Information processing program, information processing method and information processing system

JP2024077016A5Pending Publication Date: 2026-04-22CYGAMES INC
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CYGAMES INC
Filing Date
2024-02-21
Publication Date
2026-04-22

AI Technical Summary

Technical Problem

The existing lottery process in games allows players to arbitrarily specify the number of draws but lacks variation in presentation, leading to reduced player interest.

Method used

An information processing system that accepts player input for the number of draws, arranges 3D models at lottery result positions based on a predetermined standard, and adjusts the virtual camera position based on the number of draws, including setting an upper limit and shifting the camera position if the number of draws is less than the limit.

Benefits of technology

Enhances player engagement by dynamically changing the lottery presentation based on the number of draws, providing a richer and more engaging visual experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To improve interest of players.SOLUTION: An information processing device causes a computer to execute processing of: receiving an operation of a player for specifying any number of times equal to or greater than 2 as the number of times of lottery for drawing objects; placing a plurality of common objects (silhouette character models 424), the 3D models, at a lottery result placement position (a placement space 426) in a virtual space VS according to prescribed placement criteria based on the number of times of lottery specified by the player; and changing a placement position of a virtual camera CA placed in the virtual space VS based on the number of times of lottery specified by the player or the lottery result placement position where the common objects are placed.SELECTED DRAWING: Figure 12
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] Conventionally, a lottery process is known in which a player consumes an in-game item owned by the player to obtain a game medium used in the game through a lottery. For example, Non-Patent Document 1 discloses that such a lottery process can perform multiple lotteries consecutively at one time, and the player can select the number of lotteries to be performed consecutively. [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] Online robot action RPG "Steel War Chronicles C21" official website, information, news, [online], May 27, 2010, [retrieved November 8, 2022], Internet〈URL:http: / / www.c21-online.jp / info / topic / 9121〉 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the lottery process described in Non-Patent Document 1, although the player can arbitrarily specify the number of lottery draws, there is no change in the lottery presentation according to the specified number of lottery draws, which reduces the player's interest.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can increase the interest of players. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: A process of accepting an operation by a player to specify an arbitrary number of times equal to or greater than 2 as the number of times to draw the lottery object; A process of arranging a plurality of common objects, which are 3D models, at lottery result arrangement positions in a virtual space according to a predetermined arrangement standard based on the number of lotteries designated by a player; a process of changing a position of a virtual camera that is placed in the virtual space based on the number of lotteries designated by a player or the lottery result position at which the common object is placed; The computer is made to carry out the above steps.

[0007] an upper limit is set for the number of lottery selections designated by the player; In the virtual space, a virtual arrangement frame including a plurality of the lottery result arrangement positions is provided; When the number of times of drawing is the upper limit number of times, the common object is arranged at all of the lottery result arrangement positions of the virtual arrangement frame; The process of changing the arrangement position of the virtual camera includes: When the number of lottery selections is the upper limit number of times, the virtual camera is positioned in accordance with the center position of the virtual placement frame; When the number of lottery draws is less than the upper limit number of draws, the virtual camera may be placed at a position shifted from the central position based on the number of lottery draws or the lottery result arrangement position at which the common object is arranged.

[0008] The process of changing the arrangement position of the virtual camera includes: When the number of lottery draws is less than the upper limit number of times, the virtual camera may be positioned so as to be aligned with the center position of the virtual layout frame, and then the virtual camera may be positioned at the shifted position.

[0009] The predetermined arrangement criterion is: dividing the plurality of common objects to be arranged in the virtual space into at least a first group and a second group, and aligning each of the first group and the second group in a line in a predetermined direction at the lottery result arrangement position; The process of changing the arrangement position of the virtual camera includes: The virtual camera may be positioned to coincide with the center of the first group and the center of the second group.

[0010] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: A process of accepting an operation by a player to specify an arbitrary number of times equal to or greater than 2 as the number of times to draw the lottery object; A process of arranging a plurality of common objects, which are 3D models, at lottery result arrangement positions in a virtual space according to a predetermined arrangement standard based on the number of lotteries designated by a player; a process of changing a position of a virtual camera that is placed in the virtual space based on the number of lotteries designated by a player or the lottery result position at which the common object is placed; Includes.

[0011] In order to solve the above problem, an information processing system includes: One or more computers; The computer, A process of accepting an operation by a player to specify an arbitrary number of times equal to or greater than 2 as the number of times to draw the lottery object; A process of arranging a plurality of common objects, which are 3D models, at lottery result arrangement positions in a virtual space according to a predetermined arrangement standard based on the number of lotteries designated by a player; a process of changing a position of a virtual camera that is placed in the virtual space based on the number of lotteries designated by a player or the lottery result position at which the common object is placed; Carry out the following. Effect of the Invention

[0012] According to the present invention, it is possible to increase the interest of the player. [Brief description of the drawings]

[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] FIG. 3 is a diagram illustrating an example of the home screen. [Figure 4] Fig. 4A is a diagram showing an example of a selection screen for a development game medium, and Fig. 4B is a diagram showing an example of a selection screen for a support game medium. [Diagram 5] FIG. 5 is a diagram showing an example of the lottery confirmation screen. [Figure 6] FIG. 6 is a diagram showing an example of an effect screen of the first phase of the lottery effect. [Figure 7] FIG. 7 is a first diagram showing how a 3DCG image is generated in the first phase of the lottery effect. [Figure 8] FIG. 8 is a second diagram showing how a 3DCG image is generated in the first phase of the lottery effect. [Figure 9] FIG. 9 is a diagram showing an example of an effect screen in the second phase of the lottery effect. [Figure 10] FIG. 10 is a diagram showing how a 3DCG image is generated in the second phase of the lottery effect. [Figure 11] FIG. 11 is a diagram showing an example of an effect screen in the third phase of the lottery effect. [Figure 12] FIG. 12 is a diagram showing how a 3DCG image is generated in the third phase of the lottery effect according to this embodiment. [Figure 13] FIG. 13 is a diagram showing how a 3DCG image is generated in the third phase of the lottery effect according to the first modified example. [Figure 14]FIG. 14 is a diagram showing how a 3DCG image is generated in the third phase of the lottery effect according to the second modified example. [Figure 15] FIG. 15 is a diagram showing an example of an effect screen in the fourth phase of the lottery effect. [Figure 16] FIG. 16 is a diagram showing how a 3DCG image is generated in the fourth phase of the lottery effect. [Figure 17] FIG. 17 is a diagram showing an example of an effect screen in the fifth phase of the lottery effect. [Figure 18] FIG. 18 is a diagram showing an example of a lottery result screen. [Figure 19] FIG. 19 is a diagram showing an example of a lottery result screen that changes depending on the number of lottery draws. [Figure 20] FIG. 20 is a diagram showing an example of a presentation screen for a lottery presentation for a support game medium. [Figure 21] FIG. 21 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 22] FIG. 22 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Diagram 23] FIG. 23 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 24] FIG. 24 is a flowchart illustrating an example of the lottery process in the server. [Diagram 25] FIG. 25 is a flowchart illustrating an example of the presentation screen display process according to this embodiment. [Figure 26] FIG. 26 is a flowchart illustrating an example of the third phase rendering process according to this embodiment. [Figure 27] FIG. 27 is a flowchart illustrating an example of the third phase rendering process according to the first modified example. [Figure 28] FIG. 28 is a flowchart illustrating an example of the third phase rendering process according to the second modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0015] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network N having a communication base station Na.

[0016] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0017] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various pieces of information (player information) for each player playing the game. The server 1000 also updates the accumulated information based on operations input from the player terminals 1.

[0018] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0019] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.

[0020] (Hardware configuration of the player terminal 1 and the server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0021] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0022] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.

[0023] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0024] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0025] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0026] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.

[0027] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.

[0029] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. Before starting the game, the player downloads a dedicated application from the server 1000 to the player terminal 1 in advance and registers the player ID in the server 1000. When the application is started, the player terminal 1 receives various information stored in the server 1000 and displays a game screen on the touch panel 26.

[0030] 3 is a diagram illustrating an example of a home screen 100. When a game application is launched in the player terminal 1, the home screen 100 is displayed on the touch panel 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with a plurality of operation units that can be operated (tapped) by the player.

[0031] Here, the menu bar 102 is provided with a home screen selection operation section 102a, an enhanced screen selection operation section 102b, a story screen selection operation section 102c, a race game selection operation section 102d, and a lottery screen selection operation section 102e. In the menu bar 102, an operation section corresponding to a screen being displayed on the touch panel 26 is highlighted so that the screen being displayed on the touch panel 26 can be identified. When the home screen selection operation section 102a is tapped, the home screen 100 shown in FIG. 3 is displayed on the touch panel 26.

[0032] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. In the strengthening screen, the player can strengthen the training game medium (lottery object) and the support game medium owned by the player. The training game medium and the support game medium are used in the training game. In this embodiment, a plurality of types of training game media and support game media are provided by the administrator. The player can acquire the training game medium and the support game medium by winning a lottery called gacha. In addition, a predetermined training game medium and a support game medium may be provided to the player by the administrator free of charge. The player can possess the training game medium and the support game medium acquired by the lottery, and the training game medium and the support game medium provided by the administrator.

[0033] A player can increase the levels set for the training game media and the supporting game media by strengthening the training game media and the supporting game media. Various parameters are set for the training game media and the supporting game media, and the parameters increase as the level increases. By increasing the parameters of the training game media and the supporting game media, a player can train the training game media to have stronger status in the training game.

