Game program, information processing device, information processing system, and information processing method
Patent Information
- Application Number
- JP2023207596
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-08
- Publication Date
- 2025-06-25
- Estimated Expiration
- 2042-06-24
AI Technical Summary
Users who cancel purchases of in-game objects continue to possess and use them, leading to unfair advantages and conflicts with other players, undermining game fairness.
A game program that includes steps for purchasing, granting, and canceling in-game objects, along with user evaluation processes to manage and restrict the use of canceled objects, ensuring fairness by adjusting user evaluations based on cancellation actions.
Maintains fairness among users by preventing canceled purchases from providing advantages, ensuring equitable gameplay experiences.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a game program, an information processing device, an information processing system, and an information processing method. [Background technology]
[0002] 2. Description of the Related Art In online games and the like, there are known game services that allow a user to cancel a purchase of in-game resources, in-game characters, in-game items, etc. (in-game objects) after the user has purchased the in-game resources, in-game characters, in-game items, etc. Patent Document 1 discloses a technique for improving the sense of satisfaction felt by a user who has paid a game fee set at each predetermined period, that is, that he or she has gained something financially. Patent document 2 discloses a technology that causes a user terminal used by user A to execute a step (S2) of user A granting paid diamonds to user B, and a step (S3) of storing the quantity of first game media, which are the paid diamonds granted to user B, in association with user A. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-160763 A [Patent Document 2] JP 2020-162756 A Summary of the Invention [Problem to be solved by the invention]
[0004] A user who cancels a purchase may continue to possess or use the in-game objects they purchased, even if the purchase price is refunded, which may give them an advantage in the game, creating an unfair situation between them and other users. Therefore, the present disclosure has been made to solve the above problem, and its purpose is to provide technology that maintains fairness between users within a game even if a user cancels a purchase. [Means for solving the problem]
[0005] A game program to be executed by a computer having a processor and a memory unit, the program causing the processor to execute the following steps: a purchasing step of receiving a purchase request indicating that a user has purchased an in-game object; an granting step of granting the in-game object to the user based on the purchase request accepted in the purchasing step; an acquiring step of acquiring cancellation information indicating that the purchase has been canceled for the purchase request received in the purchasing step after the in-game object has been granted to the user in the granting step; and a processing step of imposing a predetermined restriction on the user whose purchase has been canceled based on the cancellation information acquired in the acquiring step. Effect of the Invention
[0006] According to the present disclosure, fairness among users within a game can be maintained even if a user cancels a purchase. [Brief description of the drawings]
[0007] [Figure 1] FIG. 2 is a block diagram showing the functional configuration of the system 1. [Diagram 2] FIG. 2 is a block diagram showing the functional configuration of the server 10. [Diagram 3] 2 is a block diagram showing the functional configuration of a user terminal 20. FIG. [Figure 4] FIG. 2 is a block diagram showing the functional configuration of an accounting server 40. [Diagram 5] FIG. 13 is a diagram showing the data structure of a user table 1012. [Figure 6] FIG. 13 is a diagram showing the data structure of an object master 1013. [Figure 7]FIG. 13 is a diagram showing the data structure of a purchase table 1014. [Figure 8] FIG. 4 shows the data structure of a purchase table 4012. [Figure 9] FIG. 4 is a diagram showing the data structure of a product master 4013. [Figure 10] 13 is a flowchart showing the operation of a product purchasing process. [Figure 11] 13 is a flowchart showing an operation of a user evaluation process. [Figure 12] 13 is an example of a screen showing completion of a purchase cancellation process. [Figure 13] 11 is a screen example showing a game operation performed by a user. [Figure 14] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In all the drawings explaining the embodiment, the same reference numerals are given to common components, and repeated explanations are omitted. Note that the following embodiment does not unduly limit the contents of the present disclosure described in the claims. In addition, not all of the components shown in the embodiment are essential components of the present disclosure. In addition, each figure is a schematic diagram and is not necessarily illustrated strictly.
[0009] <System 1 Configuration> The system 1 in the present disclosure is an information processing system that provides an online game service to a user. The system 1 includes information processing devices, a server 10, a user terminal 20, and a billing server 40, which are connected via a network N. FIG. 1 is a block diagram showing the functional configuration of the system 1. FIG. 2 is a block diagram showing the functional configuration of the server 10. As shown in FIG. FIG. 3 is a block diagram showing the functional configuration of the user terminal 20. As shown in FIG. FIG. 4 is a block diagram showing the functional configuration of the billing server 40. As shown in FIG.
[0010] Each information processing device is composed of a computer having an arithmetic unit and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the server 10, the user terminal 20, and the billing server 40, the description overlapping with the basic hardware configuration and basic functional configuration of the computer to be described later will be omitted.
[0011] <Server 10 Configuration> The server 10 is an information processing device that provides an online game service. The server 10 includes a storage unit 101 and a control unit 104 .
[0012] <Configuration of the storage unit 101 of the server 10> The storage unit 101 of the server 10 includes an application program 1011 , a user table 1012 , and an object master 1013 .
[0013] The application program 1011 is a program for causing the control unit 104 of the server 10 to function as each functional unit. Application programs 1011 include applications such as a web browser application.
[0014] User table 1012 is a table that stores and manages information about member users (hereinafter, users) who use the service. When a user registers to use the service, the user's information is stored in a new record in user table 1012. This allows the user to use the service according to the present disclosure. The user table 1012 is a table having the user ID as a primary key, and columns of the user ID, user name, user rating, and object data. FIG. 5 is a diagram showing the data structure of the user table 1012. As shown in FIG.
