Program and information processing device

JP2025026451A5Pending Publication Date: 2026-08-18SEGA CORP
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Patent Information

Application Number
JP2024158956
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-13
Publication Date
2026-08-18

AI Technical Summary

Benefits of technology

【0021】 本発明によれば、販売される素材コンテンツ群を示す販売画面において、プレイヤに対して、プレイヤが所有する利用コンテンツに予め関連付けられた素材コンテンツを容易に判別させることができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

To allow a player to easily determine a material content previously related to a utilization content that the player possesses in a sale screen showing a group of material contents to be sold.SOLUTION: A program allows a computer to function as storage means 50 for storing a utilization content possessed by a player, extraction means 52 for extracting a material content previously related to a utilization content that a player possesses as a related content from among a group of material contents sold to the player, and display means 54 for displaying an area corresponding to the related content and an area corresponding to a material content other than the related content in different modes on a sale screen showing a group of material contents to be sold.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present invention relates to a program and an information processing device.

[0002] 2. Description of the Related Art Conventionally, games have been known in which a player can develop content (use content) to be used in the game (eg, quests).

[0003] In this regard, Patent Document 1 discloses a technology in which, when material content (e.g., content of the same type) that is pre-associated with content owned by a player is synthesized, the special parameters of the content used (e.g., upper limit of level) are changed to provide an advantage in progressing through the game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 6891987 Summary of the Invention [Problem to be solved by the invention]

[0005] In such games, material contents that are associated in advance with the use contents owned by the player may be sold in the in-game shop. However, when a large number of material contents are being sold on the sales screen of the in-game shop, it is difficult for the player to distinguish the material contents that are associated in advance with the use contents that the player owns.

[0006] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that enable a player to easily distinguish, on a sales screen showing a group of material contents for sale, material contents that are pre-associated with the usage content owned by the player. [Means for solving the problem]

[0007] In order to solve the above problems, a program according to a first aspect of the present invention is a program that changes predetermined parameters of utilization content used by a player in a game to favor the progress of the game by combining material content that is pre-associated with the utilization content, and causes a computer to function as a storage means for storing utilization content owned by the player, an extraction means for extracting, from a group of material contents sold to the player, material content that is pre-associated with the utilization content owned by the player as related content, and a display means for displaying, in a sales screen showing the group of material contents sold, an area corresponding to the related content and an area corresponding to material content other than the related content in different manners.

[0008] In a second aspect of the present invention, the display means displays, in an area corresponding to the related content, the quantity of available content owned by the player that is associated in advance with the related content.

[0009] In addition, in a third aspect of the present invention, when the player selects an area corresponding to the related content, the display means displays the quantity of available content owned by the player that is pre-associated with the related content.

[0010] In a fourth aspect of the present invention, the extraction means extracts, as related content, material content that is associated in advance with a use content owned by the player, the use content having the predetermined parameter that has not reached a limit value.

[0011] In a fifth aspect of the present invention, the display means displays, in an area corresponding to the related content, a quantity of the related content that is lacking in order to change a predetermined parameter of the usable content owned by the player.

[0012] In a sixth aspect of the present invention, the display means displays, in an area corresponding to the related content, a price required to purchase the missing quantity of the related content.

[0013] In addition, in a seventh aspect of the present invention, when an area corresponding to the related content is selected by the player, the display means displays the quantity of the related content that is lacking in order to change a specified parameter of the utilization content owned by the player.

[0014] In an eighth aspect of the present invention, when an area corresponding to the related content is selected by the player, the display means displays the amount of money required to purchase the missing quantity of the related content.

[0015] In a ninth aspect of the present invention, the names of the at least two pieces of material content to be sold include the same character name as part of the name.

[0016] In a tenth aspect of the present invention, the names of the at least two pieces of material content being sold include the name of the same decorative item as part of the name.

[0017] In addition, in an eleventh aspect of the present invention, the computer is made to function as a control means for automatically combining related content that is pre-associated with the used content owned by the player on the sales screen.

[0018] Furthermore, a program according to a twelfth aspect of the present invention is a program that changes predetermined parameters of utilization content used by a player in a game to favor the progress of the game by combining material content that is pre-associated with the utilization content, and causes a computer to function as a storage means for storing utilization content owned by the player, an extraction means for extracting, from a group of material contents sold to the player, material content that is pre-associated with the utilization content owned by the player as related content, and a display means for displaying areas corresponding to the related content on a sales screen showing the group of material contents sold, and not displaying areas corresponding to material content other than the related content.

[0019] In addition, an information processing device according to a thirteenth aspect of the present invention is an information processing device that changes predetermined parameters of utilization content used by a player in a game to favor the progress of the game by combining material content that is pre-associated with the utilization content, and is equipped with a storage means for storing utilization content owned by the player, an extraction means for extracting, from a group of material contents sold to the player, material content that is pre-associated with the utilization content owned by the player as related content, and a display means for displaying, in a sales screen showing the group of material contents sold, an area corresponding to the related content and an area corresponding to material content other than the related content in different manners.

[0020] In addition, an information processing device according to a fourteenth aspect of the present invention is an information processing device that changes predetermined parameters of utilization content used by a player in a game to favor the progress of the game by combining material content that is pre-associated with the utilization content, and is equipped with a storage means for storing utilization content owned by the player, an extraction means for extracting, from a group of material contents sold to the player, material content that is pre-associated with the utilization content owned by the player as related content, and a display means for displaying, in a sales screen showing the group of material contents sold, an area corresponding to the related content and an area corresponding to material content other than the related content in different manners. Effect of the Invention

[0021] According to the present invention, on a sales screen showing a group of material contents for sale, it is possible to allow a player to easily distinguish material contents that are pre-associated with the utilization content owned by the player. [Brief description of the drawings]

[0022] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram illustrating an example of a functional unit of a server device. [Diagram 5] 5 is a flowchart showing an example of the flow of processes performed by each functional unit shown in FIG. 4 in the game system according to the present embodiment. [Figure 6] FIG. 2 is a diagram showing an example (specific example 1) of a sales screen according to the embodiment. [Figure 7] FIG. 13 is a diagram showing an example of a purchase confirmation screen according to the embodiment. [Figure 8] FIG. 13 is a diagram showing an example (specific example 2) of a sales screen according to the embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0023] Hereinafter, an embodiment of the present invention (hereinafter, referred to as "the present embodiment") will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0024] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.

