Information processing program, information processing apparatus, and information processing system

By managing the media identifiers and usage time information of game media through an information processing system, and creating media sets, the problem of management complexity in existing technologies is solved, achieving simpler game media management and improving game complexity.

CN113939350BActive Publication Date: 2025-11-04CYGAMES INC
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Patent Information

Application Number
CN202080038471.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2019-05-24
Filing Date
2020-05-07
Publication Date
2025-11-04
Estimated Expiration
2040-05-07

AI Technical Summary

Technical Problem

Existing technologies require complex computer processing to manage game media with various properties, such as those based on media identifiers and unique serial numbers, which increases management complexity.

Method used

By managing the media identifiers and usage time information of game media through an information processing system, the available game media for players can be determined, and media sets including multiple game media of the same type can be created, simplifying the management process on the computer.

Benefits of technology

It enables simpler management of game media of various natures on computers, reduces cumbersome processing, and increases game complexity and the diversity of player choices.

✦ Generated by Eureka AI based on patent content.

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Abstract

A game medium having various properties is managed more simply on a computer. An information processing program causes a computer to implement a management function for managing first management information and second management information as information for managing game media to which a common medium identifier for each same category is assigned, the first management information indicating a medium identifier and a number of game media owned by a player, the second management information indicating a medium identifier and a use time period of game media provided with a use time period; a determination function for determining game media available to the player based on the first management information and the second management information; and a set creation function for creating a medium set based on an operation performed by the player for selecting from among game media available to the player determined by the determination function, the medium set including a plurality of game media and being able to include a plurality of game media of the same category.
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Description

Technical Field

[0001] This invention relates to information processing programs, information processing devices, and information processing systems. Background Technology

[0002] As computer games, there are known games that use various game media. For example, there are known games that use electronic cards as the game medium and rely on electronic cards for combat.

[0003] Patent Document 1 discloses an example of technology related to such a computer game utilizing a game medium. According to the technology disclosed in Patent Document 1, "trial cards" are created as cards with designated usage periods. Furthermore, during these usage periods, these trial cards are temporarily available even to players who do not possess them. This allows players to be notified of the existence of various cards, which helps to further increase the complexity of the game.

[0004] Existing technical documents

[0005] Patent documents

[0006] Patent Document 1: Japanese Patent Application Publication No. 2018-995 Summary of the Invention

[0007] The problem the invention aims to solve

[0008] Using the conventional techniques disclosed in Patent Document 1, etc., requires complex computer processing to manage game media of various types, such as game media owned by players and game media not owned by players but available during a certain period of use. To manage such game media of various types, complex computer processing is required, for example, managing game media based not only on media identifiers used to distinguish each type of game media, but also on unique serial numbers assigned to each game media.

[0009] The present invention was made in view of the above circumstances, and the object of the present invention is to more easily manage game media with various properties on a computer.

[0010] Solution for solving the problem

[0011] To achieve the above objectives, according to one aspect of the present invention, an information processing program enables a computer to perform:

[0012] The management function is used to manage first management information and second management information as information for managing game media that are assigned a common media identifier of the same type of media. The first management information represents the media identifier and quantity of game media owned by the player, and the second management information represents the media identifier and usage time period of game media.

[0013] The determination function is used to determine the game medium that a player can use based on the first management information and the second management information; and

[0014] A set creation function is used to create a media set based on an action performed by the player to select from game media that the player can use, as determined by the determination function. The media set includes multiple game media and can include multiple game media of the same kind.

[0015] The effects of the invention

[0016] This invention makes it easier to manage game media with various properties on a computer. Attached Figure Description

[0017] Figure 1 This is a block diagram illustrating the overall structure of an information processing system according to an embodiment of the present invention.

[0018] Figure 2 This is a block diagram illustrating the hardware structure of the server and the hardware structure of the player terminal included in the information processing system according to an embodiment of the present invention.

[0019] Figure 3 It is shown Figure 2 A functional block diagram of the functional structure used to perform media management processing in the functional structure of the server and player terminal.

[0020] Figure 4 It is used to explain the composition of having Figure 3 Functional structure Figure 2 A sequence diagram of the media management process executed by the server and player terminals.

[0021] Figure 5 This is a schematic diagram showing an example card list screen displayed in media management processing.

[0022] Figure 6 This is a schematic diagram showing an example card details screen displayed in media management processing.

[0023] Figure 7 This is an illustration showing another example card details screen displayed in the media management process.

[0024] Figure 8This is a schematic diagram showing the creation screen of an example deck displayed in the media management process.

[0025] Figure 9 This is a schematic diagram showing an example deck confirmation screen displayed in media management processing.

[0026] Figure 10 It is shown Figure 2 The functional block diagram of the functional structure for performing media management processing in the first variant of the functional structure of the server and player terminal. Detailed Implementation

[0027] The embodiments of the present invention will now be described with reference to the accompanying drawings.

[0028] [System Overall Structure]

[0029] Reference Figure 1 This will illustrate the overall structure of this embodiment. Figure 1 This is a block diagram illustrating the overall structure of the information processing system S according to this embodiment.

[0030] like Figure 1 As shown, the information processing system S is configured to include server 1, n player terminals 2 (n is any integer greater than or equal to 1), and network 5.

[0031] The information processing system S is a so-called client-server system. The information processing system S is implemented by communication between n player terminals 2, which act as clients, and server 1 via network 5.

[0032] Server 1 is implemented, for example, by a server device. Furthermore, player terminal 2 is implemented, for example, by a smartphone, a portable game console, or a personal computer. Additionally, network 5 is implemented, for example, through a network such as a local area network (LAN), the Internet, or a mobile phone network, or through a network formed by combining these types of networks.

[0033] In the accompanying drawings, player terminals 2a, 2b, and 2n are shown as n player terminals 2. However, in the following description, without distinction, these n player terminals 2 will be simply referred to as "player terminals 2" by partially omitting the reference numerals.

[0034] [Overview of this embodiment]

[0035] Next, the use of Figure 1 An overview of the processing of the information processing system S according to this embodiment is shown.

[0036] Information processing system S is designed to more easily manage game media of various natures on a computer.

[0037] Therefore, in the information processing system S, media management processing is performed through cooperation between server 1 and player terminal 2. Here, media management processing refers to a series of processing steps on a computer to simply manage game media of various types available to the player.

[0038] In media management processing, as information used to manage game media (e.g., cards) of the same type that share a common media identifier (e.g., card ID), the information processing system S manages first management information and second management information. The first management information indicates the media identifier and quantity of game media owned by the player, and the second management information indicates the media identifier and available time period for game media. Furthermore, the information processing system S determines the game media available to the player based on the first and second management information.

[0039] Then, based on the actions taken by the player to select a game medium from those determined to be available to the player, the information processing system S creates a medium set (e.g., a deck), which includes multiple game mediums and may include multiple game mediums of the same kind (e.g., with the same graphics and the same abilities).

[0040] Through the aforementioned media management process, card types with different properties can be managed separately based on the common card ID that applies to all types regardless of their nature. Specifically, this includes "cards owned by the player" that are always available to the player and "cards with a set availability period" that are not owned by the player but are only available during the available time period.

