the game that are included as lottery candidates.

[0037] The selection unit 133 updates the cabinet information by selecting a cabinet to be used by the user terminal 200 in the next draw, based on the selection rules which are the rules for selecting a cabinet based on the draw result. The user terminal 200 may also update the cabinet information by selecting a cabinet to be used in the next draw from a cabinet other than the one that dispensed the draw result.

[0038] The selection unit 133 may update the number of draws when the reception unit 131 accepts the draw, and may reset the number of draws when it reaches an initialization threshold.

[0039] The selection rules may include, if the lottery result satisfies predetermined conditions, selecting a machine with a higher payout rate than the machine used in the previous lottery as the machine to be used in the next lottery.

[0040] Examples of "predetermined conditions" include "when the featured item (main prize) is not won," "when the highest rarity prize is not won," and "when a specific consolation prize is won." This mechanism expresses the so-called "step-up gacha" or "rescue measures" as a visual and spatial change in the form of moving between machines. Game server 100 can provide users with the feeling that they are progressing to a more luxurious (more likely to win) machine each time they get a losing draw.

[0041] The "predetermined conditions" could also include, for example, "when the featured item (prize item) is won." This mechanism is similar to entering a so-called "probability bonus" state in pachinko. This allows the game server 100 to further stimulate the user's gambling instinct by increasing the chances of winning the "featured item."

[0042] The selection rules may include the user terminal selecting the machine to use for the next draw based on possession information, including information on playable characters and items held by the user terminal.

[0043] Possession information may be used to create a visual effect where, if a player possesses a specific "key item," a route to a "secret machine (extremely rare machine)" that is normally inaccessible is unlocked. Furthermore, possession information may be used to design a user-friendly workflow, such as guiding players who already possess a featured character to a different machine where that character's exclusive equipment is more likely to drop.

[0044] The selection rules may include re-selecting the initial chassis to be used in the next draw if the number of draws reaches an initialization threshold.

[0045] The selection rules may include, if the draw results for a machine include a target item, selecting a machine with a high probability and a low probability of obtaining that item as the machine to be used for the next draw.

[0046] The setting reception unit 134 accepts the setting of selection rules.

[0047] The display control unit 135 displays the selected enclosure information. The display control unit 135 may hide the enclosure information if it receives input from the user terminal to hide the enclosure information.

[0048] The discharge rate display unit 136 calculates the average discharge rate, which is the average of the discharge rates of all machines used in the lottery, and displays the average discharge rate including the average discharge rate.

[0049] Figure 3 schematically shows an example of the lottery process flow of the game provision server 100 according to the embodiment of this disclosure. The lottery process is the process of selecting users. In Figure 3, the starting state is when the user is operating the user terminal 200 to display the lottery screen.

[0050] In S102, the reception unit 131 receives a lottery execution request (the operation of drawing a gacha) from the user terminal 200. At this time, it refers to the user status data in the storage unit 120 and identifies the user's "current machine ID".

[0051] In step S104, the dispensing unit 132 performs a lottery based on the currently identified dispensing rate setting of the machine. For example, if the current machine is machine A (dispensing rate 50%), the machine will select a prize with a 50% probability. The dispensing unit 132 adds the determined prize (lottery result) to the user's possession information and transmits the result (winning animation, etc.) to the user terminal 200. At this time, the selection unit 133 also increments the user's "consecutive lottery count" by 1.

[0052] In step S106, the selection unit 133 executes a subroutine (chassis selection process) to determine which chassis to be used in the next lottery based on the results of the current lottery and the current state, and then terminates the process.

[0053] Figure 4 schematically shows an example of the cabinet selection process flow of the game provision server 100 according to the embodiment of this disclosure. The cabinet selection process is a subroutine of the lottery process. The cabinet selection process is the process of selecting a cabinet for the next lottery when a user has performed a lottery within the lottery process.

[0054] In step S113, the selection unit 133 selects the "initial cabinet (for example, cabinet A)" as the next cabinet. At the same time, it resets the "consecutive draw count" to 0. This allows users who have reached the ceiling to return to the cabinet in the best condition (or the standard cabinet).

[0055] In step S114, the selection unit 133 determines whether or not the "Pickup Target" is included in the current lottery results. If the selection unit 133 determines that the "Pickup Target" is included in the current lottery results, the process proceeds to step S115. If the selection unit 133 determines that the "Pickup Target" is not included in the current lottery results, the process proceeds to step S116.

[0056] In step S115, the selection unit 133 selects the next cabinet according to the selection rules when a target for pickup is selected.

[0057] The next machine will be selected from among the "high probability machines" or "low probability machines" if, for example, the current machine is machine A. In most cases, to adjust the balance, a rule is applied that transitions to a low probability machine (machine B or C) after a high probability win, but rarely, it may transition to an even higher probability machine.

[0058] In step S116, the selection unit 133 determines whether the user's possession information satisfies certain conditions (for example, possessing part of a specific set of equipment, possessing a specific rare character, etc.). If the selection unit 133 determines that the user's possession information satisfies certain conditions (for example, possessing part of a specific set of equipment, possessing a specific rare character, etc.), the process proceeds to step S117. If the selection unit 133 determines that the user's possession information does not satisfy certain conditions (for example, possessing part of a specific set of equipment, possessing a specific rare character, etc.), the process terminates.

