Information processing program, information processing method and information processing system

By designing a login information management unit and a rights grant unit in the game system, the problem of players not being able to obtain previous rewards when logging in at the midway point within a specific time range is solved, reducing the sense of loss and improving the gaming experience.

CN113727763BActive Publication Date: 2025-03-07CYGAMES INC
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Patent Information

Application Number
CN202080031413.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2019-04-26
Filing Date
2020-04-09
Publication Date
2025-03-07
Estimated Expiration
2040-04-09

AI Technical Summary

Technical Problem

In the game system, when a player logs in for the first time at a midway point within a specific time range, he is unable to receive the previously awarded login reward, resulting in a sense of loss.

Method used

Design an information processing program and system, including a login information management unit and a rights granting unit. Login information is stored at the first login within a specific time range, and rights are granted at each certain time period. If the login information is not stored and the rights are not granted after a certain period of time, the rights are granted based on the time period where the rights are not granted.

Benefits of technology

Reduces the player's sense of loss, so that even if the player starts the game at the midway point within a specific time range, he can get the same rewards as players with the same starting length.

✦ Generated by Eureka AI based on patent content.

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Abstract

The information processing program causes the computer to function as: a login information management unit for storing login information when a player logs in for the first time within a specific time range; and a rights granting unit for granting rights when a login is performed every certain time period within the specific time range, and granting rights based on a certain time period for which rights are not granted when login information is not stored and a certain time period for which rights are not granted has passed when logging in within the specific time range. This can reduce the sense of loss experienced by the player.
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Description

Technical Field

[0001] The present invention relates to an information processing program, an information processing method and an information processing system. Background Art

[0002] In conventional game systems, rewards such as items and characters can be obtained through the so-called gacha draw. In such game systems, when a player logs in at regular intervals within a specific time range, the player is granted the right to play gacha as a login reward, thereby encouraging login (for example, refer to Patent Document 1).

[0003] Citation List

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent Application Laid-Open No. 2019-5539 Summary of the invention

[0006] Problem that the invention aims to solve

[0007] However, when a player logs in for the first time at a midway point within a specific time range, the player cannot receive the login bonus granted in a certain period of time before the first login, which may lead to a sense of loss.

[0008] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can reduce a player's sense of loss.

[0009] Solutions for solving problems

[0010] In order to solve the above-mentioned problem, an information processing program is used to enable a computer to function as: an information management unit, which is used to store login information when logging in for the first time within a specific time range; and a rights granting unit, which grants rights when logging in every certain time period within the specific time range, and when the login information is not stored when logging in within the specific time range and the certain time period without granting rights has passed, grants rights based on the certain time period without granting rights.

[0011] The login information may include information related to the time when the first login is performed within the specific time range, and the rights granting unit may determine the number of rights to be granted based on the difference between the start time of the specific time range and the time when the login is performed if the login information is not stored when the login is performed.

[0012] When the login information is stored and the certain period of time without granting rights has passed, the rights granting unit does not need to grant rights for the certain period of time that has passed without login even if login is performed again within the specific time range.

[0013] An extended time range may be set after the specific time range, and the rights granting unit may grant all of the rights granted within the specific time range if no login is performed within the specific time range and login is performed within the extended time range.

[0014] In order to solve the above problem, an information processing method includes: storing login information when logging in for the first time within a specific time range; and granting rights when logging in every certain time period within the specific time range; and when the login information is not stored when logging in within the specific time range and the certain time period without granting rights has passed, granting rights based on the certain time period without granting rights.

[0015] In order to solve the above-mentioned problem, an information processing system includes: a login information management unit, which is used to store login information when logging in for the first time within a specific time range; and a rights granting unit, which grants rights when logging in every certain time period within the specific time range, and when the login information is not stored when logging in within the specific time range and the certain time period without granting rights has passed, grants rights based on the certain time period without granting rights.

[0016] Effects of the Invention

[0017] According to the present invention, the player's sense of loss can be reduced. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] Figure 1 is a diagram for illustrating a schematic configuration of an information processing system.

[0019] Figure 2A is a diagram for illustrating the hardware configuration of a player terminal. Figure 2B is a diagram for illustrating the hardware configuration of a server.

[0020] Figure 3A is a diagram for illustrating an example of a home screen. Figure 3B This is a diagram showing an example of a friendly character confirmation screen. Figure 3C is a diagram for illustrating an example of an inquiry screen.

[0021] Figure 4A It is a diagram for illustrating an example of an inquiry selection screen. Figure 4BIt is a diagram for illustrating an example of a team selection screen.

[0022] Figure 5A It is a diagram for illustrating an example of a battle screen. Figure 5B is a diagram for illustrating an example of a result screen.

[0023] Fig. 6A It is a diagram for illustrating an example of a gashapon screen. Figure 6B It is a diagram for illustrating an example of a gashapon result screen.

[0024] Fig. 7A This is a diagram used to show the ten-consecutive bonus draw within a specific time range. Figure 7B This is a diagram for showing the gashapon screen within a specific time range. Figure 7C This is a diagram for illustrating a gashapon screen when logging in for the first time at a midway point within a specific time range.

[0025] Figure 8 is a diagram for illustrating an extended time range.

[0026] Fig. 9 is a sequence diagram for illustrating basic processing of a player terminal and a server.

[0027] Fig.10 It is a diagram for illustrating the configuration of a memory in a server and the function of the server as a computer.

[0028] Fig.11 is a flowchart for illustrating an example of login management processing in the server.

[0029] Fig.12 It is a flowchart for illustrating an example of a bonus lottery process in a server. DETAILED DESCRIPTION

[0030] One aspect of an embodiment of the present invention will now be described in detail with reference to the accompanying drawings. The dimensions, materials, other specific values, etc. given in this embodiment are only examples to facilitate understanding and do not limit the present invention unless otherwise specifically stated. In this specification and the accompanying drawings, elements having substantially the same function and configuration are marked with the same reference numerals and are not described repeatedly, and elements that are not directly related to the present invention are not shown.

