Information processing device, information processing method, and program
The system manages game media consumption to grant players preferential rights, enhancing engagement by incentivizing continued participation through special gacha events and reduced costs, addressing the lack of promotion in conventional systems.
Patent Information
- Application Number
- JP2024201732
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-11-19
- Publication Date
- 2025-01-30
- Estimated Expiration
- 2041-03-12
AI Technical Summary
Conventional game systems do not effectively promote the consumption of acquired game media, leading to suboptimal engagement and progression in games.
Implement a system that manages game media consumption and grants players predetermined rights, such as access to special gacha events, based on the consumption of items within a prescribed period, thereby incentivizing further engagement.
Enhances player engagement by providing preferential treatment for game media consumption, including increased chances of acquiring high-level items and reducing costs for game events, thus promoting continued participation.
Smart Images

Figure 2025015774000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] Conventionally, a game system that provides a player with a randomly selected game medium based on a request from the player is widely known. For example, in the system described in Patent Document 1, the winning probability of the game medium to be selected in the lottery event is changed based on the billing history of a billing event different from the lottery event. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6814585 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional techniques still leave room for improvement in encouraging players to consume the game content they have acquired.
[0005] Therefore, an object of the present invention is to provide a technology that can encourage consumption of game media. [Means for solving the problem]
[0006] An information processing device according to one embodiment of the present invention has a management unit that manages game medium owned by a player and consumes the game medium in accordance with a specified game event in which the game medium is consumed, and a game processing unit that grants a specified right to the player if an amount of the game medium consumed within a specified period is equal to or greater than a first threshold, and gives preferential treatment to a player who has been granted the specified right in at least one of the number of game events that can be executed, the fee required to execute a game event, and the number of game objects that can be acquired through a game event compared to a player who has not been granted the specified right. Effect of the Invention
[0007] According to the present invention, when the amount of game content consumed within a predetermined period is equal to or greater than a first threshold, a player is granted a predetermined right related to the progress of a game event, thereby encouraging consumption of game content. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system. [Diagram 2] FIG. 2 is a diagram illustrating an example of the configuration of a game server. [Diagram 3] FIG. 2 is a diagram illustrating an example of a game event DB. [Figure 4] FIG. 2 is a diagram illustrating an example of an item management DB. [Diagram 5] FIG. 2 illustrates an example of a configuration of a terminal. [Figure 6] 13 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 7] FIG. 11 is a diagram showing an example of screen transition. [Figure 8] FIG. 11 is a diagram showing an example of screen transition. [Figure 9] FIG. 2 is a diagram illustrating an example of a game event DB. [Figure 10] FIG. 2 is a diagram illustrating an example of an item management DB. [Figure 11]13 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 12] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] First Embodiment Hereinafter, a first embodiment of the present invention will be described. In each drawing, the same reference numerals denote the same or similar configurations.
[0010] <System configuration> 1 is a diagram showing an example of a system configuration of a game system 1 according to a first embodiment. The game system 1 includes a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.
[0011] The game server 10 is a device that performs some of the functions of the terminal 20 in providing a game, such as managing various information related to players and executing some of the game processing. The game server 10 may be composed of one or more computers, or may be composed of a virtual server (such as a cloud server).
[0012] The terminal 20 is a device that provides the game to the player. The terminal 20 is, for example, a mobile phone. The terminal 20 is a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 notifies the game server 10 of its own position detected using a GPS (Global Positioning System) or the like.
[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to the first embodiment will be described. In the game provided by the game system 1, a player can obtain new characters and items by organizing a deck with characters selected from a plurality of characters owned and clearing quests using the organized deck. Here, the term "quest" refers to a task that can be cleared by satisfying a certain predetermined condition. A quest is generally also called a search, a task, or a mission. A quest is an example of a game event. In addition to quests, game events include, for example, gacha, login bonus, and mission. A gacha is a term that refers to an event for a player to obtain a character or an item. A gacha includes a normal gacha that can be executed as a game event progresses, and a special gacha that can be executed when the amount of item consumption in a game event reaches a target value. The target value is an example of a first threshold value. A player consumes an item when executing a gacha. The amount of item consumption is preset for each gacha. In addition to consuming an item, a player can also execute a gacha by paying a fee or the like. In other words, gacha may include paid gacha, which requires a fee, and free gacha, which does not require a fee.
[0014] A deck is a term that means a group of multiple characters. When a player executes a quest, the player selects characters with the appropriate abilities to clear the quest, organizes a deck, and executes the quest. The game server 10 can store multiple decks organized by the player, and when executing a quest, the player can select one of the stored decks to execute the quest.