[0059] In step S117, the selection unit 133 selects the next arcade cabinet according to selection rules based on the possession information. For example, for a user who possesses character A, the unit transitions them to cabinet D, where character A's weapon is more likely to appear.

[0060] According to one embodiment of the present invention, a game provision server 100 provides a game to a user terminal 200 used by a game user, which provides a game that offers a lottery for two or more types of cabinets with different drop rates for the pick-up targets that are the winning slots in the lottery. The server 100 includes a reception unit 131 that accepts lottery requests from the user terminal 200 for cabinets corresponding to cabinet information that includes information on cabinets that have been selected in advance, a drop unit 132 that, when a lottery request is accepted, discharges the lottery results to the user terminal 200, a selection unit 133 that, based on the lottery results, selects a cabinet to be used for the next lottery based on a selection rule which is a rule for selecting a cabinet, and updates the cabinet information, and a storage unit 120 that stores the selection rule, a drop rate set in advance for each cabinet, and cabinet information.

[0061] This allows the machine used for the next draw (an environment with different conditions such as drop rates) to be dynamically changed according to the draw result, providing users with not only the result of acquiring an item, but also a new sense of enjoyment and anticipation as they wonder "which machine will I get to draw from next?". This prevents the draw game from becoming monotonous and stimulates users' desire to continue playing.

[0062] According to one embodiment of the present invention, the selection rule may include, if the lottery result satisfies predetermined conditions, selecting a housing with a higher discharge rate than the housing used in the lottery result as the housing to be used in the next lottery.

[0063] This allows players to move to a machine with a higher (more advantageous) drop rate when certain conditions are met, such as when a "loser" or "low rarity" result is obtained in a lottery. This transforms the user's negative experience (loser) into an expectation of success next time (movement to a high-probability machine), preventing user churn and maintaining motivation.

[0064] According to one embodiment of the present invention, the system may include a setting reception unit 134 that accepts the setting of selection rules.

[0065] This allows operators and administrators to flexibly change and adjust the transition rules (selection rules) of the arcade machines in accordance with the game's operating status and the holding of events. This makes it easier to adjust the game balance and apply special rules for a limited time, thereby improving operational efficiency and diversifying services.

[0066] According to one embodiment of the present invention, the selection rule includes selecting a casing to be used for the next draw by the user terminal 200 based on possession information, which includes information on characters and items usable in the game that the user terminal 200 possesses, and the storage unit 120 may store the possession information.

[0067] This allows the system to optimize the destination arcade game based on the user's current possessions (for example, whether or not they already own a specific character). This enables control such as avoiding transitions to arcade games where users are more likely to get characters they already own, or conversely, guiding users to special arcade games only accessible to those who possess specific items, thereby increasing individual user satisfaction.

[0068] According to one embodiment of the present invention, the system includes a display control unit 135 that displays the selected housing information, and the display control unit 135 may hide the housing information when it receives an input from the user terminal 200 to hide the housing information.

[0069] This allows the current state of the machine (for example, detailed information such as the current probability or how many more turns until it moves) to be deliberately hidden. This satisfies both the needs of users who want to check the information and the needs of users who want a simpler screen or who want to enjoy the thrill of not knowing what will happen next.

[0070] According to one embodiment of the present invention, the storage unit 120 stores the number of draws, which is the number of draws, the initial housing, which is the housing selected in the first draw, and the initialization threshold, which is the threshold number of draws until the housing selected in the first draw is re-selected. The selection rule includes re-selecting the initial housing as the housing to be used in the next draw when the number of draws reaches the initialization threshold. The selection unit 133 may update the number of draws when the reception unit 131 accepts a draw, and reset the number of draws when the number of draws reaches the initialization threshold.

[0071] This prevents players from staying in machines with high odds for extended periods, thus maintaining a proper game balance. Furthermore, creating a cycle where the game returns to its initial state after a certain number of plays provides users with a moderate sense of tension, making them feel they must "win during the chance period."

[0072] According to one embodiment of the present invention, the emission rate may include at least two classifications: high probability and low probability.

[0073] This makes the nature of the machine (whether it's a chance or not) clear to the user, making it easier to set a strategy for playing.

[0074] According to one embodiment of the present invention, the selection rule may include, if the draw result of the cabinets includes a target item, selecting a cabinet with a high probability or low probability of being drawn as the cabinet to be used for the next draw.

[0075] This allows for a clear definition of the behavior immediately after a featured item is won (for example, returning to a low probability after being lucky enough to win, or continuing with a high probability as a bonus after winning). This enables the provision of appropriate game development that matches the user's emotional curve after winning.

[0076] According to one embodiment of the present invention, the lottery may include a discharge rate display unit 136 that calculates the average discharge rate, which is the average of the discharge rates of all the enclosures used in the lottery, and displays the average discharge rate including the average discharge rate.