[0041] In other words, by using the information processing system S, game media with various properties can be managed more simply on a computer without having to perform the cumbersome processing required in general technology (e.g., managing game media based on unique serial numbers assigned to each game media). Furthermore, by using the information processing system S, the game can continue while performing this simple management and creating decks containing cards with different properties according to the player's choices.

[0042] In the above description of media management processing, cards are considered as examples of game media, card IDs as examples of media identifiers, decks as examples of media sets, and game media with the same graphics and abilities as examples of game media of the same kind. However, these are merely examples, and the objects of media management processing are not limited to these.

[0043] For example, in media management processing, characters or items, rather than cards, can be considered game media; the IDs of these game media can be considered media identifiers; and teams or groups composed of these game media can be considered media sets. Furthermore, in media management processing, game media with different graphics and the same abilities, or game media with very similar abilities, can be considered as game media of the same kind.

[0044] [Hardware Structure]

[0045] Next, refer to Figure 2 This will illustrate the hardware structure in this embodiment. Figure 2 This is a block diagram illustrating the hardware structure of server 1 and player terminal 2 included in the information processing system S according to an embodiment of the present invention. In this figure, the reference numerals corresponding to the hardware of server 1 are shown without parentheses, and the reference numerals corresponding to the hardware of player terminal 2 are shown with parentheses.

[0046] First, the hardware structure of server 1 will be described. For example... Figure 2 As shown, server 1 includes a central processing unit (CPU) 11, a read-only memory (ROM) 12, a random access memory (RAM) 13, a bus 14, an input / output interface 15, an input unit 16, an output unit 17, a storage unit 18, a communication unit 19, and a driver 20.

[0047] The CPU 11 performs various processes based on the program recorded in the ROM 12 or the program loaded from the storage unit 18 into the RAM 13.

[0048] RAM 13 also appropriately stores data required by CPU 11 to perform various processes.

[0049] CPU 11, ROM 12, and RAM 13 are interconnected via bus 14. Input / output interface 15 is also connected to bus 14. Input unit 16, output unit 17, storage unit 18, communication unit 19, and driver 20 are connected to input / output interface 15.

[0050] The input unit 16 consists of various buttons, a touch screen, or a microphone, and accepts various information inputs according to instructions given by the administrator of server 1. Alternatively, the input unit 16 may be implemented by an input device such as a keyboard or mouse, independent of the main unit housing other units of server 1.

[0051] Output unit 17 outputs image and music data to a monitor, speakers, etc. The image and music data output from output unit 17 are output as images and music in a form that can be recognized by the player from the monitor, speakers, etc.

[0052] The storage unit 18 is composed of a semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various types of data.

[0053] The communication unit 19 enables communication with other devices. For example, the communication unit 19 communicates with each player terminal 2 via the network 5.

[0054] Drive 20 is provided as needed. A removable medium 100, such as a disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately loaded in drive 20. The removable medium 100 stores programs for executing games and various data such as image data. As needed, programs and various data such as image data read from the removable medium 100 by drive 20 are installed in storage unit 18.

[0055] Next, the hardware structure of player terminal 2 will be explained. For example... Figure 2 As shown, player terminal 2 includes CPU 21, ROM 22, RAM 23, bus 24, input / output interface 25, input unit 26, output unit 27, storage unit 28, communication unit 29, and driver 30. These units have the same functions as the units with the same names but different reference numerals in server 1 described above. Therefore, repeated descriptions will be omitted.

[0056] When the player terminal 2 is configured as a portable device, the various hardware units of the player terminal 2, as well as the display, speaker and battery for supplying power to these devices, can be implemented as an integrated device.

[0057] [Functional Structure]

[0058] Next, refer to Figure 3 To explain Figure 1 and Figure 2 The functional structures of server 1 and player terminal 2 are shown. Figure 3 This is a functional block diagram showing the functional structure of server 1 and player terminal 2 used to perform the aforementioned media management processing.

[0059] First, the functional structure of player terminal 2 will be explained.

[0060] In the case of performing media management processing, such as Figure 3 As shown, CPU 21 serves as both a game execution unit 211 and a player operation notification unit 212. Furthermore, a game execution data storage unit 281 is located in the storage unit 28 area. These various functional blocks send and receive information relative to each other as needed.

[0061] The game execution unit 211 performs processing for running the game. The game execution unit 211 runs the game based on the game software included in the game running data storage unit 281 (described later), the content of player operations related to the game input via the input unit 26 and included in the notification from the player operation notification unit 212 (described later), and the results of processing of the various functional blocks included in the server 1 included in the notification from the game running control unit 111 (described later).

[0062] Furthermore, as the game runs, the game execution unit 211 performs control processing to generate game images based on the image data included in the game running data storage unit 281 (described later), and displays the generated images on a display connected to the output unit 27. Similarly, as the game runs, the game execution unit 211 performs control processing to generate game music (including sound effects) and audio based on the music and audio data included in the game running data storage unit 281 (described later), and outputs the generated game music and audio from a speaker connected to the output unit 27.

[0063] In this embodiment, server 1 manages the specified parameters of the game run by game execution unit 211. For example, server 1 manages parameters indicating which cards, items, etc., a player possesses, parameters indicating the cards included in a deck created by a player, parameters indicating past game results (such as winning and losing in the game), and parameters corresponding to the amount of in-game currency possessed in the game.

[0064] Therefore, in the event of a change in these specified parameters during gameplay, the game execution unit 211 communicates with server 1 to update the parameters managed by server 1. Then, the game execution unit 211 receives the updated parameters from server 1 and continues running the game based on the updated parameters.

[0065] For example, purchasing card packs, generating and disenchanting cards (explained later), creating decks, winning or losing in battle games, and acquiring items constitute processes involving changes to specified parameters. Therefore, in the event of a process involving changes to these specified parameters, the game execution unit 211 performs communication with the server 1 to update the parameters.

[0066] This communication between the game execution unit 211 and the server 1 is performed using the communication unit 29. (See previous reference...) Figure 1 As described, a network 5 exists between player terminal 2 and server 1 for communication; however, in Figure 3Network 5 is not shown in the diagram.

[0067] Assumptions: In this embodiment, the game execution unit 211 runs a digital card game in which decks are created using cards available to the player, and battles are fought using these decks. The opponents in this game can be non-player characters (NPCs) or other players using other player terminals 2. In other words, the game can be a so-called multiplayer game where battles take place between multiple players.

[0068] However, the digital card game is merely an example of a game that can run in this embodiment, and various games utilizing multiple game media, other than digital card games, can be run through this embodiment. In other words, the application scope of this embodiment is not limited to digital card games.

[0069] The player operation notification unit 212 notifies the game execution unit 211 of the player's selections. For example, based on player operations input via the input unit 26, the player operation notification unit 212 receives operations including deck creation (selecting cards to include in the deck), deck use (e.g., starting a battle using the deck) operations, various battle instructions, and instructions for card generation or dismantling. The player operation notification unit 212 then notifies the game execution unit 211 of the content of the received player operation. Upon receiving this notification, the game execution unit 211 continues running the game based on the content of the operation.

