Information processing system, information processing device, information processing program, and information processing method

JP2025028747APending Publication Date: 2025-03-03AKATSUKI INC
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Patent Information

Application Number
JP2024063635
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-10
Publication Date
2025-03-03

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Abstract

To provide an information processing system, an information processing device, an information processing program and an information processing method that are able to enhance a player's interest in a game.SOLUTION: An information processing system comprises: a player information storage unit that stores information on game media owned by each player; a preparation processing unit that accepts an operation of selecting at least one game medium to be used in a game; and a game processing unit that executes the game using the at least one game medium selected in the preparation processing unit. The preparation processing unit identifies unused game media based on data regarding the usage status of game media for each player and, if an unused game medium is selected, determines provision of a reward for executing the game using the unused game medium.SELECTED DRAWING: Figure 10
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Description

[Technical field]

[0001] The present invention relates to an information processing system, an information processing device, an information processing program, and an information processing method. Information processing system, information processing device, and information processing method for executing information processing in a game, particularly The present invention relates to a processing program and an information processing method. [Background technology]

[0002] As a game that can be played on a player device such as a smartphone, it has a large number of items and characters. Games that use game media such as Kuta are known. Acquiring and collecting media can be a factor in generating interest in games. In the field of gaming technology, the desire of players to acquire game content has been stimulated. Various attempts to do this have been proposed.

[0003] For example, Patent Document 1 discloses a practice mode that allows users to try out newly added game content. According to Patent Document 1, the appeal of the newly added game medium is shown in the practice mode. By communicating this to players through the game, the player's desire to acquire the game content can be increased. In addition, in Patent Document 2, a paid or free in-game currency can be used to evoke a user's interest. The publication discloses a lottery system (so-called gacha) for acquiring game content through a lottery. By using a lottery system like this to stimulate players' gambling instincts, we can expect to increase players' motivation. . [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent Publication No. 2021-041190 [Patent Document 2] JP 2019-198727 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, even if the above-mentioned technology is applied to stimulate the desire to acquire game media, When a player selects the game media to be used in a game, the player's choice is biased. The bias in the game media used in the game may be due to the characteristics of the game media (for example, For example, not only the parameters that represent the character's strength and rarity, but also the preferences of each player This is also thought to be due to the above. And if there is a bias in the game media used in the game, The player may become bored with the game, and the player's interest in the game may decrease. are concerns.

[0006] The present invention has been made in view of the above circumstances, and an object of the exemplary embodiment of the present invention is to Information processing system and information processing device capable of increasing player's interest in a game The present invention provides an information processing program, and an information processing method. [Means for solving the problem]

[0007] In order to achieve the above object, an information processing system according to the present invention comprises: a player information storage unit that stores information on game content owned by each player; At least one of the game media used by each of the players in the game A preparation processing unit that accepts an operation to select the game medium; The game is executed using at least one of the game media selected by the preparation processing unit. A game processing unit for performing a game The information on the game content stored in the player information storage unit is Including data regarding the usage of the game medium, The preparation processing unit discriminates unused game media based on the data regarding the usage status. When the unused game medium is selected, the unused game medium is used to play the game. Decides to grant incentives for carrying out the program.

[0008] The information processing system has the above features, providing an opportunity to utilize unused game media. This can create excitement for the players in the game.

[0009] In order to achieve the above object, an information processing device according to the present invention comprises: a player information storage unit that stores information on game content owned by each player; At least one of the game media used by each of the players in the game A preparation processing unit that accepts an operation to select the game medium; The game is executed using at least one of the game media selected by the preparation processing unit. A game processing unit for performing a game The information on the game content stored in the player information storage unit is Including data regarding the usage of the game medium, The preparation processing unit discriminates unused game media based on the data regarding the usage status. When the unused game medium is selected, the unused game medium is used to play the game. Decides to grant incentives for carrying out the program.

[0010] The information processing device has the above features, creating opportunities to utilize unused game media. This can increase the player's interest in the game.