[0015] The user ID is an item for storing user identification information for identifying a user. The user identification information is an item for which a unique value is set for each user. The user name is an item for storing the name of the user. The user name may be set to any character string such as a nickname instead of a name. The user evaluation is an item that stores the user's evaluation value in game play, such as the user's credibility, reliability, fair play, etc. For example, a user can improve his / her user evaluation by playing the game fairly, helping other users in their game play, or following the instructions of the game service operator. On the other hand, if a user performs an act that causes trouble to other users in the game, the user evaluation will decrease. Depending on the user evaluation, a user may be given an advantage in the game or may be treated disadvantageously in the game. For example, if the user evaluation is low, restrictions may be placed on the in-game characters and in-game items that can be acquired or obtained, restrictions may be placed on the games and quests that can be played, the effectiveness of using in-game resources and in-game items may be reduced, the difficulty of the game may change, etc. Also, if the user evaluation is lower than a predetermined value, the game service may be made unavailable. The object data is an item for storing information on in-game objects owned by the user. Specifically, the object IDs of the in-game objects owned by the user, the number of objects owned for each object ID, and the amount of objects owned are stored. The object data includes information on in-game resources owned by the user that can be exchanged for in-game characters, in-game items, etc. The in-game resources are equivalent to in-game currency and may be called points, gold, gems, rubies, etc. The user can consume the in-game resources to obtain in-game characters, in-game items, etc. Note that the in-game resource does not have to be of one type, and multiple types of in-game resources may be defined. In that case, the exchangeable in-game object may be different for each type of in-game resource. A user may consume one in-game resource to obtain another in-game resource.
[0016] The object master 1013 is a table for storing and managing information about in-game objects (object information). The object master 1013 is a table having the object ID as a primary key, and columns of the object ID, product ID, object type, object name, and resource data. FIG. 6 is a diagram showing the data structure of the object master 1013. As shown in FIG.
[0017] The object ID is an item for storing object identification information for identifying an in-game object. The object identification information is an item in which a unique value is set for each in-game object. The product ID is an item for storing product identification information of a product in the billing server 40 that is identified by the object identification information. Predetermined product identification information is assigned to an in-game object that is identified by the object identification information. The object type is an item for storing the type of an in-game object specified by the object identification information. Specifically, the object type stores a character string for specifying the type of the in-game object, such as an in-game resource, an in-game character, an in-game item, etc. In-game items include weapons, armor, accessories, etc. equipped by in-game characters. In-game items include items that, when applied to an in-game character, improve or decrease the performance value of the in-game character. In-game items include items that change the progress of the game to an advantage or disadvantage. In-game items include those that are consumed and lost through use, and those that are not consumed and lost through use. The object name is an item for storing the name of an object in the game. Any character string can be set as the object name. If the object type is an in-game resource, the name of the in-game resource is stored. If the object type is an in-game character, the name of the in-game character is stored. If the object type is an in-game item, the name of the in-game item is stored. The resource data is an item that stores information about in-game resources that are necessary for a user to obtain an in-game object. Specifically, a user can consume the in-game resources stored in the resource data to obtain an in-game character, an in-game item, or other in-game resources.
[0018] The purchase table 1014 is a table for storing and managing information (purchase information) relating to product purchases in the server 10. The purchase table 1014 is a table having columns for user ID, object ID, and status. The data structure of the purchase table 1014 is similar to that of the purchase table 1014 of the server 10, and therefore a description thereof will be omitted. FIG. 7 is a diagram showing the data structure of the purchase table 1014. As shown in FIG.
[0019] The user ID is an item for storing user identification information for identifying a user who has purchased an in-game object. The object ID is an item that stores object identification information of an in-game object purchased by the user. The status is an item for storing status information related to a product purchase procedure by a user. For example, the status information includes information for identifying whether a purchase is complete, whether payment is incomplete, whether the purchase is cancelled, whether the purchase is cancelled, whether a refund is issued, etc.
[0020] <Configuration of the control unit 104 of the server 10> The control unit 104 of the server 10 includes a user registration control unit 1041, a purchase unit 1042, and an evaluation unit 1043. The control unit 104 executes an application program 1011 stored in the storage unit 101, thereby realizing each functional unit.
[0021] The user registration control unit 1041 performs processing to store, in the user table 1012, information on users who wish to use the service according to the present disclosure. The information stored in the user table 1012 is generated when a user opens a web page operated by a service provider from any information processing terminal, enters information into a specific input form, and transmits the information to the server 10. The user registration control unit 1041 stores the received information in a new record in the user table 1012, completing the user registration. This allows the user stored in the user table 1012 to use the service. Before the user registration control unit 1041 registers user information in the user table 1012, the service provider may carry out a predetermined examination to restrict whether or not the user is permitted to use the service. The user ID may be any character string or number that can identify the user, any character string or number desired by the user, or an arbitrary character string or number may be automatically set by the user registration control unit 1041.
[0022] The purchasing unit 1042 executes a product purchasing process, the details of which will be described later.
[0023] The evaluation unit 1043 executes a user evaluation process, the details of which will be described later.
[0024] <Configuration of User Terminal 20> The user terminal 20 is an information processing device operated by a user who uses a service. The user terminal 20 may be, for example, a mobile terminal such as a smartphone or a tablet, a stationary PC (Personal Computer), or a laptop PC. It may also be a wearable terminal such as an HMD (Head Mount Display) or a wristwatch-type terminal. The user terminal 20 includes a storage unit 201 , a control unit 204 , an input device 206 , and an output device 208 .
[0025] <Configuration of the storage unit 201 of the user terminal 20> The storage unit 201 of the user terminal 20 includes a user ID 2011 and an application program 2012 .
[0026] The user ID 2011 is an account ID of the user. The user transmits the user ID 2011 from the user terminal 20 to the server 10. The server 10 identifies the user based on the user ID 2011 and provides the user with the service according to the present disclosure. The user ID 2011 includes information such as a session ID temporarily assigned by the server 10 when identifying the user who is using the user terminal 20.
[0027] The application program 2012 is a program that provides a game service to a user by communicating with the server 10. The application program 2012 may be pre-stored in the storage unit 201, or may be configured to be downloaded from a web server operated by a service provider via a communication IF. The application programs 2012 include applications such as a web browser application. The application program 2012 includes an interpreted programming language such as JavaScript™ that runs on a web browser application stored on the user terminal 20 .