[0070] The game execution data storage unit 281 stores various data required by the game execution unit 211 to run the game (as mentioned earlier, here a battle-type digital card game). For example, the various data used to run the game refers to game software as a program used to execute the game, and image data, music data, and audio data used to generate game images and sounds. Furthermore, if the game uses 3D computer graphics to display at least a portion of the card graphics, characters, and background, the game execution data storage unit 281 also stores polygon data, texture data, etc., used to implement the display using 3D computer graphics.

[0071] Although these various data used to run the game can be stored only in the game running data storage unit 281 of storage unit 28, the data can also be properly read from the removable medium 100 via drive 20.

[0072] Optionally, this various data can be appropriately sent from server 1 or other devices such as a server not shown to player terminal 2 via communication unit 29. That is, when installing or updating the game, this various data can be appropriately downloaded as needed.

[0073] Next, the functional structure of server 1 will be explained.

[0074] In the case of performing media management processing, such as Figure 3 As shown, the CPU 11 serves as a game operation control unit 111, a data management unit 112, an available object determination unit 113, an increase / decrease processing check unit 114, a display control unit 115, and a media set generation unit 116. Furthermore, the storage unit 18 area includes a media storage unit 181, a general periodic media storage unit 182, a conditional periodic media storage unit 183, and a management information storage unit 184. These functional blocks send and receive information relative to each other as needed.

[0075] The game operation control unit 111 communicates with the game operation execution unit 211 of the player terminal 2 and cooperates with the various functional blocks of the server 1 to perform controls related to the game (as previously mentioned, here a battle-type digital card game) running on the player terminal 2.

[0076] For example, in the event of a change in specified parameters within the game, the game operation control unit 111 communicates with the game operation execution unit 211. Then, the game operation control unit 111, in cooperation with the various functional blocks of server 1, changes the specified parameters and notifies the game operation execution unit 211 of the changed parameters and information related to how the game should subsequently run.

[0077] Upon receiving the notification, the game execution unit 211 continues to run the game based on the notification from the game execution control unit 111. Specifically, while generating images and sounds corresponding to how the game should run and outputting the generated images and sounds from the output unit 27, the game execution unit 211 runs the game based on the specified parameters included in the notification.

[0078] As described above, in this embodiment, the game can be run through cooperation between player terminal 2 and server 1. Furthermore, in this embodiment, since at least a portion of the game-related processing is performed at the server, as described above, the processing at player terminal 2 can be reduced. Additionally, in this embodiment, the content and parameters of the game-related processing at player terminal 2 can be prevented from being tampered with.

[0079] The data management unit 112 manages various game-related data. For example, game-related data refers to data such as specified parameters in the game, as described earlier in the explanation of the game execution unit 211. The data managed by the data management unit 112, such as specified parameters, is stored in the storage unit 18. Furthermore, as the game runs, the data management unit 112 appropriately updates the stored data. Note that, as previously referenced... Figure 1 As described above, multiple player terminals 2 are connected to server 1. Therefore, data such as specified parameters are stored separately for each player terminal 2 or each player based on the player terminal 2's identification information or the player's identification information. However, note that data such as specified parameters is managed as data shared among players.

[0080] In this diagram, the storage units specifically related to media management processing include media storage unit 181, all periodic media storage unit 182, and conditional periodic media storage unit 183, which store data used for media management. Furthermore, the diagram shows management information storage unit 184, which stores data such as other specified parameters, in addition to the data stored in media storage unit 181, all periodic media storage unit 182, and conditional periodic media storage unit 183. The data stored in each of these storage units will be described in detail below.

[0081] The media storage unit 181 stores data used to manage "owned cards." As the name suggests, owned cards refer to cards owned by a player. In media management processing, owned cards are treated as cards that are always available to the player. Owning a card can occur, for example, based on the purchase of a card pack, card generation, or the player's successful completion of a specified in-game task. Furthermore, owning a card can also occur, for example, based on the player disenchanting a card, resulting in the player no longer owning it.

[0082] Specifically, as data for managing card ownership, the ownership media storage unit 181 stores a “player ID” for identifying the player who owns these cards, a “card ID” for identifying the type of cards owned, and a “quantity” indicating the number of cards owned by the player in a way that is related to each other.

[0083] The overall periodic media storage unit 182 and the conditional periodic media storage unit 183 store data for managing "periodic cards". Periodic cards are cards that players do not own but are only available during their designated usage period. In this embodiment, periodic cards exist in different types, namely "overall periodic cards" and "conditional periodic cards". That is, in this embodiment, there are cards with three types of properties: owned cards, all periodic cards, and conditional periodic cards.

[0084] In media management, all periodic cards are treated as cards available to all players only during their designated usage period. The usage period for all periodic cards is appropriately set by the game service business entity managing server 1.

[0085] Specifically, as data for managing all periodic cards, the all-period media storage unit 182 stores "period information" indicating the start and end times of the usage period for all periodic cards, "card ID" used to identify the type of all periodic cards, and "quantity" indicating the number of all periodic cards available to the player in a mutually related manner. However, note that if the number of all periodic cards available to the player is set to a predetermined number (e.g., 1), it is not necessary to store the quantity in relation to each other.

[0086] Furthermore, in media management processing, conditional periodic cards are treated as cards available only to certain players who meet specified conditions and only during their designated usage period. The usage period for conditional periodic cards is appropriately set by the game service business entity of management server 1. Additionally, the specified conditions are also appropriately set by the game service business entity. For example, the specified condition is the completion of a specified in-game quest. When a player meets the specified conditions, the data for managing that player's conditional periodic cards is added to the conditional periodic media storage unit 183.

[0087] Specifically, as data for managing conditional periodic cards, the conditional periodic media storage unit 183 stores "time period information" indicating the start and end times of the usage period of the conditional periodic card, "card ID" used to identify the type of conditional periodic card, and "quantity" indicating the number of conditional periodic cards available to the player in a mutually related manner. However, note that if the number of conditional periodic cards available to the player is set to a predetermined number (e.g., 1), it is not necessary to store the quantity in relation to the card.

[0088] As the game runs, the data management unit 112 appropriately updates the data used for managing the media stored in the media storage unit 181, the overall periodic media storage unit 182, the conditional periodic media storage unit 183, etc.

[0089] As described above, three storage units (i.e., in this embodiment, a media storage unit 181, a full periodic media storage unit 182, and a conditional periodic media storage unit 183) store data corresponding to cards with three different types of properties. This eliminates the need to store the properties of each card in a one-to-one association with the data in each storage unit (i.e., records in the database) and eliminates the need for sequence number management. In other words, this embodiment makes it easier to manage game media with various properties on a computer.

[0090] While there are no specific restrictions on the storage format in these individual storage units, common file formats such as comma-separated values ​​(CSV) can be used for each storage unit, for example, to facilitate the management of the game service business entity. In this case, for example, data related to all periodic cards in the all-period media storage unit 182 can be stored in a format that associates time period information with a master file set for each usage period.

[0091] Furthermore, besides the usage period, the game service entity can arbitrarily set which types of cards are designated as periodic cards for all players or conditional periodic cards. For example, the game service entity might designate cards with a lower probability of appearance in the game compared to other cards (so-called high rarity) as periodic cards for all players or conditional periodic cards. This allows players to try using high-rarity cards that they don't already own, increasing the diversity of choices in the game and thus contributing to its complexity. Additionally, in this scenario, it's assumed that, for example, a player can purchase new card packs hoping to acquire the high-rarity cards they've tried. This allows the game service entity to promote the sales of new card packs, etc.