[0015] When participating in a quest, a player consumes an item. In addition to consuming items, a player can also consume stamina to participate in a quest. A player who participates in a quest can clear the quest by meeting certain conditions. When a player clears a quest, the player is given a reward and the game story progresses. Rewards include items and characters that can be used to organize a deck. For example, when a quest is cleared, an item is acquired. The number of items that can be acquired when a quest is cleared varies depending on the difficulty of the quest and the amount of stamina consumed by the quest.
[0016] When the amount of consumption of items within a predetermined period in a game event is equal to or greater than a first target value, the player is granted the right to start a special gacha. The right to start a special gacha is an example of a predetermined right, and the first target value is an example of a first threshold. The predetermined period is, for example, a period during which a special gacha is held. When a special gacha is held multiple times, the amount of consumption of items in each predetermined period means the amount of consumption of items from the start to the end of each predetermined period. When a player is granted the right to start a special gacha, an operation by the player to start the special gacha becomes valid. For example, when a player starts a special gacha, the probability of acquiring an item with a high rarity is higher than when a player starts a normal gacha. The item is an example of a game object. That is, when a player is granted the right to start a special gacha, the player is given preferential treatment regarding game objects that can be acquired in a game event, compared to when the player is not granted the right to start a special gacha. If the amount of items consumed in a game event within a predetermined period is equal to or greater than a first target value, the player may receive preferential treatment in terms of the number of game events that can be executed and the compensation required for executing the game events. The compensation required for executing the game events includes, for example, the player's stamina or items. If the amount of items consumed in a game event within a predetermined period is equal to or greater than a first target value, the player may receive preferential treatment in terms of two or more of the number of game events that can be executed, the compensation required for executing the game events, and the number of game objects that can be acquired from the game events.
[0017] When the amount of items consumed during a predetermined period in a game event is equal to or greater than a second target value that is greater than a first target value, which is a target value for starting a special gacha, the player is given a higher degree of preferential treatment in at least one of the number of executable game events, the compensation required for executing the game event, and the number of game objects that can be acquired through the game event, compared to when the amount is not reached. The second target value is an example of a second threshold. For example, when the amount of items consumed during a predetermined period in a game event is equal to or greater than the second target value, the player is given a higher number of executable game events, compared to when the second target value is not reached. Also, when the amount of items consumed during a predetermined period in a game event is equal to or greater than the second target value, the player is given a lower compensation for executing the game event, compared to when the second target value is not reached. Also, when the amount of items consumed during a predetermined period in a game event is equal to or greater than the second target value, the player is given a lower number of game objects that can be acquired through the game event, compared to when the second target value is not reached.
[0018] When the amount of items consumed within a predetermined period in a game event is less than a first target value and the player does not possess a number of game media necessary for the amount of game media consumed within the predetermined period to reach a first threshold, the player is notified of a game event in which the player can acquire the necessary number of game media. When the amount of items consumed within a predetermined period in a game event is less than the first target value, the player is notified of a game event that will cause the amount of game media consumed within the predetermined period to reach the first target value. The game event to be notified is one or more game events, and includes, for example, a quest, a login bonus, a mission, and the like. For example, when the amount of items consumed within a predetermined period in a game event is less than the first target value, the player is notified of a game event in which the player can acquire a number of items equal to or greater than the difference between the number of items possessed by the player and the first target value, and which the player can execute within the predetermined period. For example, when the game events to be notified include a game event that the player has already achieved and a game event that the player has not yet achieved, the game event that has not yet been achieved is preferentially notified to the player. Also, a game event in which the player can acquire a quantity of items equal to or greater than the difference between the number of items possessed by the player and a first target value and in which the amount of items consumed is relatively small (for example, box expansion, etc.) may be preferentially notified to the player. If the amount of items consumed within a predetermined period in a game event is less than the first target value, a notification urging the player to purchase items may be sent to the player. Also, instead of the difference between the number of items possessed by the player and the first target value, a game event in which the amount of items consumed within a predetermined period reaches the first target value may be notified to the player based on the difference obtained by subtracting from the first target value the total value of the number of items possessed by the player and the amount of items consumed in the game event from the start of the predetermined period to the present.