[0025] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet, the Internet, or a telephone line.

[0026] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of the terminal devices 12 via the communications network NT. In this embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.

[0027] Each terminal device 12 is an information processing device owned by each player, and provides a game to each player by executing the game program 14 received from the server device 10 after it has been installed therein. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0028] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0029] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.

[0030] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, thereby functioning as various functional means. The details of these functional means will be described later.

[0031] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0032] The storage device 28 is composed of a hard disk, etc. This storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, and information on the results of the processes.

[0033] The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 may have other configurations that a server generally has. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including an operating means, a display device, and a sound output device.

[0034] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.

[0035] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera , a mobile communication unit , a wireless LAN communication unit , a storage unit 40, and a speaker .

[0036] The main control unit 30 is configured to include a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function of controlling these connection destinations.

[0037] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In this embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0038] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0039] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0040] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0041] The storage unit 40 stores various programs and data such as the game program 14 and play data indicating the game progress and player information of the game program 14. The play data may be stored in the server device 10.

[0042] The speaker 42 has a function of outputting game sounds and the like.

[0043] <Game Overview> The game according to this embodiment includes a lottery game, a quest, a training game, a purchase game, etc. This lottery game may be called gacha, a lottery, a summon, etc. This quest may be called a battle game, a dungeon, a search, a mission, a scenario, etc.

[0044] The lottery game according to the present embodiment is a game in which one or more contents selected (randomly selected) from a lottery target content group, which is a lottery target, are provided to the player in response to an execution request (instruction) from the player to execute the lottery game. Examples of the contents include use contents (e.g., characters and decorative items) and material contents (e.g., character fragments, decorative item fragments, and strengthening items). The lottery game is executed based on the consumption of game currency owned by the player. Examples of the game currency include paid items (e.g., paid stones), non-paid items (e.g., free stones), coins, and points. The paid items are paid items that are given to the player based on payments made with money, prepaid cards, electronic money, credit cards, crypto assets, and the like. The non-paid items are free items that are given to the player in the game. The non-paid items may have a value equivalent to that of the paid items, or may have a value lower than that of the paid items. For example, in a certain lottery game, paid items and non-paid items can be consumed without distinction. In another lottery game, only paid items may be consumed. Coins and points are in-game currencies that are awarded to a player together with the drawn content when, for example, a lottery game is executed. In this embodiment, when a lottery game in which a character can be acquired is executed, coins are awarded together with the drawn character. Also, in this embodiment, when a lottery game in which a decorative item can be acquired is executed, points are awarded together with the drawn decorative item. Examples of such decorative items include weapons, armor, accessories, and costumes.

[0045] A quest according to this embodiment is a game in which the objective is to satisfy a predetermined clearing condition (task). For example, this quest is a game in which a deck is organized with a predetermined number (for example, 1 or 5) or less of characters (used content) owned by the player based on an instruction (request) from the player to select a quest from a quest menu. This character can be equipped with a decorative item (used content). The deck is sometimes called a party or team. Examples of cases in which this clearing condition is satisfied include defeating all enemy characters appearing in the quest with the deck (for example, reducing the hit points to 0 or less) and winning a match. Examples of cases in which the clearing condition is not satisfied (failure to clear) include cases in which all characters organized in the deck are annihilated (the hit points of all characters are 0 or less).

[0046] In addition, in a quest according to this embodiment, if a player meets the clearing conditions, a clearing reward is given to the player. Examples of this clearing reward include game currency (e.g., non-chargeable items, coins, points, etc.), content (used content, material content), player experience points, etc. In addition, in this embodiment, when a player clears a quest (satisfies the clearing conditions), a new quest (next quest) is opened (made playable) to the player. For example, this new quest will be more difficult than the quest the player cleared, but the quantity and quality of the clearing reward will be more advantageous. For example, a player can organize a deck to be used for a quest by arbitrarily selecting a predetermined number or less of characters from among the characters owned in an organization menu for organizing a deck to be used for a quest in advance.

[0047] In addition, in the training game according to this embodiment, by synthesizing material contents previously associated with the use contents used by the player in the game (e.g., quest), the predetermined parameters (e.g., normal parameters and special parameters) of the use contents are changed to favor the progress of the game. For example, the training game has a first content synthesis (strengthening synthesis) that changes the normal parameters of the use contents owned by the player to favor the progress of the game (e.g., quest), and a second content synthesis (evolution synthesis) that changes the special parameters of the use contents to favor the progress of the game (e.g., quest).

[0048] For example, in the first content synthesis (strengthening synthesis), a strengthening item (material content) that is previously associated with the use content (e.g., a character or decorative item) to be developed is synthesized (consumed), thereby strengthening the normal parameters of the use content to be developed. Examples of the normal parameters include level, attack power, defense power, and number of turns to activate a skill. For example, in the first content synthesis (strengthening synthesis), a quantity (number) of strengthening items that is previously associated with the level of the use content to be developed is synthesized to increase the level of the use content. Also, for example, in the first content synthesis (strengthening synthesis), a quantity (number) of strengthening items that is previously associated with the number of turns to activate a skill of the use content to be developed is synthesized to decrease the number of turns to activate a skill of the use content. For example, a player can select one piece of use content (e.g., a character or decorative item) from a list of owned content in the enhancement menu, and designate that one piece of use content as the base content (content to be enhanced) that will be developed in the first content synthesis.