[0077] This ensures transparency and fairness in the system, even in complex systems involving multiple machines, by presenting the overall expected value (average payout rate) to the user, thereby providing a sense of security.

[0078] According to one embodiment of the present invention, the high probability may be 50% or more, the low probability may be 10% or less, and the proportion of machines set to low probability may be larger than the proportion of machines set to high probability among all machines.

[0079] This allows for a well-balanced probability setting (50% or higher versus 10% or lower), maximizing the joy of reaching a high-probability machine. Furthermore, increasing the number of low-probability machines enhances the rarity of high-probability machines, encouraging players to continue playing in order to reach them.

[0080] Figure 5 shows an example of a cabinet management table 710 (data structure) stored in the memory unit 120. The cabinet management table 710 is a table that manages definition information for multiple cabinets that appear in the game. This table includes at least the fields (items) "cabinet ID", "discharge rate", "classification", and "average".

[0081] The "Cabinet ID" field stores an identifier that uniquely identifies each cabinet within the system. In the example cabinet management table 710, values ​​such as "A", "B", and "C" are set. The game provision server 100 manages "which cabinet ID each user terminal 200 is currently using", and during the lottery, it refers to the record corresponding to the current cabinet ID of that user terminal 200 from this table.

[0082] The "Drop Rate (%)" field stores the probability of winning a specific target (e.g., the highest rarity SSR or a featured character) when a draw is conducted in that machine. In the example of machine management table 710, the drop rate for machine A (ID: A) is set to "50%". This suggests that it is in a state where it is extremely easy to win (e.g., a bonus stage).

[0083] The drop rate for machine B (ID:B) is set to "10%". The drop rate for machine C (ID:C) is set to "3%". This suggests a normal or difficult probability state. In this way, by clearly differentiating the probabilities for each machine, the average drop rate of the three machines is made higher, and by displaying this average drop rate on the user terminal 200, it is possible to make the apparent drop rate appear higher.

[0084] The "Classification" field stores information indicating the nature or category of the machine. Machine A is set to "High Probability," which indicates a favorable state for user terminal 200. Machines B and C are set to "Low Probability." This classification information is used, for example, as a condition for determining whether to display icons such as "Chance!" (in the case of high probability) or "Normal" (in the case of low probability) on the screen.

[0085] The "Average" field stores information indicating the average payout rate or expected value for that machine, or for the group containing that machine. In the example of the machine management table 710, the value "21" is set for machine B. This can be used as a parameter to suggest to the user that the total average probability (average continuation rate, etc.) is approximately 21% in a game where players alternate between machine A (50%), machine B (10%), and machine C (3%).

[0086] Figure 6 shows an example of a selection rule 720 stored in the memory unit 120. The selection rule 720 is a set of rules that defines the conditions under which enclosure transitions (movements) occur.

[0087] Selection Rule 720 includes the following items: "Selection Rule," "Conditions," and "Number of Enrollments."

[0088] The "Featured Item" rule transitions the machine to either a "Low Probability Machine" or a "High Probability Machine" when a featured item is dispensed. This defines the mode downgrade or mode upgrade resulting from winning.

[0089] The "Possession Information" rule directs players to a specific arcade machine if they possess a particular character, A. This creates a strategic element where players can choose which machine to go to based on the items they own.

[0090] Figure 7 schematically shows an example of a lottery screen stored in the storage unit 120 of the game provision server 100 according to the embodiment of this disclosure. The display control unit 135 displays the following information on the screen based on the current user status (user status data) and the current machine information (machine master data).

[0091] The machine information display area is located in the center or at the top of the screen and shows information about the machine the user is currently on. For example, the machine information display area might show messages such as "Currently: Draw in progress on machine A" or "Currently in high probability mode!". This allows the user to understand their current chances of winning. It is also possible for the user to hide this display (e.g., "??? mode").

[0092] The average drop rate display area is displayed in the upper left corner of the screen, and a portion of the screen displays the average drop rate calculated by the drop rate display unit 136. The average drop rate display area displays, for example, "Average drop rate (expected value) for this gacha: 21%". This shows the total expected value when the draw is repeated while moving between multiple machines, and may differ from the probability of the current machine. According to the game provision server 100, by configuring the number of machines with high drop rates to be small and the number of machines with low drop rates to be large, the average drop rate is adjusted to be calculated higher, thereby increasing the motivation of users to participate in the draw.

[0093] At the bottom of the screen, there are lottery execution buttons such as "1 draw" and "10 draws". When a user presses a lottery execution button, the game provision server 100 sends a lottery request to the reception unit 131.

[0094] During the lottery, when transitioning from the current machine to the next machine, a visual effect (animation) may be displayed. For example, after a prize is dispensed from machine A (a fancy box), the machine may break and change into machine B (a dilapidated box), or conversely, the machine may be upgraded, to visually emphasize the transition.

[0095] (Other Embodiment 1) In another embodiment, the game provision server 100 may dispense different pickup targets for each machine. The dispensing rate represents the dispensing rate of each pickup target for each machine, and the average dispensing rate may be the average of the dispensing rates of each pickup target for each machine. The average dispensing rate may be the dispensing rate at which any of the pickup targets are dispensed.