[0011] In order to achieve the above object, an information processing program according to the present invention comprises: To your computer The player information storage unit stores information on the game contents owned by each player. A process of reading information of a game medium; At least one of the game media to be used in the game is selected from the game media. A preparation process for allowing the player to select one of the above; Executing the game using at least one of the game media selected in the preparation process and an information processing program for executing the game processing, The information on the game content stored in the player information storage unit is Including data regarding the usage of the game medium, A process for determining unused game media based on the data regarding the usage status; When a used game medium is selected, the unused game medium is used to execute the game. A process of determining whether to grant a reward for the user who has made the decision to use the computer in the preparation process. Have the computer run it.

[0012] The information processing program has the above characteristics, providing an opportunity to utilize unused game media. This can create excitement for the players in the game.

[0013] In order to achieve the above object, an information processing method according to the present invention comprises: The computer The player information storage unit stores information on the game contents owned by each player. A process of reading information of a game medium; At least one of the game media to be used in the game is selected from the game media. A preparation process for allowing the player to select one of the above; Executing the game using at least one of the game media selected in the preparation process and an information processing method for executing a game process, The information on the game content stored in the player information storage unit is Including data regarding the usage of the game medium, The computer identifies unused game media based on the data regarding the usage. and when the unused game medium is selected, a process of using the unused game medium. A process of determining whether to grant a reward for playing the game by using the game information; Execute in processing.

[0014] The information processing method has the above-mentioned characteristics, which creates an opportunity to utilize unused game media. This can increase the player's interest in the game. [Brief description of the drawings]

[0015] [Figure 1] FIG. 1 is a block diagram illustrating an outline of the configuration of an information processing system according to one embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram illustrating an example of a hardware configuration of the server illustrated in FIG. [Diagram 3] FIG. 3 is a block diagram illustrating an example of a functional configuration of the server illustrated in FIG. [Figure 4] FIG. 4 is a block diagram showing an example of a schematic configuration of the player terminal shown in FIG. [Diagram 5] FIG. 5 is a schematic diagram showing an example of game information stored in the game information storage unit shown in FIG. [Figure 6]FIG. 6 is a block diagram illustrating an outline of the configuration of the player information storage unit shown in FIG. [Figure 7] FIG. 7 is a schematic diagram showing an example of the play-history information shown in FIG. [Figure 8A] FIG. 8A is a schematic diagram showing an example of the owned game media information shown in FIG. [Figure 8B] FIG. 8B is a schematic diagram showing an example of the owned game media information shown in FIG. [Figure 8C] FIG. 8C is a schematic diagram showing an example of the owned game media information shown in FIG. [Figure 9] FIG. 9 is a schematic diagram illustrating an example of the privilege information stored in the privilege information storage unit illustrated in FIG. [Figure 10] FIG. 10 is a schematic diagram showing an example of a screen interface when accepting the selection of game content to be used in a game. [Figure 11A] FIG. 11A is an example of a flowchart for explaining an outline of the processing executed by the preparation processing unit shown in FIG. [Figure 11B] FIG. 11B is an example of a flowchart for explaining an outline of the process executed by the preparation processing unit shown in FIG. [Figure 12] FIG. 12 is a block diagram for explaining an outline of the process for organizing a deck. [Figure 13] FIG. 13 is a schematic diagram showing an example of a screen when accepting the selection of a deck to be used in a game. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0017] The information processing system 10 according to the present embodiment is configured to Through the service, various services related to the game (hereinafter referred to as game services) are provided to the player 3. It is a system for providing

[0018] The games provided by the information processing system 10 may be games that use game media. The category of games provided is not particularly limited. For example, The game categories offered in 10 are fighting games, puzzle games, action games, etc. Games, baseball games, soccer games, other sports games, quiz games, pinball games Games, card games, rhythm games, RPGs (role-playing games), location-based games games, board games, adventure games, casino games, simulation games, It may be a strategy game, a racing game, or the like.

[0019] Here, "game media" refers to the electronic data used by the player 3 in the game. For example, cards, characters, avatars, weapons, armor, and other items. In the following explanation, the game medium is assumed to be a character. However, the subject of the game media is not necessarily limited to characters. In the following explanation, some game media may be referred to as "owned game media." "Owned game media" refers to the game media that each Player 3 acquires through any method of acquisition, This refers to the game media that you own.

[0020] In the games provided by the information processing system 10, the game media owned are selected on a game-by-game basis. Then, the player 3 is prompted to select at least one game medium to be used in the game, and the game Such a game would require at least one deck to be selected by player 3. This includes games that you play. For games that use decks, you must have a By having the player 3 select multiple game media from among the game media, the player 3 can organize a deck. Can.