[0028] <Configuration of the control unit 204 of the user terminal 20> The control unit 204 of the user terminal 20 includes an input control unit 2041 and an output control unit 2042. The control unit 204 executes an application program 2012 stored in the storage unit 201, thereby realizing each functional unit.
[0029] <Configuration of the input device 206 of the user terminal 20> The input device 206 of the user terminal 20 includes a camera 2061 , a microphone 2062 , a position information sensor 2063 , a motion sensor 2064 , and a touch device 2065 .
[0030] <Configuration of the output device 208 of the user terminal 20> The output device 208 of the user terminal 20 includes a display 2081 and a speaker 2082 .
[0031] <Configuration of billing server 40> The billing server 40 is an information processing device that provides a billing service. In the present disclosure, the billing server 40 is an information processing device managed by a service provider different from the operator of the server 10. Specifically, the billing server 40 includes application platform services such as the Apple App Store and Google Play. A configuration may be adopted in which a user downloads an application program from the billing server 40 to his or her own user terminal. The billing server 40 includes a storage unit 401 and a control unit 404 .
[0032] <Configuration of storage unit 401 of billing server 40> The storage unit 401 of the billing server 40 includes an application program 4011 , a purchase table 4012 , and a product master 4013 .
[0033] The application program 4011 is a program for causing the control unit 404 of the billing server 40 to function as each functional unit.
[0034] The purchase table 4012 is a table for storing and managing information (purchase information) relating to product purchases in the billing server 40. The purchase table 4012 is a table having columns for user ID, product ID, and status. FIG. 8 is a diagram showing the data structure of the purchase table 4012.
[0035] The user ID is an item for storing user identification information for identifying a user who has purchased a product. The product ID is an item that stores product identification information of a product purchased by a user. The status is an item for storing status information related to a product purchase procedure by a user. For example, the status information includes information for identifying whether a purchase is complete, whether payment is incomplete, whether the purchase is cancelled, whether the purchase is cancelled, whether a refund is issued, etc.
[0036] The product master 4013 is a table for storing and managing information about products (product information). The product master 4013 is a table having columns for product ID and price. FIG. 9 is a diagram showing the data structure of the product master 4013.
[0037] The item ID is an item for storing product identification information for identifying a product. The amount is an item that stores an amount equivalent to the price that a user must pay to purchase the product identified by the product identification information. If the in-game object is an in-game resource, a monetary amount may be defined for each unit of in-game resource, or a discounted price may be set when acquiring a bulk quantity of in-game resources.
[0038] <Configuration of control unit 404 of billing server 40> The control unit 404 of the billing server 40 includes a product registration control unit 4041. The control unit 404 executes an application program 4011 stored in the storage unit 401, whereby each functional unit is realized.
[0039] The product registration control unit 4041 is a control unit that, in response to an instruction from a manager of the game according to the present disclosure, stores the sales price of the object information stored in the object master 1013 of the server 10 in the product master 4013. Specifically, the game manager can register the product ID and price items in the product master 4013 by inputting and transmitting the product ID assigned to the in-game object and the sales price of the in-game object in the object master 1013 via a web page or the like provided by the billing server 40.
[0040] <System 1 Operation> Each process of the system 1 will be described below. FIG. 10 is a flowchart showing the operation of the product purchasing process. FIG. 11 is a flowchart showing the operation of the user evaluation process. FIG. 12 is an example of a screen showing that the purchase cancellation process has been completed. FIG. 13 is a screen example showing a game operation performed by a user.
[0041] <Product purchase process> The product purchase process is a process in which a user purchases an in-game object via a billing server.
[0042] <Overview of product purchase process> This is a series of processes that involves displaying to the user a list of products such as in-game objects that the user can purchase, accepting the user's selection of the product to be purchased, accepting payment for the purchased product from the user, executing a process to complete the purchase of the product, and granting the in-game object to the user.
[0043] <Product purchase process details> The product purchase process will be described in detail below.
[0044] In step S101, the user starts a product purchase process by performing a predetermined operation on the input device 206 of the user terminal 20 in the application program 2012 of the user terminal 20. Specifically, the user executes the application program 2012, and presses and selects a "product purchase button" or the like included in the game screen displayed on the display 2081 of the user terminal 20, thereby transmitting a request to the billing server 40 to obtain a product list.
[0045] When the control unit 404 of the billing server 40 receives the request, it searches the product master 4013, acquires product information such as the product ID and price, and transmits it to the user terminal 20. The control unit 204 of the user terminal 20 displays a list of the received product information or information items on the display 2081 of the user terminal 20.
[0046] In step S102, the control unit 404 of the billing server 40 executes a purchase step of receiving a purchase request indicating that the user has purchased an in-game object. Specifically, the user operates the input device 206 of the user terminal 20 to select one or more pieces of product information to be purchased from the list of product information displayed on the display 2081 of the user terminal 20. The control unit 204 of the user terminal 20 transmits a request including the user ID 2011 and the product IDs of the selected one or more pieces of product information to the billing server 40. The control unit 404 of the billing server 40 receives and accepts the request including one or more product IDs corresponding to one or more pieces of product information to be purchased. The control unit 404 of the billing server 40 stores the user ID 2011 and the product ID in the user ID and product ID items of the purchase table 4012, respectively.
[0047] In step S103, the control unit 404 of the billing server 40 searches the item of the product ID in the product master 4013 based on the received request ID, and obtains the amount. The control unit 404 of the billing server 40 adds up the obtained amounts, and calculates the product price of the product to be purchased by the user. The billing server 40 executes a payment program or the like (not shown) to bill the user for the product price. For example, based on the credit card information stored in the memory unit 401 of the billing server 40 in association with the user's user ID 2011, the billing server 40 transmits a request to bill the user for the product price to a server of a credit card service provider, and performs billing for the user for the product price. The billing for the product price may be performed by debiting the user's bank account, etc. If the control unit 404 of the billing server 40 is successful in the billing process and is able to receive payment for the product from the user, it stores information indicating "Purchase Completed" in the status field of the record for the product ID of the product to be purchased in the purchase table 4012, and proceeds to step S104.