[0049] Also, for example, in the second content synthesis (evolution synthesis), material content previously associated with the use content (for example, a character or a decorative item) to be cultivated is synthesized (consumed) to evolve the use content by changing the special parameters of the use content. Examples of the special parameters include an upper limit value of the level and a lower limit value of the number of turns for skill activation. Examples of the previously associated material content include pieces of content with the same name as the use content. For example, in the second content synthesis (evolution synthesis), the upper limit value of the level of the use content is increased by synthesizing a quantity (number) of material content previously associated with the use content to be cultivated. Also, for example, in the second content synthesis (evolution synthesis), the lower limit value of the number of turns for skill activation of the use content is decreased by synthesizing a quantity of material content previously associated with the use content to be cultivated. Note that the use content can be evolved until the special parameters reach the limit value (for example, the maximum value of the upper limit value of the level or the minimum value of the lower limit value of the number of turns for skill activation). For example, a player can select one piece of use content (e.g., a character or decorative item) from a list of owned content in the evolution menu, and use that one piece of use content as the base content (content to be evolved) that will be developed for the synthesis of the second content.

[0050] Moreover, in the purchase game according to this embodiment, the player can consume a cost (value) to purchase material content, which is sales content. Examples of this cost (value) include game currency (e.g., paid items, non-paid items, coins, and points). For example, in this purchase game, the player can give an instruction (request) to purchase material content being sold in an in-game shop (sales screen), thereby consuming the game currency corresponding to the material content and purchasing (securely acquiring) the material content. This in-game shop may be referred to as a sales outlet, an exchange, or the like. In this in-game shop, multiple material contents (groups of material contents) are sold to the player.

[0051] <Function means> (Example 1) FIG. 4 is a block diagram illustrating an example of the functional means of the server device 10. As shown in FIG.

[0052] 4, the server device 10 comprises, as functional components, a storage means 50, an extraction means 52, a display means 54, and a control means 56. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like. Note that all or a part of these functional components may be provided in the terminal device 12.

[0053] The storage means 50 has a function of storing player information 50A, content information 50B, quest information 50C, shop information 50D, and the like.

[0054] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, player rank, owned content information, owned game currency information, organized deck information, quest progress information, and the like.

[0055] The player rank increases, for example, when the player gains player experience points.

[0056] The owned content information includes owned character information, owned decorative item information, owned fragment information, owned enhancement item information, and the like.

[0057] The owned character information is stored in association with the owned character ID for each character owned by the player. This owned character ID is assigned, for example, every time the player acquires (owns) a character. The owned character information includes, for example, the content ID, current parameters, and equipment item information of the character. The current parameters include the current values ​​of normal parameters and special parameters. Examples of normal parameters include level, hit points, attack power, defense power, and the number of turns to activate a skill. For example, the higher the level, hit points, attack power, and defense power, the more advantageous the progress of the game (e.g., a quest). The number of turns to activate a skill includes the number of turns it takes for a character to activate a skill. For example, the lower the number of turns to activate a skill, the more advantageous the progress of the game (e.g., a quest). For example, a skill is automatically activated when the same number of turns as the number of turns to activate a skill of a character has passed in a quest. Examples of special parameters include the upper limit value of a level and the lower limit value of the number of turns to activate a skill. For example, the higher the number of the upper limit value of a level, the more advantageous the progress of the game (e.g., a quest). For example, the lower the number of turns to activate a skill, the more advantageous the progress of the game (e.g., a quest). The equipped item information includes the owned decorative item ID of the decorative item (e.g., a weapon, armor, accessory, costume, etc.) equipped by the owned character. This owned decorative item ID is assigned, for example, each time the player acquires (owns) an item.

[0058] The owned decorative item information is stored for each decorative item (usable item) owned by the player in association with the owned decorative item ID. The owned decorative item information includes, for example, the content ID and current parameters of the decorative item. The current parameters include the current values ​​of normal parameters and special parameters. Examples of normal parameters include level, attack power, defense power, and the number of turns required to activate a skill. For example, the higher the level, attack power, and defense power, the more advantageous the progress of the game (e.g., a quest). The number of turns required to activate a skill includes the number of turns required for a decorative item to activate a skill. Examples of special parameters include the upper limit of the level and the lower limit of the number of turns required to activate a skill.

[0059] The owned fragment information stores the quantity of each fragment (character fragment or decorative item fragment) owned by the player, in association with the fragment's content ID.

[0060] The owned enhancement item information stores the quantity of each enhancement item owned by the player in association with the content ID of the enhancement item.

[0061] The owned game currency information stores, for example, the quantity of each game currency owned by the player (charged items, non-charged items, coins, points, etc.) in association with a game currency ID.

[0062] The organized deck information includes information about the organized deck of the player. This organized deck information includes, for example, the owned character IDs of a predetermined number or less of characters that have been organized into a deck by the player in advance. This deck is used when executing a quest. In this embodiment, two or more identical characters (characters with the same content ID) cannot be organized into the organized deck.

[0063] The quest progress information includes, for example, the quest ID of the quest that the player has completed.

[0064] Content information 50B is stored for each piece of content in association with the content ID of that content. Content information 50B includes, for example, the name and image of the content (characters, decorative items, strengthening items, fragments, etc.), ability information, rarity, purchase cost, training cost, etc. In this embodiment, part of the name of the decorative item includes the name of the character. Examples of names of decorative items include "Character A's knife," "Character A's whip," "Character B's knife," "Character B's whip," etc.

[0065] The ability information includes normal parameter information, special parameter information, and skills. The normal parameter information includes the ranges (minimum and maximum values) of normal parameters (level, hit points, attack power, defense power, number of turns to activate a skill, etc.). The special parameter information includes the ranges (minimum and maximum values) of special parameters (upper limit of level, lower limit of number of turns to activate a skill) for each number of evolutions. The skills include, for example, the ability to recover the hit points of an ally character, strengthen the attack power or defense power of an ally character, or inflict damage on an enemy character in a quest.

[0066] Rarity includes a number ranging from 1 to 6, for example. This number may be expressed, for example, by the number of stars. Characters with high rarity are set with parameters (normal parameters and special parameters) and skills that are advantageous for the progress of the game (e.g., quests). For example, characters with high rarity have a high upper limit on their level (special parameters).

[0067] The purchase cost includes the cost (value) required to purchase (acquire) the content. This purchase cost is set, for example, only for content that can be purchased at an in-game shop. For example, the purchase cost of "Fragments of Character A," which is material content that is pre-associated with a character (Character A), is 100 coins. Also, for example, the purchase cost of "Fragments of Character A's Knife," which is material content that is pre-associated with a decorative item (Character A's knife), is 100 points.