[0096] For example, machines with a high drop rate may feature so-called "junk rares" or "bad rares" that have high rarity but low performance or value, while machines with a low drop rate may feature so-called "must-have" characters and items that have high rarity and high performance or value.

[0097] This means that while the average drop rate is as disclosed, the drop rate for machines containing the specific items users want to obtain can be set lower, thus maintaining users' motivation to participate in the lottery.

[0098] (Another Embodiment 2) In other embodiments, the selection rule may be a configuration in which the destination machine is selected based on information from other users. The selection rule may also include a configuration in which all users temporarily transition to a "fever machine," such as when the total number of draws across the entire game server reaches a certain number.

[0099] In other words, the selection rule may be, for example, based on the total number of draws in total, which is the sum of the number of draws by all users on the game server, to select the machine that the user terminal will use for the next draw. The machine used for the next draw may be a fever machine with a high payout rate.

[0100] The selection rules may be based on the play status of other users who are members of the same group (guild) to which the user belongs. The selection rules may also include a "guild bonus" where, if a guild member obtains a rare item, other members will also be more likely to transition to a high-probability machine for a certain period of time.

[0101] In other words, the selection rules may include, for example, the user terminal selecting the machine to use for the next draw based on the play status of other members who are users within the user's group. Play status may include obtaining rare items through gameplay, clearing extremely difficult content, and performing well in event quests. The machine that the user terminal uses for the next draw may be a high-probability machine with a high drop rate.

[0102] (Other Embodiment 3) The selection rules may be based on the user's gameplay status. The selection rules may be such that clearing a specific quest or defeating a specific boss serves as a "transition key" to a new arcade cabinet.

[0103] In other words, the selection rules may, for example, allow the user terminal 200 to select the machine to use for the next draw based on the user's gameplay status. Gameplay status may include completing pre-set quests, defeating pre-set bosses, game play time, game play period, total amount spent, etc.

[0104] (Another Embodiment 4) The selection rules may be based on the history of the lottery results. For example, the selection rules may be such that if a good weapon is drawn in the "weapon cabinet," the player is more likely to transition to the "armor cabinet" that matches it.

[0105] In other words, the selection rule may be, for example, based on the user's lottery result history, the user terminal may select the machine to use for the next lottery. The lottery result history may be, for example, that a weapon was dispensed from a weapon machine that dispenses weapons usable in the game as a result of the lottery, and the machine that the user terminal uses for the next lottery may be an armor machine that dispenses armor usable in the game as a result of the lottery.

[0106] The selection rules may be based on the state of each individual machine, for example. The selection rules may be such that the machines themselves have a "state," for example, a machine that has dispensed too many rare items may temporarily enter a "fatigued state" and its dispense rate may decrease. Conversely, the selection rules may be such that a machine that has not dispensed a winning item for a long time enters an "active state" and its dispense rate increases.

[0107] In other words, the selection rule may, for example, allow the user terminal 200 to select the machine to use for the next draw based on the state of each machine. The state of each machine may include a fatigued state, which lowers the drop rate when it dispenses rare items above a threshold, and an activated state, which increases the drop rate when it dispenses dud items above a threshold.

[0108] (Other Embodiments 5) The selection unit 133 may also select a machine to be used for the next draw based on an action from the user. After the draw, the selection unit 133 may not automatically determine the next machine, but rather present the user with a selection of the next machine options, allowing the user to make the selection.

[0109] In other words, the selection unit 133 may update the cabinet information by selecting a cabinet to be used by the user terminal 200 for the next lottery, based on the cabinet selection result received from the user terminal 200 used by the user.

[0110] The selection unit 133 may accept payment from the user to select a machine to be used for the next draw. In addition to the normal transition, the selection unit 133 may also force a transition to a more advantageous machine or cancel a transition to a less advantageous machine by paying additional in-game currency.

[0111] In other words, the selection unit 133 may update the cabinet information by selecting the cabinet that the user terminal 200 will use for the next draw, based on the charge received from the user terminal 200. The selection rules may include, when a charge is received from the user, selecting advantageous cabinets, including high-probability cabinets with a high payout rate, and avoiding selecting disadvantageous cabinets, including low-probability cabinets with a low payout rate.

[0112] (Other Embodiment 6) The transition (selection) pattern of the enclosure by the selection unit 133 may be cyclical or acyclic (open). For example, the selection rule may have a closed loop structure (A⇒B⇒C⇒D⇒A) where the transition is from enclosure A to enclosure B, enclosure C, and enclosure D, and then returns to enclosure A again.

[0113] Alternatively, the selection rule may have an open structure (A⇒A'⇒A''⇒…) that branches and evolves infinitely in a specific direction, such as from enclosure A to enclosure A', enclosure A'', enclosure A''', and so on.

[0114] Furthermore, the selection rules may include "self-transition," which re-selects the same machine as the current one as the next machine depending on the lottery result (e.g., A⇒A). For example, if a specific "maintain status" lottery result is obtained, or if the user intentionally selects "stay," the system may be configured to conduct the next lottery without moving the machine.