[0031] (Overall Configuration of Information Processing System S)

[0032] Figure 1 is a diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client server system, and includes a player terminal 1 , a server 100 , and a communication network 200 having a communication base station 200 a .

[0033] Each player terminal 1 can establish communication with the server 100 via the communication network 200. The player terminal 1 broadly includes an electronic device that can be communicatively connected to the server 100 in a wireless or wired manner. Examples of the player terminal 1 include a smartphone, a mobile phone, a tablet device, a personal computer, a game device, etc. This embodiment will be described by using a smartphone as an example of the player terminal 1.

[0034] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 accumulates various types of information (player information) for each player ID for identifying a player playing a game.

[0035] The communication base station 200a is connected to the communication network 200 and wirelessly transmits and receives information to and from the player terminal 1. The communication network 200 is composed of a mobile phone network, the Internet, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 100.

[0036] In the information processing system S according to the present embodiment, each player terminal 1 and server 100 functions as a game device G. The player terminal 1 and server 100 each have a role assigned for controlling the progress of a game so that the game can be played through cooperation between the player terminal 1 and server 100 .

[0037] (Hardware Configuration of Player Terminal 1 and Server 100)

[0038] Figure 2A is a diagram for illustrating the hardware configuration of the player terminal 1. In addition, Figure 2B 1 is a diagram for illustrating the hardware configuration of the server 100. Figure 2A As shown, the player terminal 1 is configured to include a CPU (Central Processing Unit) 10 , a memory 12 , a bus 14 , an input / output interface 16 , a storage unit 18 , a communication unit 20 , an input unit 22 , and an output unit 24 .

[0039] In addition, if Figure 2B As shown, the server 100 is configured to include a CPU 110 , a memory 112 , a bus 114 , an input / output interface 116 , a storage unit 118 , a communication unit 120 , an input unit 122 , and an output unit 124 .

[0040] Note that the configurations and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, hereinafter, the hardware configuration of the player terminal 1 will be described, and the description of the server 100 will be omitted.

[0041] The CPU 10 runs a program stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores programs and various types of data required to control the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0042] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.

[0043] The storage unit 18 is composed of a semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0044] The communication unit 20 is communicatively connected to the communication base station 200a in a wireless manner, and transmits and receives information such as various types of data and programs to and from the server 100 via the communication network 200. In the player terminal 1, the program and the like received from the server 100 are stored in the memory 12 or the storage unit 18.

[0045] The input unit 22 is composed of, for example, a touch screen, a button, a keyboard, a mouse, a direction key, an analog controller, etc., which are used to input player operations (accept operations). Alternatively, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally attached) to the player terminal 1. Alternatively, the input unit 22 may be composed of an acceleration sensor for detecting the tilt and movement of the player terminal 1 or a microphone for detecting the voice of the player. In short, the input unit 22 broadly includes a device that allows the player to input his / her intention in a distinguishable manner.

[0046] The output unit 24 is configured to include a display device and a speaker. Note that the output unit 24 may be a device connected (externally attached) to the player terminal 1. In the present embodiment, the player terminal 1 includes a display 26 as the output unit 24, and includes a touch screen as the input unit 22 arranged to overlap with the display 26.

[0047] (Game details)

[0048] Next, the details of the game provided by the information processing system S (game device G) according to the present embodiment are described by way of example. The present embodiment provides a so-called battle game in which a friendly character fights against an enemy character. More specifically, a plurality of friendly characters are provided in the game of the present embodiment. The player selects a plurality of friendly characters (here, 5) from the friendly characters provided, and plays a variety of battle games of different difficulty levels with different enemy characters. In the battle game, when the friendly character defeats the enemy character (clears the battle game), a reward can be earned.

[0049] Figure 3A is a diagram showing an example of a home screen. Figure 3B This is a diagram showing an example of a friendly character confirmation screen. Figure 3C is a diagram for illustrating an example of an inquiry screen. Figure 3A , 3B The game screen shown in FIGS. 3C is displayed on the display 26 of the player terminal 1. In this embodiment, the game screen is roughly divided into a normal screen and a battle screen.

[0050] The normal screen is a screen where the player mainly performs various settings and confirms information. On the other hand, the battle screen is a screen displayed on the display 26 from the beginning to the end of the battle game. Here, all screens except the battle screen are normal screens. The normal screen is roughly divided into five screens: Figure 3A The main screen shown, Figure 3B The character confirmation screen shown is Figure 3C The inquiry screen and Gachapon screen shown (reference Fig. 6A ) and menu screen (not shown in the figure).

[0051] On each normal screen, a menu bar 30 is displayed in the lower part of the display 26. A plurality of operation units that can be operated (tapped) by the player are provided in the menu bar 30. The menu bar 30 includes a main screen selection operation unit 30a titled "Home", a friendly character confirmation screen selection operation unit 30b titled "Character", an inquiry screen selection operation unit 30c titled "Inquiry", a gashapon screen selection operation unit 30d titled "Gachapon", and a menu screen selection operation unit 30e titled "Menu".

[0052] When the main screen selection operation unit 30a is tapped, the display 26 displays Figure 3A In addition, when the friendly character confirmation screen selection operation unit 30b is tapped, the display 26 displays Figure 3B Similarly, when the inquiry screen selection operation unit 30c is tapped, the display 26 displays the character confirmation screen. Figure 3C In addition, when the capsule toy screen selection operation unit 30d is tapped, the capsule toy screen is displayed on the display 26 (refer to Fig. 6A ). In addition, when the menu screen selection operation unit 30e is tapped, a menu screen (not shown) is displayed on the display 26.

[0053] As described above, the normal screen is roughly divided into five screens. In the menu bar 30, the operation portion corresponding to each screen is highlighted, so that the screen displayed on the display 26 can be identified.