[0048] On the other hand, if the control unit 404 of the billing server 40 fails to process the bill and is unable to receive payment for the product from the user, it stores information indicating "payment incomplete" in the status field of the record for the product ID to be purchased in the purchase table 4012, and ends the product purchase process. The control unit 404 of the billing server 40 may notify the user via the user terminal 20 that the billing process has failed, and may notify the user to prompt the user to complete the payment process. After the user completes the payment process, it may store information indicating "purchase completed" in the status field of the record for the product ID to be purchased in the purchase table 4012, and resume the process from step S104 onwards.
[0049] In step S104, the purchasing unit 1042 of the server 10 executes a purchasing step of receiving a purchase request indicating that the user has purchased an in-game object. The purchasing step executes a step of receiving the purchase request from an external server. Specifically, the control unit 404 of the billing server 40 transmits a request to the server 10, including the product IDs of one or more products purchased by the user, indicating that the user has completed payment. The purchasing unit 1042 of the server 10 searches the product ID field of the object master 1013 based on the product IDs of the one or more products included in the received request, and identifies and acquires one or more object IDs. The purchasing unit 1042 of the server 10 receives and accepts the request from the billing server 40, indicating that the user has completed payment.
[0050] The purchasing unit 1042 of the server 10 stores the user ID 2011 and the identified object ID or IDs included in the request received from the billing server 40 in the user ID and object ID items, respectively, of the purchasing table 1014. The purchasing unit 1042 of the server 10 stores information indicating "purchase completed" in the status item of the record of the object ID to be purchased in the purchasing table 1014.
[0051] In step S105, the purchasing unit 1042 of the server 10 executes a granting step of granting an in-game object to the user based on the purchase request accepted in the purchasing step. Specifically, the purchasing unit 1042 of the server 10 searches the user ID field of the user table 1012 to identify the target record based on the user ID 2011 included in the request received from the billing server 40. The purchasing unit 1042 of the server 10 adds one or more object IDs identified based on the product ID included in the request received from the billing server 40 to the object data of the identified target record. In this way, an in-game object related to the product purchased by the user is stored in association with the user, which means that the purchased in-game object is given to the user.
[0052] For example, if the product purchased by the user is an in-game object related to in-game resources, a predetermined number or amount of in-game resources is given to the user depending on the product selected by the user in step S102. For example, if the product purchased by the user is an in-game object related to an in-game character, a predetermined in-game character is given to the user in accordance with the product selected by the user in step S102. For example, if the product purchased by the user is an in-game object related to an in-game item, a predetermined in-game item is given to the user in accordance with the product selected by the user in step S102.
[0053] <User evaluation process> The user evaluation process is a process for evaluating a user after the user applies for canceling the purchase of an in-game object that the user has purchased.
[0054] <Overview of user evaluation process> This is a series of processes that display a list of products that the user has previously purchased, accept from the user a selection of a purchased product to be canceled, execute a purchase cancellation process for the purchased product, present the cancellation information to the user, accept game operations from the user, and evaluate the user according to the accepted game operations. Note that the user evaluation may be performed regardless of the user's game operations.
[0055] <User evaluation process details> The user evaluation process will be described in detail below.
[0056] In step S301, the user performs a predetermined operation on the input device 206 of the user terminal 20, thereby starting the user evaluation process. Specifically, the user can apply for a refund for the in-game object purchased in the product purchase process to the billing server 40 by operating the input device 206 of the user terminal 20. The user operates the input device 206 of the user terminal 20 to open a web page or the like provided by the billing server 40, input one or more product IDs corresponding to one or more pieces of product information to be subject to purchase cancellation into a predetermined input form, and transmit the input form to the billing server 40. The user may also operate the input device 206 of the user terminal 20 to write one or more product IDs to be subject to purchase cancellation in an email, a message app, or the like, and transmit the email to the billing server 40 to request a refund for the product information related to one or more product IDs to be subject to purchase cancellation. That is, the user transmits a purchase cancellation request to the billing server 40 directly, without going through the server 10, for canceling the purchase of one or more pieces of product information purchased in the product purchase process.
[0057] In step S302, the evaluation unit 1043 of the server 10 executes an acquisition step of acquiring cancellation information indicating that the purchase has been cancelled for the purchase request received in the purchase step after granting the in-game object to the user in the granting step. The acquisition step executes a step of receiving the cancellation information from an external server. Specifically, the control unit 404 of the billing server 40 receives and accepts a request including one or more product IDs corresponding to one or more pieces of product information to be subject to purchase cancellation. The control unit 404 of the billing server 40 searches the product ID field of the purchase table 4012 based on the product ID included in the received request, identifies a record of the product information to be subject to purchase cancellation, and stores "refund" in the status field of the identified record. The control unit 404 of the billing server 40 transmits a request including the user ID 2011 and one or more product IDs to the server 10, indicating that the purchase cancellation has been completed. The evaluation unit 1043 of the server 10 receives and accepts the request from the external billing server 40.
[0058] In step S302, the evaluation unit 1043 of the server 10 executes a processing step of executing a predetermined process on the in-game object granted to the user in the granting step based on the cancellation information received in the cancellation step. The processing step executes a step of executing a process of storing the in-game object granted to the user in the granting step in association with information indicating that the purchase has been canceled in the cancellation step. Specifically, the evaluation unit 1043 of the server 10 searches the user ID field in the user table 1012 based on the user ID included in the received request, and acquires object data (in-game objects owned by the user). The evaluation unit 1043 of the server 10 searches the product ID field in the object master 1013 based on one or more product IDs included in the received request, and identifies and acquires one or more object IDs. The evaluation unit 1043 of the server 10 identifies in-game objects related to the purchase cancellation process, among the in-game objects owned by the user included in the object data, based on the acquired one or more object IDs. The evaluation unit 1043 of the server 10 associates the identified in-game object with information indicating that the purchase has been cancelled (for example, a cancellation flag, etc.) and stores the information. In addition, if the user no longer owns the in-game object subject to the purchase cancellation processing because the user has already used, abandoned, etc., information indicating that the in-game object subject to the purchase cancellation processing could not be identified may be stored. The evaluation unit 1043 of the server 10 searches the object ID field of the purchase table 1014 based on the acquired object ID or IDs, identifies a record of the object information to be canceled, and stores “Refund” in the status field of the identified record.