[0034] A training game medium ID is set for each training game medium. A support game medium ID is set for each supporting game medium. Furthermore, a training game medium and a supporting game medium, i.e., a training game medium ID and a supporting game medium ID, are always linked to one game medium ID. A game medium ID is provided for each game medium. Here, the game medium is a character, and one character is linked to the game medium ID. Therefore, it can be said that one character is always linked to the training game medium and the supporting game medium. Hereinafter, the game medium may be referred to as a character. Furthermore, a training game medium owned by a player may be referred to as a possessed training game medium, and a character linked to a possessed training game medium may be referred to as a possessed character. Furthermore, a supporting game medium owned by a player may be referred to as a possessed supporting game medium, and a character linked to a possessed supporting game medium may be referred to as a possessed supporting character.

[0035] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. The player can select and view a character and a story image on the story screen.

[0036] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which the training character trained in the training game can be raced. The player can select a racing game in which the training character can be raced on the racing game selection screen. The racing game includes a team competition game in which a team made up of multiple training characters competes against a team of other players selected by a computer. The team competition game has a game nature in which players compete against other players for rankings.

[0037] When the lottery screen selection operation unit 102e is tapped, lottery screens 200A and 200B, which will be described in detail later, are displayed. On the lottery screens 200A and 200B, the player can consume in-game currency to enter a lottery. The player can obtain the training game media and support game media that are selected in the lottery.

[0038] Moreover, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed. In the training game, the player can select one of the possessed characters as a character to be trained by selecting a possessed training game medium. In the training game, the player can select the possessed support character as an auxiliary character that assists in training the character to be trained by selecting a possessed support game medium. In the training game, the player trains the character to be trained while receiving assistance from the auxiliary character, and various parameters linked to the character to be trained are updated, and finally the training character is generated. The player can play the above-mentioned racing game, etc., using the training character generated in the training game.

[0039] The above game content is merely an example. The technical matters described below are not limited to training games, but can be applied to all game genres, such as sports games, action games, shooting games, simulation games, RPGs (Roll Playing Games), and puzzle games. Regarding the lottery for the above game, in this embodiment, the game medium that can be acquired by lottery is described as a training game medium and a support game medium, but this is not limited thereto, and the game medium (lottery object) that can be acquired by lottery may be any object that has a lottery performance, and may be, for example, an item, equipment, or costume.

[0040] Fig. 4A is a diagram showing an example of a lottery screen 200A for the development game medium. Fig. 4B is a diagram showing an example of a lottery screen 200B for the support game medium. When the lottery screen selection operation unit 102e is tapped, the lottery screen 200A shown in Fig. 4A is displayed. However, when the lottery screen selection operation unit 102e is tapped, the lottery screen 200B shown in Fig. 4B may be displayed.

[0041] 4A, the lottery screen 200A is provided with a development game medium lottery identification unit 210, a support game medium lottery identification unit 220, and a switching selection operation unit 230. The development game medium lottery identification unit 210 allows the player to recognize that the development game medium can be acquired by lottery. The support game medium lottery identification unit 220 allows the player to recognize that the support game medium can be acquired by lottery.

[0042] The switching selection operation unit 230 is an operation unit for switching between the development game medium lottery identification unit 210 and the support game medium lottery identification unit 220. The player can select either one of the development game medium lottery identification unit 210 and the support game medium lottery identification unit 220 by tapping the switching selection operation unit 230. When the development game medium lottery identification unit 210 is selected by the switching selection operation unit 230, the lottery screen 200A shown in FIG. 4A can be displayed on the display 26. When the support game medium lottery identification unit 220 is selected by the switching selection operation unit 230, the lottery screen 200B shown in FIG. 4B can be displayed on the display 26. In this way, the switching selection operation unit 230 switches between the lottery screen 200A for drawing a lottery for the development game medium and the lottery screen 200B for drawing a lottery for the support game medium.

[0043] As shown in FIG. 4A, a lottery screen 200A for conducting a lottery for a development game medium is provided with a time-limited lottery selection operation section 212a, a variable lottery selection operation section 212b, and a set lottery selection operation section 212c.

[0044] The player can select any one of the time-limited lottery selection operation unit 212a, the variable lottery selection operation unit 212b, and the set lottery selection operation unit 212c, and perform a tap operation to select a development game medium.

[0045] The time-limited lottery selection operation unit 212a is an operation unit that can draw lots for training game media a predetermined number of times within a limited period of time (hereinafter, also referred to as a time-limited training game media lottery). The period during which the time-limited training game media lottery can be held is one day, and the predetermined number of times that the time-limited training game media lottery can be held is, for example, one time. Through one time-limited training game media lottery, the player can acquire one training game medium that has been won in the lottery from among multiple training game media provided by the administrator.

[0046] For example, the player can perform a time-limited training game medium lottery only once a day by tapping the time-limited lottery selection operation unit 212a. The number of times that the time-limited training game medium lottery can be performed is reset at a predetermined time in a day. For example, the number of times that the time-limited training game medium lottery can be performed is reset at 5:00 AM. In this case, the player can perform a time-limited training game medium lottery only a predetermined number of times (e.g., once) from 5:00 AM on the current day until 4:59 AM the next day, and can perform a time-limited training game medium lottery only a predetermined number of times (e.g., once) from 5:00 AM on the next day until 4:59 AM the day after that.

[0047] The time-limited development game media lottery can be held by consuming in-game currency. In-game currency includes paid in-game currency and free in-game currency. Paid in-game currency is in-game currency that a player can purchase by consuming his / her own assets. Free in-game currency is in-game currency that is given to a player by an administrator free of charge. Note that paid in-game currency and free in-game currency are the same in-game currency, and it is distinguished whether the player has acquired it for a fee or free of charge.

[0048] The time-limited training game media lottery cannot be conducted by consuming free in-game currency, but can only be conducted by consuming paid in-game currency. However, since the time-limited training game media lottery can be conducted fewer times within a given period than the number-selection training game media lottery described below, the amount of paid in-game currency consumed is set to be less than that of the number-selection training game media lottery. For example, the amount of paid in-game currency consumed for the time-limited training game media lottery is "50", and the amount of paid in-game currency consumed for the number-selection training game media lottery is "150".

[0049] The variable lottery selection operation unit 212b is an operation unit that can select the number of times to draw the development game medium. The variable lottery selection operation unit 212b is configured to be able to select the number of times to draw the development game medium within a predetermined number range. The player can draw the development game medium selected within the predetermined number range (hereinafter, also referred to as a number-selected development game medium lottery). That is, the player can select the number of times to draw the development game medium within a predetermined number range by operating the variable lottery selection operation unit 212b. The predetermined number range is, for example, 1 time to 10 times. The player can select the number of times to draw the development game medium within a range of 1 time to 10 times by operating the variable lottery selection operation unit 212b. A method of selecting the number of times to draw within a range of 1 time to 10 times will be described in detail later with reference to FIG. 5, but the player can specify one number of times to draw by operation, or can specify any number of times equal to or greater than 2.

[0050] The number-selection training game media lottery can be conducted by consuming either paid in-game currency, free in-game currency, or in-game items. For example, the number-selection training game media lottery can be conducted by consuming "150" paid in-game currency, "150" free in-game currency, or "1" in-game item. The in-game item is a so-called gacha ticket, which can be given to the player by the administrator free of charge or can be acquired by the player by clearing a specific mission in the game.

[0051] Priority is set for paid in-game currency, free in-game currency, and in-game items. In this embodiment, free in-game currency has a higher priority than paid in-game currency, and in-game items have a higher priority than free in-game currency. Therefore, when a number of selection development game medium lottery can be performed with any of paid in-game currency, free in-game currency, and in-game items, the in-game items are consumed preferentially to perform the number of selection development game medium lottery. Also, when there is a shortage of in-game items and a number of selection development game medium lottery can be performed with any of paid in-game currency and free in-game currency, the free in-game currency is consumed preferentially to perform the number of selection development game medium lottery.

[0052] The number-selection training game media lottery can be executed when the amount of paid in-game currency, free in-game currency, or in-game items owned by the player is equal to or greater than the amount of paid in-game currency, free in-game currency, or in-game items consumed according to the number of lotteries designated by the player. When the variable lottery selection operation unit 212b is tapped, the lottery confirmation screen 240 is displayed on the display 26.

[0053] Fig. 5 is a diagram showing an example of the lottery confirmation screen 240. As shown in Fig. 5, the lottery confirmation screen 240 is provided with a lottery count confirmation section 240a, a plus operation section 240b, a minus operation section 240c, an execution operation section 240d, and a cancel operation section 240e.

[0054] The lottery count confirmation unit 240a displays the number of lotteries for the number-selection development game media lottery designated by the player. In the example shown in Fig. 5, the lottery count confirmation unit 240a displays "7", and it can be confirmed that the number of lotteries designated by the player is 7.

[0055] The number of in-game items possessed by the player is displayed at the bottom of the lottery count confirmation section 240a. In this embodiment, the in-game items are gacha tickets, and the number of gacha tickets possessed by the player is displayed at the bottom of the lottery count confirmation section 240a. In the example shown in FIG. 5, the number of gacha tickets possessed by the player is "20".