[0019] The first target value may be, for example, a value larger than the number of items possessed by the player at the start of the game. In this case, in order to make the number of items possessed by the player reach the first target value, unless the player purchases an item, it is necessary to execute a new game event, so the player is prompted to execute the unachieved game event. In addition, the first target value may be, for example, a value smaller than the number of items possessed by the player at the start of the game. In this case, the number of items possessed by the player reaches the first target value without the player purchasing an item or executing a new game event, so the player is prompted to consume the items possessed by the player. In addition, the first threshold value may be adjusted so that the difference between the number of items possessed by the player and the first target value becomes appropriate. In this case, the degree of preferential treatment given to the player is changed according to the setting value of the first target value.
[0020] A player can improve the status of a character or transition to another character that is more powerful by synthesizing characters and items owned by the player. Here, the characters and items may be referred to as "objects" or "game objects." Furthermore, the status may be referred to as "parameters." Furthermore, the "transition" of a character to another character may be referred to as "changing," "mutating," "deriving," "evolving," or "godifying." In the first embodiment, "synthesizing" means combining two game objects to create one game object, and applying another game object to a game object.
[0021] Synthesis is performed by combining a character (hereafter referred to as the "origin character") that is the base of synthesis with another character (hereafter referred to as the "material character") or item (hereafter referred to as the "material item") that can be synthesized with the origin character. The number of material items required for synthesis increases as the level of the origin character increases.
[0022] For example, if a player selects character A as the source character and character B as the material character, the status of character A changes (or transitions to another character) and character B disappears. Similarly, if a player selects character A as the source character and item X as the material item, the status of character A changes (or transitions to another character) and item X disappears.
[0023] (Game Server) FIG. 2 is a diagram showing an example of the configuration of the game server 10. The game server 10 includes a game control unit 110 and a storage unit 120. The game control unit 110 can be realized by executing a program stored in the storage unit 120. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0024] The game control unit 110 provides various functions necessary for executing the game. The game control unit 110 includes a management unit 111 and a game processing unit 112. The storage unit 120 stores a game event DB 121 and an item management DB 122.
[0025] The management unit 111 manages game media owned by the player. The management unit 111 consumes game media in response to a designation of a game event in which game media is consumed. For example, when the management unit 111 receives a designation of a game event in which game media is consumed, the management unit 111 refers to a game event DB 121 stored in the storage unit 120 to identify the amount of game media consumed in the designated game event. The management unit 111 then refers to an item DB 122 stored in the storage unit 120 to identify the amount of game media consumed by the player at the current time, and adds the amount of game media consumed in the game event identified as described above to the identified amount of game media consumed.
[0026] When the consumption amount of the game medium within a predetermined period is equal to or greater than the first target value, the game processing unit 112 grants the player the right to start a special gacha. When the game processing unit 112 grants the player the right to start a special gacha, the game processing unit 112 enables an operation to start the special gacha.
[0027] When the amount of game media consumed within a predetermined period is less than a first target value and the player does not possess the number of game media necessary to make the amount of game media consumed within the predetermined period reach the first target value, the game processing unit 112 notifies the player of a game event in which the player can acquire the required number of game media. When the amount of game media consumed within a predetermined period is less than the first target value and the player does not possess the number of game media necessary to make the amount of game media consumed within the predetermined period reach the first target value, for example, the game processing unit 112 notifies the player of a game event in which the player can acquire a number of items equal to or greater than the difference between the number of items possessed by the player and the first target value and which the player can execute within the predetermined period.
[0028] When the amount of game media consumed within a predetermined period is less than a first target value, the game processing unit 112 notifies the player of a game event that will cause the amount of game media consumed within the predetermined period to reach the first target value. For example, when the amount of items consumed within a predetermined period in a game event is less than the first target value, the game processing unit 112 notifies the player of a game event that can be executed by the player within the predetermined period, in which a number of items can be acquired that is equal to or greater than the difference between the number of items possessed by the player and the first target value.
[0029] 3 is a diagram showing an example of the game event DB 121. Various settings related to game events executed during the progress of the game are stored in the game event DB 121. For example, the game event DB 121 stores an identifier (event ID) that uniquely identifies a game event, the amount of items consumed when starting a game event, and information regarding a completion reward when a game event is completed in association with each other.
[0030] 4 is a diagram showing an example of the item management DB 122. Various settings related to items appearing in the game are stored in the item management DB 122. For example, the item management DB 122 stores an identifier (player ID) that uniquely identifies a player, an identifier (item ID) that indicates an item possessed by the player, the number of items possessed, and the cumulative value of the consumption amount of the item, all of which are associated with each other.