[0092] Furthermore, in this embodiment, cards with other properties can be managed, not limited to the three types of cards described above. For example, some or all of the conditional periodic cards can be managed as conditional indefinite periodic cards, thereby setting an unlimited usage period.

[0093] The management information storage unit 184 stores data other than the data stored in the ownership media storage unit 181, the overall periodic media storage unit 182, and the conditional periodic media storage unit 183, including other prescribed parameters. Specifically, the management information storage unit 184 stores parameters indicating which items a player possesses, parameters indicating the cards included in a deck created by the player, parameters indicating past game results (such as wins and losses in the game), and parameters corresponding to the amount of in-game currency possessed in the game.

[0094] As the game runs, the data management unit 112 appropriately updates the data such as specified parameters stored in the management information storage unit 184 in a manner similar to that stored in the ownership media storage unit 181, the overall periodic media storage unit 182, and the conditional periodic media storage unit 183.

[0095] The available object determination unit 113 determines the cards available to the player in the game based on the data stored in the aforementioned owned media storage unit 181, the overall periodic media storage unit 182, and the conditional periodic media storage unit 183.

[0096] Specifically, the available object determination unit 113, in cooperation with the game operation control unit 111, obtains the player ID of the player playing the game at the player terminal 2 at the communication destination.

[0097] Then, the available object determination unit 113 extracts from the ownership medium storage unit 181 the card ID of the owned card associated with the obtained player ID and the number of owned cards.

[0098] Furthermore, the available object determination unit 113 retrieves the card IDs of all periodic cards whose usage periods have not yet expired, and the quantity of these all periodic cards, from the all periodic media storage unit 182. Additionally, the available object determination unit 113 retrieves the card IDs of conditional periodic cards associated with the obtained player IDs and whose usage periods have not yet expired, and the quantity of these conditional periodic cards, from the conditional periodic media storage unit 183. If the quantity of all periodic cards and conditional periodic cards is a predetermined quantity (e.g., 1), it is not necessary to retrieve the quantity, and the predetermined quantity is used as the quantity of each type of card.

[0099] In this way, the available object determination unit 113 extracts the card ID and card quantity from each storage unit. Then, the available object determination unit 113 determines the cards available to the player corresponding to the obtained player ID by aggregating these extracted types of information.

[0100] Furthermore, there are situations where the following actions are taken: Displaying the cards so that players can distinguish whether they are owned cards or all periodic cards / conditional periodic cards; or performing processing to differentiate between cards in the game. In this case, the available object determination unit 113 performs a check to differentiate how many cards are owned cards and how many are all periodic cards / conditional periodic cards among the cards available to the player. This check can be performed, for example, by comparing the cards available after aggregation with the card IDs and card counts retrieved from the owned media storage unit 181 and from the all periodic media storage unit 182 and the conditional periodic media storage unit 183 before aggregation.

[0101] Available object determination unit 113 notifies each functional block of server 1 of information related to the cards available to the player, as well as information that distinguishes how many cards are owned cards and how many cards are all periodic cards and conditional periodic cards, as needed.

[0102] The increase / decrease processing check unit 114 performs checks related to whether special processing involving the increase or decrease of the number of cards is allowed. In this embodiment, in a manner separate from ordinary processing involving the increase or decrease of the number of cards, such as purchasing card packs, three types of processing, namely "card generation," "card decomposition," and "card premiumization," are provided as special processing involving the increase or decrease of the number of cards.

[0103] Card generation is a process that uses materials (hereinafter referred to as "material items") to generate a desired card and make it a new owned card, at the cost of consuming materials used for card generation. In other words, card generation involves increasing the number of cards. In this case, for example, the amount of material items to be consumed is set to vary based on the card's rarity. For instance, the amount of material items to be consumed is set to increase as the card's rarity increases. Players can increase their material items based on card disenchanting, successful completion of designated in-game tasks, etc., as will be explained later.

[0104] Regarding this, in this embodiment, as described above, the deck can include a maximum of three cards of the same type. That is, it is not necessary to generate new cards of the same type and have four or more cards of the same type. Therefore, if there is an amount of material items greater than or equal to the amount required for the player to generate the desired card, and the available cards determined by the available object determination unit 113 do not include three or more cards of the same type as the player's desired card (i.e., include no more than two such cards), the increase / decrease processing check unit 114 determines that card generation can be performed.

[0105] Card disenchanting is a process used to increase the number of materials by disenchanting owned cards, thus eliminating the need to own those cards. In other words, card disenchanting involves reducing the number of cards in your inventory. In this case, for example, the amount of materials gained is set to vary based on the card's rarity. For instance, the amount of materials gained is set to increase as the card's rarity increases.

[0106] In this embodiment, only owned cards can be decomposed, and all periodic cards and conditional periodic cards cannot be decomposed. This is because all periodic cards and conditional periodic cards are designed to increase game complexity by having players try using cards they don't own, and this purpose cannot be achieved if these cards are decomposed into material items. Therefore, when owned cards exist, the increase / decrease processing check unit 114 determines that card decomposition can be performed. Here, the increase / decrease processing check unit 114 can determine whether owned cards exist by receiving a notification from the available object determination unit 113 or by referring to the ownership medium storage unit 181.

[0107] Card enhancement is a process used to change a card from one type to another. In other words, card enhancement involves reducing the number of cards of one type and increasing the number of cards of another type. Here, for example, the other type of card is a card with abilities equivalent to those of a card of the same type but with different graphics. For example, different graphics might mean displaying the graphics with animation so that players can enjoy viewing them more.

[0108] In this embodiment, only owned cards can be optimized, and all periodic cards and conditional periodic cards are not optimized. The reason is the same as for card decomposition; that is, optimizing all periodic cards and conditional periodic cards does not contribute to the goal of increasing game complexity by having players try using cards they do not own. Therefore, when owned cards exist, the increase / decrease processing check unit 114 determines that card optimization can be performed. Here, the increase / decrease processing check unit 114 can determine whether owned cards exist by receiving a notification from the available object determination unit 113 or by referring to the ownership medium storage unit 181.

[0109] The increase / decrease processing check unit 114, in cooperation with the game operation control unit 111, notifies the player terminal 2 whether it is permissible to execute special processing involving the increase or decrease of the number of cards, as determined in the above manner. The game operation execution unit 211 of the player terminal 2 then runs the game based on whether the execution is permitted according to this notification.

[0110] The display control unit 115 performs the following control: it switches between display modes according to the game scene, so that the player can distinguish whether the cards available to the player are owned cards or all periodic cards / conditional periodic cards.

[0111] Specifically, the display control unit 115 determines the display screen based on which scene is the current scene in the game. That is, the display control unit 115 determines a choice between a display screen where the player can distinguish between owned cards and all periodic / conditional periodic cards, and a display screen where the player cannot distinguish between them. Then, the display control unit 115, in cooperation with the game execution control unit 111, notifies the player terminal 2 of the determined display screen. The game execution unit 211 of the player terminal 2 displays the player's available cards on the display screen according to this notification. For example, in the case of a distinguishable display, the number of owned cards and the number of all periodic / conditional periodic cards are displayed separately. On the other hand, in the case of an indistinguishable display, no distinction is made between the number of these types of cards.