[0056] Additionally, to the right of the number of gacha tickets possessed by the player, the number of gacha tickets remaining after the lottery is drawn is displayed. One gacha ticket is consumed for each lottery draw. Therefore, if the number of lottery draws designated by the player is seven, seven gacha tickets will be consumed. Therefore, in the example shown in FIG. 5, the number of gacha tickets remaining after the lottery is drawn, "13," is displayed to the right of the number of gacha tickets possessed by the player.

[0057] Each time the plus operation section 240b is tapped, the number displayed in the lottery count confirmation section 240a increases by one, and the number of lottery draws can be increased by one. However, an upper limit is set for the number of lottery draws, and in this embodiment, the upper limit is "10". Therefore, the plus operation section 240b is enabled until the number displayed in the lottery count confirmation section 240a reaches "10", and is disabled when it reaches "10".

[0058] Furthermore, when the number of lotteries selected is equal to or exceeds the number of gacha tickets possessed by the player, the number of lotteries can be increased by consuming the free in-game currency or paid in-game currency possessed by the player. In this case, the value of the free in-game currency and paid in-game currency possessed by the player may be displayed at the bottom of the lottery count confirmation unit 240a. Furthermore, the value of the remaining free in-game currency and paid in-game currency after the lotteries have been executed for the number of lotteries may be displayed at the bottom of the lottery count confirmation unit 240a.

[0059] In addition, if the number of draws selected by the player is a number that cannot be drawn even if the player consumes all of the gacha tickets, free in-game currency, and paid in-game currency possessed by the player, it is impossible to draw with that number of draws. Therefore, the operation of the plus operation unit 240b is invalidated if the number of draws selected by the player is a number that cannot be drawn even if the player consumes all of the gacha tickets, free in-game currency, and paid in-game currency possessed by the player. In addition, the operation of the plus operation unit 240b may be invalidated if the player selects a number of draws that is equal to or greater than the number of gacha tickets possessed by the player.

[0060] Each time the minus operation unit 240c is tapped, the number displayed in the lottery count confirmation unit 240a decreases by one, and the number of lottery draws can be decreased by one. However, a lower limit is set for the number of lottery draws, and in this embodiment, the lower limit is "1". Therefore, the minus operation unit 240c is enabled until the number displayed in the lottery count confirmation unit 240a reaches "1", and is disabled when it reaches "1". When the number of lottery draws is changed by the plus operation unit 240b and the minus operation unit 240c, the value of the consumption amount of the in-game item and the value of the number of executions of the text displayed on the lottery confirmation screen 240 shown in FIG. 5 are also changed according to the changed number of lottery draws.

[0061] When the execution operation unit 240d is tapped, the number displayed on the lottery count confirmation unit 240a is determined as the number of draws for the number-selection development game medium lottery designated by the player. Information on the determined number of draws is transmitted to the server 1000, and the lottery process for the number-selection development game medium lottery is executed on the server 1000 side with the determined number of draws.

[0062] When the cancel operation unit 240e is tapped, the number selection development game medium lottery is canceled, and the lottery confirmation screen 240 is closed. In this case, the lottery screen 200A is displayed on the display .

[0063] Returning to FIG. 4A, the set lottery selection operation unit 212c is an operation unit that can perform a lottery for the development game medium with a predetermined number of lotteries as one set (hereinafter referred to as a set development game medium lottery). In the set development game medium lottery, for example, the development game medium is selected with a number of lotteries being 10 times as one set. In the set development game medium lottery, the player cannot select a number of lotteries other than the 10 times as one set.

[0064] The lottery for the set of development game media can be conducted by consuming either paid in-game currency or free in-game currency. For example, the lottery for the set of development game media can be conducted by consuming "1500" of paid in-game currency or "1500" of free in-game currency.

[0065] The set development game media lottery can be executed when the amount of paid in-game currency or free in-game currency owned by the player is equal to or greater than the amount of paid in-game currency or free in-game currency consumed.

[0066] As shown in FIG. 4B, a lottery screen 200B for conducting a lottery for a support game medium is provided with a time-limited lottery selection operation section 222a, a variable lottery selection operation section 222b, and a set lottery selection operation section 222c.

[0067] The configurations of the time-limited lottery selection operation unit 222a, the variable lottery selection operation unit 222b, and the set lottery selection operation unit 222c are similar to those of the time-limited lottery selection operation unit 212a, the variable lottery selection operation unit 212b, and the set lottery selection operation unit 212c, so detailed explanations will be omitted.

[0068] The player terminal 1 transmits information about the lottery selected by the player to the server 1000. The information about the lottery includes information about the type of lottery. The information about the type of lottery includes information indicating a lottery for a training game medium and information indicating a lottery for a support game medium as the type of lottery. In addition, the information about the type of lottery includes information indicating a time-limited training game medium lottery, information indicating a number-selection training game medium lottery, and information indicating a set training game medium lottery.

[0069] The information on the lottery includes information on the number of draws, such as "1" for a time-limited training game medium lottery, "10" for a set training game medium lottery, or a player-specified number of draws for a number-selection training game medium lottery.

[0070] When the server 1000 receives the information about the lottery from the player terminal 1, the server 1000 executes the lottery process based on the received information about the lottery and stores information about the lottery process result. The information about the lottery process result is stored in the server 1000 so that it can be received by the player terminal 1.

[0071] Upon receiving the lottery processing result, the player terminal 1 displays an effect screen on the display 26 on which a lottery effect is performed based on the received lottery processing result. Below, the lottery effect for the training game medium will be described, and then the lottery effect for the support game medium will be described.

[0072] The lottery presentation of the training game medium includes a plurality of phases. For example, the lottery presentation includes a first phase, a second phase, a third phase, a fourth phase, and a fifth phase. The lottery presentation is executed in the order of the first phase, the second phase, the third phase, the fourth phase, and the fifth phase.

[0073] Fig. 6 is a diagram showing an example of a presentation screen 300 in the first phase of a lottery presentation. The presentation screen 300 shown in Fig. 6 is displayed at the start of the lottery presentation, and is a screen displayed in the first phase of the lottery presentation. For example, a three-dimensional computer graphics image (hereinafter referred to as a 3DCG image) is displayed on the presentation screen 300. Hereinafter, a presentation in which a 3DCG image is displayed is also referred to as a 3DCG presentation.

[0074] 6, a door 310 and a guide character 320 are displayed in three-dimensional computer graphics (hereinafter referred to as 3DCG) on the performance screen 300. At the beginning of the lottery performance, the door 310 is closed, and the guide character 320 is waiting in front of the door 310. Thereafter, the guide character 320 opens the door 310, and a performance is performed in which the player is invited to the lottery result waiting beyond the door 310. Such a 3DCG image is generated by placing a 3D model and a virtual camera in a virtual space and virtually capturing an image of the 3D model with the virtual camera.

[0075] Fig. 7 is a first diagram showing how a 3DCG image is generated in the first phase of the lottery effect, and Fig. 8 is a second diagram showing how a 3DCG image is generated in the first phase of the lottery effect.

[0076] 7, in the virtual space VS, a door model 312 which is a 3D model imitating a door 310, a guide character model 322 which is a 3D model imitating a guide character 320, and a virtual camera CA are arranged. An image virtually captured by the virtual camera CA becomes a 3DCG image.

[0077] Door model 312 and guide character model 322 are set to be able to perform animation actions, and door model 312 is set with animation actions for opening and closing door 310. Also, guide character model 322 is set with animation actions for moving the arms and legs of guide character 320, etc.

[0078] The positions of the door model 312, the guide character model 322, and the virtual camera CA arranged in the virtual space VS are each configured to be movable. As shown in Fig. 8, in the virtual space VS, the guide character model 322 and the virtual camera CA are moved in the direction of the arrow D1 toward the door model 312.

[0079] When the guide character model 322 reaches the door model 312, the guide character 320 performs an animation action of moving the arms and legs of the guide character 320 as if pulling open the door 310. The door model 312 performs an animation action of opening the door 310 in conjunction with the action of the guide character model 322. As a result, a 3DCG image is generated in which the door 310 is opened by the guide character 320, inviting the player to the lottery result that awaits beyond the door 310.

[0080] Fig. 9 is a diagram showing an example of a presentation screen 400 in the second phase of the lottery presentation. The presentation screen 400 shown in Fig. 9 is a screen that is displayed after the first phase and is displayed in the second phase of the lottery presentation. In the example shown in Fig. 9, a 3DCG image of spectator seats 410 and gate 420 shown in 3DCG is displayed on the presentation screen 400.

[0081] Fig. 10 is a diagram showing how a 3DCG image is generated in the second phase of the lottery production. As shown in Fig. 10, in the virtual space VS, a spectator seat model 412 which is a 3D model that imitates spectator seat 410, a gate model (virtual arrangement frame) 422 which is a 3D model that imitates gate 420, and a virtual camera CA are arranged.

[0082] In this embodiment, virtual camera CA faces in the direction of arrow D2 toward spectator seat model 412, and a 3DCG image is generated with a close-up of spectator seat 410. Then, by moving the viewpoint of virtual camera CA in the direction of arrow D3, a 3DCG image is generated in which an animation effect is performed in which the viewpoint moves from spectator seat 410 toward gate 420. Then, a 3DCG image is generated in which virtual camera CA faces in the direction of arrow D4 toward gate 420.