[0054] Figure 3A The main screen shown corresponds to the initial screen, and a head display area 31 is provided at the upper portion. In the head display area 31, level information 31a indicating the level of the player associated with the player ID and a stamina indication bar 31b indicating the stamina of the player associated with the player ID are displayed.

[0055] Note that stamina is a parameter required to play a fighting game. In the present embodiment, a plurality of types of fighting games are provided, and a stamina consumption value required to play the fighting game and a maximum number of times per day that the fighting game can be executed are set in each fighting game. In the case where a player is to play a fighting game for which a stamina consumption value required to play the fighting game is set, it is assumed that the player plays the fighting game while consuming stamina, and therefore, when stamina is insufficient, the player cannot play the fighting game.

[0056] Although not described in detail, when a player wins a battle game, the player can earn a predetermined value as a player experience value. In addition, each time the player experience value reaches a certain value, the player level increases. An upper limit value of endurance is set in the player level, and as the player level rises, the upper limit value of endurance also becomes higher. Endurance is restored by a predetermined value (e.g., one point) within a range defined by the upper limit value every certain period of time (e.g., every 5 minutes). On the endurance indication bar 31b, the current remaining amount of endurance relative to the endurance upper limit value is displayed in a visually recognizable manner.

[0057] In addition, a main menu 32 is displayed above the menu bar 30 on the main screen. In the main menu 32, a guide screen selection operation unit 32a titled "Guide", a notification screen selection operation unit 32b titled "Notification", and a presentation screen selection operation unit 32c titled "Presentation" are provided.

[0058] When the guide screen selection operation unit 32a is tapped, a guide screen (not shown in the figure) is displayed on the display 26. Also, when the notification screen selection operation unit 32b is tapped, a notification screen (not shown in the figure) for displaying update information, maintenance information, etc. is displayed on the display 26. Also, when the presentation screen selection operation unit 32c is tapped, a presentation screen (not shown in the figure) for displaying, for example, items distributed from a game manager or the like is displayed on the display 26.

[0059] exist Figure 3B On the friendly character confirmation screen shown, all friendly characters (images) corresponding to the friendly character IDs associated with the player ID are displayed. In other words, on the friendly character confirmation screen, all friendly characters owned by the player are displayed. Note that friendly characters are identified using friendly character IDs, and different IDs are assigned to different friendly characters. In addition, when a player earns a new friendly character through, for example, a bonus draw, etc. (described in detail below), the friendly character ID of the earned friendly character is associated with the player ID of the player.

[0060] For each friendly character, experience value and level are stored in association. When the player wins a battle game (described later) or uses a predetermined item, the experience value increases. The level is set according to the experience value, and the level increases whenever the experience value reaches a predetermined value. Note that an upper limit value of the level is set in each friendly character, and the level increases only within the range limited by the upper limit value.

[0061] In addition, basic values ​​of combat capabilities including life points, attack power, and defense power are set in each friendly character based on the level. The higher the combat capability of each friendly character, the more advantageous it becomes for the player to play the combat game. In addition, the higher the level, the higher the various basic values ​​set in each friendly character.

[0062] In addition, the friendly character can be equipped with equipment items such as weapons and armor (the friendly character can have equipment items set on it). In each equipment item, an additional value for attack power, defense power, etc. is set. In the case where the friendly character is equipped with equipment, the additional value of the equipment is added to the above-mentioned basic value, so that the combat ability of the friendly character can be improved.

[0063] exist Figure 3CIn the inquiry screen shown, a plurality of game selection operation units 33 for selecting each battle game (level) are displayed. In the game selection operation unit 33, clearance information of the battle game is displayed together. The clearance information is indicated by, for example, three stars. In the battle game, when the battle game is cleared, stars are earned according to the number of allied characters whose life points are 0 when the battle game is cleared. For example, three stars are earned when there is no allied character with 0 life points, two stars are earned when there is one allied character with 0 life points, and one star is earned when there are two or more allied characters with 0 life points.

[0064] exist Figure 3C In the example of , three stars are earned for the "1-1" battle game, two stars are earned for the "1-2" battle game, and one star is earned for the "1-3" battle game. In addition, no stars are earned for the "1-4" battle game, indicating that the battle game has not been cleared.

[0065] Note that in the battle game, when one battle game is cleared, the next battle game is released. Figure 3C In the example of , since the battle games up to the "1-3" battle game are cleared, the "1-4" battle game is released, but the subsequent battle games ("1-5" and thereafter, not shown in the figure) are not released.

[0066] Figure 4A It is a diagram for illustrating an example of an inquiry selection screen. Figure 4B It is a diagram for illustrating an example of a team selection screen. Figure 5A It is a diagram for illustrating an example of a battle screen. Figure 5B is a diagram for illustrating an example of a result screen.

[0067] When the game selection operation unit 33 of, for example, the "1-4" battle game is tapped in the inquiry screen, the display unit 26 displays Figure 4A The inquiry selection screen shown. The inquiry selection screen displays enemy characters that appear in the battle game and items (rewards) that can be earned in the battle game. In addition, the inquiry selection screen displays a challenge selection operation unit 34 titled "Challenge" for challenging the battle game and a cancel selection operation unit 35 titled "Cancel" for canceling the battle game challenge.

[0068] When the cancel selection operation unit 35 is tapped, the display 26 displays Figure 3C The inquiry screen shown is displayed, and the challenge to the selected "1-4" battle game is canceled.

[0069] On the other hand, when the challenge selection operation unit 34 is tapped, the display 26 displays Figure 4BThe team selection screen shown. On the team selection screen, all the friendly characters owned by the player are displayed, and a selected friendly character display area 36 for displaying the selected friendly character is displayed below the friendly characters.