[0112] The following will refer to Figures 5 to 9 This section will illustrate a specific example of the display screen in this embodiment.

[0113] The media set generation unit 116 creates a deck that includes multiple cards and may include multiple cards of the same type based on a deck creation operation, which includes an operation performed by the player to select cards from the cards available to the player as determined by the available object determination unit 113.

[0114] In this embodiment, as an example, a deck is created using 40 cards. Furthermore, a deck can include a maximum of three cards of the same type. Clearly, the number of cards associated with a deck is merely an example, and there are no particular limitations on these examples.

[0115] Whether the cards are owned cards or periodic cards / conditional periodic cards, the deck can include any cards available to the player.

[0116] However, when both types of cards—including owned cards and all periodic / conditional periodic cards—are available, owned cards take priority over all periodic / conditional periodic cards in the deck. This helps reduce the possibility that the deck may become insufficient due to the expiration of the usage period of all periodic or conditional periodic cards, resulting in a decrease in the number of available cards, thus requiring players to recreate their decks.

[0117] Under the above conditions, the media set generation unit 116 creates a deck based on a deck creation operation that includes the player's actions in selecting cards. Furthermore, the media set generation unit 116 stores the created deck, along with the card IDs of the cards included in the deck and the player ID of the player who created the deck, in the management information storage unit 184. In this case, it is not necessary to store information representing the attributes of the cards included in the deck in the management information storage unit 184. That is, after creating the deck, the media set generation unit 116 can manage the deck based on the number of cards available to the player, as determined by the available object determination unit 113, without needing to distinguish whether the individual cards included in the deck are owned cards or all periodic cards / conditional periodic cards.

[0118] Furthermore, when a player uses a pre-created deck to engage in battle, the media set generation unit 116 checks whether the number of cards included in the deck has become insufficient due to the expiration of the usage period of all periodic cards or conditionally fixed period cards, resulting in a decrease in the number of available cards.

[0119] Specifically, when using a deck, the media set generation unit 116 compares the number of cards included in the deck with the number of cards currently available to the player, as determined by the available object determination unit 113, to check if the number of cards in the deck is insufficient. If the number of cards is not insufficient, the media set generation unit 116, in cooperation with the game operation control unit 111, notifies the player terminal 2 that the number of cards is not insufficient and the deck is available. The game operation execution unit 211 of the player terminal 2 then runs the game using the deck based on this notification.

[0120] On the other hand, when the number of cards is insufficient, the media set generation unit 116, in cooperation with the game operation control unit 111, notifies the player terminal 2 that the number of cards is insufficient and the deck is unavailable. The game operation execution unit 211 of the player terminal 2 then responds to this notification. This encourages the player to recreate the deck or use a different deck.

[0121] Regarding this, in this embodiment, as described above, among cards of the same type, cards with ownership are given priority over all periodic cards or conditional periodic cards in the deck. However, if the deck includes at least as many cards as cards with ownership, or if cards with ownership are not available, cards with ownership are included in the deck. In such cases, when the usage period expires and the number of available cards decreases, the media set generation unit 116 determines that the number of cards included in the deck is insufficient.

[0122] However, note that if the usage period expires after the deck is created and the number of available cards decreases, but the number of cards owned increases, there is a possibility that the overall number of available cards becomes insufficient. Therefore, in this case, the media set generation unit 116 determines that the cards whose usage period has expired have been removed from the deck and the increased number of owned cards have been added, and determines that the number of cards included in the deck is not insufficient.

[0123] The media set generation unit 116, in cooperation with the game operation control unit 111, notifies the player terminal 2 whether the deck is available based on whether the number of cards included in the deck, as determined in the above manner, is insufficient. The game operation execution unit 211 of the player terminal 2 then runs the game based on this notification and the availability of the deck.

[0124] [operate]

[0125] The above describes the functional blocks of player terminal 2 and server 1. Next, we will refer to... Figure 4 This section explains the operations performed by player terminal 2 and server 1 in the media management process. Here, Figure 4 It is a sequence diagram used to illustrate the process of media management and processing.

[0126] For example, when a player initiates the game, media management processing is performed. Although not specifically mentioned in the following description of media management processing, it is predicated on the fact that the various functional blocks of player terminal 2 and server 1 appropriately perform the execution of media management processing and the computational processing and communication required for the operation of the game as needed.

[0127] In step S11, the game execution unit 211 receives the game start operation from the player via the player operation notification unit 212.

[0128] In step S12, the game execution unit 211 notifies the server 1 of the request to run the game by sending a request based on the current game scene. This notification also includes information about which scene is the current game scene.

[0129] In step S21, the available object determination unit 113 determines the cards available to the player based on the current data stored in the storage unit 18.

[0130] In step S22, the increase / decrease processing check unit 114 determines whether to allow special processing involving increasing or decreasing the number of cards based on the number of cards available to the player determined in step S21.

[0131] In step S23, the display screen is determined based on which scene included in the notification in step S12 is the current game scene.

[0132] In step S24, the game operation control unit 111 notifies the player terminal 2 of the available cards determined in step S21, whether special processing involving increasing or decreasing the number of cards is allowed as determined in step S22, and the display screen determined in step S23.

[0133] In step S13, the game execution unit 211 runs the game based on the content included in the notification in step S24.

[0134] In step S14, the game execution unit 211 checks whether it has received an operation involving a change in the game scene from the player via the player operation notification unit 212. For example, the game execution unit 211 checks whether it has received an operation to change the game display screen or an operation involving an increase or decrease in the number of cards (e.g., an operation to perform a normal process involving an increase or decrease in the number of cards, such as purchasing card packs, or an operation to perform a special process as described above, such as card dismantling).

[0135] If such an operation involving a change in the game scene is accepted, the check in step S14 returns to "yes," and the process returns to step S12. Then, the above process is performed again according to the new scene. On the other hand, if such an operation involving a change in the game scene is not accepted, the check in step S14 returns to "no," and the process proceeds to step S15.

[0136] In step S15, the game execution unit 211 checks whether a deck creation operation, including card selection, has been received from the player via the player operation notification unit 212. If a deck creation operation has been received, the check in step S15 is "yes," and the process proceeds to step S16. On the other hand, if a deck creation operation has not been received, the check in step S15 is "no," and the process proceeds to step S17.

[0137] In step S16, the game execution unit 211 notifies the server 1 of the card selection by sending the card selection of the player received in step S15.

[0138] In step S25, the media set generation unit 116 creates a card deck based on the card selection accepted in step S16 and stores the card deck in the management information storage unit 184.

[0139] In step S17, the game execution unit 211 checks whether a deck-using operation (e.g., an operation to start a battle using a deck) including a deck selection operation has been received from the player via the player operation notification unit 212. If a deck-using operation has been received, the check in step S17 is "yes," and the process proceeds to step S18. On the other hand, if a deck-using operation has not been received, the check in step S17 is "no," and the process proceeds to step S19.

[0140] In step S18, the game execution unit 211 notifies the server 1 of the deck selection by sending the player's deck selection received in step S17.

[0141] In step S26, the media set generation unit 116 checks whether the number of cards included in the deck is insufficient due to the expiration of the usage period of all periodic cards or conditional periodic cards, resulting in a decrease in the number of available cards. This is in accordance with the notification in step S18.