[0068] The development cost is a cost required to develop (strengthen or evolve) the used content, and includes material content (related content) previously associated with the used content and the quantity of the material content. In this embodiment, the material content is a development cost dedicated to the previously associated used content. For example, the cost required to increase (enhance) the level of "Character A" by 1 is 2 pieces of Enhancement Item A. The cost required to increase the level by 1 may differ for each character's level. For example, the cost required to increase the upper limit of the level of "Character A," which is the content to be used, by 5 (evolve) is 50 "Fragments of Character A." For example, the cost required to decrease (evolve) the lower limit of the number of turns required for the skill activation of "Character A's Knife" by 5 is 100 "Fragments of Character A's Knife."

[0069] The quest information 50C is stored for each quest in association with the quest ID of the quest. The quest information 50C includes the name of the quest, enemy character information, and reward information for completing the quest.

[0070] The enemy character information includes the enemy character ID and ability parameters of each enemy character that appears in the quest.

[0071] The clear reward information is stored for each clear reward that the player can acquire when clearing a quest, in association with the content ID of the clear reward. Examples of the clear reward include non-chargeable items, coins, characters, strengthening items, decorative items, player experience points, etc. The clear reward information includes the number of items acquired and the drop rate. The drop rate is, for example, the probability that the player will acquire a character, strengthening item, or decorative item. For example, the drop rate includes a higher probability for a quest with a higher difficulty level.

[0072] The shop information 50D is stored for each in-game shop in association with the shop ID of the in-game shop. The shop information 50D includes the name of the in-game shop and sales content information. Sales content information is stored for each piece of material content sold in an in-game shop in association with the content ID of that material content. For example, sales content information includes sales ranking, sales quantity, and discount information. Sales ranking includes the order in which the material content is sold in an in-game shop. For example, material content with a high sales ranking (closer to first place) is displayed at the top of the sales screen. For example, a certain shop sells material content with sales rankings from 1 to 50. Sales quantity includes the quantity (remaining number) of material content that is available for purchase by a player. Discount information includes information for discounting the purchase cost of the material content (for example, a discount rate).

[0073] Here, in the in-game shop according to this embodiment, at least two of the material contents (e.g., pieces of decorative items) for sale have names that include the same character's name in part of their names. For example, a certain in-game shop sells the material contents "pieces of Character A's knife" and "pieces of Character A's whip." These "Character A's knife" and "Character A's whip" are, for example, decorative items that Character A can equip.

[0074] Furthermore, in the in-game shop according to this embodiment, at least two pieces of material content (e.g., pieces of decorative items) for sale contain the name of the same decorative item as part of their names. For example, in one in-game shop, the material contents "pieces of character A's clothes" and "pieces of character B's clothes" are each sold as sales content. This "character A's clothes" is, for example, a decorative item that can be equipped by character A. Furthermore, "character B's clothes" is, for example, a decorative item that can be equipped by character B.

[0075] The extraction means 52 is a functional means for extracting content. In this embodiment, the extraction means 52 extracts, as related content, material content that is associated in advance with the use content owned by the player from among a group of material contents sold to the player. For example, the extraction means 52 refers to owned content information (owned character information and owned decorative item information) in the player information 50A, the training costs in the content information 50B, and sales content information in the shop information 50D, and extracts material contents that are pre-associated with each of the usable contents owned by the player from the group of material contents sold to the player as related contents.

[0076] Furthermore, the extraction means 52 extracts, from the group of material contents to be sold, material contents that are associated in advance with the use content owned by the player whose predetermined parameter has not reached the limit value, as related contents.

[0077] For example, the extraction means 52 refers to the current parameters of the owned content information (owned character information and owned decorative item information) in the player information 50A, the training cost and ability information in the content information 50B, and the sold content information in the shop information 50D, and extracts usable content owned by players whose specified parameters (e.g., level, upper limit of level, number of turns for skill activation, and lower limit of number of turns for skill activation) have not reached their limit values. For example, when the predetermined parameter is a level, the extraction means 52 extracts a certain use content when the level (predetermined parameter) of the certain use content has not reached the upper limit (limit) of the level. Also, for example, when the predetermined parameter is the upper limit of the level, the extraction means 52 extracts the certain use content when the upper limit of the level (predetermined parameter) of the certain use content has not reached the maximum value (limit) of the upper limit of the level. Also, for example, when the predetermined parameter is the number of turns for skill activation, the extraction means 52 extracts the certain use content when the number of turns for skill activation (predetermined parameter) of the certain use content has not reached the lower limit (limit) of the number of turns for skill activation. Also, for example, when the predetermined parameter is the lower limit of the number of turns for skill activation, the extraction means 52 extracts the certain use content when the lower limit of the number of turns for skill activation (predetermined parameter) of the certain use content has not reached the minimum value (limit) of the lower limit of the number of turns for skill activation. Next, the extraction means 52 extracts, as related contents, material contents that are associated in advance with each of the extracted use contents from the material contents group sold to the player. In this case, material contents other than the related contents in the sold material contents group include, for example, material contents that are not associated in advance with the use contents owned by the player, and material contents that are associated in advance with the use contents whose predetermined parameters have reached their limit values.

[0078] The display means 54 is a functional means for displaying an image on the touch panel 32. In the present embodiment, the display means 54 displays, in a sales screen showing a group of material contents to be sold, an area corresponding to related content and an area corresponding to material contents other than the related content in different modes.

[0079] For example, the display means 54 displays areas corresponding to related contents with normal brightness and saturation, and displays areas corresponding to material contents other than the related contents with low brightness and saturation (for example, grayed out). This allows the display means 54 to display an area corresponding to the related content and an area corresponding to material content other than the related content in different formats.