[0059] In step S302, the processing step executes a step of executing a process of restricting the use of the in-game object granted to the user in the granting step (for example, a process of disabling use or selection in the game). Specifically, the evaluation unit 1043 of the server 10 associates the identified in-game object with information indicating that the user cannot use the in-game object in the game and stores the information. The information indicating that the in-game object cannot be used includes a cancellation flag, which is information indicating that the purchase has been canceled.
[0060] In step S302, the evaluation unit 1043 of the server 10 may execute a storage step of storing the number of times of acquisition of one or more pieces of cancellation information received in the cancellation step. Specifically, the evaluation unit 1043 of the server 10 may store the number of times cancellation information has been acquired in association with the user ID 2011 in the user table 1012 or the like. For example, a column for storing the number of times cancellation information has been acquired may be provided in the user table 1012, and a process of incrementing the value of the column for the number of times cancellation information has been acquired by one each time cancellation information is acquired from the billing server 40 in step S302 may be executed.
[0061] In step S302, the evaluation unit 1043 of the server 10 may execute a storage step of storing the cancellation amount (refund amount) of one or more pieces of cancellation information received in the cancellation step. Specifically, the evaluation unit 1043 of the server 10 may store the cancellation amount of the cancellation information in association with the user ID 2011 in the user table 1012 or the like. For example, a column for storing the cancellation amount may be provided in the user table 1012, and a process of incrementing the value of the column by the cancellation amount each time cancellation information is obtained from the billing server 40 in step S302 is executed. The cancellation amount may be determined based on the amount in the product master 4013 in the purchase table 4012 from the billing server 40 and the amount paid by the user in the product purchase process stored in the purchase information in the purchase table 4012 .
[0062] In step S303, the evaluation unit 1043 of the server 10 presents the cancellation information to the user. Specifically, the evaluation unit 1043 of the server 10 transmits a response indicating that the purchase cancellation process has been completed to the user terminal 20. Upon receiving the response from the server 10, the control unit 204 of the user terminal 20 displays information indicating that the purchase cancellation process has been completed on the display 2081 of the user terminal 20, and presents it to the user. 12 is an example of a screen displayed on the display 2081 of the user terminal 20, indicating that the purchase cancellation process has been completed. One or more in-game objects D101, D102, D103 and a message D121 related to the purchase cancellation process are displayed on a screen D10 displayed on the display 2081 of the user terminal 20.
[0063] The message D121 may include a message prompting the player to abandon or return one or more in-game objects involved in the purchase cancellation process. Message D121 may include a message indicating that the user's in-game rating will not decrease if the one or more in-game objects involved in the purchase cancellation process are abandoned or returned. Message D121 may include a message indicating that the user's in-game rating will be reduced if the one or more in-game objects involved in the purchase cancellation process are not abandoned or returned.
[0064] In step S304, after acquiring the cancellation information in the cancellation step, the evaluation unit 1043 of the server 10 executes an operation step of accepting a game operation by the user. Specifically, the user operates the input device 206 of the user terminal 20 to perform game operations in the application program 2012 of the user terminal 20.
[0065] In step S304, the evaluation unit 1043 of the server 10 executes, in a processing step, a presentation step of presenting the in-game object granted to the user in the granting step to the user or other users in a manner distinguishable from other in-game objects.
[0066] FIG. 13 is an example of a screen displayed on the display 2081 of the user terminal 20, showing the action of a game operation by a user. One or more in-game objects D201, D202, and D203 owned by the user are displayed on the screen D20 displayed on the display 2081 of the user terminal 20. Among the one or more in-game objects, D202 is an in-game object related to the purchase cancellation process. In this case, the in-game object D202 is presented to the user in association with the icon D222. This allows the user to distinguish between other in-game objects and the in-game object related to the purchase cancellation process. The in-game object D202 may be presented to the user in a distinguishable manner by any decorative display, such as bold or underlined. Also, even when other users can confirm the in-game objects owned by the user, the other in-game objects owned by the user and the in-game object related to the purchase cancellation process may be displayed to other users in a distinguishable manner. Also, a configuration may be adopted in which the user selects the icon D222 by operating the input device 206 of the user terminal 20, thereby executing a process of abandoning or returning the in-game object. This makes it possible to prompt the user to abandon or return the in-game object related to the purchase cancellation process.
[0067] In step S305, the evaluation unit 1043 of the server 10 executes an evaluation step of setting an in-game evaluation of the user based on the game operation by the user accepted in the operation step. Specifically, the evaluation unit 1043 of the server 10 searches the user ID field in the user table 1012 based on the user ID 2011 to identify the target record of the user to be evaluated. The evaluation unit 1043 of the server 10 changes and overwrites the user evaluation field of the target record of the user to be evaluated according to the operation content of the game operation by the user in step S304. This sets the in-game evaluation of the user.