[0142] In step S27, the game operation control unit 111 notifies the player terminal 2 whether the deck is available by sending a result based on the check in step S27. The game operation execution unit 211 continues to run the game based on the notification and the availability of the deck.

[0143] In step S19, the game execution unit 211 checks whether a game termination operation has been accepted from the player via the player operation notification unit 212. If a game termination operation has been accepted, the check in step S19 is "yes," and termination is processed. On the other hand, if a game termination operation has not been accepted, the check in step S19 is "no," the process returns to step S13, and the above process is repeated.

[0144] As described above, media management processing is performed through collaboration between player terminal 2 and server 1. This media management processing allows for simpler management of game media with various properties on a computer, without requiring the complex processing of conventional technologies (such as managing game media based on unique serial numbers assigned to each individual media). Furthermore, this simplified management allows the game to continue while simultaneously creating decks containing cards with different properties based on player choices.

[0145] [Showing Example]

[0146] Next, refer to Figures 5 to 9 This example illustrates a display screen shown on a monitor connected to the output unit 27 under the control of the game execution unit 211, accompanied by media management processing. Figures 5 to 9This is a schematic diagram showing an example display screen.

[0147] Figure 5 This shows a sample card list screen displayed in the media management process. When a player confirms the cards available to them in the list, they perform an action to transition to this screen. Figure 5 In the example display shown, as indicated by Figure 51, the player's currently available cards are displayed in the middle row of the screen. Specifically, each card is displayed along with its name, the graphic of the corresponding character, a numerical value representing the card's ability, and a numerical value representing the card's rarity. This list screen is designed to clearly show all the cards available to the player. Therefore, each card is displayed in a way that does not distinguish whether it is a owned card or a general / conditional periodic card. In other words, the cards are displayed without differentiating their nature.

[0148] Suppose that in this scenario, the player performs an action to select a card as shown in Figure 52. Then, a transition occurs, showing the card details screen displaying the card's details.

[0149] Figure 6 The example card details screen is shown. Figure 6 The example shown is as indicated by 61, in relation to Figure 5 Cards that are displayed as details are shown in a similar manner.

[0150] Furthermore, this details screen is designed to display the details of the card selected by the player. Therefore, each card is displayed in a way that distinguishes it from a owned card or a general periodic card / conditional periodic card. That is, cards are displayed based on their type. Specifically, as shown in Representation 62, values ​​indicating the number of owned cards of that type and the number of general periodic cards / conditional periodic cards of that type are displayed. In this example, the representation "×2" indicates the presence of two owned cards of that type. Furthermore, the representation "+1" indicates the presence of one general periodic card / conditional periodic card. To facilitate the distinction between these representations "×2" and "+1", the color of the characters for each representation can be different.

[0151] Furthermore, as shown in Figure 63, operation icons for performing various processes using the card are displayed. In this example, since there is a card of this type, the card can be upgraded. Therefore, for example, an icon for upgrading the card is displayed as an operation icon.

[0152] Furthermore, as shown in Figure 64, text indicating the card's properties, etc., is displayed. In this example, since there is an owner card of this type, the card can be disassembled. Therefore, as shown in Figure 65, the operation button for disassembling the card, along with the number of material items obtainable through disassembly, is displayed as an operation button. On the other hand, in this example, there are two owner cards of this type and one all-time / conditional-time card of this type, so the total number of cards of this type is three. Therefore, cards of this type cannot be generated. Therefore, although the operation button for generating cards of this type, along with the number of material items consumed in generating them, is displayed as an operation button, as shown in Figure 66, this operation button is displayed in a state where operation is not accepted. For example, the operation button is displayed in a color similar to the background color to indicate that operation is not accepted. In this figure, this state is represented by a dashed line.

[0153] Figure 7 This shows another example card details screen. Because... Figure 7 The display example shown is similar to Figure 6 The examples shown are essentially the same; therefore, only the differences with different reference numerals will be explained. Figure 6 The representation 62 differs from that shown in representation 67, where "×0" indicates that there are no cards of that type. Furthermore, "+1" indicates that there is one all-time card / conditional-time card of that type.

[0154] In this example, since there are no cards of that type, cards of that type cannot be upgraded or disenchanted. Therefore, compared to... Figure 6 Unlike representation 63, which shows that some icons, including those used to enhance the quality of cards of that type, are not displayed in representation 68. Furthermore, compared to... Figure 6 Unlike representation 65, which shows text indicating that disassembly is not allowed, as shown in representation 69, this one displays text indicating that disassembly is not permitted, such as "Disassembly is not allowed because the card is a periodic card." On the other hand, in this example, since there are no cards of this type and there is one all-period / conditional periodic card of this type, the total number of cards of this type is one. Therefore, cards of this type can be generated. Therefore, compared to... Figure 6 The representation 66 is different. As shown in representation 70, the operation button used to generate this type of card, along with the quantity of materials consumed in the generation, is displayed as an operable operation button.

[0155] As described above, through each processing step in the media management process, the available cards and whether adding / reducing processing is allowed are clearly displayed to the player. Furthermore, depending on the purpose of the display and the game scenario, the display mode is switched between different modes, allowing the player to distinguish whether the cards available to them are owned cards, all periodic cards, or conditional periodic cards.

[0156] Figure 8 This shows an example deck creation screen as another example. Players use this screen to navigate to their deck during the deck creation process, which includes card selection. Similar to... Figure 5 The symbols 51 and 71, respectively, display the cards currently available to the player. As a card selection operation, the player can select one of the available cards and move it to the area in the middle row of the screen, as shown in symbol 72, to add that card to their deck. Furthermore, players can use this selection operation to add a specified number of cards (in this case, 40 cards) to their deck to complete the deck creation operation.

[0157] In this scenario, the player performs an action to select a card as shown in Figure 73. Then, as shown in Figure 74, text indicating the card's properties, etc., is displayed.

[0158] Furthermore, the deck generation screen is designed to clearly show all the cards available to the player. Therefore, each card is displayed in a way that does not distinguish whether it is an owned card or a general periodic card / conditional periodic card. In other words, cards are displayed without differentiating their nature. However, compared to... Figure 6 The meaning of 65 and 66 or Figure 7 Similar to representations 69 and 70, the operation buttons for card dismantling and card generation, as shown in representations 75 and 76, are displayed based on the number of existing owned cards and the total number of periodic / conditional periodic cards. In other words, it clearly shows the player whether increasing / decreasing processing is allowed.

[0159] Figure 9 This shows a sample deck confirmation screen as another example. Players use this screen to navigate to the deck they've created while confirming the cards included in it. Figure 5 Similar to Representation 51, as shown in Representation 81, the cards included in the deck are displayed. Furthermore, as shown in Representation 82, the deck name and a bar chart representing the deck's components are displayed in the top row of the screen.

[0160] The deck confirmation screen is designed to clearly show all the cards included in the deck. Furthermore, as mentioned above, all cards are managed regardless of their nature. Therefore, each card is displayed in a way that does not distinguish whether it is an owned card or a full / conditional periodic card. In other words, cards are displayed without differentiating their nature.

[0161] Similar to the display example above, in this embodiment, through the various processing steps in the media management process described above, the information required for the purpose of clearly displaying the screen corresponding to the game scene can be presented to the player.