[0083] Fig. 11 is a diagram showing an example of a presentation screen 430 in the third phase of the lottery presentation. The presentation screen 430 shown in Fig. 11 is a screen that is displayed after the second phase and is displayed in the third phase of the lottery presentation. In the example shown in Fig. 11, a 3DCG image showing a gate 420 and a character silhouette (hereinafter referred to as a silhouette character) SC expressed in 3DCG is generated on the presentation screen 430 in the third phase. On the presentation screen 430 in the third phase, an enlarged presentation is executed in which the gate 420 and the silhouette character SC are displayed up close.

[0084] Fig. 12 is a diagram showing a state in which a 3DCG image is generated in the third phase of the lottery effect according to this embodiment. As shown in Fig. 12, a gate model 422, a silhouette character model (common object) 424 that imitates a silhouette character, and a virtual camera CA are arranged in the virtual space VS.

[0085] The silhouette character model 424 is, for example, a 3D model imitating a human form. However, without being limited thereto, the silhouette character model 424 may be a 3D model imitating a creature or animal other than a human form, or may be a 3D model imitating a specific training game medium. The silhouette character model 424 may be a character of the game medium painted black, or may be a dedicated model used only in the lottery performance. The silhouette character model 424 may not be a creature, but may be, for example, a model of a cylindrical three-dimensional object. The silhouette character model 424 is set, for example, in black or gray, so that the entire figure cannot be seen.

[0086] A plurality of arrangement spaces (lottery result arrangement positions) 426 are provided at the rear of the gate model 422, in which the silhouette character model 424 can be arranged. The arrangement spaces 426 include a first arrangement space 426a, a second arrangement space 426b, a third arrangement space 426c, a fourth arrangement space 426d, a fifth arrangement space 426e, a sixth arrangement space 426f, a seventh arrangement space 426g, an eighth arrangement space 426h, a ninth arrangement space 426i, and a tenth arrangement space 426j. Hereinafter, the first arrangement space 426a to the tenth arrangement space 426j are collectively referred to as the arrangement spaces 426.

[0087] The number of arrangement spaces 426 provided corresponds to the upper limit number of times a lottery can be held. In this embodiment, the upper limit number of times a lottery can be held is "10." Therefore, in this embodiment, ten arrangement spaces, namely, the first arrangement space 426a to the tenth arrangement space 426j, are provided.

[0088] The silhouette character models 424 are provided in a number corresponding to the number of draws of the draw specified by the player. For example, if the player selects the time-limited development game medium draw, the number of draws is "1", so one silhouette character model 424 is placed. If the player selects the set development game medium draw, the number of draws is "10", so ten silhouette character models 424 are placed. If the player selects the number-selection development game medium draw, the silhouette character models 424 are placed in the number of draws specified by the player.

[0089] In this way, since the silhouette character models 424 are arranged according to the number of lotteries, the player can visually understand that the lottery results will be announced for the number of lotteries by knowing the number of silhouette character models 424.

[0090] In the example shown in FIG. 12, the number of lottery selections designated by the player is "7", and seven silhouette character models 424 are arranged. The silhouette character models 424 are arranged in order from the first arrangement space 426a to the tenth arrangement space 426j. In this embodiment, seven silhouette character models 424 are arranged in the first arrangement space 426a to the seventh arrangement space 426g. In this manner, the silhouette character models 424 are arranged according to a predetermined standard so as to line up in a direction (predetermined direction) from the first arrangement space 426a to the tenth arrangement space 426j. However, the silhouette character models 424 may be arranged so as to line up in a direction from the tenth arrangement space 426j to the first arrangement space 426a. In addition, the silhouette character models 424 may be arranged from the center side toward both ends, or may be arranged randomly without a set order.

[0091] The center line O is a line that passes through the center position of the gate model 422, that is, between the fifth placement space 426e and the sixth placement space 426f. The center line O' is a line that is parallel to the center line O and passes through the center of the fourth placement space 426d.

[0092] 12, in this embodiment, the virtual camera CA is placed at a point P1 on the center line O'. The position at which the virtual camera CA is placed is determined based on the number of draws designated by the player or the position of the silhouette character model 424, i.e., the position of the placement space 426 in which the silhouette character model 424 is placed.

[0093] For example, when the number of lottery draws is "10", that is, the upper limit, the silhouette character model 424 is arranged in all of the first arrangement space 426a to the tenth arrangement space 426j of the arrangement space 426. In this case, the virtual camera CA is arranged at a position between the fifth arrangement space 426e and the sixth arrangement space 426f, which are the centers of the first arrangement space 426a to the tenth arrangement space 426j, that is, at a point P1' on the center line O in accordance with the center position of the gate model 422.

[0094] 12, since the number of lottery draws is "7", that is, less than the upper limit, the virtual camera CA is placed on the center line O' in accordance with the center position of the fourth arrangement space 426d, which is the center of the first arrangement space 426a to the seventh arrangement space 426g in which the silhouette character model 424 is arranged. In other words, the virtual camera CA is placed on the center line of the arrangement space 426 in which the silhouette character model 424 is arranged.

[0095] Thus, in this embodiment, the point P1, which is the arrangement position of the virtual camera CA, is changed based on the number of draws designated by the player, or the position of the arrangement space 426 in which the silhouette character model 424 is arranged. The offset amount between the center line O, which is the center position of the gate model 422, and the center line O' is changed according to the number of draws designated by the player. Since the arrangement of the virtual camera CA is controlled to be changed according to the number of draws selected by the player, the lottery effect displayed on the display 26 also changes. Therefore, by the player selecting the number of draws, the player can feel as if he or she is selecting the lottery effect, and can enjoy the lottery in the game.

[0096] As described above, according to this embodiment, the position of the virtual camera CA changes according to the number of lotteries designated by the player, so that the lottery performance can be changed according to the number of lotteries. Since the entire screen of the lottery performance changes according to the number of lotteries, a richer expression can be performed in the lottery performance using the 3D model, and the interest of the player can be improved. In addition, since the focus is set according to the number of silhouette character models 424 arranged according to the number of lotteries selected by the player himself, the player can grasp the whole picture of the lottery result and the number of lotteries at a glance, and a performance with improved visibility can be provided to the player.

[0097] In the example shown in FIG. 12, the virtual camera CA is placed at a point P1 on the center line O', and then moves to a point P2 and a point P3 on the center line O' so as to approach the gate model 422. The point P1 is the initial position of the virtual camera CA, and is a position farther away than the position where the entire gate 420, which is the lottery result placement position, can be seen. The point P2 is a point between the points P1 and P3, and in this embodiment, it is located on the point P3 side from the midpoint between the points P1 and P3. In addition, the point P2 is a point where the non-placement space (placement space 426h in FIG. 12) in which the silhouette character model 424 is not placed is located at the edge of the angle of view of the virtual camera CA, and is a position where the entire silhouette character model 424 becomes vaguely visible. The point P3 is a position where the entire silhouette character model 424 representing the lottery object becomes clearly visible, and is a position where the entire silhouette character model 424 becomes visible to fill the angle of view of the virtual camera CA. In addition, the point P3 is also a stopping position of the virtual camera CA.

[0098] The virtual camera CA is controlled to move from point P1 to point P2 at a first speed, and is controlled to move from point P2 to point P3 at a second speed slower than the first speed. That is, the virtual camera CA moves from point P1 to point P2 at a high speed, and moves from point P2 to point P3 at a low speed. Since the distance from point P1 to point P2 is longer than the distance from point P2 to point P3, by moving the virtual camera CA at a high speed from point P1 to point P2, it is possible to perform a powerful performance in which the gate model 422 and the silhouette character model 424 rapidly approach each other. In addition, by moving the virtual camera CA at a low speed from point P2 to point P3, the gate model 422 and the silhouette character model 424 that have rapidly approached each other are slowly enlarged, so that a more powerful performance can be performed. In this embodiment, the speed and the angle of view of the virtual camera CA are changed in two stages, but may be changed in one stage or three or more stages.

[0099] By moving the virtual camera CA from point P1 to point P2 to point P3, the gate model 422 and the silhouette character model 424 can be zoomed in and enlarged (hereinafter also referred to as an enlargement effect). However, the gate model 422 and the silhouette character model 424 may be enlarged by the zoom function of the virtual camera CA without moving the virtual camera CA. The movement of the virtual camera CA and the zoom function of the virtual camera CA may be used together. For example, the enlargement effect may be performed by moving the virtual camera CA from point P1 to point P2, and zooming the virtual camera CA from point P2 to point P3. The enlargement effect may be performed by zooming the virtual camera CA from point P1 to point P2, and moving the virtual camera CA from point P2 to point P3.

[0100] When the number of lottery draws is "10", that is, the upper limit, the virtual camera CA moves from point P1' to point P2' to point P3' along the center line O. Points P1', P2', and P3' on the center line O correspond to points P1, P2, and P3 on the center line O'. Points P1 and P1', points P2 and P2', and points P3 and P3' are all at equal distances from the gate model 422.

[0101] 13 is a diagram showing a state in which a 3DCG image is generated in the third phase of the lottery presentation according to the first modified example. Here, the differences from the above embodiment will be described in detail, and the same description as in the above embodiment will be omitted.

[0102] In the third phase of the lottery presentation according to the first modified example, the initial position of the virtual camera CA is different from that of the above embodiment. As shown in Fig. 13, point P1', which is the initial position of the virtual camera CA, is located on the center line O. Note that point P1 in the above embodiment and point P1' in the first modified example are both at the same distance from the gate model 422. Point P1 and point P1' are separated from each other by an offset amount OV in the left-right direction in Fig. 13.