[0080] Also, for example, the display means 54 displays, in an area corresponding to the related content, the quantity of the use content previously associated with the related content owned by the player. For example, the display means 54 displays the quantity of the use content previously associated with the related content owned by the player, by referring to owned content information (owned character information and owned decorative item information) in the player information 50A, the training cost in the content information 50B, the sales content information in the shop information 50D, and the like. Furthermore, the display means 54 displays the quantity of the used content previously associated with the related content owned by the player in the area corresponding to the material content other than the related content as "0." Note that the display means 54 does not have to display the quantity of the used content owned by the player in the area corresponding to the material content other than the related content. This allows the display means 54 to display an area corresponding to the related content and an area corresponding to material content other than the related content in different formats.

[0081] Furthermore, when the player selects an area corresponding to related content, the display means 54 displays the quantity of use content previously associated with the related content owned by the player. For example, when the player selects (touches) an area corresponding to related content (sales content information area), the display means 54 displays the quantity of use content previously associated with the related content owned by the player, with reference to owned content information (owned character information and owned decorative item information) in the player information 50A, the training cost in the content information 50B, the sales content information in the shop information 50D, and the like. Furthermore, when the player selects an area corresponding to material content other than related content, the display means 54 displays the quantity of the used content previously associated with the related content owned by the player as "0." Note that, when the player selects an area corresponding to material content other than related content, the display means 54 does not have to display the quantity of the used content owned by the player.

[0082] Furthermore, the display means 54 displays, in an area corresponding to the related content, the quantity of related content that is lacking in order to change a predetermined parameter of the use content owned by the player. For example, when the player makes a request (operation) to display a sales screen, the display means 54 refers to the owned content information (owned character information and owned decorative item information) in the player information 50A and the training cost in the content information 50B, and calculates the quantity of related content that is lacking in order to change (e.g., increase by 1) a predetermined parameter (e.g., level) of the use content owned by the player. Next, the display means 54 displays the calculated quantity of related content in an area corresponding to the related content.

[0083] Furthermore, the display means 54 displays, in an area corresponding to the related content, the amount of related content required to purchase the missing amount of related content in order to change a predetermined parameter of the use content owned by the player. For example, when the player requests (operates) to display a sales screen, the display means 54 refers to the owned content information (owned character information and owned decorative item information) in the player information 50A and the purchase cost and training cost in the content information 50B, and calculates the amount of related content required to purchase the missing amount of related content in order to change (e.g., increase by 5) a predetermined parameter (e.g., upper limit value of level) of the use content owned by the player. Next, the display means 54 displays the calculated amount in an area corresponding to the related content.

[0084] Furthermore, when the player selects an area corresponding to related content, the display means 54 displays the quantity of related content that is lacking in order to change a predetermined parameter of the use content owned by the player. For example, when the player selects an area corresponding to related content (sales content information area), the display means 54 refers to owned content information (owned character information and owned decorative item information) in the player information 50A and the training cost in the content information 50B, and calculates the quantity of related content that is lacking in order to change (e.g., decrease by 1) a predetermined parameter (e.g., the number of turns to activate a skill) of the use content owned by the player. Next, the display means 54 displays a purchase confirmation screen including the calculated quantity of related content.

[0085] Furthermore, when the player selects an area corresponding to related content, the display means 54 displays the amount of compensation required to purchase the missing amount of related content. For example, when the player selects an area corresponding to related content (sales content information area), the display means 54 refers to owned content information (owned character information and owned decorative item information) in the player information 50A and the purchase cost and training cost in the content information 50B, and calculates the amount of compensation required to purchase the missing amount of related content in order to change (e.g., decrease by 5) a predetermined parameter (e.g., lower limit value of skill activation turn number) of the usable content owned by the player. Next, the display means 54 displays a purchase confirmation screen including the calculated amount of compensation.

[0086] The control means 56 is a functional means for controlling the entire game. In this embodiment, when a player purchases related content that is previously associated with a use content owned by the player on the sales screen, the control means 56 automatically combines the related content with the use content. For example, when a player purchases related content, the control means 56 combines the related content that is previously associated with the use content owned by the player without the operation of the player. When a player purchases related content, the control means 56 may combine the related content in response to a request (operation) from the player to combine the related content with the usage content owned by the player. For example, when a player purchases related content, the display means 54 displays a screen inquiring of the player as to whether or not to combine the related content with the usage content owned by the player. Next, when a request (operation) for combination is received from the player, the control means 56 combines the related content with the usage content owned by the player.

[0087] <Processing flow> Fig. 5 is a flow chart showing an example of the flow of processing performed by each functional means shown in Fig. 4 in the game system 1 according to this embodiment. The processing of the following steps is started, for example, when a player selects a shop in an in-game shop menu. A variable n, which will be described later, is initialized to 0. The order and contents of the following steps can be changed as appropriate.

[0088] (Step SP10) The control means 56 increments the variable n (+1), and the process proceeds to step SP12.

[0089] (Step SP12) The extraction means 52 refers to the current parameters of the owned content information (owned character information and owned decorative item information) in the player information 50A and the ability information in the content information 50B, and extracts each of the use contents owned by the player whose predetermined parameters (for example, upper limit value of level) have not reached the limit value. Next, the extraction means 52 refers to the training cost in the content information 50B and the sales content information in the shop information 50D, and judges whether or not a material content (sales content) with a sales rank of variable n (nth) sold in one shop is a material content previously associated with each of the extracted use contents. Then, if the judgment is judged as positive, the process proceeds to the process of step SP14. On the other hand, if the judgment is judged as negative, the process proceeds to the process of step SP16.

[0090] (Step SP14) The extraction means 52 extracts, as related content, a material content (sales content) that is sold in one shop and has a sales rank of variable n (nth), and then the process proceeds to step SP16.

[0091] (Step SP16) The control means 56 judges whether the variable n is the maximum number. For example, the control means 56 refers to the sales content information of the shop information 50D, and when the variable n matches the lowest sales rank (maximum number) in one shop, the control means 56 judges that the variable n is positive. If the judgment is positive, the process proceeds to the process of step SP18. On the other hand, if the judgment is negative, the process proceeds to the process of step SP10.

[0092] (Step SP18) The display means 54 displays on the touch panel 32 a sales screen showing a group of material contents sold in one shop.

[0093] FIG. 6 is a diagram showing an example (specific example 1) of the sales screen 60 according to the present embodiment.