[0115] In this case, even though the internal cabinet ID is the same, the state of the number of draws (consecutive draws) and other factors differ, so it can be considered a transition to a different draw environment (state) in a broad sense.

[0116] (Other Embodiments 7) The selection unit 133 may not only select from a fixed list of enclosures stored in the storage unit 120 beforehand, but may also dynamically generate and calculate the parameters for the next enclosure according to the lottery result and set it as a new enclosure.

[0117] For example, if the lottery result for the current cabinet A is "winning," the selection unit 133 may temporarily generate and transition to "Cabinet A Minus," which has its dispensing rate for cabinet A reduced by a predetermined percentage (e.g., 10%) (a mechanism that makes it difficult to win consecutively). Conversely, if the lottery result is "winning," the selection unit 133 may generate and transition to "Cabinet A Plus," which has its dispensing rate increased by a predetermined percentage (e.g., 10%) (a mechanism that makes you want to play again the more you win).

[0118] (Other Embodiments 8) The selection rule is not limited to one in which the destination is uniquely determined for each lottery result; it may also be one in which the destination is determined probabilistically. For example, the selection rule may be set so that if a specific lottery result (prize A) is dispensed in the current machine, there is a 40% chance of transitioning to "machine 1" and a 60% chance of transitioning to "machine 2".

[0119] (Other Embodiments 9) The display control unit 135 may display history and prediction information regarding the transition of the enclosure on the user terminal 200. Specifically, the display control unit 135 may display a "transition history UI" that visualizes the transition process (history) from the initial enclosure to the current enclosure (e.g., Enclosure S ⇒ Enclosure SS ⇒ Enclosure SSS ⇒ Current: Enclosure SSSS!).

[0120] Furthermore, the display control unit 135 may display a "transition prediction UI" on the screen before the lottery is conducted, which previews the destination for each lottery result. For example, it may display information such as "If you get this prize, move to machine A" or "If you get that prize, move to the super rare machine SS!" next to the prize lineup.

[0121] Note that this display does not need to disclose all destinations; display control may be implemented, such as "displaying only the correct destination" or "hiding some with '?'".

[0122] <Basic Computer Configuration> Figure 8 schematically shows an example of the hardware configuration of a computer 900 according to an embodiment of the present disclosure. The computer 900 functions as a game provision server 100 and a user terminal 200. The computer 900 includes a control unit 901, a storage unit 902, a communication unit 903, an input unit 904, and an output unit 905. The control unit 901, storage unit 902, communication unit 903, input unit 904, and output unit 905 are electrically connected to each other via a communication bus 910.

[0123] The control unit 901 includes a CPU (Central Processing Unit, also called a processor) and controls various parts of the computer 900, as well as reading and executing various programs stored in the storage unit 902.

[0124] The memory unit 902 includes a main memory such as DRAM (Dynamic Random Access Memory) and an auxiliary memory such as a hard disk, and is a device for storing various programs for running the operating system and various applications of the computer 900, as well as data used by these programs. The processes shown in the flowcharts described above are realized by the control units 901 of the game provision system 1, the game provision server 100, the user terminal 200, and each computer constituting the game provision server 100 executing the programs stored in their respective memory units 902.

[0125] The communication unit 903 is a device for communicating with external devices and sends and receives data according to instructions from the control unit 901. Each computer constituting the game provision system 1, the game provision server 100, and the user terminal 200 uses this communication unit 903 to communicate with other devices, including the network NW shown in Figure 1.

[0126] The input unit 904 is a device that receives input from an external source and supplies it to the control unit 901, and includes, for example, a keyboard, mouse, touch panel, and camera. The output unit 905 is a device that outputs the processing results of the control unit 901 to the outside, and includes, for example, a display and speaker.

[0127] <Program> Here, we will describe the programs for realizing each functional unit of the game provision system 1 according to this embodiment.

[0128] The game provision system 1 is implemented in the computer 900. The operation of each component of the game provision system 1 is stored in the auxiliary storage device of the memory unit 902 in the form of a program. The control unit 901 reads the program from the auxiliary storage device of the memory unit 902, loads it into the main memory of the memory unit 902, and executes the above processing according to the program. The control unit 901 also reserves a memory area in the main memory of the memory unit 902 corresponding to the memory unit 120 described above, according to the program.

[0129] Specifically, the program is a game provision program that causes a computer 900, which is equipped with a processor and a memory unit, to provide a game to a user terminal 200 used by a game user, which provides a lottery for two or more types of cabinets with different drop rates for the pick-up targets that are the winning slots in the lottery. The program includes a reception unit 131 that accepts lotteries from the user terminal 200 for cabinets corresponding to cabinet information that includes information on cabinets that have been selected in advance, a drop unit 132 that, when a lottery is accepted, drops the lottery results to the user terminal 200, a selection unit 133 that updates the cabinet information by selecting a cabinet to be used in the next lottery based on a selection rule which is a rule for selecting a cabinet based on the lottery results, and a memory unit 120 that stores the selection rule, the drop rate set in advance for each cabinet, and the cabinet information.