[0070] On the team selection screen, when the player taps the displayed friendly character, the selected friendly character is displayed in the selected friendly character display area 36. In other words, here, the friendly character ID to be used in the battle game is selected from a plurality of friendly character IDs associated with the player ID.

[0071] Then, when a friendly character (friendly character ID) is selected and the start operation unit 37 is tapped, the battle game starts.

[0072] During the battle game, the display 26 shows Figure 5A The battle screen shown in FIG. The friendly character and the enemy character are displayed on the battle screen. The friendly character is operated via computer control, thereby causing damage to the enemy character and receiving damage from the enemy character. In addition, the enemy character is operated via computer control, thereby causing damage to the friendly character and receiving damage from the friendly character.

[0073] When damage points are given to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are given to a friendly character, the damage points are subtracted from the friendly character's life points. When the life points of all enemy characters become 0, the player wins the battle game (clears the battle game), and when the life points of all friendly characters become 0 (loses the battle game), the player loses the battle game.

[0074] Here, if Figure 5A As shown in FIG. 1 , a friendly character display area 40 is provided at the lower part of the battle screen. The life points 40a and the special move meter 40b of each friendly character are displayed in the friendly character display area 40. When the friendly character is damaged by the enemy character, or the enemy character is damaged, the special move meter 40b increases. In addition, if the special move meter 40b reaches a predetermined maximum value, the friendly character can use a special move. The special move gives more damage points to the enemy character than a normal attack.

[0075] Here, there are two modes of using the nirvana method. In one mode, the player taps the nirvana meter 40b displayed in the friendly character display area 40 to reach the maximum value of the friendly character. In another mode, when the nirvana meter 40b reaches the maximum value in the automatic state, the friendly character uses the nirvana via computer control. Note that the automatic selection operation unit 41 is displayed on the battle screen, so that the player can switch between the automatic state and the manual state by tapping the automatic selection operation unit 41. When the automatic selection operation unit 41 is tapped in the manual state, the automatic state of automatically using the nirvana is entered. In addition, when the automatic selection operation unit 41 is tapped in the automatic state, the manual state of manually using the nirvana is entered. In addition, even in the automatic state, when the nirvana meter 40b reaches the maximum value and the nirvana is not used by computer control, the player operates (taps) the friendly character, and the nirvana can also be used.

[0076] Then, when the battle game ends normally, such as Figure 5B As shown, the result screen is displayed on the display 26. Figure 5B The result screen in the case where the friendly character wins is shown as an example. On the result screen, an end operation section 42 titled "Close" for closing the result screen is displayed together with at least a part of the game result information items of the battle game.

[0077] Note that the game result information includes: our character's character ID (team); the enemy character's enemy character ID; the remaining status of our character and the enemy character at the end of the battle (whether the life points are 0 when the battle game ends); the damage points given (total value); the battle log ID; and information associated with each battle game (clearance information, level of the battle game, etc.).

[0078] When the end operation part 42 is tapped on the result screen, the display on the display 26 is switched from the battle screen to the normal screen. In short, the result screen is a part of the battle screen. Note that the normal screen switched from the result screen may be a screen displayed immediately before switching the battle screen, or may be a predetermined screen such as a main screen. In this way, as the display of the result screen ends, the battle game ends.

[0079] Fig. 6A It is a diagram showing an example of a gashapon screen. Figure 6B is a diagram showing an example of a gashapon result screen. When the gashapon screen selection operation unit 30d (refer to Figure 3A ) is displayed. Fig. 6AThe Gachapon screen shown. The one-time draw operation unit 50a and the ten-time draw operation unit 50b are displayed on the Gachapon screen. Note that, hereinafter, the one-time draw operation unit 50a and the ten-time draw operation unit 50b are collectively referred to as the draw operation unit 50. When the draw operation unit 50 is tapped, a draw (hereinafter referred to as "reward draw") for determining the friendly character (reward) to be given to the player is executed.

[0080] When the draw operation unit 50a is tapped once, the bonus draw is executed once. When the ten-consecutive draw operation unit 50b is tapped, the bonus draw is executed 10 times (hereinafter referred to as "ten-consecutive bonus draw"). In short, in the ten-consecutive bonus draw, the bonus draw is executed 10 times as a set. In the bonus draw, one character is clearly determined. Therefore, the player can earn 10 friendly characters from the ten-consecutive bonus draw. The result of the ten-consecutive bonus draw, that is, the 10 friendly characters given to the player, are displayed on the draw result screen, as shown in FIG. Figure 6B shown.

[0081] Note that in the reward draw, the probability of winning of each of the various types of our characters is preset. Our characters are roughly divided into three types according to their probability of being chosen: "S rare", "rare" and "general". Here, the probability of winning of "S rare" is the lowest, and the probability of winning becomes higher in the order of "rare" and "general". In addition, in the ten-consecutive reward draw according to the present embodiment, the winning rates of our characters are set to be equal for the first to ninth reward draws, and for the tenth reward draw, the probability of winning of "rare" is set to be higher than that of other reward draws. However, it should be noted that in each of the 10 reward draws, the winning rates of all our characters may be the same or may be different from each other.

[0082] Note that when the single draw operation unit 50a or the ten-draw operation unit 50b is tapped, the above-mentioned bonus draw is performed by consuming, for example, in-game currency or a draw item. In-game currency and draw items can be earned, for example, by purchasing, by satisfying an earning condition due to the game being played, etc. Here, the player can always purchase in-game currency. Therefore, the player can always perform the above-mentioned bonus draw by tapping the single draw operation unit 50a or the ten-draw operation unit 50b.

[0083] In addition, in the bonus draw, in some cases, the friendly character that has been earned by the player can be determined. In this case, the item that can be used in the game is given to the player instead of the friendly character determined in the bonus draw.

[0084] Fig. 7A A diagram used to show a ten-draw bonus within a specific time frame. Figure 7B This is a diagram for showing the gashapon screen within a specific time range. Figure 7Cis a diagram for showing a Gacha screen when logging in for the first time at a midway point within a specific time range. Fig. 7A In the figure, “○” indicates that login is performed, and “×” indicates that login is not performed.