[0021] In addition, a "game unit" refers to a single game. A "game unit" is a quest. st, event, mission, course, story, scenario, chapter, dungeon In other words, the term can be expressed in terms of a stage, a battle, a match, etc. The games offered in 10 may include "regular games" and "special games." "Standard Games" are games that are limited in duration and / or number of times they can be played. Without being put on the line, all players 3 can choose their own bets depending on the game progress. "Specialty games" refers to games that can be played using the game media owned by the means any game other than the Game, for example the duration and / or number of times it can be played Games with such restrictions, and games that players 3 do not own This may include games that you use to run.

[0022] In the information processing system 10 according to this embodiment, from among the game media owned by each player 3, Identify unused game media determined according to the usage history of game media owned by each player 3. When the player 3 uses the unused game medium to play a game, a privilege is given to the player 3. "Unused game media" refers to media that has been used by its owner to a low degree based on a set of criteria. The game media owned by the owner is determined based on the predetermined criteria and / or It refers to owned game media that is deemed to be highly unused.

[0023] Next, the specific configuration of each part of the information processing system 10 will be described.

[0024] As shown in FIG. 1, the information processing system 10 includes at least one server 20 and multiple The main components include a number of player terminals 30. These main components include a network N. The devices are connected to each other so as to be accessible to each other via the same network.

[0025] The server 20 is an information processing device used to operate and manage the game service. The server is provided to a company 1 that provides game services. 20 is a general-purpose computer such as a workstation or personal computer. It may be a computer or may be constructed using cloud computing technology. stomach.

[0026] As shown in FIG. 2, the server 20 includes a processor 21, a memory 22, a storage 23, a transmitter, It has a receiving unit 24, an input / output unit 25, and a bus 26.

[0027] The processor 21 includes a CPU (Central Processing Unit) and and / or GPU (Graphics Processing Unit) The server 20 includes a computing device, and is responsible for controlling the entire server 20 and for data transfer between each element of the server 20. The processor 21 also controls the transmission and reception of data stored in the storage 23 described later. Executes application programs that are installed on the computer and performs various calculations required to provide game services. Perform processing.

[0028] The memory 22 includes a RAM (Random Access Memory) and a VRAM ( volatile storage devices such as video random access memory (VRAM) The memory 22 has a rewritable storage area. It is also used as a work area for the BIOS (Bas ic Input / Output System) may be stored in the memory 22. .

[0029] The storage 23 is a non-volatile storage device, and non-volatile memory applicable to the storage 23 The device may be, for example, a ROM (Read Only Memory), a flash memory, The storage 23 is a read-only memory area. It has a wide range of application programs necessary for providing game services, Various information is stored in the storage 23 .

[0030] The transmission / reception unit 24 is a communication interface for connecting the server 20 to the network N. and functions as a receiving unit for receiving various data and signals transmitted from the player terminal 30. and a function of transmitting various data and signals to the player terminal 30 in response to a command from the processor 21. The transmitter / receiver 24 functions as a receiver. Short-range communication interfaces such as BLE (Bluetooth Low Energy) The device may also include a base.

[0031] The input / output unit 25 includes a keyboard, a mouse, a microphone, a touch panel, a display, and , and an input / output interface to which input / output devices such as a speaker are connected.

[0032] The bus 26 includes a processor 21, a memory 22, a storage 23, a transceiver 24, and The input / output units 25 are electrically connected to each other. The bus 26 also electrically connects the connected processors 21. , the memory 22, the storage 23, the transmission / reception unit 24, and the input / output unit 25. It transmits signals, data signals, and various control signals.

[0033] FIG. 3 is a block diagram for explaining the functional configuration of the server 20. As shown in FIG. The server 20 includes at least a control unit 200 and a storage unit 220 .

[0034] The control unit 200 of the server 20 is configured to control the game provided by the information processing system 10. The control unit is an element that performs various information processing required for providing game services. The function of 200 is that the processor 21 reads and writes information and applications stored in the storage 23. The application programs are read out and various programs are executed in the working area of ​​the memory 22. The control unit 200 has a plurality of functional units according to the type of information processing to be executed. Specifically, the control unit 200 includes at least a preparation processing unit 201 and a gate In addition, the system includes a usage status calculation unit 203, a privilege granting unit 204, and , a deck organization unit 205, etc. Each functional unit will be described in detail later.