[0103] In the first modified example, the virtual camera CA is moved from point P1' on the center line O to point P2 on the center line O' to point P3 on the center line O'. That is, in the first modified example, the virtual camera CA is positioned in accordance with the center position of the gate model 422, and then the virtual camera CA is controlled to be positioned from the center position of the gate model 422 to the center position of the placement space 426 in which the silhouette character model 424 is placed.

[0104] From point P1' to point P2, virtual camera CA moves left and right by an offset amount OV in FIG. 13. From point P1' to point P2, the offset amount of virtual camera CA is offset controlled by the formula OV x ((Tc-Ts) / (T1-Ts)). Here, Ts is the time when virtual camera CA starts moving from point P1'. Tc is the current time. T1 is the target time for virtual camera CA to reach point P2, and is the offset end time.

[0105] As a result, even if the moving distance of the virtual camera CA changes according to the number of lotteries specified by the player, the virtual camera CA can be smoothly offset from point P1' to point P2 to perform an enlarged performance, and the lottery performance can be changed according to the number of lotteries. Also, since the offset amount OV changes according to the number of lotteries, the amount of change in the movement of the virtual camera CA can be made larger than in the above embodiment, and a more powerful performance can be performed. As a result, the interest of the player can be improved.

[0106] 14 is a diagram showing how a 3DCG image is generated in the third phase of the lottery presentation according to the second modified example. Here, differences from the above embodiment will be described in detail, and descriptions of the same parts as the above embodiment will be omitted.

[0107] In the third phase of the lottery presentation according to the second modified example, the position and shape of the gate model 422 are different from those in the above embodiment. As shown in Fig. 14, the gate model 460 according to the second modified example includes a first gate model 460a, a second gate model 460b, and a third gate model 460c.

[0108] The first gate model 460a is provided so as to be spaced apart from the second gate model 460b in the left-right direction in Fig. 14. Moreover, the second gate model 460b is provided so as to be spaced apart from the third gate model 460c in the left-right direction in Fig. 14. Moreover, the first gate model 460a is provided so as to be shifted from the third gate model 460c in the left-right direction in Fig. 14.

[0109] The first gate model 460a, the second gate model 460b, and the third gate model 460c are provided spaced apart from each other in the up-down direction (depth direction) in Fig. 14. A first arrangement space 426a, a second arrangement space 426b, and a third arrangement space 426c are provided behind the first gate model 460a.

[0110] A fourth arrangement space 426d, a fifth arrangement space 426e, and a sixth arrangement space 426f are provided at the rear of the second gate model 460b. A seventh arrangement space 426g, an eighth arrangement space 426h, a ninth arrangement space 426i, and a tenth arrangement space 426j are provided at the rear of the third gate model 460c.

[0111] 14, the number of draws designated by the player is "7", and seven silhouette character models 424 are arranged. The silhouette character models 424 are arranged in order from the first arrangement space 426a to the tenth arrangement space 426j. In the second modified example, the seven silhouette character models 424 are arranged in order from the first arrangement space 426a to the seventh arrangement space 426g.

[0112] 14, a silhouette character model 424 is arranged in a first arrangement space 426a to a third arrangement space 426c provided at the rear of a first gate model 460a. Also, a silhouette character model 424 is arranged in a fourth to sixth arrangement spaces 426d to 426f provided at the rear of a second gate model 460b. Also, a silhouette character model 424 is arranged in a seventh arrangement space 426g provided at the rear of a third gate model 460c.

[0113] In the second modified example, seven silhouette character models 424 are divided into a first group arranged in the first arrangement space 426a to the third arrangement space 426c, a second group arranged in the fourth arrangement space 426d to the sixth arrangement space 426f, and a third group arranged in the seventh arrangement space 426g. However, without being limited to this, it is sufficient that the multiple silhouette character models 424 are divided into at least the first and second groups, and the number of divisions may be three or more.

[0114] 14, the three silhouette character models 424 in the first group are arranged in the first arrangement space 426a to the third arrangement space 426c in that order. In this manner, the silhouette character models 424 are arranged according to a predetermined standard so as to line up in a line in the direction (predetermined direction) from the first arrangement space 426a to the third arrangement space 426c.

[0115] Furthermore, the three silhouette character models 424 in the second group are arranged in the fourth arrangement space 426d to the sixth arrangement space 426f in that order. In this manner, the silhouette character models 424 are arranged according to a predetermined standard so as to line up in a row in the direction (predetermined direction) from the fourth arrangement space 426d to the sixth arrangement space 426f.

[0116] In addition, one silhouette character model 424 of the third group is placed in the seventh arrangement space 426g. In this way, the silhouette character models 424 are arranged according to a predetermined standard so as to be aligned in a line in the direction from the seventh arrangement space 426g toward the tenth arrangement space 426j (predetermined direction).

[0117] The center line O is a line passing through the center positions of all gate models 460 including the first gate model 460a, the second gate model 460b, and the third gate model 460c in the left-right direction in Fig. 14. In other words, the center line O is a line passing through a position midway between the rightmost right end and the leftmost left end of the first gate model 460a, the second gate model 460b, and the third gate model 460c.

[0118] The center line O1 is a line that is parallel to the center line O and passes through the center position of the first gate model 460a and the center position of the second placement space 426b. The center line O2 is a line that is parallel to the center line O and passes through the center position of the second gate model 460b and the center position of the fifth placement space 426e. The center line O3 is a line that is parallel to the center line O and passes through the center position of the third gate model 460c and the center position of the seventh placement space 426g.

[0119] 14, the virtual camera CA is placed at a point P1 on the center line O1, and then moves to a point P2 on the center line O2 and a point P3 on the center line O3. The silhouette character model 424 is placed in the first placement space 426a to the third placement space 426c provided at the rear of the first gate model 460a. Therefore, in the second modified example, the virtual camera CA is placed on the center line O1 in accordance with the center of the first placement space 426a to the third placement space 426c, that is, the center position of the second placement space 426b which is the center of the first group.

[0120] The silhouette character model 424 is arranged in the fourth arrangement space 426d to the sixth arrangement space 426f provided at the rear of the second gate model 460b. Therefore, in the second modified example, the virtual camera CA is arranged on the center line O2 in accordance with the center of the fourth arrangement space 426d to the sixth arrangement space 426f, that is, the center position of the fifth arrangement space 426e which is the center of the second group.

[0121] A silhouette character model 424 is placed in a seventh arrangement space 426g provided at the rear of the third gate model 460c. Therefore, in the second modified example, a virtual camera CA is placed on the center line O3 in accordance with the center of the seventh arrangement space 426g, that is, the center of the third group, that is, the center position of the seventh arrangement space 426g.

[0122] This allows the virtual camera CA to move so that the viewpoint switches from point P1 to point P2 to point P3 according to the number of lotteries specified by the player, and allows the lottery performance to be changed according to the number of lotteries. Also, since the virtual camera CA moves so as to switch to match the center of each group, the virtual camera CA can be moved more dynamically than in the above embodiment and the first modified example, and a more powerful performance can be performed. As a result, the player's interest can be improved.

[0123] Fig. 15 is a diagram showing an example of a presentation screen 470 in the fourth phase of the lottery presentation. The presentation screen 470 shown in Fig. 15 is a screen that is displayed after the third phase and is displayed in the fourth phase of the lottery presentation. In the example shown in Fig. 15, a 3DCG image is generated on the presentation screen 470, showing a close-up of the silhouette character SC and a part of the gate 420.

[0124] FIG. 16 is a diagram showing a state in which a 3DCG image is generated in the fourth phase of the lottery performance. As shown in FIG. 16, a gate model 422, a silhouette character model 424, and a virtual camera CA are arranged in the virtual space VS. The silhouette character model 424 arranged in the virtual space VS in the fourth phase performance may be the same as or different from the silhouette character model 424 arranged in the virtual space VS in the third phase performance. For example, the color of the silhouette character model 424 may be changed between the third phase and the fourth phase. Also, the color may be changed for each silhouette character model 424. The silhouette character model 424 may be a single base model or a plurality of types of models. When there is a single base model, the color or effect may be changed for each model. Furthermore, in the fourth phase, the model may be replaced with a model of a game medium actually determined by lottery, and may be colored or have an effect.

[0125] A first arrangement space 426a to a tenth arrangement space 426j are arranged at the rear of the gate model 422, and points P11 to P20 are arranged in front of the gate model 422, corresponding to the first arrangement space 426a to the tenth arrangement space 426j.

[0126] Specifically, point P11 corresponds to the first placement space 426a, point P12 corresponds to the second placement space 426b, point P13 corresponds to the third placement space 426c, point P14 corresponds to the fourth placement space 426d, point P15 corresponds to the fifth placement space 426e, point P16 corresponds to the sixth placement space 426f, point P17 corresponds to the seventh placement space 426g, point P18 corresponds to the eighth placement space 426h, point P19 corresponds to the ninth placement space 426i, and point P20 corresponds to the tenth placement space 426j.

[0127] The points P11 to P20 are aligned in a straight line in a predetermined direction. The direction in which the points P11 to P20 are aligned is the same as the longitudinal direction of the gate model 422 and the direction in which the first arrangement space 426a to the tenth arrangement space 426j are aligned. In other words, the points P11 to P20 are aligned along the longitudinal direction of the gate model 422 and the direction in which the first arrangement space 426a to the tenth arrangement space 426j are aligned.