[0068] In step S305, the evaluation step includes a step of not lowering the user's in-game evaluation if an operation by the user to abandon or return the in-game object is accepted in the operation step, and lowering the user's in-game evaluation if an operation by the user to abandon or return the in-game object is not accepted in the operation step. Specifically, if the game operation by the user in step S304 includes an operation of abandoning or returning the in-game object involved in the purchase cancellation process in step S302, the user evaluation item of the target record of the rated user is not lowered. Note that, even if the user already owns or newly acquires an in-game object that is the same as or equivalent to the in-game object involved in the purchase cancellation process and abandons or returns the in-game object, a process may be executed that does not lower the user evaluation item of the target record of the rated user. Identical or equivalent in-game objects may include a first in-game object being identical or equivalent to one or more other in-game objects (second object group), such as in-game resources, when the first in-game object is exchangeable with the second object group. For example, if a given in-game item can be acquired or exchanged for 100 points of in-game resources, the given in-game item may be considered to be the same as or equivalent to 100 points of in-game resources. As an example, a given in-game item may be purchased or sold for 100 points of in-game resources. For example, if a specific in-game item can be acquired by consuming in-game item A, in-game item B, and in-game item C, the specific in-game item may be the same as or equivalent to in-game item A, in-game item B, and in-game item C. As an example, there are cases where the specific in-game item can be synthesized or generated from in-game item A, in-game item B, and in-game item C. On the other hand, if the game operation by the user in step S304 does not include an operation of abandoning or returning the in-game object related to the purchase cancellation process in step S302, the user evaluation item of the target record of the user to be rated is lowered. The game operation by the user may be determined based on the game operation within a predetermined period of time after the cancellation information is presented to the user in step S303.
[0069] In step S305, the evaluation step includes a step of lowering the in-game evaluation of the user when an operation by the user to use the in-game object in the game is accepted in the operation step. Specifically, if the game operation by the user in step S304 includes an operation using the in-game object related to the purchase cancellation process in step S302, the user evaluation item of the target record of the user to be rated is lowered. Note that the in-game evaluation of the user may also be lowered if the user has already used the in-game object related to the purchase cancellation process at the time of the purchase cancellation process in step S302. The game operation by the user may be determined based on the game operation within a predetermined period of time after the cancellation information is presented to the user in step S303.
[0070] In step S305, the evaluation unit 1043 of the server 10 may execute an evaluation step in which, based on the cancellation information received in the cancellation step, the more the cancellation information stored in the storage step is obtained, the more the user's in-game evaluation is lowered. Specifically, the evaluation unit 1043 of the server 10 searches the user ID field in the user table 1012 based on the user ID 2011 to identify the target record of the user to be evaluated. The evaluation unit 1043 of the server 10 changes and overwrites the user evaluation field of the target record of the user to be evaluated based on the number of cancellations received from the cancellation information stored in the server 10. For example, the greater the number of cancellations received, the greater the decrease in the user evaluation field of the target record of the user to be evaluated. As already explained, when setting the in-game evaluation of the user to be evaluated based on the user operation, the more the number of cancellations received, the more the user evaluation item of the target record of the user to be evaluated is lowered. This evaluation step may be executed after the evaluation process in step S302, regardless of whether or not the user operation is performed by the user in step S304. This allows the user evaluation to be lowered more for a user who has received a larger number of cancellations.
[0071] In step S305, the evaluation unit 1043 of the server 10 may execute an evaluation step in which, based on the cancellation information received in the cancellation step, the larger the cancellation amount of the cancellation information stored in the storage step, the more the user's in-game evaluation is lowered. Specifically, the evaluation unit 1043 of the server 10 searches the user ID field in the user table 1012 based on the user ID 2011 to identify the target record of the user to be evaluated. The evaluation unit 1043 of the server 10 changes and overwrites the user evaluation field of the target record of the user to be evaluated based on the cancellation amount of the cancellation information stored in the server 10. For example, the larger the cancellation amount, the more the user evaluation field of the target record of the user to be evaluated is lowered. As already explained, when setting the in-game evaluation of the user to be evaluated based on the user operation, the larger the cancellation amount, the more the user evaluation item of the target record of the user to be evaluated is lowered. This evaluation step may be executed after the evaluation process in step S302, regardless of whether or not the user operation is performed by the user in step S304. This allows the user evaluation to be lowered more for a user with a larger cancellation amount.
[0072] In step S305, after acquiring the cancellation information in the cancellation step, the evaluation unit 1043 of the server 10 may execute an evaluation step of setting an in-game evaluation of the user based on whether or not the user has transferred their account or the number of times the user has transferred their account. Specifically, the evaluation unit 1043 of the server 10 searches the user ID field in the user table 1012 based on the user ID 2011 to identify the target record of the user to be evaluated. The evaluation unit 1043 of the server 10 changes and overwrites the user evaluation field of the target record of the user to be evaluated based on whether the account of the user to be evaluated stored in the storage unit 101 of the server 10 has been taken over or the number of times the account has been taken over. For example, if the account of the user to be evaluated is "handed over", the user evaluation item of the target record of the user to be evaluated is lowered more than if the account is "not handed over". Also, the more times the user to be evaluated has handed over accounts, the more the user evaluation item of the target record of the user to be evaluated is lowered. As already explained, when setting the in-game evaluation of the user to be evaluated based on the user operation, if the user to be evaluated has "held" the account transfer, the more times the user to be evaluated has held the account transfer, the more the user evaluation item of the target record of the user to be evaluated may be lowered. This evaluation step may be executed after the evaluation process in step S302, regardless of whether or not the user has performed a user operation in step S304. This allows the user evaluation to be lowered more for a user with a higher number of cancellations.
[0073] After the user evaluation process, the user may operate the input device 206 of the user terminal 20, so that the evaluation unit 1043 of the server 10 may execute a process of increasing or restoring the lowered user evaluation. This process may be executed only if it is executed within a predetermined period after the user evaluation process. For example, if the user purchases a product that is the same or equivalent in price to the amount cancelled in the purchase cancellation process, a process may be executed to increase the user rating or reset the user rating. For example, if the user purchases a product that is the same as or equivalent to the purchased product that was the subject of the purchase cancellation process, a process may be executed to increase the user rating or reset the user rating. For example, when the user purchases an in-game object that is the same as or equivalent to the in-game object subject to the purchase cancellation process, a process of increasing the user rating or resetting the user rating may be executed. For example, if a user purchases a product different from the previously purchased product for which a purchase cancellation process was performed, a process of increasing the user rating or resetting the user rating may be performed. For example, when the user purchases an in-game object different from the in-game object for which the purchase cancellation process was performed, a process of increasing the user rating or resetting the user rating may be executed.