[0094] As shown in FIG. 6, the sales screen 60 is provided with a shop switching button 62, a sales content information area 64, and a back button 66. The shop switching button 62 is, for example, a button (tab switching button) for issuing an instruction to switch to a shop where other material content (sales content) is sold. For example, when the shop switching button 62A is selected, the display means 54 switches the display to a shop where decorative item fragments are sold. Also, for example, when the shop switching button 62B is selected, the display means 54 switches the display to a shop where enhancement items are sold. For example, when the shop switching button 62 is selected, the process initializes the variable n to 0 and proceeds to the process of step SP10. The sales content information area 64 is an area corresponding to the material content to be sold (for example, character fragments). In this sales content information area 64, an image and a name of the material content to be sold (sales content), the quantity of the material content owned by the player, the quantity of the use content previously associated with the material content owned by the player, the name of the material content, and the purchase cost (price) for each piece of the material content are displayed. In addition, in the sales content information area 64, the areas corresponding to the related contents extracted in step SP14 and the areas corresponding to the material content other than the related contents are displayed in different modes. For example, the areas corresponding to the related contents are displayed with normal brightness and saturation. On the other hand, the areas corresponding to the material content other than the related contents are displayed with low brightness and saturation (for example, grayed out). Also, for example, the areas corresponding to the related contents display the quantity of the use content previously associated with the related content owned by the player. On the other hand, the areas corresponding to the material content (sales content) other than the related contents do not display the quantity of the use content previously associated with the material content owned by the player. The sales content information area 64 may be an area corresponding to the material content being sold, and may be a purchase button or the like. The back button 66 is a button for issuing an instruction to close the sales screen 60 and return to the in-game shop menu. For example, when the back button 66 is selected, the process ends the series of processes shown in FIG.

[0095] Returning to FIG. 5, the process proceeds to step SP20.

[0096] (Step SP20) The control means 56 judges whether or not an area (sales content information area) corresponding to related content has been selected by the player on the sales screen. For example, when an area (sales content information area) corresponding to material content other than related content has been selected, the control means 56 judges the judgment as negative. If the judgment is positive, the process proceeds to step SP22. On the other hand, if the judgment is negative, the process proceeds to step SP24.

[0097] (Step SP22) The display means 54 refers to the owned content information (owned character information and owned decorative item information) in the player information 50A and the training cost in the content information 50B, and calculates the quantity of related content that is lacking in order to change (e.g., increase by 5) a predetermined parameter (e.g., upper limit value of level) of the use content owned by the player. Next, the display means 54 refers to the purchase cost in the content information 50B, and calculates the price required to purchase the lacking quantity of related content in order to change the predetermined parameter of the use content owned by the player. Then, the process proceeds to the process of step SP24.

[0098] (Step SP24) The display means 54 displays, on the touch panel 32 in a pop-up format, a purchase confirmation screen showing the material content (sales content) selected by the player.

[0099] FIG. 7 is a diagram showing an example of a purchase confirmation screen 70 according to the present embodiment.

[0100] As shown in FIG. 7, a purchase confirmation screen 70 is provided with a purchase content information area 72, a minus button 73, a plus button 74, a slide button 75, a cancel button 76, and a purchase button 78. Detailed information on the material content selected by the player is displayed in the purchased content information area 72. For example, if the material content is related content, the purchased content information area 72 displays the quantity of the related content that is lacking calculated in step SP22 and the price required to purchase the lacking quantity of the related content. The minus button 73 is a button for issuing an instruction to decrease the quantity of material content (sales content) to be purchased. For example, when the minus button 73 is selected, the display means 54 moves the slide button 75 to the left on the slide bar. The plus button 74 is a button for issuing an instruction to increase the quantity of material content (sales content) to be purchased. For example, when the plus button 74 is selected, the display means 54 moves the slide button 75 to the right on the slide bar. The slide button 75 is a button for issuing an instruction to decrease or increase the quantity of material content (sales content) to be purchased by moving the button left or right on a slide bar. The cancel button 76 is a button for issuing an instruction to return to the sales screen without purchasing the material content (sales content). The purchase button 78 is a button for issuing an instruction to purchase the material content selected by the player. The purchase button 78 indicates, for example, the amount of the material content to be consumed and the quantity of the material content (sales content) to be purchased based on the position of the slide button 75 on the slide bar.

[0101] Returning to FIG. 5, the process proceeds to step SP26.

[0102] (Step SP26) The control means 56 judges whether or not the purchase button has been selected by the player on the purchase confirmation screen. For example, when the cancel button has been selected by the player, the control means 56 judges the judgment as negative. Then, when the judgment is judged as positive, the process proceeds to the process of step SP28. On the other hand, when the judgment is judged as negative, the process proceeds to the process of step SP18.

[0103] (Step SP28) The control means 56 grants the purchased material content to the player. For example, the control means 56 adds the purchased amount of material content to the owned content information (e.g., owned piece information) of the player information 50A. Then, the process ends the series of processes shown in FIG.

[0104] (Example 2) In the above-mentioned specific example 1, it was explained that the display means 54 displays the area corresponding to the related content and the area corresponding to the material content other than the related content in different manners on the sales screen, but it is also possible not to display the area corresponding to the material content other than the related content.

[0105] For example, in step SP18, the display means 54 displays an area corresponding to related content on the sales screen showing the material content being sold, but does not display areas corresponding to material content other than the related content.

[0106] FIG. 8 is a diagram showing an example (specific example 2) of the sales screen 80 according to the present embodiment.

[0107] As shown in FIG. 8, the sales screen 80 is provided with a shop switching button 82, a sales content information area 84, and a back button 86. The sales content information area 84 is an area corresponding to the material content (e.g., pieces of decorative items) to be sold. This sales content information area 84 shows areas corresponding to the related content extracted in step SP14, and does not show areas corresponding to material content other than the related content. Note that the sales screen 80 may be provided with a button for displaying an area corresponding to material content other than the related content.