[0128] The virtual camera CA is moved in the following order: point P11 → point P12 → point P13 → point P14 → point P15 → point P16 → point P17 → point P18 → point P19 → point P20. The distances between points P11 to P20 are equal, and the speed at which the virtual camera CA moves is also constant. However, this is not limiting, and the distances between points P11 to P20 may be different, and the speed at which the virtual camera CA moves may also be variable.

[0129] Specifically, in the fourth phase, after the enlargement of the entire gate 420 is completed by the lottery performance of the third phase, a control process is performed to pan the virtual camera CA horizontally from the right end (point P11) of the gate 420 to the left end (point P20). At this time, an animation curve can be set for the amount of movement of the virtual camera CA. By setting this animation curve, the administrator can set the virtual camera CA to be movable horizontally at any adjustable speed. In this embodiment, the animation curve is set differently depending on whether the number of lottery draws is less than a predetermined number (e.g., 5 times) or is equal to or greater than the predetermined number (e.g., 5 times).

[0130] More specifically, the animation curve of the movement amount of the virtual camera CA when the number of lottery draws is 1 to 4 (i.e., less than 5) is different from the animation curve of the movement amount of the virtual camera CA when the number of lottery draws is 5 to 10 (5 or more). For example, when the number of lottery draws is 4, the virtual camera CA moves from point P11 to point P14. At this time, the movement amount (or speed) of the virtual camera CA becomes gradually smaller (slower) as it approaches point P14 from point P11. On the other hand, when the number of lottery draws is 10, the virtual camera CA moves from point P11 to point P20. At this time, the movement amount (or speed) of the virtual camera CA becomes constant from point P11 to point P20 as the animation curve.

[0131] This is because the moving distance of the virtual camera CA from point P11 to point P14 is short, and therefore if the speed of the virtual camera CA is constant, it will be difficult for the player to recognize the gate 420. When the moving distance of the virtual camera CA is short, by slowing down the speed as it approaches the stopping position of the virtual camera CA, the player can easily recognize the gate 420 and can enjoy the lottery presentation more. In this way, by adjusting the stopping operation of the virtual camera CA and adjusting the animation curve to add speed to the operation, the appearance of the lottery presentation can be improved, and the player can enjoy the lottery presentation more.

[0132] The virtual camera CA moves so as to capture the silhouette character models 424 arranged in the first arrangement space 426a to the tenth arrangement space 426j in order through the gate. In the example shown in Fig. 16, seven silhouette character models 424 are arranged in the first arrangement space 426a to the seventh arrangement space 426g. Therefore, the virtual camera CA moves to capture each silhouette character model 424 in order from point P11 to point P17 corresponding to the first arrangement space 426a to the seventh arrangement space 426g. As a result, an animation is performed in which the viewpoint moves so as to capture the silhouette character SC arranged inside the gate 420 together with the silhouette character SC in the horizontal direction through the gate 420.

[0133] Fig. 17 is a diagram showing an example of a presentation screen 480 in the fifth phase of the lottery presentation. Presentation screen 480 shown in Fig. 17 is displayed after the fourth phase, and is a screen displayed in the fifth phase of the lottery presentation.

[0134] In the example shown in FIG. 17, a 3DCG image is generated on the performance screen 480, in which the lottery result character 482 and a part of the gate 420 shown in 3DCG are shown. At the beginning of the fifth phase, the lottery result character 482 is placed in the gate 420 in a silhouette state as a dedicated silhouette character ESC, and when the lottery result character 482 is released from the gate 420 over time, the silhouette state is released, and a result performance is performed in which the lottery result character 482 that is the lottery result is revealed. This result performance is performed the number of times designated by the player. The result performance is performed by an animation performance in which the lottery result character 482 moves in a predetermined pattern. This animation performance is prepared in advance for each lottery result character 482. However, this is not limited to this, and the result performance may be generated by placing a dedicated model of the lottery result character 482 in the virtual space VS and virtually capturing an image with a virtual camera CA, as in the performance of the other phases. In that case, at the stage where the dedicated silhouette character ESC is arranged inside the gate 420, a dedicated silhouette character model of the lottery result character 482 is arranged in the arrangement space 426 at the rear of the gate model 422.

[0135] Fig. 18 is a diagram showing an example of a lottery result screen 500. As shown in Fig. 18, 2D images of lottery result characters 482 are displayed on the lottery result screen 500. Since the number of lottery result characters 482 is the same as the number of lottery draws specified by the player, the number of 2D images of the lottery result characters 482 displayed on the lottery result screen 500 changes according to the number of lottery draws.

[0136] 19 is a diagram showing an example of a lottery result screen 500 that changes according to the number of lottery draws. As shown in FIG 19, when the number of lottery draws changes between 1 and 10, the number and arrangement of the 2D images of the lottery result characters 482 change.

[0137] 20 is a diagram showing an example of a presentation screen 600 for a lottery presentation for a support game medium. As shown in Fig. 20, a book 610 and a bookmark 620 expressed in 3DCG are displayed on the presentation screen 600.

[0138] The maximum number of bookmarks 620 is set according to the upper limit of the number of lottery draws. In this embodiment, the upper limit of the number of lottery draws is "10". Therefore, in this embodiment, a maximum of "10" bookmarks 620 can be provided.

[0139] The number of bookmarks 620 provided corresponds to the number of lotteries designated by the player. In the example shown in Fig. 20, the number of lotteries designated by the player is "7". Therefore, the number of bookmarks 620 provided is "7".

[0140] In this way, the number of bookmarks 620 is provided according to the number of lotteries, so the player can visually grasp the number of lottery results by grasping the number of bookmarks 620. The lottery performance for the support game medium is such that the pages of the book 610 are turned over, and the support game medium is displayed on the page sandwiched between the bookmarks 620. Note that, in the lottery performance for the support game medium, a model of the book 610 is placed in the virtual space VS, similar to the lottery performance for the development game medium, and the models of the bookmarks 620 are placed in order from the right side so as to be sandwiched between the book 610. Then, a virtual camera CA may be placed at the center position of all the bookmarks 620 to perform an enlarged performance. Also, the lottery result screen for the lottery for the support game medium is similar to the lottery result screen 500 for the lottery for the development game medium (FIG. 19), and therefore a detailed description will be omitted.

[0141] (Functional configuration and control processing in player terminal 1) Next, the functional configuration and control process of the player terminal 1 for executing the above game will be described. Note that, hereinafter, the functional configuration and control process related to the lottery will be mainly described in detail, and the description of other configurations and control processes will be omitted.

[0142] 21 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When an application is started, the CPU 10 stores a terminal side control program (module) in the program storage area 12a.

[0143] The terminal side control programs include a lottery request information transmission program 700, a virtual space generation program 702, and a virtual camera control program 704. Note that the above programs are merely examples, and many other programs are provided in the program storage area 12a.

[0144] The data memory area 12b is provided with a player information storage unit 720 as a storage unit for storing data. The player information storage unit 720 stores information indicating possessed development game media and possessed characters. The player information storage unit 720 also stores information indicating whether a development game media and a support game media are possessed or not possessed, and information indicating the levels of the development game media and the support game media. Note that the above-mentioned storage units are merely examples, and the data memory area 12b is provided with many other storage units. The storage unit also has many tables.

[0145] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a lottery request information transmission unit 700a, a virtual space generation unit 702a, and a virtual camera control unit 704a.

[0146] Specifically, the CPU 10 runs a lottery request information transmission program 700, causing the computer to function as a lottery request information transmission unit 700a. Similarly, the CPU 10 runs a virtual space generation program 702 and a virtual camera control program 704, causing the computer to function as a virtual space generation unit 702a and a virtual camera control unit 704a, respectively.

[0147] When any of the time-limited lottery selection operation units 212a, 222a, the variable lottery selection operation units 212b (execution operation unit 240d), 222b, or the set lottery selection operation units 212c, 222c is tapped on the lottery screen 200A of the development game medium or the lottery screen 200B of the support game medium, the lottery request information sending unit 700a generates lottery request information and sends the generated lottery request information to the server 1000.

[0148] When executing the lottery presentation, the virtual space generation unit 702a generates a virtual space VS and performs processing to place a 3D model and a virtual camera within the virtual space VS.

[0149] The virtual camera control unit 704a controls the virtual camera arranged in the virtual space VS. Specifically, the virtual camera control unit 704a controls the position, movement, and enlargement effect of the virtual camera in the virtual space VS.

[0150] (Functional configuration and control processing in server 1000) Next, the functional configuration and control process of the server 1000 for executing the above game will be described. Note that the following mainly describes in detail the functional configuration and control process related to the lottery, and the description of other configurations and control processes will be omitted.

[0151] 22 is a diagram for explaining the configuration of memory 1012 in server 1000 and its functions as a computer. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When an application is started, CPU 1010 stores a server-side control program (module) in program storage area 1012a.

[0152] The server side control programs include a lottery request information receiving program 800 and a lottery control program 802. Note that the above programs are merely examples, and many other programs are stored in the program storage area 1012a.

[0153] The data memory area 1012b is provided with a player information storage unit 820 as a storage unit for storing data. The player information storage unit 820 stores information indicating whether a training game medium and a support game medium are owned or not owned, and information indicating the levels of the training game medium and the support game medium. Note that the above storage units are merely examples, and the data memory area 1012b is provided with many other storage units. The storage unit also has many tables.

[0154] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side control unit 1000A. The server-side control unit 1000A includes a lottery request information receiving unit 800a and a lottery control unit 802a.