[0130] Each of the above operation flows can be performed not only independently, but also in combination of two or more operation flows. For example, some steps of one operation flow may be added to another operation flow, or some steps of one operation flow may be replaced with some steps of another operation flow. It is not necessary to execute all steps in each flow; only some steps may be executed. Also, the order of steps in each flow may be changed as appropriate.

[0131] A program may be provided that causes a computer to execute each of the processes described in the above embodiment. The program may be recorded on a computer-readable medium. Using a computer-readable medium, it is possible to install the program on a computer. Here, the computer-readable medium on which the program is recorded may be a non-transient storage medium. The non-transient storage medium is not particularly limited, but may be a storage medium such as a CD-ROM or DVD-ROM. Furthermore, the circuits that execute each of the processes performed by the device according to the above embodiment may be integrated, and at least a part of the device may be configured as a semiconductor integrated circuit (chipset, SoC).

[0132] The functions realized by the apparatus according to the above embodiments may be implemented in a circuit or processing circuitry, including a general-purpose processor, an application-specific processor, an integrated circuit, an ASIC (Application Specific Integrated Circuit), a CPU (a Central Processing Unit), conventional circuits, and / or a combination thereof, programmed to realize the described functions. A processor, including transistors and other circuits, is considered a circuit or processing circuitry. A processor may be a programmed processor that executes a program stored in memory. In this disclosure, circuitry, unit, and means are hardware programmed to realize or perform the described functions. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to realize or perform the described functions. If such hardware is a processor that is considered to be a type of circuitry, then such circuitry, means, or unit is a combination of hardware and software used to constitute such hardware and / or processor.

[0133] The terms "based on" and "depending on / in response to" used in this disclosure do not mean "based solely on" or "depending solely on" unless otherwise specified. "Based on" means both "based solely on" and "at least partially on." Similarly, "depending on" means both "at least partially on" and "at least partially on." The terms "include," "comprise," and their variations do not mean to include only the listed items, but may include only the listed items or may include additional items in addition to the listed items. Furthermore, the term "or" used in this disclosure is not intended to mean exclusive OR. Additionally, any reference to elements using designations such as "first," "second," etc., used in this disclosure does not generally limit the quantity or order of those elements. These designations may be used herein as a convenient way to distinguish between two or more elements. Therefore, references to the first and second elements do not imply that only two elements may be adopted therein, or that the first element must precede the second element in any way. In this disclosure, where articles are added by translation, such as a, an, and the in English, these articles shall be plural unless it is clearly indicated by the context that they are not.

[0134] Although the embodiments have been described in detail above with reference to the drawings, the specific configuration is not limited to those described above, and various design changes can be made without departing from the gist of the invention.

[0135] • Note 1 A game provision server that provides a game to a user terminal used by a user of the game, which provides a game that offers a lottery for two or more types of machines with different drop rates for the featured items that are the winning slots in the lottery, A reception unit that accepts the lottery from the user terminal for the housing corresponding to the housing information which includes the housing information that has been selected in advance, When the aforementioned lottery is accepted, the output unit outputs the lottery results to the user terminal, Based on the lottery results, a selection unit updates the housing information by selecting the housing to be used in the next lottery based on a selection rule which is a rule for selecting the housing, and the user terminal selects the housing to be used in the next lottery. A storage unit that stores the selection rules, the discharge rate set in advance for each housing, and the housing information. A game server equipped with the necessary features.

[0136] • Appendix 2 The game provision server as described in Appendix 1, wherein the selection rule includes, when the lottery result satisfies predetermined conditions, selecting a machine with a higher payout rate than the machine used in the lottery to be used in the next lottery.

[0137] • Appendix 3 A game provision server as described in either Appendix 1 or 2, comprising a setting reception unit that accepts the setting of the aforementioned selection rules.

[0138] • Appendix 4 The selection rule includes the user terminal selecting the machine to be used for the next draw based on possession information, which includes information on characters and items usable in the game, that the user terminal possesses. The memory unit stores the possession information. The game provider server described in any of the appendices 1 to 3.

[0139] • Appendix 5 It includes a display control unit that displays the selected housing information, The display control unit, when it receives an input from the user terminal to hide the cabinet information, hides the cabinet information, as described in any of Appendix 1 to 4 of the game provision server.

[0140] • Appendix 6 The memory unit stores the number of draws, which is the number of draws performed; the initial housing, which is the housing selected in the first draw; and the initialization threshold, which is the threshold number of draws until the housing selected in the first draw is reselected. The selection rule includes, when the number of draws reaches the initialization threshold, re-selecting the initial housing to be used in the next draw. The selection unit updates the number of draws when the reception unit accepts the draw, and resets the number of draws when the number of draws reaches the initialization threshold, as described in any of Appendix 1 to 5 of the game provision server.

[0141] • Appendix 7 The aforementioned payout rates include at least two classifications: high probability and low probability, as described in any of the appendices 1 to 6 of the game provision server.