[0085] In the information processing system S, when a player logs into the game every certain period of time within a specific time range, the player is granted the right to perform a ten-consecutive bonus draw as an activity. The right granted here is the right to allow the player to perform a ten-consecutive bonus draw without consuming in-game currency or drawing items (free). Note that hereinafter, the right to perform a ten-consecutive bonus draw is simply referred to as a "right".

[0086] like Fig. 7A As shown, for example, when a predetermined time period of 14 days (two weeks) is set as a specific time range and a player logs in every day (e.g., 5:00 to 4:59 the next day) as a certain time period, one right is granted every day. Fig. 7A As shown in Mode A in , when a player logs in every day within a specific time range, a total of 14 rights are granted (granting the right to perform a total of 140 bonus draws).

[0087] When the right is granted, tap the Gachapon screen selection operation unit 30d to display Figure 7B . On the Gacha screen, a message titled "Free" is displayed near the ten-draw operation unit 50b. Thus, the player is notified that he / she can perform the ten-draw bonus draw for free. Thereafter, when the ten-draw operation unit 50b is tapped, the ten-draw bonus draw is performed without consuming in-game currency and draw items (free).

[0088] Note that after a player's rights are granted as a result of logging in within a specific time frame, the granted rights disappear when a certain period of time (4:59 on the following day) passes without the player performing a ten-game bonus draw.

[0089] Now, when the game is started at a midway point within a specific time range, there are days when the rights are not granted from the start of the specific time range to the start of the game. In addition, when the game is restarted at a midway point within the specific time range (player returns), there are days when the rights are not granted. Thus, if the player is not granted the rights at all from the start of the specific time range to the start of the game (in the case where the rights are not granted for each certain period of time), the player will have a sense of loss.

[0090] In view of this, if Fig. 7AAs shown in the pattern B, when the login is performed for the first time after the start of the specific time range, for example, on the sixth day, in this embodiment, all rights for the number of days (six days) from the start of the specific time range to the day of the first login are granted at once. In short, in this example, when the login is performed for the first time, the rights to perform the ten-consecutive bonus draw for 6 days are all granted at once. In other words, when the login is performed for the first time, six rights to perform the ten-consecutive bonus draw are granted (the right to perform the bonus draw 60 times is granted).

[0091] In this case, when the capsule toy screen selection operation unit 30d is tapped, the display 26 displays Figure 7C The Gachapon screen shown in FIG. 1 is a screen for playing Gachapon. On the Gachapon screen, a message titled "6 times for free" is displayed near the ten-draw operation unit 50b. Thus, the player is informed that he / she can perform the ten-draw bonus draw 6 times for free. Then, when the ten-draw operation unit 50b is tapped, the first ten-draw bonus draw is performed for free. Thereafter, each time the ten-draw operation unit 50b is tapped, five ten-draw bonus draws are performed for free.

[0092] In this way, when logging in for the first time within a specific time range, rights that were not granted before that day (rights based on the number of days that have passed without granting rights) are granted all at once. By doing so, even if the game is started at a midpoint within the specific time range, the player can be granted rights equivalent to those granted to a player who started playing the game from the beginning of the specific time range. This reduces the sense of loss felt by a player who starts the game at a midpoint within the specific time range.

[0093] On the other hand, even if login is performed once within a specific time range but not performed on a later day, when login is performed again thereafter, the rights for the days without login (the number of days that have passed without the rights being granted) are not granted. For example, assuming that login is performed from the first day to the third day, as Fig. 7A As shown in pattern C in , the right is granted every day. Thereafter, no login is performed from the fourth day to the eighth day. In such a case, even when a login is performed on the ninth day, the right for the fourth day to the eighth day (i.e., the right that should be granted if a login is performed) is not granted, but only the right for the ninth day is granted. Therefore, in the case of pattern C, even when a login is performed on the ninth day and every day thereafter, the right to perform the ten-consecutive bonus draw for only nine days is granted (the right to perform the bonus draw 90 times is granted).

[0094] By doing this, after the player logs in for the first time within a certain time frame, the player is incentivized to log in every day and is encouraged to actively participate in the game.

[0095] Figure 8is a diagram for illustrating an extended time range. In this embodiment, the extended time range is set after a specific time range. For example, the extended time range is set to one month from the end of the specific time range. In addition, when a login is made for the first time within the extended time range without a login within the specific time range, all rights granted within the specific time range are granted. More specifically, when a login is made for the first time within the extended time range without a login within the specific time range, 14 rights (14 days) to execute ten consecutive bonus draws are granted (the right to execute bonus draws 140 times is granted).

[0096] By setting the extended time range after the specific time range has ended, when a player logs in during the extended time range, they are granted all the rights granted during the specific time range even if they start the game after the specific time range has ended. This can prevent players who start the game after the specific time range has ended from feeling a loss.

[0097] Next, communication processing of the player terminal 1 and the server 100 is described. Note that here, an example of basic communication processing for playing a game and main communication processing related to bonus drawing during a specific time frame will be described, and description of other processing will be omitted.

[0098] (Communication Processing Between Player Terminal 1 and Server 100)

[0099] Fig. 9 is a sequence diagram for illustrating the basic processing of the player terminal 1 and the server 100. Note that in the following description, the processing in the player terminal 1 is represented as Pn (n is any integer). In addition, the processing of the server 100 is represented as Sn (n is an arbitrary integer). When the player starts the game application on the player terminal 1 (P1), the player terminal 1 sends information indicating that the player is about to log in to the server 100. When the server 100 receives the information indicating that the player is about to log in, the server 100 identifies the player ID corresponding to the information indicating that the player is about to log in, and performs a login management process (S1). Here, the server 100 allows the player information corresponding to the identified player ID to be downloaded from the storage unit 118. Note that the player information includes: a plurality of friendly character IDs associated with the player ID; game release information indicating whether each type of battle game is released, the player's level; the player's stamina; in-game currency and lottery items; and so on. In addition, within a specific time range, a login management process related to the right to perform a ten-game bonus lottery is performed. Note that the login management process will be described in detail later.