[0155] Specifically, the CPU 1010 runs a lottery request information receiving program 800, causing the computer to function as a lottery request information receiving unit 800a. Similarly, the CPU 1010 runs a lottery control program 802, causing the computer to function as a lottery control unit 802a.

[0156] The lottery request information receiving unit 800a receives the lottery request information transmitted from the player terminal 1.

[0157] The lottery control unit 802a determines the type of lottery and the number of lottery draws based on the lottery request information transmitted from the player terminal 1, and executes the lottery process based on the determined type of lottery and the number of lottery draws.

[0158] Next, a description will be given of communication processing between the player terminal 1 and the server 1000. Note that, here, a basic communication processing for progressing the game and an example of main communication processing related to the lottery will be described, and a description of other processing will be omitted.

[0159] (Communication processing between player terminal 1 and server 1000) 23 is a sequence diagram for explaining basic processing of the player terminal 1 and the server 1000. In the following explanation, processing performed by the player terminal 1 is indicated as Pn (n is an arbitrary integer), and processing performed by the server 1000 is indicated as Sn (n is an arbitrary integer).

[0160] When a player starts a game application on the player terminal 1 (P1), the player terminal 1 transmits information indicating logging in to the server 1000. When the server 1000 receives the information indicating logging in, it identifies a player ID associated with the information and performs login management processing (S1). Here, the server 1000 enables the player terminal 1 to download player information corresponding to the identified player ID from the player information storage unit 820. The player information includes information related to a plurality of development game media IDs, support game media IDs, in-game currency, in-game items, etc. associated with the player ID.

[0161] When any of the time-limited lottery selection operation unit 212a, the variable lottery selection operation unit 212b (execution operation unit 240d), or the set lottery selection operation unit 212c is tapped on the lottery screen 200A of the development game medium, the lottery request information sending unit 700a of the player terminal 1 sends lottery request information to the server 1000 (P2).

[0162] The lottery request information includes information regarding the type of lottery for the training game medium (i.e., information regarding the type of lottery, whether it is a time-limited training game medium lottery, a number-selection training game medium lottery, or a set training game medium lottery). The lottery request information also includes information regarding the number of lotteries (for example, in the case of a number-selection training game medium lottery, the number of lotteries designated by the player).

[0163] Similarly, when any of the time-limited lottery selection operation unit 222a, the variable lottery selection operation unit 222b (execution operation unit 240d), or the set lottery selection operation unit 222c is tapped on the lottery screen 200B for the support game medium, the lottery request information sending unit 700a of the player terminal 1 sends lottery request information to the server 1000 (P2). The lottery request information for the lottery for the support game medium includes information on the type of lottery for the support game medium and information on the number of lotteries, similar to the lottery request information for the lottery for the development game medium.

[0164] When the server 1000 receives the lottery request information from the player terminal 1, the server 1000 executes a lottery process for executing a lottery for a training game medium or a support game medium based on the lottery request information (S2).

[0165] Fig. 24 is a flowchart for explaining an example of the lottery process in the server 1000. When the lottery process shown in Fig. 24 starts, the lottery control unit 802a determines the type of lottery and the number of lotteries based on the lottery request information transmitted from the player terminal 1 (S2-1).

[0166] The lottery control unit 802a executes a lottery process based on the determined type of lottery and the number of lotteries (S2-2). At this time, the lottery control unit 802a executes a process of subtracting the amount of in-game currency or in-game items consumed in the lottery process from the amount of in-game currency or in-game items possessed by the player, and updating the amount.

[0167] The lottery control unit 802a stores the training game media ID or support game media ID determined by the lottery process, and information regarding the amount of in-game currency or in-game items possessed by the player after subtraction processing, in association with the player ID in the player information storage unit 820 (S2-3).

[0168] Returning to FIG. 23, the server 1000 sets information relating to the training game medium ID or support game medium ID determined by the lottery process so that the player terminal 1 can receive the information as lottery result information indicating the lottery result of the lottery process.

[0169] When the player terminal 1 receives the lottery result information, it executes a representation screen display process for displaying, on the display 26, a representation screen on which the lottery representation is performed (P3).

[0170] Fig. 25 is a flow chart for explaining an example of the rendering screen display process P3 according to this embodiment. As shown in Fig. 25, the virtual space generation unit 702a sequentially executes the processes of the first phase rendering process (P3-1), the second phase rendering process (P3-2), the third phase rendering process (P3-3), the fourth phase rendering process (P3-4), and the fifth phase rendering process (P3-5).

[0171] The first phase production process (P3-1), as described in detail with reference to FIGS. 6 to 8, is a process for executing an animation production in which the guide character 320 performs an action of opening the door 310 and invites the player beyond the door 310.

[0172] The second phase production process (P3-2) is a process for executing an animation production in which the viewpoint moves from the spectator seats 410 to the gate 420, as described in detail with reference to FIGS.

[0173] The third phase production process (P3-3) is a process for executing an enlargement production that displays the gate 420 and the silhouette character SC in close-up, as described in detail in Figures 11 to 14. A detailed flow of this third phase production process will be described later.

[0174] The fourth phase production process (P3-4), as described in detail in Figures 15 and 16, is a process that executes an animation production in which the viewpoint is moved so that the silhouette character SC placed within the gate 420 is displayed horizontally through the gate 420.

[0175] As described in detail in FIG. 17, the fifth phase production process (P3-5) is a process for executing a production in which the dedicated silhouette character ESC is released from the gate 420 to release the silhouette state and reveal the lottery result character 482, which is the lottery result. The dedicated silhouette character model of the dedicated silhouette character ESC used in the fifth phase production process is different from the silhouette character model 424 of the silhouette character SC used in the third phase production process. Specifically, the dedicated silhouette character model used in the fifth phase production process is a dedicated silhouette character model in black or gray that imitates the lottery result character 482. On the other hand, the silhouette character model 424 used in the third phase production process is a common silhouette character model 424 regardless of the lottery result.

[0176] FIG. 26 is a flowchart illustrating an example of the third phase rendering process P3-3 according to this embodiment.

[0177] The virtual space generation unit 702a generates a virtual space VS and performs a process of placing a 3D model and a virtual camera CA in the virtual space VS (P3-3-1). Here, as described in FIG. 12, the virtual space generation unit 702a places a plurality of silhouette character models 424 in the placement space 426 according to a predetermined placement standard, based on the number of lotteries designated by the player.

[0178] The virtual camera control unit 704a calculates an offset amount relative to the center line O, which is the arrangement position of the virtual camera CA, based on the number of draws designated by the player or the arrangement space 426 in which the silhouette character model 424 is arranged (P3-3-2). If the number of draws designated by the player is the upper limit number, the arrangement position of the virtual camera is arranged on the center line O. Therefore, if the number of draws designated by the player is the upper limit number, the offset amount relative to the center line O is 0. Here, in this embodiment, an example in which the upper limit number of draws for the game is set has been described, but the present invention is not limited to this, and the upper limit number of draws for the game may not be set. In that case, the virtual camera CA is arranged in accordance with the center line passing through the center position of the arrangement space 426 in which the silhouette character model 424, which is arranged according to the number of draws, is arranged.

[0179] The virtual camera control unit 704a determines whether the calculated offset amount is 0 or not (P3-3-3). If the offset amount is 0, the virtual camera control unit 704a places the virtual camera at point P1' on the center line O as the initial position of the virtual camera (P3-3-4). After that, the virtual camera control unit 704a controls the movement of the virtual camera CA from point P1' to point P2' to point P3' so that the virtual camera CA approaches the gate model 422 along the center line O (P3-3-6).

[0180] On the other hand, if the offset amount is not 0, the virtual camera control unit 704a places the virtual camera CA at point P1 on the center line O' offset from the center line O as the initial position of the virtual camera CA (P3-3-5). After that, the virtual camera control unit 704a controls the movement of the virtual camera CA from point P1 to point P2 to point P3 along the center line O' so that the virtual camera CA approaches the gate model 422 (P3-3-6).

[0181] In this way, the position of the virtual camera CA placed in the virtual space VS is controlled based on the calculated offset amount. In particular, when the number of lotteries designated by the player is less than the upper limit number of lotteries, the position of the virtual camera CA is changed to the position of the center line O' shifted from the center line O based on the number of lotteries or the placement space 426 in which the silhouette character model 424 is placed.

[0182] FIG. 27 is a flowchart illustrating an example of the third phase effect process P3-3 according to the first modified example.

[0183] The virtual space generation unit 702a generates a virtual space VS and performs a process of placing a 3D model and a virtual camera CA in the virtual space VS (P3-3-11). Here, as described in FIG. 13, the virtual space generation unit 702a places a plurality of silhouette character models 424 in the placement space 426 according to a predetermined placement standard based on the number of lotteries designated by the player.

[0184] The virtual camera control unit 704a calculates the amount of offset from the center line O, which is the placement position of the virtual camera CA, based on the number of draws designated by the player or the placement space 426 in which the silhouette character model 424 is placed (P3-3-12).

[0185] The virtual camera control unit 704a places the virtual camera CA at point P1' on the center line O as the initial position of the virtual camera CA (P3-3-13). Then, the virtual camera control unit 704a determines whether the calculated offset amount is 0 or not (P3-3-14). If the offset amount is 0, the virtual camera control unit 704a controls the movement of the virtual camera CA from point P1' to point P2' to point P3' so that the virtual camera CA approaches the gate model 422 along the center line O (P3-3-15).