[0031] (Terminal) 5 is a diagram showing an example of the configuration of the terminal 20. The terminal 20 includes a communication unit 201, a UI (User Interface) unit 202, a game control unit 203, and a storage unit 210. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by executing a program stored in the storage unit 210. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0032] The communication unit 201 performs various communications with the game server 10 .
[0033] The UI unit 202 has a function of accepting various inputs from the player and displaying various game screens on the display. The UI unit 202 also displays the game screens on the terminal 20 according to instructions from the game server 10.
[0034] The game control unit 203 provides various functions necessary for executing a game by cooperating with the game server 10. For example, the game control unit 203 provides a function for acquiring various information (icon image data, text data, etc.) for drawing on a game screen from the game server 10.
[0035] The storage unit 210 stores game data 211 necessary for the game control unit 203 to execute the game. The game data 211 includes image data of characters, a game scenario, and the like.
[0036] 6 is a flowchart showing an example of a processing procedure performed by the game server 10 at the start of a game event. When the game server 10 accepts an operation of the terminal 20 operated by the player, the game server 10 refers to the item management DB 122 and acquires the consumption amount of the item consumed by the player in the game event (S10). Then, the game server 10 judges whether the acquired consumption amount of the item is equal to or greater than a first target value (S11). When the game server 10 judges that the consumption amount of the item is less than the first target value, it ends the processing, and when it judges that the consumption amount of the item is equal to or greater than the first target value, it grants the player the right to start a special gacha (S12).
[0037] 7 and 8 are diagrams showing examples of screen transitions. Fig. 7 shows an example of a screen transition showing the cumulative value of item consumption in a game event. Fig. 8 shows an example of a screen transition for starting a special gacha.
[0038] As shown in FIG. 7, the transition screen A100 displays the current consumption of an item together with an image G1 indicating the degree of progress to the target value. In the image G1, a plurality of icons G2 are arranged in a circular shape, and as the consumption of an item approaches the target value, the display of each of the plurality of icons G2 is switched in order clockwise. Here, in the transition screen A100, the current consumption of an item has not reached the target value, and the image G1 shows a state in which the display of some of the icons G2 has been switched. In the transition screen A101, the current consumption of an item has reached the target value, and the display of all of the icons G2 has been switched. Also, in the transition screen A101, an icon G3 indicating that the goal has been achieved is displayed in the image G1 indicating the degree of progress to the target value.
[0039] As shown in Fig. 8, an image G4 showing a window for starting a special gacha is displayed on the transition screen A110. Here, on the transition screen A110, the current amount of items consumed has not reached the target value, and the player has not been granted the right to start the special gacha, so the operation to start the special gacha is invalid. On the transition screen A111, the current number of items has reached the target value, and the player has been granted the right to start the special gacha, so the operation to start the special gacha is valid.
[0040] <Summary> According to the first embodiment described above, when the amount of game media consumed within a predetermined period of time is equal to or greater than a first target value, the game server 10 grants the player the right to start a special gacha and increases the number of items that can be acquired through a game event. In other words, when the amount of game media consumed within a predetermined period of time is equal to or greater than a first target value, the game server 10 grants the player the right to advance advantageously through a game event, thereby encouraging the player to consume game media.
[0041] <Second embodiment> The second embodiment of the present invention will be described below. Note that the second embodiment differs from the first embodiment in the method of granting a predetermined right. Therefore, the second embodiment will omit a description of matters common to the first embodiment and will only describe the differences.
[0042] The game processing unit 112 according to the second embodiment determines whether to grant the player the right to start a special gacha based on whether the amount of game content consumed in each of a plurality of game events has reached a corresponding threshold for each category. The threshold for each category is a threshold set for each category of game events. A category of game events refers to a collection of game events classified by type of game event, such as quest, gacha, and stamina recovery.
[0043] When the number of systems in which the game medium consumption in the game event has reached the system-specific threshold is large, the game processing unit 112 increases the degree of preferential treatment of at least one of the number of executable game events, the consideration required for executing the game event, and the number of game objects that can be acquired through the game event, compared to when the number of systems in which the game medium consumption in the game event has reached the system-specific threshold is small. The game processing unit 112, for example, determines whether the amount of game medium consumption in each of the multiple game events has reached the corresponding system-specific threshold. Then, when the number of systems in which the game medium consumption is determined to have reached the system-specific threshold is large, the game processing unit 112 increases the degree of preferential treatment of at least one of the number of executable game events, the consideration required for executing the game event, and the number of game objects that can be acquired through the game event, compared to when the number of systems in which the game medium consumption is determined to have not reached the system-specific threshold is small.