[0074] In the present disclosure, a user can execute a process of canceling the purchase of one or more pieces of product information purchased in a product purchase process directly to billing server 40, without going through server 10 provided by the operator of the game service. In this case, even if the user no longer owns the in-game object acquired through purchase on the server 10 by consuming, exchanging, or using it, the user can execute a process to cancel the purchase of the product information. In addition, the server 10 provided by the operator of the game service cannot immediately confirm that the purchase of the product information has been cancelled by the user, and therefore the server 10 cannot immediately reflect the cancellation of the product purchase by the user. Even in such a case, the server 10 can obtain cancellation information indicating that a process for canceling the purchase of product information has been executed by the user directly to the billing server 40 by inquiring of the billing server 40 at predetermined intervals. Then, by executing the user evaluation process, fairness among users in the game can be maintained even if the user cancels the purchase of an in-game object purchased in the product purchase process.
[0075] <Basic computer hardware configuration> 14 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 901, a main storage device 902, an auxiliary storage device 903, and a communication IF 991 (interface). These are electrically connected to each other by a communication bus 921.
[0076] The processor 901 is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, and the like.
[0077] The main memory device 902 is for temporarily storing programs, data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
[0078] The auxiliary storage device 903 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.
[0079] The communication IF 991 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard. The network is composed of the Internet, a LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a specified access point (e.g., Wi-Fi (registered trademark)), etc. In the case of wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of wired connection, the network also includes a network that is directly connected by a USB (Universal Serial Bus) cable or the like.
[0080] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration among multiple computers 90 and connecting them together via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.
[0081] <Basic functional configuration of computer 90> A description will now be given of the functional configuration of a computer realized by the basic hardware configuration (FIG. 14) of a computer 90. The computer comprises at least the functional units of a control unit, a storage unit, and a communication unit.
[0082] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 connected to each other via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.
[0083] The control unit is realized by the processor 901 reading out various programs stored in the auxiliary storage device 903, expanding the programs in the main storage device 902, and executing processes according to the programs. The control unit can realize functional units that perform various information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.
[0084] The storage unit is realized by a main storage device 902 and an auxiliary storage device 903. The storage unit stores data, various programs, and various databases. Furthermore, the processor 901 can secure a storage area corresponding to the storage unit in the main storage device 902 or the auxiliary storage device 903 in accordance with a program. Furthermore, the control unit can cause the processor 901 to execute processes of adding, updating, and deleting data stored in the storage unit in accordance with the various programs.
[0085] The term database refers to a relational database, which is used to manage sets of data called masters and tables in a tabular format structurally defined by rows and columns, by associating them with each other. In a database, a table is called a table or master, a column in a table is called a column, and a row in a table is called a record. In a relational database, relationships between tables and masters can be set and associated. Usually, a column that serves as a primary key for uniquely identifying a record is set in each table and each master, but setting a primary key in a column is not essential. The control unit can cause the processor 901 to add, delete, or update records in a specific table or master stored in the storage unit according to various programs.
[0086] In addition, the database and master in this disclosure may include any data structure (such as a list, a dictionary, an associative array, or an object) in which information is structurally defined. The data structure also includes data that can be considered as a data structure by combining data with a function, class, method, or the like written in any programming language.
[0087] The communication unit is realized by the communication IF 991. The communication unit realizes a function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 901 to execute information processing on the received information in accordance with various programs. In addition, the communication unit can transmit information output from the control unit to other computers 90.
[0088] <Additional Notes> The matters described in the above embodiments will be supplemented below.
[0089] (Appendix 1) A game program to be executed by a computer having a processor and a memory unit, the program causing the processor to execute a purchasing step (S104) of receiving a purchase request indicating that a user has purchased an in-game object, an assigning step (S105) of assigning the in-game object to the user based on the purchase request accepted in the purchasing step, an acquiring step (S302) of acquiring cancellation information indicating that the purchase has been canceled for the purchase request received in the purchasing step after the in-game object has been assigned to the user in the assigning step, and a processing step (S302) of imposing a predetermined restriction on the user whose purchase has been canceled based on the cancellation information acquired in the acquiring step. This makes it possible to prevent a user who cancels a purchase from gaining an advantage in the game.
[0090] (Appendix 3) The game program according to claim 1, wherein the processing step (S302) is a step of executing a process of storing information indicating that the purchase of the in-game object granted to the user in the granting step has been cancelled in the acquiring step. This allows an in-game object whose purchase has been cancelled by the user to be managed separately from other in-game objects.
[0091] (Appendix 4) The game program according to Appendix 3, which causes the processor to execute a presentation step (S304) of presenting the in-game object, in which information indicating that the purchase has been canceled is stored in a processing step, to the user or other users in a manner that makes it distinguishable from other in-game objects. This makes it possible to present the in-game object whose purchase has been cancelled by the user to the user or other users in a manner that distinguishes it from other in-game objects.
[0092] (Appendix 5) The game program according to claim 3, wherein the processing step (S302) is a step of executing a process of making the in-game object in which information indicating that the purchase has been cancelled is not usable. This makes it possible to prevent a user who cancels a purchase from gaining an advantage in the game.
[0093] (Appendix 6) The game program of Appendix 1 causes the processor to execute an operation step (S304) of accepting game operations by the user after acquiring cancellation information in the acquisition step, and an evaluation step (S305) of setting an in-game evaluation of the user based on the game operations by the user accepted in the operation step. By changing the in-game evaluation of a user who has cancelled a purchase in accordance with the game operations performed by that user, it is possible to prevent the user who has cancelled a purchase from gaining an advantage in the game.
[0094] (Appendix 7) The game program according to Appendix 6, wherein the evaluation step (S305) includes a step of not lowering the user's in-game evaluation if an operation by the user to abandon or return the in-game object is accepted in the operation step, and lowering the user's in-game evaluation if an operation by the user to abandon or return the in-game object is not accepted in the operation step. This makes it possible to prevent a user who has cancelled a purchase from gaining an advantage in the game if the user does not abandon the in-game object.