[0162] [Variation Example]

[0163] Although embodiments of the present invention have been described above, these embodiments are merely examples and do not limit the technical scope of the present invention. The present invention can be embodied in various other forms and can be modified in various ways, such as omissions and substitutions, without departing from the spirit of the present invention. These embodiments and variations thereof are included within the scope and spirit of the present invention disclosed in this specification, etc., and are included within the scope of the present invention as set forth in the claims and their equivalents.

[0164] <First Variation>

[0165] As a first variation, some of the functional blocks of server 1 can be implemented by player terminal 2. For example, some or all of the available object determination unit 113, increase / decrease processing check unit 114, display control unit 115, and media set generation unit 116 can be implemented by player terminal 2. (See reference...) Figure 10 This will illustrate the functional structure in this modified example. Figure 10 This is a functional block diagram illustrating the functional structure of server 1 and player terminal 2, showing the functional structure used to perform the media management processing in this variation. For the purpose of distinguishing it from server 1 and player terminal 2 in the above embodiments, this variation will be described with reference numeral "a" additionally attached to server 1 and the server referred to as server 1a. Similarly, this variation will be described with reference numeral "a" additionally attached to player terminal 2 and the player terminal referred to as player terminal 2a.

[0166] like Figure 10As shown, when performing the media management processing in this variant, the CPU 21 of the player terminal 2a, in addition to serving as the game execution unit 211 and the player operation notification unit 212, also serves as the available object determination unit 113, the increase / decrease processing check unit 114, the display control unit 115, and the media set generation unit 116. On the other hand, when performing the media management processing in this variant, the CPU 11 of the server 1a is not used as the available object determination unit 113, the increase / decrease processing check unit 114, the display control unit 115, or the media set generation unit 116.

[0167] Using these functional structures, server 1a specifically manages the various data stored in storage unit 18 through cooperation between game operation control unit 111 and data management unit 112.

[0168] Furthermore, the game operation control unit 111 of server 1a, for example, upon receiving a query from the available object determination unit 113 of player terminal 2a regarding cards available to the player, retrieves various data stored in storage unit 18. Specifically, the game operation control unit 111 retrieves the card IDs and quantities of cards associated with the player ID of the player receiving the query. Additionally, the game operation control unit 111 retrieves the card IDs and quantities of all periodic cards whose usage periods have not yet expired from the total periodic media storage unit 182. Furthermore, the game operation control unit 111 retrieves the card IDs and quantities of conditional periodic cards associated with the obtained player ID and whose usage periods have not yet expired from the conditional periodic media storage unit 183.

[0169] Furthermore, the game operation control unit 111 notifies the player terminal 2a of the extracted data by sending it. Upon receiving the notification, similar to the available object determination unit 113 in the above embodiment, the available object determination unit 113 of the player terminal 2a determines the cards available to the player.

[0170] Furthermore, upon receiving a notification, similar to the add / decrease processing check unit 114, display control unit 115, and media set generation unit 116 in the above embodiments, the add / decrease processing check unit 114, display control unit 115, and media set generation unit 116 of the player terminal 2a respectively perform processing. Similarly, through this variation, processing equivalent to the media management processing described above can be achieved.

[0171] <Second Variation>

[0172] Furthermore, as a second variation, the functional blocks of server 1 and player terminal 2 can all be implemented by a single device. That is, all functional blocks in the above embodiments can be implemented by a single device. Similarly, this variation allows for processing equivalent to the media management process described above.

[0173] <Third Variation>

[0174] In the above embodiments, in addition to managing owned cards, periodic cards, including all periodic cards and conditional periodic cards, are also managed. Here, instead of being limited to these periodic cards that a player can only use during their designated usage period, cards with other properties can be managed. For example, instead of a usage period based on a time-based condition, cards whose availability is determined based on other conditions can be managed. Examples of these other conditions include conditions that ensure availability in battle within a specified number of uses, conditions that ensure availability in battle until the player wins a specified number of times (or loses a specified number of times), and conditions that ensure availability if the player's level is not lower than a specified level (or lower than a specified level).

[0175] When managing cards whose availability is determined based on these other conditions, the "other conditions" are stored in the overall periodic media storage unit 182 and the conditional periodic media storage unit 183 instead of the "time period information". Furthermore, the availability object determination unit 113 determines which cards are available to the player in the game based on whether the "other conditions" stored in the overall periodic media storage unit 182 and the conditional periodic media storage unit 183 are met, rather than on whether the card's usage time period has expired. Additionally, the increase / decrease processing check unit 114 processes cards whose availability is determined based on other conditions in a similar manner to periodic cards during increase / decrease processes such as card generation, card disenchanting, and card quality enhancement.

[0176] In the same case, management similar to that in managing regular cards can be achieved, which makes it easier to manage game media with various properties on a computer.

[0177] Note that, in addition to periodic cards, you can also manage cards whose availability is determined based on other conditions, or, instead of periodic cards, you can manage cards whose availability is determined based on other conditions.

[0178] <Other variations>

[0179] For example, although the application of the present invention to server 1 and player terminal 2 has been illustrated in the context of the above embodiments using server devices, game consoles, and smartphones as examples, these examples are not particularly limiting. The present invention is generally applicable to electronic devices with information processing capabilities. Furthermore, the functional structure of server 1 and player terminal 2 can be implemented using a single device. Alternatively, the functions of server 1 can be implemented using multiple devices by distributing these functions to multiple server devices, such as cloud servers.

[0180] in other words, Figure 3 The functional structure shown is merely an example and is not particularly limited thereto. That is, it is sufficient to provide server 1 and player terminal 2 with the functionality to perform the aforementioned series of processing steps as a whole, and the choice of specific functional blocks used to implement these functions is not particularly limited to... Figure 3 The example function block.

[0181] Furthermore, the aforementioned functional structure can be implemented via hardware, software, or a combination of hardware and software. For example, the functional structure in this embodiment can be implemented using a processor that performs computational processing. Processors that can be used in this embodiment include processors consisting of only one information processing device, such as a single processor, a multi-processor, or a multi-core processor, as well as combinations of one of these various processing devices with processing circuitry such as application-specific integrated circuits (ASICs) or field-programmable gate arrays (FPGAs).

[0182] Where the functional structure is at least partially executed by software, the program constituting the software is installed from a network or recording medium into a computer or the like.

[0183] A computer can be a computer embedded in specialized hardware. Alternatively, a computer can be a computer capable of performing various functions when various programs are installed, such as a general-purpose personal computer.

[0184] The recording medium for such programs is distributed separately from the main unit of the device to provide the program to the player. Figure 2 The removable medium 100 can be implemented as a portable medium 100, or as a recording medium provided to the player in a state pre-embedded in the main unit of the device. The removable medium 100 can be, for example, a magnetic disk (including a floppy disk), an optical disk, or a magneto-optical disk. An optical disk can be, for example, a compact disc read-only memory (CD-ROM), a digital versatile disc (DVD), or a Blu-ray disc. A magneto-optical disk can be, for example, a microdisc (MD). Furthermore, the recording medium provided to the player in a state pre-embedded in the main unit of the device can be, for example, a recording medium containing a program. Figure 2 ROM 12 or Figure 2 ROM 22, or Figure 2 storage unit 18 or Figure 2 The semiconductor memory included in the storage unit 28 is used to implement this.