[0044] 9, various settings related to game events executed during the progress of a game are stored in game event DB 121A according to the second embodiment. For example, game event DB 121A stores, in association with each other, information related to an identifier (event ID) that uniquely identifies a game event, the type of game event, the amount of items consumed when starting a game event, and a completion reward when a game event is completed.
[0045] As shown in Fig. 10, the item management DB 122 according to the second embodiment stores various settings related to items appearing in the game. For example, the item management DB 122 stores an identifier (player ID) that uniquely identifies a player, the type of game event when the player obtained an item as a clear reward, an identifier (item ID) that indicates an item possessed by the player, the number of items owned, and the cumulative value of the consumption of the item, which are associated with each other. The identifier that indicates an item possessed by the player, the number of items owned, and the cumulative value of the consumption of the item are stored separately for each type of game event when the player obtained an item as a clear reward.
[0046] 11 is a flowchart showing an example of a processing procedure performed by the game server 10 according to the second embodiment at the start of a game event. When the game server 10 receives an operation of the terminal 20 operated by the player, the game server 10 refers to the item management DB 122A and acquires the consumption amount of the item consumed by the player for each system of the game event (S20). Then, the game server 10 judges whether the acquired consumption amount of the item for each system is equal to or greater than the corresponding system threshold (S21). When the game server 10 judges that the system includes a system in which the consumption amount of the item is less than the system threshold, the game server 10 ends the processing, and when the game server 10 judges that the system includes a system in which the consumption amount of the item is equal to or greater than the system threshold, the game server 10 grants the player the right to start a special gacha (S22).
[0047] Each of the above-described embodiments may be implemented in the following manner.
[0048] In each of the above embodiments, the game processing unit 112 may manage separately the consumption amount of items acquired for a fee and the consumption amount of items acquired free of charge, and determine the game event to be notified to the player based on the consumption amount of items acquired for a fee.
[0049] The above-described embodiments are intended to facilitate understanding of the present invention, and are not intended to limit the present invention. The flow charts, sequences, elements included in the embodiments, and their arrangements, materials, conditions, shapes, sizes, etc., described in the embodiments are not limited to those shown as examples, and may be modified as appropriate.
[0050] [Hardware configuration] FIG. 12 is a diagram showing an example of a hardware configuration of the game server 10 according to the embodiment. As shown in the figure, the game server 10 is configured such that a communication controller 100-1, a CPU 100-2, a RAM (Random Access Memory) 100-3 used as a working memory, a ROM (Read Only Memory) 100-4 for storing a boot program, etc., a storage device 100-5 such as a flash memory or a HDD (Hard Disk Drive), a drive device 100-6, etc. are connected to each other by an internal bus or a dedicated communication line. The communication controller 100-1 communicates with components other than the game server 10. The storage device 100-5 stores a program 100-5a executed by the CPU 100-2. This program is expanded in the RAM 100-3 by a DMA (Direct Memory Access) controller (not shown) or the like, and executed by the CPU 100-2. This realizes a management unit 111 and a game processing unit 112.
[0051] Regarding the functional block configuration described above, all or a part of the management unit 111 and the game processing unit 112 included in the game server 10 may be provided in the game control unit 110 of the terminal 20.
[0052] <Additional Notes> <Appendix 1> a management unit that manages game media owned by a player and consumes the game media in response to a designation of a game event that consumes the game media; a game processing unit that grants a predetermined right to a player when the amount of game content consumed within a predetermined period is equal to or greater than a first threshold, and gives preferential treatment to a player who has been granted the predetermined right in at least one of the number of game events that can be executed, the compensation required for executing the game event, and the number of game objects that can be acquired through the game event, compared to a player who has not been granted the predetermined right; having Information processing device
[0053] According to Supplementary Note 1, when the amount of game media consumed within a specified period is equal to or greater than a first threshold, the player can be granted a specified right related to the progress of a game event, thereby encouraging consumption of the game media.
[0054] <Appendix 2> When the amount of game content consumed within the specified period is equal to or greater than a second threshold value that is greater than the first threshold value, the game processing unit increases a degree of preferential treatment for at least one of the number of executable game events, the compensation required for executing a game event, and the number of game objects that can be acquired through a game event, compared to a case in which the second threshold value has not been reached. 2. An information processing device according to claim 1.