[0035] The memory unit 220 of the server 20 corresponds to the memory area of ​​the storage 23. The memory unit 220 stores information necessary for various information processing by the control unit 200. The storage unit 220 has a plurality of areas partitioned according to the type of information to be stored. The device includes at least a game information storage unit 221 and a player information storage unit 222, and further includes: The information stored in each storage unit may include a special information storage unit 223. This will be explained in more detail later.

[0036] Each player terminal 30 in the information processing system 10 uses a game service provided by the business operator 1. The player terminal 30 is owned by each player 3 who uses the game server. There is no particular limitation as long as the information processing device can be used. For example, mobile phone terminals, game terminals, tablet computers, notebook computers A computer or a desktop computer is used as the player terminal 30. It is possible.

[0037] FIG. 4 is a block diagram illustrating an outline of the configuration of the player terminal 30. As shown in FIG. The player terminal 30 includes at least a control unit 31 and a display unit 32 .

[0038] The control unit 31 of the player terminal 30 controls the display and the camera (not shown) that constitute the display unit 32. It includes elements necessary for controlling each part of the player terminal 30, such as the game console, the game player ... The control unit 31 includes a processor, a memory, a storage, a transmission / reception unit, etc. 1 contains a game application or a browser that can access websites. The game provided by the information processing system 10 is controlled by the control unit 200 of the server 20. Based on various information processing, the player can It is executed in the terminal 30.

[0039] The display unit 32 displays a screen interface of the game executed on the player terminal 30. The display unit 32 as a display is a display for displaying information by touching the display surface. Alternatively, the touch panel may receive information input from the player 3. The touch panel is mounted on the player terminal 30 using a resistive film method or a capacitive method, and Operation information by the player 3 during game execution (hereinafter, player operation information D4) is The input is made via the display unit 32 as a panel.

[0040] The method of inputting the player operation information D4 is not limited to inputting via a touch panel. For example, the player operation information D4 may be input via a keyboard or a microphone. Also, the player terminal 30 may have physical buttons in addition to a touch panel. A touch operation on the back side of the player terminal 30 (the side behind the display) is received. The player operation information D4 may be input through such a configuration. Good too.

[0041] In addition, some or all of the various functional units (201 to 205) shown in FIG. The control unit 31 of the terminal 30 may include the access control unit 31. In this case, the access control unit 31 may include the access control unit 31. The application program is sent to the player terminal 30, and information processing is performed by each functional unit. It may be executed on the player terminal 30.

[0042] Next, each component of the storage unit 220 in the information processing system 10 will be described in detail.

[0043] The game information storage unit 221 of the storage unit 220 stores setting information for each game, It stores and remembers basic information about the game, such as game information, background images, and event information. For example, in the case of a battle RPG game with multiple stages, The setting information includes a stage ID, which is an identifier for identifying each game unit, and the Includes stage name, enemy character information, and stamina consumption information linked to the ID. If the games offered include special games such as special stages or special events, In addition to the above information, the setting information for each special game includes the information on how to play the special game. It contains information about the conditions for the implementation (for example, the period during which it can be implemented and the number of times it can be implemented). Good too.

[0044] The information on the game contents stored in the game information storage unit 221 is associated with the player 3. For example, if the game content is a character, is a character that can be acquired by player 3 and is the object of operation by player 3, It includes information on characters who will be allies of Layer 3, and enemy characters who will fight against Player 3. FIG. 5 is an example of setting information for a game medium. As shown in FIG. 5, The fixed information includes an ID for each game medium (such as a character ID to identify each game medium). The name (character name), image data, Classification information (attributes, etc.), characteristic values ​​of the game medium (attack power, defense power, stamina, attack accuracy, skill Initial parameters that indicate the attack speed (including chance of attack, critical hit rate, and evasion success rate) The data, skills that the game media can acquire, acquisition methods, acquisition probability, and characteristics of the game media It may also include information such as text data.