[0100] When the single-draw operation unit 50a or the ten-draw operation unit 50b is tapped on the gashapon screen, the player terminal 1 sends a bonus draw request message (information indicating whether a single bonus draw or a ten-draw bonus draw is requested) to the server 100 (P2). When the server 100 receives the bonus draw request message, the server 100 executes a bonus draw execution process (S2) for executing a bonus draw based on the bonus draw request message. Note that the bonus draw execution process will be described in detail later. The server 100 then associates the character ID determined through the bonus draw with the player ID, and sends the draw result information indicating the draw result of the bonus draw to the player terminal 1. When the player terminal 1 receives the draw result information, the player terminal 1 displays it on the display 26. Figure 6B The Gacha result screen (P3) is shown.

[0101] In addition, it is assumed that an operation to start a battle game has been performed on the player terminal 1 (P4). In this case, a start information is sent from the player terminal 1 to the server 100. Note that the start information includes team information selected by the player, type information of the battle game, etc. As a result of the input of the start information, the server 100 sends the battle game start information required to start the battle game to the player terminal 1 (S3). Then, when the player terminal 1 receives the battle game start information, the player terminal 1 executes a battle game start process for starting the battle game (P5). Here, the player terminal 1, for example, allocates an area for performing a battle game in the memory 12, and reads a predetermined program from the storage unit 18, etc. into the memory 12.

[0102] After that, a battle game control process (P6) for controlling the battle game is executed in the player terminal 1. In this battle game control process, an update process for updating various information is repeatedly executed frame by frame. Note that the number of frames is not particularly limited. For example, the number of frames per second is 30 to 60. Therefore, during the battle game, in the player terminal 1, information is updated approximately every 16 ms (milliseconds) to 33 ms.

[0103] Then, when the end condition of the battle game is satisfied, a battle game end process (P7) for ending the battle game is executed in the player terminal 1. In the battle game end process, for example, a result screen is displayed on the display 26, game result information is sent to the server 100, etc. When the server 100 obtains the game result information, the server 100 updates the player information (S4).

[0104] (Functional Configuration of Server 100)

[0105] Fig.101 is a diagram for illustrating the configuration of the memory 112 in the server 100 and the function of the server 100 as a computer. Here, the configuration of the memory 112 for executing the above-mentioned login management process (S1) and the bonus lottery execution process (S2) and the function of the server 100 as a computer will be described. The memory 112 includes a program storage area 112a and a data storage area 112b.

[0106] The program storage area 112a includes a login information management program 60, a rights granting program 61, and a bonus lottery program 62. Fig.10 The programs listed in are examples, and server 100 includes many other programs.

[0107] The data storage area 112b includes a player information storage unit 70, a specific time range information storage unit 71, and a specific time range database 72 as a memory unit for storing data. Note that the above-mentioned memory units are each examples, and the data storage area 112b includes a plurality of other memory units. The player information storage unit 70 stores player information for each player ID. In addition, the specific time range information storage unit 71 stores the following as specific time range information for each player ID: activity type; date and time of the first login within the specific time range; date and time of the last ten consecutive bonus draw by using the right (hereinafter referred to as "the last ten consecutive bonus draw date and time"); and the number of rights granted. In addition, the specific time range database 72 stores the following as a database: activity type; specific time range, extended time range; and rights granted for each certain time period within the specific time range.

[0108] The CPU 110 runs each program stored in the program storage area 112a and updates the data in each memory unit of the data storage area 112b. In addition, the CPU 110 allows the server 100 (computer) to function as a lottery control unit 100A by running each program stored in the program storage area 112a. The lottery control unit 100A includes a login information management unit 60a, a right granting unit 61a, and a bonus lottery unit 62a.

[0109] More specifically, the CPU 110 runs the login information management program 60 and allows the computer to function as a login information management unit 60a. Similarly, the CPU 110 runs the rights granting program 61 and the bonus lottery program 62 and allows the computer to function as a rights granting unit 61a and a bonus lottery unit 62a.

[0110] The login information management unit 60a manages the logins performed by the player. More specifically, when information indicating that a login is to be performed is transmitted from the player terminal 1, the login information management unit 60a stores the date and time of the first login performed within the specific time range or the extended time range as login information in the specific time range information storage unit 71.

[0111] When the player logs in within a specific time range, the rights granting unit 61a grants the player the right to execute the ten-continuous bonus drawing. In addition, the rights granting unit 61a stores the number of rights currently maintained (the upper limit number of bonus drawings that can be executed free of charge) in the specific time range information storage unit 71.

[0112] The bonus lottery unit 62a performs a bonus lottery based on the bonus lottery request information transmitted from the player terminal 1. Then, the bonus lottery unit 62a stores the player character ID of the player character determined by the bonus lottery in the player information storage unit 70, so that the player character ID is associated with the player ID. In addition, in the case of performing a ten-consecutive bonus lottery by using rights, the bonus lottery unit 62a subtracts the number of rights used from the number of rights stored in the specific time range information storage unit 71.

[0113] (Specific Processing of Server 100)

[0114] Fig.11 is a flowchart for illustrating an example of the login management process in the server 100. Fig.11 During the login management process shown, the login information management unit 60a determines whether the current time is within the specific time range (S1-1) by referring to the specific time range database 72. In addition, when the current time is within the specific time range ("Yes" in S1-1), the login information management unit 60a determines whether the last ten consecutive bonus draw date and time is within the current day (including the current time from 5:00 to 4:59 the next day) (S1-2) by referring to the specific time range information storage unit 71 associated with the player ID of the player who logged in.