[0108] <Effects> As described above, in this embodiment, a program changes predetermined parameters of utilization content used by a player in a game to favor the progress of the game by combining material content that is pre-associated with the utilization content, and causes a computer to function as storage means 50 for storing utilization content owned by the player, extraction means 52 for extracting, from a group of material contents sold to the player, material content that is pre-associated with the utilization content owned by the player as related content, and display means 54 for displaying, in different manners, an area corresponding to the related content and an area corresponding to material content other than the related content on a sales screen showing the group of material contents sold.

[0109] According to this configuration, an area corresponding to related content, which is material content previously associated with a use content owned by a player, and an area corresponding to material content other than the related content are displayed in different manners, so that on a sales screen showing a group of material contents for sale, a player can easily distinguish material contents previously associated with a use content owned by the player.

[0110] Furthermore, in this embodiment, the display means 54 displays, in an area corresponding to the related content, the quantity of the available content that is associated in advance with the related content, which is owned by the player.

[0111] According to this configuration, the quantity of the use content that is pre-associated with the related content owned by the player is displayed, so that the player can easily distinguish the material content that is pre-associated with the use content owned by the player on the sales screen showing the group of material contents for sale.

[0112] Furthermore, in this embodiment, when the player selects an area corresponding to related content, the display means 54 displays the quantity of available content that is associated in advance with the related content, owned by the player.

[0113] According to this configuration, when an area corresponding to related content is selected, the quantity of use content owned by the player that is pre-associated with the related content is displayed, allowing the player to easily distinguish the material content that is pre-associated with the use content owned by the player.

[0114] Furthermore, in this embodiment, the extraction means 52 extracts, as related content, material content that is associated in advance with a use content owned by a player whose predetermined parameter has not reached the limit value.

[0115] According to this configuration, material content that is pre-associated with utilization content whose specified parameters have not reached their limit values ​​is extracted as related content, so that on a sales screen showing the group of material contents being sold, the player can easily identify the material content necessary to develop utilization content whose specified parameters have not reached their limit values.

[0116] Furthermore, in this embodiment, the display means 54 displays, in the area corresponding to the related content, the quantity of the related content that is lacking in order to change a predetermined parameter of the usable content owned by the player.

[0117] According to this configuration, the quantity of related content that is lacking in order to change the specified parameters of the content to be used is displayed, so that the player can easily understand how much of the material content required to develop the content to be used is lacking on the sales screen showing the group of material content to be sold.

[0118] Furthermore, in this embodiment, the display means 54 displays, in the area corresponding to the related content, the amount of the related content required to purchase the missing amount of the related content.

[0119] According to this configuration, the price required to purchase the missing quantity of related content in order to change a specified parameter of the content to be used is displayed, so that the player can easily understand the price required to develop the content to be used on the sales screen showing the group of material content to be sold.

[0120] Furthermore, in this embodiment, when an area corresponding to related content is selected by the player, the display means 54 displays the quantity of the related content that is lacking in order to change a specified parameter of the use content owned by the player.

[0121] According to this configuration, when an area corresponding to related content is selected, the quantity of related content that is lacking in order to change a specified parameter of the content being used is displayed, making it easy for the player to understand how much of the material content required to develop the content being used is lacking.

[0122] Furthermore, in this embodiment, when the player selects an area corresponding to related content, the display means 54 displays the amount of the related content required to purchase the missing amount of related content.

[0123] According to this configuration, when an area corresponding to related content is selected, the price required to purchase the missing quantity of related content in order to change a specified parameter of the used content is displayed, making it easy for the player to understand the price required to develop the used content.

[0124] Furthermore, in this embodiment, the names of at least two pieces of material content to be sold include the same character name as part of the name.

[0125] With this configuration, even if the name of the same character is included in part of the name of at least two pieces of material content being sold, the area corresponding to the related content and the area corresponding to material content other than the related content are displayed in different ways, thereby preventing the player from mistakenly purchasing material content other than the related content.

[0126] Furthermore, in this embodiment, the names of at least two pieces of material content being sold include the name of the same decorative item as part of the name.

[0127] With this configuration, even if the name of the same decorative item is included in part of the name of at least two of the material contents being sold, the area corresponding to the related content and the area corresponding to the material content other than the related content are displayed in different manners, thereby preventing the player from mistakenly purchasing material content other than the related content.

[0128] In addition, in this embodiment, when a player purchases related content that is pre-associated with the used content owned by the player on the sales screen, the computer functions as a control means 56 that automatically combines the related content with the used content.

[0129] According to this configuration, when a player purchases related content, the related content is automatically combined with the content being used, thereby saving the player the trouble of having to transition to an enhancement menu or evolution menu to combine the related content with the content being used.

[0130] In addition, in this embodiment, the program changes predetermined parameters of the utilization content used by the player in the game to favor the progress of the game by combining material content that is pre-associated with the utilization content, and causes the computer to function as storage means 50 for storing utilization content owned by the player, extraction means 52 for extracting, from a group of material contents sold to the player, material content that is pre-associated with the utilization content owned by the player as related content, and display means 54 for displaying areas corresponding to the related content on a sales screen showing the group of material contents sold, and not displaying areas corresponding to material content other than the related content.

[0131] According to this configuration, an area corresponding to related content, which is material content previously associated with the use content owned by the player, is displayed, and areas corresponding to material content other than the related content are not displayed. Therefore, on the sales screen showing the group of material contents for sale, the player can easily distinguish the material content previously associated with the use content owned by the player.

[0132] ---Variations--- The present invention is not limited to the above specific examples. In other words, the above specific examples, to which a person skilled in the art has made appropriate design modifications, are also included within the scope of the present invention as long as they have the characteristics of the present invention. In addition, the elements of the above-mentioned embodiment and the modified examples described below can be combined to the extent technically possible, and combinations of these are also included within the scope of the present invention as long as they include the characteristics of the present invention.