[0186] On the other hand, if the offset amount is not 0, the virtual camera control unit 704a controls the movement of the virtual camera CA so that the virtual camera CA moves from on the center line O toward on the center line O' and approaches the gate model 422 (P3-3-16). Specifically, as shown in FIG. 13, if the number of lottery draws designated by the player is less than the upper limit number, the virtual camera control unit 704a places the virtual camera at the position of point P1' on the center line O. Thereafter, from the point P1' to the point P2, the offset amount of the virtual camera CA is offset-controlled by the formula OV×((Tc-Ts) / (T1-Ts)). In this way, the placement position of the virtual camera CA is controlled to be changed to the position of the center line O' that is shifted from the center line O. In this way, the placement position of the virtual camera CA placed in the virtual space VS is controlled based on the calculated offset amount.

[0187] FIG. 28 is a flowchart illustrating an example of the third phase effect process P3-3 according to the second modified example.

[0188] The virtual space generation unit 702a generates a virtual space VS and performs processing to place a 3D model and a virtual camera in the virtual space VS (P3-3-21). Here, as described in FIG. 14, the virtual space generation unit 702a places a plurality of silhouette character models 424 in the placement space 426 according to a predetermined placement standard based on the number of lotteries designated by the player.

[0189] Specifically, using the example shown in Figure 14, the virtual space generation unit 702a divides the multiple silhouette character models 424 to be placed in the virtual space VS into a first group arranged in the first placement space 426a to the third placement space 426c, a second group arranged in the fourth placement space 426d to the sixth placement space 426f, and a third group arranged in the seventh placement space 426g.

[0190] The virtual space generation unit 702a arranges the first group according to a predetermined standard so as to align in a line in a direction from the first arrangement space 426a to the third arrangement space 426c. The virtual space generation unit 702a also arranges the second group according to a predetermined standard so as to align in a line in a direction from the fourth arrangement space 426d to the sixth arrangement space 426f. The virtual space generation unit 702a also arranges the third group according to a predetermined standard so as to align in a line in a direction from the seventh arrangement space 426g to the tenth arrangement space 426j.

[0191] The virtual camera control unit 704a calculates center lines O1, O2, and O3 that pass through the center positions of the groups (P3-3-22). Then, the virtual camera control unit 704a calculates the offset amounts of the center lines O1, O2, and O3 of the groups with respect to the center line O (P3-3-23).

[0192] Then, the virtual camera control unit 704a controls the position of the virtual camera CA placed in the virtual space VS based on the calculated offset amount (P3-3-24). Specifically, as described in FIG. 14, the virtual camera control unit 704a controls the virtual camera CA to be placed at a position of point P1 on a center line O1 (i.e., the center of the first group) offset from the center line O. Then, the virtual camera CA is controlled to be placed at a position of point P2 on a center line O2 (the center of the second group) offset from the center line O. Then, the virtual camera CA is controlled to be placed at a position of point P3 on a center line O3 (the center of the third group) offset from the center line O.

[0193] Returning to FIG. 23, when the presentation screen display process ends, the player terminal 1 executes a lottery result screen display process for displaying a lottery result screen showing the lottery result of the lottery process on the display 26, as shown in FIG. 18 (P4).

[0194] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0195] Moreover, the above-mentioned game screen is merely an example, and the game screen described using the drawings can be appropriately modified in design. In the above embodiment, an example was described in which a 3DCG effect is generated by virtually photographing a 3D model arranged in the virtual space VS by a virtual camera CA even in a phase of the lottery effect that is not affected by the number of lottery draws. However, the present invention is not limited to this, and in a phase of the lottery effect that is not affected by the number of lottery draws (the first phase and the second phase in the above embodiment), the 3DCG effect may not be performed, and a previously created animation video may be played. This can reduce the load on the CPU 10 of the player terminal 1 in the phase of the lottery effect that is not affected by the number of lottery draws, and the CPU 10 can be efficiently controlled. In addition, the present invention is not limited to this, and in a phase of the lottery effect that is not affected by the number of lottery draws, the 3DCG effect and a previously created animation video may be combined and both may be performed. This can provide a richer lottery effect to the player.

[0196] Also, in the above embodiment, a case has been described in which the process related to the lottery effect is executed in the player terminal 1. However, the process related to the lottery effect may be executed in the server 1000, or may be executed by the player terminal 1 and the server 1000 in cooperation with each other.

[0197] In any case, the information processing program may cause one or more computers to carry out the following processes.

[0198] (Computer-Performed Processing) A process of accepting a player's operation of specifying an arbitrary number of times equal to or greater than 2 as the number of times the lottery object is to be drawn (P2 in the embodiment, as an example).

[0199] A process of placing multiple common objects which are 3D models (in an embodiment, as an example, silhouette character model 424) in lottery result placement positions (in an embodiment, as an example, placement space 426) in the virtual space VS according to predetermined placement criteria, based on the number of lotteries specified by the player.

[0200] A process of changing the position of a virtual camera CA placed in a virtual space VS based on the number of lotteries designated by a player or the lottery result position at which a common object is placed.

[0201] In addition, in the above embodiment, an upper limit is set for the number of lottery draws specified by the player, and a virtual placement frame (in the embodiment, gate model 422 as an example) including a plurality of lottery result placement positions is provided in the virtual space VS, and when the number of lottery draws is the upper limit, a common object may be placed at all of the lottery result placement positions in the virtual placement frame.

[0202] The process of changing the placement position of the virtual camera CA may place the virtual camera CA in alignment with the center position of the virtual placement frame when the number of lotteries is the maximum number, and may place the virtual camera CA at a position shifted from the center position based on the number of lotteries or the lottery result placement position where the common object is placed when the number of lotteries is less than the maximum number.

[0203] In addition, in the above first variant example, the process of changing the position of the virtual camera CA may, when the number of lotteries is less than the upper limit, first position the virtual camera CA to align it with the center position of the virtual placement frame, and then position the virtual camera CA at a position shifted from the center position.

[0204] In addition, in the above second variant example, the predetermined placement criterion is to divide the multiple common objects to be placed in the virtual space VS into at least a first group and a second group, and align each of the first group and the second group in a row in a predetermined direction at the lottery result placement position, and the process of changing the placement position of the virtual camera may place the virtual camera CA in accordance with the center of the first group and the center of the second group.

[0205] In the above embodiment, the information processing program for implementing the game may be stored in a non-transitory computer-readable storage medium. Furthermore, the above embodiment may be an information processing method for implementing each function and each step shown in the flowchart. [Explanation of symbols]

[0206] 1 Player terminal 1000 servers S Information Processing System

Claims

1. A process that accepts player input to specify an arbitrary number of draws for the draw object, The process of executing the lottery animation for the aforementioned lottery object, After executing the aforementioned lottery animation, a process is performed to execute a result animation that reveals the lottery result of the lottery object, Have the computer perform this task. The process for executing the aforementioned lottery animation is as follows: A process of placing a number of first objects in a virtual space whose lottery results are unknown, corresponding to the number of lottery draws, The process involves changing the operation of virtual cameras placed in the virtual space according to the number of draws, thereby changing the presentation style. Includes, The process that executes the aforementioned result presentation is: Regardless of the number of draws, the operation of the virtual camera is not changed, a common performance pattern is executed for the number of draws, and a second object in the virtual space is placed where the draw result is known. including, Information processing program.

2. The process for executing the lottery performance controls the virtual camera so that all of the first objects, corresponding to the number of lottery draws, are displayed on the display unit simultaneously. The information processing program according to claim 1.

3. Controlling the virtual camera so that the first object is enlarged and displayed on the display unit, The information processing program according to claim 2.

4. A result display process that, after performing the result presentation, displays a list of 2D images corresponding to all the lottery objects for the number of lottery draws on the display unit as the lottery results. To have the computer perform the task. An information processing program according to any one of claims 1 to 3.

5. An information processing method performed by one or more computers, A process that accepts player input to specify an arbitrary number of draws for the draw object, The process of executing the lottery animation for the aforementioned lottery object, After executing the aforementioned lottery animation, a process is performed to execute a result animation that reveals the lottery result of the lottery object, Includes, The process for executing the aforementioned lottery animation is as follows: A process of placing a number of first objects in a virtual space whose lottery results are unknown, corresponding to the number of lottery draws, The process involves changing the operation of virtual cameras placed in the virtual space according to the number of draws, thereby changing the presentation style. Includes, The process that executes the aforementioned result presentation is: Regardless of the number of draws, the operation of the virtual camera is not changed, a common performance pattern is executed for the number of draws, and a second object in the virtual space is placed where the draw result is known. including, Information processing methods.

6. Equipped with one or more computers, The aforementioned computer, A process that accepts player input to specify an arbitrary number of draws for the draw object, The process of executing the lottery animation for the aforementioned lottery object, After executing the aforementioned lottery animation, a process is performed to execute a result animation that reveals the lottery result of the lottery object, To carry out, The process for executing the aforementioned lottery animation is as follows: A process of placing a number of first objects in a virtual space whose lottery results are unknown, corresponding to the number of lottery draws, The process involves changing the operation of virtual cameras placed in the virtual space according to the number of draws, thereby changing the presentation style. Includes, The process that executes the aforementioned result presentation is: Regardless of the number of draws, the operation of the virtual camera is not changed, a common performance pattern is executed for the number of draws, and a second object in the virtual space is placed where the draw result is known. including, Information processing system.