[0115] If the last ten consecutive bonus drawing date and time are within the same day ("Yes" in S1-2), the rights granted on the same day are used, so the rights granting unit 61a proceeds to the processing in S1-8 without granting a new right.

[0116] On the other hand, if the date and time of the last ten-consecutive bonus drawing are not within the same day ("No" in S1-2), the rights granting unit 61a determines whether the login information is stored in the specific time range information storage unit 71 associated with the player ID of the logged-in player (S1-3).

[0117] If the login information is stored ("Yes" in S1-3), the right granting unit 61a grants the right for the day (S1-4). More specifically, the right granting unit 61a stores the upper limit number of times (once) that the ten-consecutive bonus draw can be performed for free in the specific time range information storage unit 71. In addition, the right granting unit 61a sends information indicating the upper limit number of times (once) that the ten-consecutive bonus draw can be performed for free to the player terminal 1. Note that even if multiple logins are performed on the same day within a specific time range, the right granting unit 61a stores the upper limit number of times (once) that the ten-consecutive bonus draw can be performed for free only when the first login is performed on that day in the specific time range information storage unit 71, and the right granting unit 61a does not store the upper limit number for the second and subsequent logins. In addition, here, the right granting unit 61a can store the upper limit number of times (10 times) that the bonus draw can be performed for free in the specific time range information storage unit 71, instead of storing the upper limit number (once) that the ten-consecutive bonus draw can be performed for free in the specific time range information storage unit 71.

[0118] When the login information is not stored (No in S1-3), the login information management unit 60a stores the date and time when the player logged in as login information in the specific time range information storage unit 71 in association with the player ID of the logged-in player (S1-5).

[0119] The rights granting unit 61a derives the number of days within the specific time range for which rights are not granted by subtracting the start date and time of the specific time range indicated in the specific time range database 72 from the date and time of the first login within the specific time range indicated in the login information (by calculating the difference) (S1-6). Then, the rights granting unit 61a grants rights for the derived date and time (S1-7). More specifically, the rights granting unit 61a stores the upper limit number of times that the ten-consecutive bonus draw can be performed free of charge in the specific time range information storage unit 71 (for example, in Fig. 7A In addition, the right granting unit 61a transmits information indicating the upper limit number of times (6 times) that the ten-consecutive bonus drawing can be performed free of charge to the player terminal 1.

[0120] The login information management unit 60a determines whether the current time is within the extended time range by referring to the specific time range database 72 (S1-8). In the case where the current time is within the extended time range (S1-8 is "yes"), the login information management unit 60a determines whether the login information is stored in the specific time range information storage unit 71 associated with the player ID of the player who logged in (S1-9). Then, in the case where the login information is not stored (S1-9 is "no"), the login information management unit 60a stores the date and time when the player logs in as login information in the specific time range information storage unit 71 associated with the player ID of the player who logged in (S1-10). In addition, the rights granting unit 61a grants the rights of all days of the specific time range (S1-11). More specifically, the rights granting unit 61a stores the upper limit number of times (14 times) that the ten-continuous bonus draw can be performed free of charge in the specific time range information storage unit 71. In addition, the rights granting unit 61a sends information indicating the upper limit number of times (14 times) that the ten-continuous bonus draw can be performed free of charge to the player terminal 1. Note that after the player's rights are granted due to logging in within a specific time range, if a certain period of time (4:59 on the next day) has passed without the player executing the ten-consecutive bonus draw, when the player logs in again, a new upper limit number is stored in the specific time range information storage unit 71 in S1-10, and thus the rights for the certain period of time that has passed without the player executing the ten-consecutive bonus draw disappear.

[0121] Fig.12 is a flowchart for illustrating an example of a bonus lottery process in the server 100. Fig.12 During the bonus lottery process shown, the bonus lottery unit 62a determines whether to execute a bonus lottery based on the bonus lottery request information sent from the player terminal 1 (S2-1). Then, in the case of executing a bonus lottery ("Yes" in S2-1), the bonus lottery unit 62a executes a bonus lottery by consuming the in-game currency and lottery items stored in the player information storage unit 70 (S2-2). The bonus lottery unit 62a stores the player character ID of the player character determined by the bonus lottery in the player information storage unit 70, so that the player character ID is associated with the player ID.

[0122] In addition, the reward drawing unit 62a determines whether to execute the ten-consecutive reward drawing (S2-3) based on the reward drawing request information sent from the player terminal 1. Then, in the case of executing the ten-consecutive reward drawing ("Yes" in S2-3), the reward drawing unit 62a determines whether the upper limit number of times that the reward drawing can be executed for free stored in the specific time range information storage unit 71 is a number other than 0, that is, whether the right is granted (S2-4). Then, in the case of granting the right ("Yes" in S2-4), the reward drawing unit 62a updates the upper limit number of times stored in the specific time range information storage unit 71 by subtracting 1 from the upper limit number of times that the ten-consecutive reward drawing can be executed for free (S2-5), and executes the ten-consecutive reward drawing (S2-7). The reward drawing unit 62a stores the personal character ID of the personal character determined by the reward drawing in the player information storage unit 70, so that the personal character ID is associated with the player ID.

[0123] On the other hand, when the right is not granted (No in S2-4), the bonus drawing unit 62a executes a ten-consecutive bonus drawing (S2-7) by consuming the in-game currency and the drawing items (S2-6) stored in the player information storage unit 70.

[0124] As described above, the server 100 includes the login information management program 60, the rights granting program 61, and the bonus lottery program 62. In addition, the server 100 includes the login information management unit 60a, the rights granting unit 61a, and the bonus lottery unit 62a. However, the player terminal 1 may include some or all of these programs and functional units.