[0095] (Appendix 8) The game program according to claim 7, wherein the evaluation step (S305) includes a step of lowering an in-game evaluation of the user when an operation of using an in-game object by the user in the game is accepted in the operation step. This makes it possible to prevent a user who cancels a purchase from gaining an advantage in the game.
[0096] (Appendix 9) The game program described in Appendix 1 causes the processor to execute a storage step (S302) of storing the number of times one or more pieces of cancellation information acquired in the acquisition step have been acquired, and an evaluation step (S305) of lowering the user's in-game evaluation more based on the cancellation information acquired in the acquisition step, the more the cancellation information stored in the storage step is acquired. This allows a user who cancels more frequently to have their in-game rating lowered more.
[0097] (Appendix 10) The game program described in Appendix 1 causes the processor to execute a storage step (S302) of storing the cancellation amount of one or more pieces of cancellation information acquired in the acquisition step, and an evaluation step (S305) of lowering the user's in-game evaluation more based on the cancellation information acquired in the acquisition step, the greater the cancellation amount of the cancellation information stored in the storage step. This allows a user who cancels a larger amount to have their in-game evaluation lowered more.
[0098] (Appendix 11) The game program of claim 1, further comprising: a processor that, after acquiring the cancellation information in the acquisition step, executes an evaluation step (S305) of setting an in-game evaluation of the user based on whether or not the user has transferred their account or the number of times the user has transferred their account. This allows the user's in-game rating to be set according to the account transfer status.
[0099] (Appendix 12) An information processing device comprising a processor and a memory unit, the processor executing a game program according to any one of claims 1 to 11. This makes it possible to prevent a user who cancels a purchase from gaining an advantage in the game.
[0100] (Appendix 13) An information processing system including an information processing device having a processor and a memory unit, wherein the processor executes a game program according to any one of appendices 1 to 11. This makes it possible to prevent a user who cancels a purchase from gaining an advantage in the game.
[0101] (Appendix 14) An information processing method executed by a computer having a processor and a memory unit, the information processing method causing the processor to execute a game program according to any one of appendices 1 to 11. This makes it possible to prevent a user who cancels a purchase from gaining an advantage in the game. [Explanation of symbols]
[0102] 1 system, 10 server, 101 memory unit, 104 control unit, 106 input device, 108 output device, 20 user terminal, 201 memory unit, 204 control unit, 206 input device, 208 output device, 40 billing server, 401 memory unit, 404 control unit, 406 input device, 408 output device
Claims
1. A game program for causing a computer including a processor and a storage unit to execute, the game program causes the processor to, a purchase step of receiving a purchase request indicating that a user has purchased an in-game object; a granting step of granting the in-game object to the user based on the purchase request received in the purchase step; an acquisition step of acquiring cancellation information indicating that the purchase has been canceled for the purchase request received in the purchase step after granting the in-game object to the user in the granting step; a processing step of storing information indicating that the purchase has been canceled for the in-game object granted to the user in the granting step based on the cancellation information acquired in the acquisition step; a presentation step of presenting the in-game object for which information indicating that the purchase has been canceled has been stored in the processing step to the user or another user in a distinguishable manner from other in-game objects; to execute, a game program.
2. A game program for causing a computer including a processor and a storage unit to execute, the game program causes the processor to, a purchase step of receiving a purchase request indicating that a user has purchased an in-game object; a granting step of granting the in-game object to the user based on the purchase request received in the purchase step; an acquisition step of acquiring cancellation information indicating that the purchase has been canceled for the purchase request received in the purchase step after granting the in-game object to the user in the granting step; a processing step of imposing a predetermined restriction on the user for whom the purchase has been canceled based on the cancellation information acquired in the acquisition step; an operation step of receiving a game operation by the user after acquiring the cancellation information in the acquisition step; an evaluation step of setting an in-game evaluation of the user based on the game operation by the user received in the operation step; to execute, the evaluation step is, In the operation step, when an operation by the user to discard or return the in-game object is received, without reducing the in-game evaluation of the user, In the operation step, when an operation by the user to discard or return the in-game object is not received, reducing the in-game evaluation of the user, including the step of game program.
3. The cancellation information is information obtained from an external server, The game program according to claim 1 or 2.
4. The processing step is a step of executing a process of disabling the use of the in-game object in which information indicating that the purchase has been cancelled is stored, The game program according to claim 1.
5. The evaluation step includes, in the operation step, when an operation by the user to use the in-game object in the game is received, reducing the in-game evaluation of the user. The game program according to claim 2.
6. The game program causes the processor to a storage step of storing the number of acquisitions of one or more pieces of the cancellation information acquired in the acquisition step; and an evaluation step of reducing the in-game evaluation of the user more as the number of acquisitions of the cancellation information stored in the storage step is larger based on the cancellation information acquired in the acquisition step, to execute. The game program according to claim 1 or 2.
7. The game program causes the processor to a storage step of storing the cancellation amount of one or more pieces of the cancellation information acquired in the acquisition step; and an evaluation step of reducing the in-game evaluation of the user more as the cancellation amount of the cancellation information stored in the storage step is larger based on the cancellation information acquired in the acquisition step, to execute. The game program according to claim 1 or 2.
8. The game program causes the processor to an evaluation step of setting the in-game evaluation of the user based on whether or not the user has transferred the account or the number of account transfers after acquiring the cancellation information in the acquisition step, to execute. The game program according to claim 1 or 2.
9. An information processing apparatus including a processor and a storage unit, The processor executes the game program according to any one of claims 1, 2, and 5. An information processing apparatus. **Claim 10** An information processing system including an information processing apparatus including a processor and a storage unit, wherein the processor executes the game program according to any one of claims 1, 2, and 5. An information processing system. **Claim 11** An information processing method executed by a computer including a processor and a storage unit, wherein the processor is caused to execute the game program according to any one of claims 1, 2, and 5. An information processing method.