[0142] • Appendix 8 The game provider server according to any one of the appendices 1 to 7, wherein the selection rule includes, if the lottery result of the cabinet includes the pick-up target, selecting the cabinet whose discharge rate is set to at least one of the high probability or low probability as the cabinet to be used for the next lottery.

[0143] • Appendix 9 A game provision server according to any one of the appendices 1 to 8, comprising a payout rate display unit that calculates an average payout rate which is the average of the payout rates of all the machines used in the lottery, and displays an average payout rate including the average payout rate.

[0144] • Appendix 10 The aforementioned high probability is 50% or more. The aforementioned low probability is 10% or less. A game provision server as described in any of Appendix 1 to 9, wherein the ratio of all the aforementioned cabinets is greater for cabinets set to low probability than for cabinets set to high probability.

[0145] • Appendix 11 A method for providing a game in which a computer provides a lottery for two or more types of cabinets with different rates of dispensing the pick-up targets which are the winning slots in the lottery, to a user terminal used by a user of the game, A reception unit that accepts the lottery from the user terminal for the housing corresponding to the housing information which includes the housing information that has been selected in advance, When the aforementioned lottery is accepted, the output unit outputs the lottery results to the user terminal, Based on the lottery results, a selection unit updates the housing information by selecting the housing to be used in the next lottery based on a selection rule which is a rule for selecting the housing, and the user terminal selects the housing to be used in the next lottery. A game provision method in which a computer functions as a storage unit for storing the selection rules, the discharge rate set in advance for each cabinet, and the cabinet information.

[0146] • Appendix 12 A game provision program that causes a computer to provide a game to a user terminal used by a user of the game, which provides a game that provides a lottery for two or more types of cabinets with different rates of appearance for the pick-up targets that are the winning slots in the lottery, A reception unit that accepts the lottery from the user terminal for the housing corresponding to the housing information which includes the housing information that has been selected in advance, When the aforementioned lottery is accepted, the output unit outputs the lottery results to the user terminal, Based on the lottery results, a selection unit updates the housing information by selecting the housing to be used in the next lottery based on a selection rule which is a rule for selecting the housing, and the user terminal selects the housing to be used in the next lottery. A game provision program that causes a computer to function as a storage unit for storing the selection rules, the discharge rate pre-set for each enclosure, and the enclosure information.

[0147] • Appendix 13 A game provision system that provides a game that offers a lottery for two or more types of machines with different drop rates for the featured items that are the winning slots in the lottery, to a user terminal used by a user of the game, A reception unit that accepts the lottery from the user terminal for the housing corresponding to the housing information which includes the housing information that has been selected in advance, When the aforementioned lottery is accepted, the output unit outputs the lottery results to the user terminal, Based on the lottery results, a selection unit updates the housing information by selecting the housing to be used in the next lottery based on a selection rule which is a rule for selecting the housing, and the user terminal selects the housing to be used in the next lottery. A storage unit that stores the selection rules, the discharge rate set in advance for each housing, and the housing information. A game delivery system equipped with the following features. [Explanation of symbols]

[0148] 1: Game delivery system 100: Game server 110: Communications Department 120: Storage section 130: Processing Unit 131: Reception Department 132: Discharge section 133: Selection Section 134: Settings Reception Department 135: Display Control Unit 136: Emission rate display section 200: User terminal 710: Enclosure Management Table 720: Selection Rules 730: Lottery screen 900: Computer 901: Control Unit 902: Storage section 903: Communications Department 904: Input section 905: Output section 910: Communications bus

Claims

1. A game provision server that provides a game that offers a lottery for two or more types of machines with different drop rates for the featured items that are the winning slots in the lottery, to a user terminal used by a user of the game, A reception unit that accepts the lottery from the user terminal for the housing corresponding to the housing information which includes the housing information that has been selected in advance, When the aforementioned lottery is accepted, the output unit outputs the lottery results to the user terminal, Based on the lottery results, a selection unit updates the housing information by selecting the housing to be used in the next lottery based on a selection rule which is a rule for selecting the housing, and the user terminal selects the housing to be used in the next lottery. A storage unit that stores the selection rules, the discharge rate set in advance for each cabinet, the cabinet information, and possession information including information on characters or items usable in the game that the user terminal possesses. Equipped with, The aforementioned cabinet is a gacha in which the lottery result is at least one of the characters and items usable in the game that are included in the lottery candidates, and is represented on the screen of the user terminal, The selection rules include a plurality of rules, at least one of the following: a transition rule for the cabinet that is conditional on the pick-up target being dispensed or not dispensed as a result of the lottery; and a transition rule for the cabinet that is conditional on the user terminal possessing or not possessing a specific character or item. The selection unit is a game provision server that, based on the applicable selection rules, selects the machine that the user terminal will use for the next lottery in a manner that cyclically transitions between at least three or more of the machine's components.

2. The game provision server according to claim 1, further comprising a setting reception unit that accepts the setting of the selection rules.

3. The selection rule includes a rule that determines whether or not the conditions of the transition rule are met based on the possession information, The game provision server according to claim 1.