[0125] In addition, in the above embodiment, when logging in for the first time within a specific time range, the upper limit number of times that the ten-continuous bonus draw can be performed for free is stored in the specific time range information storage unit 71. However, the upper limit number of times that the ten-continuous bonus draw can be performed for free can be updated every time a certain time period (one day) passes within the specific time range. This can be achieved by, for example, increasing the upper limit number of times that the ten-continuous bonus draw can be performed for free by 1 every time a certain time period (one day) passes.

[0126] In addition, in the above embodiment, if there is a day without login after logging in once within a specific time range, the rights of the day without login are not granted even if logging in again thereafter. However, when logging in again after the day without login, the rights of the day without login can be granted.

[0127] In addition, in the above-described embodiment, the date and time of the first login in the specific time range is stored as the login information, so that the number of days for which rights are not granted in the specific time range is derived by subtracting the date and time of the start of the specific time range indicated in the specific time range database 72 from the date and time of the first login in the specific time range. However, the time (such as a date) of the first login in the specific time range may be stored as the login information, so that the number of days for which rights are not granted in the specific time range may be derived by subtracting the time of the start of the specific time range indicated in the specific time range database 72 from the time of the first login in the specific time range.

[0128] In addition, in the above embodiment, when no login is performed within a specific time range and login is performed for the first time within an extended time range, all rights granted within the specific time range are granted. However, when no login is performed within a specific time range and login is performed for the first time within an extended time range, some rights granted within the specific time range may be granted.

[0129] In addition, in the above embodiment, when logging in every certain time period within a specific time range, the right to execute the ten-continuous bonus lottery is granted. However, the right granted when logging in is not limited to the ten-continuous bonus lottery, and can be, for example, in-game currency, lottery items, etc.

[0130] Although the aspects of the embodiments have been described with reference to the accompanying drawings, it is self-evident that the present invention is not limited to the above-described embodiments. Obviously, those skilled in the art can think of various modifications and variations within the scope of the claims, and it should be understood that these modifications and variations obviously belong to the technical scope of the present invention.

[0131] {Industrial Applicability}

[0132] The present invention can be used in an information processing program, an information processing method, and an information processing system.

[0133] {List of Reference Numerals}

[0134] 60a Login Information Management Unit

[0135] 61a Rights Granting Unit

[0136] 62a Reward Lottery Unit

[0137] 100 Server (information processing system)

Claims

1. A computer-readable storage medium storing an information processing program for causing a computer to execute: Login information management steps for storing login information when a player logs in for the first time within a specific time frame; and a right granting step of granting the right when logging in every certain time period within the specific time range, and granting the right based on the certain time period without granting the right when the login information is not stored and the certain time period without granting the right has passed when logging in within the specific time range, in, The login information includes information about the time when the login was first performed within the specific time range, and In the rights granting step, in a case where the login information is not stored at the time of login, the number of rights to be granted is determined based on a difference between a time of the start of the specific time range and a time of login.

2. The computer-readable storage medium according to claim 1, in, setting an extended time range after the specific time range, and In the rights granting step, if no login is performed within the specific time range and login is performed within the extended time range, a part or all of the rights granted within the specific time range are granted.

3. A computer-readable storage medium storing an information processing program for causing a computer to execute: Login information management steps for storing login information when a player logs in for the first time within a specific time frame; and a right granting step of granting the right when logging in every certain time period within the specific time range, and granting the right based on the certain time period without granting the right when the login information is not stored and the certain time period without granting the right has passed when logging in within the specific time range, in, When the login information is stored and the certain period of time without granting rights has passed, even if login is performed again within the specific time range, rights for the certain period of time that has passed without login are not granted in the rights granting step.

4. The computer-readable storage medium according to claim 3, in, setting an extended time range after the specific time range, and In the rights granting step, if no login is performed within the specific time range and login is performed within the extended time range, a part or all of the rights granted within the specific time range are granted.

5. An information processing method, comprising: Store login information the first time a player logs in within a certain time frame; as well as granting rights when logging in every certain time period within the certain time range, and granting rights based on the certain time period without granting rights when the login information is not stored and the certain time period without granting rights has passed when logging in within the certain time range, The login information includes information related to the time of the first login within the specific time range, and In the granting of the rights, in a case where the login information is not stored at the time of login, the number of rights to be granted is determined based on the difference between the start time of the specific time range and the time of login.

6. An information processing method, comprising: Store login information the first time a player logs in within a certain time frame; as well as granting rights when logging in every certain time period within the certain time range, and granting rights based on the certain time period without granting rights when the login information is not stored and the certain time period without granting rights has passed when logging in within the certain time range, In which, when the login information is stored and the certain period of time without granting rights has passed, even if login is performed again within the specific time range, the rights for the certain period of time that has passed without login are not granted in the granting of rights.

7. An information processing system comprising: A login information management unit, used for storing login information when a player logs in for the first time within a specific time range; as well as a rights granting unit that grants rights when logging in every certain time period within the specific time range, and grants rights based on the certain time period for which rights are not granted when the login information is not stored and the certain time period for which rights are not granted has passed when logging in within the specific time range, The login information includes information related to the time of the first login within the specific time range, and In a case where the login information is not stored at the time of login, the rights granting unit determines the number of rights to be granted based on a difference between a time of the start of the specific time range and a time of login.

8. An information processing system comprising: A login information management unit, used for storing login information when a player logs in for the first time within a specific time range; as well as a rights granting unit that grants rights when logging in every certain time period within the specific time range, and grants rights based on the certain time period for which rights are not granted when the login information is not stored and the certain time period for which rights are not granted has passed when logging in within the specific time range, Wherein, when the login information is stored and the certain period of time without granting rights has passed, even if login is performed again within the specific time range, the rights granting unit does not grant rights for the certain period of time that has passed without login.

9. A computer program product comprising computer program instructions, which implement the information processing method of claim 5 or 6 when executed by one or more processors.

Citation Information

Patent Citations

  • Information processor and program

    JP2019005539A