[0185] Note that, in this specification, the steps of the program recorded in the recording medium can include processes that are not necessarily executed sequentially but are executed in parallel or individually, as well as processes that are executed sequentially. Furthermore, the steps performed according to the program recorded in the recording medium can be executed in any order without departing from the spirit of the invention.

[0186] Explanation of reference numerals in the attached figures

[0187] 1. 1a server

[0188] 2.2a Player Terminal

[0189] 5. Network

[0190] 11, 21 CPU

[0191] 12, 22 ROM

[0192] 13, 23 RAM

[0193] 14, 24 bus

[0194] 15, 25 Input / Output Interfaces

[0195] Input units 16 and 26

[0196] Output units 17 and 27

[0197] 18 and 28 storage units

[0198] Communication Units 19 and 29

[0199] 20, 30 drives

[0200] 100 Removable media

[0201] 111 Game Operation Control Unit

[0202] 112 Data Management Unit

[0203] 113 Available Object Determination Unit

[0204] 114 Add / Remove Processing Inspection Units

[0205] 115 Display Control Unit

[0206] 116 Media Set Creation Unit

[0207] 181 has media storage units

[0208] 182 Total Periodic Media Storage Units

[0209] 183 Conditional Periodic Media Storage Unit

[0210] 184 Management Information Storage Unit

[0211] 211 Game Execution Unit

[0212] 212 Player Operation Notification Unit

[0213] 281 Game runtime data storage unit

[0214] S Information Processing System

Claims

1. A computer-readable medium storing an information processing program, enabling a computer to: The management function is used to manage first management information and second management information as information for managing game media that are assigned a common media identifier of the same type of media. The first management information represents the media identifier and quantity of game media owned by the player, and the second management information represents the media identifier of game media with a set usage time period, the usage time period, and the quantity of game media available to all players during the usage time period. The determination function is used to determine the game medium that the player can use based on the first management information and the second management information; as well as A media set creation function is used to create a media set based on an action performed by the player to select from game media available to the player as determined by the determining function. The media set includes multiple game media and can include multiple game media of the same type. The first management information is used to manage, for each player, one or more media identifiers of the game media owned by that player, and the number of game media held corresponding to each media identifier. The determination function does not rely on unique serial numbers assigned to each game medium to determine the game medium a player can use, and The second management information includes the usage period, the media identifier, and the number of game media available to all players during the usage period, stored in a way that is associated with each other.

2. The computer-readable medium for storing information processing programs according to claim 1, wherein, The management function manages information on the media identifier and usage period of a game medium that can be used by all players in a plurality of players, as well as information on the media identifier and usage period of a game medium that can be used by a subset of players in the plurality of players, as the second management information.

3. The computer-readable medium storing an information processing program according to claim 1 or 2, wherein the information processing program further causes the computer to: The first checking function is used to determine whether to allow the execution of additional processing involving game media, based on the number of game media that the player can use, as determined by the determining function.

4. The computer-readable medium storing an information processing program according to claim 1 or 2, wherein the information processing program further causes the computer to: The second checking function is used to determine whether to allow the execution of a reduction process involving game media, based on the number of game media that the player can use, as determined by the determining function.

5. The computer-readable medium for storing information processing programs according to claim 1 or 2, wherein, When creating the media set, the game media owned by the player are preferentially included in the media set compared to game media with a set usage time period.

6. The computer-readable medium for storing information processing programs according to claim 1 or 2, wherein, After creating the media set, the set creation function manages the media set based on the number of game media that the player can use, as determined by the determination function, without distinguishing whether the various game media included in the media set are game media owned by the player or game media with a set usage time period.

7. The computer-readable medium for storing information processing programs according to claim 6, wherein, After the media set is created, if the usage period of the first game medium included in the media set expires, and the player acquires a second game medium of the same type as the first game medium, the set creation function will delete the first game medium from the media set and add the second game medium to the media set.

8. The computer-readable medium storing an information processing program according to claim 1 or 2, wherein the information processing program further causes the computer to: The display control function is used to perform control to switch between display modes according to the scene in the game played by using the game medium, so that the player can or cannot distinguish whether the various game mediums that the player can use are game mediums owned by the player or game mediums with set usage time periods.

9. An information processing apparatus, comprising: The management component manages first management information and second management information as information for managing game media that are assigned a common media identifier of the same type of media. The first management information represents the media identifier and quantity of game media owned by the player, and the second management information represents the media identifier of game media with a set usage period, the usage period, and the quantity of game media available to all players during the usage period. A determining component is used to determine the game medium that the player can use based on the first management information and the second management information; as well as A media set creation component is used to create a media set based on actions performed by the player to select from game media available to the player, as determined by the determining component. The media set includes multiple game media and can include multiple game media of the same type. The first management information is used to manage, for each player, one or more media identifiers of the game media owned by that player, and the number of game media held corresponding to each media identifier. The determining component does not determine the game medium a player can use based on a unique serial number assigned to each game medium, and The second management information includes the usage period, the media identifier, and the number of game media available to all players during the usage period, stored in a way that is associated with each other.

10. An information processing system, comprising a server and a terminal communicatively connected to the server. The server includes: The management component manages first management information and second management information as information for managing game media that are assigned a common media identifier of the same type of media. The first management information represents the media identifier and quantity of game media owned by the player, and the second management information represents the media identifier of game media with a set usage period, the usage period, and the quantity of game media available to all players during the usage period. as well as A server-side communication component is used to send the first management information and the second management information to the terminal, and The terminal includes: A terminal-side communication component is used to receive the first management information and the second management information sent from the server-side communication component; The determining component is configured to determine the game medium that the player can use based on the first management information and the second management information received by the terminal-side communication component; and A media set creation component is used to create a media set based on actions performed by the player to select from game media available to the player, as determined by the determining component. The media set includes multiple game media and can include multiple game media of the same type. The first management information is used to manage, for each player, one or more media identifiers of the game media owned by that player, and the number of game media held corresponding to each media identifier. The determining component does not determine the game medium a player can use based on a unique serial number assigned to each game medium, and The second management information includes the usage period, the media identifier, and the number of game media available to all players during the usage period, stored in a way that is associated with each other.

11. A computer program product comprising an information processing program, the information processing program being configured to cause a computer to perform: The management function is used to manage first management information and second management information as information for managing game media that are assigned a common media identifier of the same type of media. The first management information represents the media identifier and quantity of game media owned by the player, and the second management information represents the media identifier of game media with a set usage time period, the usage time period, and the quantity of game media available to all players during the usage time period. The determination function is used to determine the game medium that the player can use based on the first management information and the second management information; as well as A media set creation function is used to create a media set based on an action performed by the player to select from game media available to the player as determined by the determining function. The media set includes multiple game media and can include multiple game media of the same type. The first management information is used to manage, for each player, one or more media identifiers of the game media owned by that player, and the number of game media held corresponding to each media identifier. The determination function does not rely on unique serial numbers assigned to each game medium to determine the game medium a player can use, and The second management information includes the usage period, the media identifier, and the number of game media available to all players during the usage period, stored in a way that is associated with each other.

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