4. The game provision server according to claim 1, wherein the aforementioned payout rates include at least two classifications: high probability and low probability.

5. The game server according to claim 4, wherein the selection rule includes, if the lottery result of the cabinet includes the target to be picked up, selecting the cabinet whose discharge rate is set to at least one of the high probability and low probability as the cabinet to be used for the next lottery.

6. The game provision server according to claim 5, further comprising a payout rate display unit that calculates an average payout rate which is the average of the payout rates of all the machines used in the lottery, and displays an average payout rate including the average payout rate.

7. The aforementioned high probability is 50% or more. The aforementioned low probability is 10% or less. The game provision server according to claim 6, wherein the ratio of all the aforementioned cabinets is greater for the cabinets set to low probability than for the cabinets set to high probability.

8. A method for providing a game in which a computer provides a lottery for two or more types of cabinets with different rates of appearance for the pick-up targets that are the winning slots in the lottery, to a user terminal used by a user of the game, A reception unit that accepts the lottery from the user terminal for the housing corresponding to the housing information which includes the housing information that has been selected in advance, When the aforementioned lottery is accepted, the output unit outputs the lottery results to the user terminal, Based on the lottery results, a selection unit updates the housing information by selecting the housing to be used in the next lottery based on a selection rule which is a rule for selecting the housing, and the user terminal selects the housing to be used in the next lottery. The computer functions as a storage unit that stores the selection rules, the predetermined discharge rate for each enclosure, the enclosure information, and possession information including information on characters or items usable in the game held by the user terminal. The aforementioned cabinet is a gacha in which the lottery result is at least one of the characters and items usable in the game that are included in the lottery candidates, and is represented on the screen of the user terminal, The selection rules include a plurality of rules, at least one of the following: a transition rule for the cabinet that is conditional on the pick-up target being dispensed or not dispensed as a result of the lottery; and a transition rule for the cabinet that is conditional on the user terminal possessing or not possessing a specific character or item. The selection unit, based on the applicable selection rule, selects the cabinet to be used by the user terminal for the next lottery in a manner that cyclically transitions through at least three or more cabinets, in a game provision method.

9. A game provision program that causes a computer to provide a game to a user terminal used by a user of the game, which provides a game that provides a lottery for two or more types of cabinets with different rates of appearance for the pick-up targets that are the winning slots in the lottery, A reception unit that accepts the lottery from the user terminal for the housing corresponding to the housing information which includes the housing information that has been selected in advance, When the aforementioned lottery is accepted, the output unit outputs the lottery results to the user terminal, Based on the lottery results, a selection unit updates the housing information by selecting the housing to be used in the next lottery based on a selection rule which is a rule for selecting the housing, and the user terminal selects the housing to be used in the next lottery. The computer functions as a storage unit that stores the selection rules, the predetermined discharge rate for each enclosure, the enclosure information, and possession information including information on characters or items usable in the game held by the user terminal. The aforementioned cabinet is a gacha in which the lottery result is at least one of the characters and items usable in the game that are included in the lottery candidates, and is represented on the screen of the user terminal, The selection rules include a plurality of rules, at least one of the following: a transition rule for the cabinet that is conditional on the pick-up target being dispensed or not dispensed as a result of the lottery; and a transition rule for the cabinet that is conditional on the user terminal possessing or not possessing a specific character or item. The selection unit is a game provision program that, based on the applicable selection rules, selects the machine to be used by the user terminal for the next lottery in a manner that cyclically transitions between at least three or more of the machine's components.

10. A game provision system that provides a game that offers a lottery for two or more types of machines with different drop rates for the featured items that are the winning slots in the lottery, to a user terminal used by a user of the game, A reception unit that accepts the lottery from the user terminal for the housing corresponding to the housing information which includes the housing information that has been selected in advance, When the aforementioned lottery is accepted, the output unit outputs the lottery results to the user terminal, Based on the lottery results, a selection unit updates the housing information by selecting the housing to be used in the next lottery based on a selection rule which is a rule for selecting the housing, and the user terminal selects the housing to be used in the next lottery. A storage unit that stores the selection rules, the discharge rate set in advance for each cabinet, the cabinet information, and possession information including information on characters or items usable in the game that the user terminal possesses. Equipped with, The aforementioned cabinet is a gacha in which the lottery result is at least one of the characters and items usable in the game that are included in the lottery candidates, and is represented on the screen of the user terminal, The selection rules include a plurality of rules, at least one of the following: a transition rule for the cabinet that is conditional on the pick-up target being dispensed or not dispensed as a result of the lottery; and a transition rule for the cabinet that is conditional on the user terminal possessing or not possessing a specific character or item. The selection unit is a game provision system that, based on the applicable selection rules, selects the machine that the user terminal will use for the next lottery in a manner that cyclically transitions between at least three or more of the machine's components.

Citation Information

Patent Citations

  • Game control device, game system, and program

    JP2020014670A

  • Information processing device and game program

    JP2020039979A

  • Server system and program

    JP2021027900A

  • Server system, game system and program

    JP2023158051A

  • Game program, method for executing game program, and information processing device

    JP6783834B2