[0133] For example, in this embodiment, a case where all enemy characters appearing in a quest are defeated by a deck has been described as an example of a case where the clearing conditions for a quest are satisfied, but a character to be trained, which has grown due to an event caused by a character organized in a deck, may achieve a predetermined result (e.g., place in a predetermined position or win) in a target game (e.g., a race or a fighting game). This character to be trained may be a character organized in a deck, or may be a character not organized in a deck. Furthermore, the character to be trained may be a character prepared by the game operator, or may be a character that the player can use in a game (such as a fighting game) after the quest is completed (after the training scenario is completed). In addition, in this embodiment, an example of when the conditions for clearing a quest are not met is described as when all characters in the deck are wiped out (the hit points of all characters fall below 0), but it may also be when the character being trained fails to achieve a specified result in the target game.

[0134] In addition, in this embodiment, the special parameters are described as the upper limit of the level and the lower limit of the number of turns required to activate a skill, but they may be rarity, skill level, luck, etc. Also, the second content synthesis (evolution synthesis) may involve acquiring a new skill. The content ID of the content may be changed by the second content synthesis.

[0135] In addition, in the present embodiment, the material content previously associated with the used content is a fragment of a content with the same name as the used content, but the material content may be a content with the same name as the used content (for example, a content with the same content ID or a content before or after evolution) or a content with the same attributes as the used content. In other words, the used content may be capable of being synthesized as material content. Furthermore, the material content previously associated with the used content may be a fragment of content having the same attributes as the used content.

[0136] In addition, in this embodiment, a character fragment (e.g., a fragment of character A) is described as being material content, but the player may consume a predetermined number (e.g., 50) of character fragments (fragments of character A) to generate (obtain) one character (character A) that is usable content. Similarly, the player may consume a predetermined number (e.g., 50) of decorative item fragments (e.g., fragments of character A's knife) to generate (obtain) one decorative item (character A's knife).

[0137] In the present embodiment, the extraction means 52 extracts material contents associated in advance with each of the use contents owned by the player as related contents, but material contents associated in advance with each of the use contents (characters and decorative items) organized in the organized deck by the player may be extracted as related contents. For example, the extraction means 52 refers to the owned content information and organized deck information in the player information 50A, the training cost in the content information 50B, the sales content information in the shop information 50D, etc., and extracts material contents associated in advance with each of the characters organized in the organized deck by the player and the decorative items equipped by the character as related contents from among the material contents sold to the player. Furthermore, the extraction means 52 may extract, as related content, material content that is associated in advance with each of the use contents that are owned by the player and that are frequently used in quests (for example, the number of times they are used in quests).

[0138] Further, in this embodiment, the extraction means 52 has been described as extracting character fragments and decorative item fragments as related content, but it may also extract an enhancement item as related content.

[0139] In addition, in this embodiment, the extraction means 52 has been described as extracting, as related content, material content that is pre-associated with utilization content owned by a player whose specified parameters have not yet reached the limit value from a group of material contents to be sold; however, material content necessary for further developing the current parameters of the utilization content owned by the player may also be extracted as related content.

[0140] Furthermore, in the present embodiment, the material content is described as a development cost dedicated to a pre-associated use content, but the material content may be pre-associated with a plurality of use contents.

[0141] In the present embodiment, the display means 54 displays an area corresponding to the related content and an area corresponding to the material content other than the related content in different modes on the sales screen, but the related content may be displayed with priority. For example, the display means 54 may display an area corresponding to the related content in the upper part of the sales screen, and an area corresponding to the material content other than the related content in the lower part of the sales screen.

[0142] Furthermore, in this embodiment, a case has been described in which material content is sold at the in-game shop, but utilization content may also be sold therein. For example, the extraction means 52 extracts, from among a group of use contents sold to a player, a use content that is previously associated with a material content owned by the player as a related content. Next, the display means 54 displays an area corresponding to the related content and an area corresponding to use content other than the related content in different forms on a sales screen showing the group of use contents sold. Note that the display means 54 may display an area corresponding to the related content on a sales screen showing the group of use contents sold, but not display an area corresponding to use content other than the related content.

[0143] In addition, in this embodiment, the use contents are mainly characters and decorative items, but the use contents may be various items, cards, gear, figures, etc. Also, decorative items (items) may be usable in quests without being equipped to a character.

[0144] In addition, in this embodiment, a case has been described in which the utilization content and the material content are associated in advance, but the pre-associated content is not limited to the utilization content and the material content. For example, the pre-associated contents may be used for purposes other than the training game. Specifically, a treasure chest item and a key item may be associated in advance. For example, when a key item associated in advance with a treasure chest item owned by a player is consumed, the control means 56 grants the player a reward (e.g., points, coins, various contents) based on the type (e.g., rarity, etc.) of the treasure chest item. For example, the in-game shop according to the present embodiment may sell multiple types of key items. In this case, for example, the extraction means 52 extracts, as related content, a key item that is pre-associated with a treasure chest item owned by the player from among a group of key items sold to the player. Next, the display means 54 displays an area corresponding to the related content and an area corresponding to key items other than the related content in different forms on a sales screen showing the group of key items sold. Also, for example, in the in-game shop according to the present embodiment, multiple types of treasure chest items may be sold. In this case, for example, the extraction means 52 extracts, as related content, a treasure chest item that is pre-associated with a key item owned by the player from among a group of treasure chest items sold to the player. Next, the display means 54 displays an area corresponding to the related content and an area corresponding to treasure chest items other than the related content in different forms on a sales screen showing the group of treasure chest items sold.

[0145] In the present embodiment, the case where the content (material content) is sold at the in-game shop for a fee has been described, but the content may be free of charge. For example, when one or more pieces of content are selected by the player on a list screen showing a group of contents that the player can acquire, the control means 56 may grant the selected content to the player free of charge. [Explanation of symbols]

[0146] 10. Server equipment 12...Terminal device 50...Memory means 52...Extraction means 54...Display means 56...Control means

Claims

[Claim 1] A program that modifies predetermined parameters of content used by a player in a game by synthesizing pre-associated material content, thereby making the game progress more favorable. Computers, A storage means for storing content owned by the aforementioned player, An extraction means for extracting material content that is pre-associated with content owned by the player from among the material content group sold to the player, as related content. A display means for displaying, in a sales screen showing the aforementioned group of material content to be sold, an area corresponding to the related content and an area corresponding to material content other than the related content in different manners; To make it function as program.