[0055] According to Supplementary Note 2, when the amount of game media consumed within a specified period is equal to or greater than a second threshold value that is greater than the first threshold value, the degree of preferential treatment regarding the progress of the game event can be increased, thereby further encouraging consumption of game media. <Appendix 3> A system-specific threshold is set for each of a plurality of game events, the game processing unit determines whether or not to grant the predetermined right to the player based on whether or not an amount of game content consumed in each of the plurality of game events has reached a corresponding system-specific threshold value; 3. The information processing device according to claim 1 or 2.
[0056] According to Supplementary Note 3, when the consumption of game media for each type of game event reaches a corresponding threshold for each type, the player is granted certain rights regarding the progress of the game event, thereby encouraging the player to play the game repeatedly while also encouraging the consumption of game media.
[0057] <Appendix 4> the game processing unit increases a degree of preferential treatment for at least one of the number of executable game events, the compensation required for executing a game event, and the number of game objects that can be acquired through a game event when a large number of systems have reached the system-specific threshold value, compared to a case where a small number of systems have reached the system-specific threshold value; 4. The information processing device according to claim 3.
[0058] According to Supplementary Note 4, when there are many game event systems in which the consumption of game media has reached the system-specific threshold, the degree of preferential treatment regarding the progress of game events can be increased compared to when there are few game event systems in which the consumption of game media has not reached the system-specific threshold, thereby encouraging consumption of game media while further encouraging game replay.
[0059] <Appendix 5> when the amount of game media consumed within the specified period is less than the first threshold and the player does not possess a number of game media necessary to make the amount of game media consumed within the specified period reach the first threshold, the game processing unit notifies the player of a game event in which the player can obtain the necessary number of game media. 5. An information processing device according to any one of claims 1 to 4.
[0060] According to Supplementary Note 5, the player can be prompted to execute a game event so that the amount of game content consumed within a predetermined period of time reaches a first threshold.
[0061] <Appendix 6> when the amount of the game medium consumed within the specified period is less than the first threshold, the game processing unit notifies a player of a game event that will cause the amount of the game medium consumed within the specified period to reach the first threshold. 6. An information processing device according to any one of claims 1 to 5.
[0062] According to Supplementary Note 6, the player can be prompted to execute a game event so that the amount of game content consumed within a predetermined period of time reaches a first threshold.
[0063] <Appendix 7> An information processing method performed by an information processing device, managing game media owned by a player and consuming the game media in response to a designation of a game event in which the game media is consumed; granting a predetermined right to a player when the consumption amount of the game medium within a predetermined period is equal to or greater than a first threshold, and giving preferential treatment to a player who has been granted the predetermined right in at least one of the number of game events that can be executed, the compensation required for executing the game event, and the number of game objects that can be acquired through the game event, compared to a player who has not been granted the predetermined right; An information processing method comprising:
[0064] According to Supplementary Note 7, when the amount of game media consumed within a specified period is equal to or greater than a first threshold, the player can be granted certain rights related to the progress of the game event, thereby encouraging consumption of the game media.
[0065] <Appendix 8> On the computer, managing game media owned by a player and consuming the game media in response to a designation of a game event in which the game media is consumed; granting a predetermined right to a player when the consumption amount of the game medium within a predetermined period is equal to or greater than a first threshold, and giving preferential treatment to a player who has been granted the predetermined right in at least one of the number of game events that can be executed, the compensation required for executing the game event, and the number of game objects that can be acquired through the game event, compared to a player who has not been granted the predetermined right; A program for executing the above.
[0066] According to Supplementary Note 8, when the amount of game media consumed within a specified period is equal to or greater than a first threshold, the player can be granted a specified right related to the progress of a game event, thereby encouraging consumption of the game media. [Explanation of symbols]
[0067] 10...game server, 20...terminal, 110...game control unit, 111...management unit, 112...game processing unit, 120...memory unit, 121, 121A...game event DB, 122, 122A...item management DB, 100-1...communication controller, 100-2...CPU, 100-3...RAM, 100-4...ROM, 100-5...storage device, 100-5a...program, 100-6...drive device, 201...communication unit, 202...UI unit, 203...game control unit, 210...memory unit, 211...game data.
Claims
[Claim 1] a management unit that manages game media owned by a player and consumes the game media in response to a designation of a game event that consumes the game media; a game processing unit that grants a predetermined right to a player when an amount of game content consumed within a predetermined period is equal to or greater than a first threshold, and gives preferential treatment to a player who has been granted the predetermined right in at least one of the number of game events that can be executed, the fee required to execute a game event, and the number of game objects that can be acquired through a game event, compared to a player who has not been granted the predetermined right; having Information processing device.
Citation Information
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