[0045] The player information storage unit 222 stores information associated with each player 3 who uses the game service. FIG. 6 shows an example of the configuration of the player information storage unit 222. As shown in FIG. 6, the player information storage unit 222 stores account information D1, player information D2, It includes history information D2, information on owned game media D3, and deck information D4.

[0046] The account information D1 includes, for example, a player ID (an identification for identifying each player 3). Besshi) and the player ID and associated player name, registration date to the game service, It may also include ear level, payment method, and other various setting information.

[0047] The play history information D2 is information accumulated by each player 3 using the game service. For example, the play history information D2 As shown in FIG. 7, the most recent time when player 3 logged in to the game service (the most recent Information about the latest login date, including whether Player 3 logged into the game service before the latest login date Log-in date and time (last login date), logout information, and last login date and latest log The login history may include a login interval, which is the interval between login days. The history information D2 includes the number of times each game has been played, the number of times it has been cleared, and the first time it has been cleared (the first time the game has been cleared). game cleared), latest clear history (date and time when the game was most recently cleared, etc.) , total play time, and total number of games played (total number of regular games played, total number of special games played). The total number of times the game was played, the total number of times the game was played, the total number of times the regular game and the special game were played, etc. It may include.

[0048] The information D3 on the game media owned by each player 3 is information on the game media owned by each player 3. For example, information about the acquisition history of each game content owned (such as the person who acquired the game content owned) (including information such as the law, acquisition date and time, and ownership period), characteristic data D3a for each game medium owned, Data on usage of game media owned by each layer 3 (D3b, D3c), and This includes information such as the total number of game media owned by each player 3 (see FIG. 6).

[0049] The information D3 about the owned game media is linked to the player ID of the owner. In addition, information D3 about the game media owned by each player 3 is managed for each player 3. For example, When a third party acquires a game medium by any method, the third party may purchase the game medium from a third party. The ID of the game content is assigned to the player, and the information of the game content is stored in the player information storage unit 222. As a result, the player ID and the game media ID are associated with each other, and each game media owned by each player 3 is Each player 3 may own multiple game media of the same type. In this case, the player ID, the game medium ID, and the same type of game ID may be stored. Each game medium owned by each player 3 is uniquely associated with an identification number for distinguishing the medium. In addition, each player 3 may be able to specify the game. When a game medium is acquired, a new identification ID based on the player ID and the ID of the game medium is generated. Based on the issued identification ID, the game media owned by each player 3 can be identified. It may be possible to do so.

[0050] The method of obtaining the game medium is not particularly limited. For example, the game medium can be obtained through gacha. Lottery methods such as these, rewards for clearing a game, paid or free consumption within the game The game media is given to the player 3 through exchange with other media, synthesis of two or more game media, etc. This is also fine.

[0051] FIG. 8A shows an example of the characteristic data D3a of the owned game media. The information that shows the growth level of each game medium owned (such as character level), attack power, defense Information on parameters according to the degree of growth, such as strength and stamina, which each game medium has already acquired The characteristic data D3 may include information about the skills of the game. When the characteristics of the media are updated according to the results of use in the game (for example, when the game media is This is data that is recorded when the characteristics of the game media are updated. In the case of a game specification in which the player is not required to play the game, the characteristic data D3a as shown in FIG. It does not have to be stored in the storage unit 222 .

[0052] The data on the usage status of the owned game media is stored in the This information is determined (accumulated) for each player 3. The data on unused game media includes the evaluation targets that will be evaluated when identifying unused game media, as described below. and statistical data D3c related to the evaluation target data D3b. The evaluation target data D3b is a numerical value representing the degree of use or the degree of non-use. "Degree of use" refers to the degree to which each owned game medium is used in a game by the owner, Player 3. The degree of non-use refers to the degree to which each game medium is used by the player who owns it. 3 means the degree of unused state in the game. Identifying unused game media When evaluating the degree of use, both the numerical value representing the degree of use and the numerical value representing the degree of non-use are included in the evaluation data D3. It may also be used as b.

[0053] The data shown in FIG. 8B is an example of data related to the usage status of owned game content. In B, the evaluation data is "number of times used" and "information about number of times used" which indicate the degree of use. The ranking of each game medium owned, the "period of non-use" which indicates the degree of non-use, and the "period of non-use" which indicates the degree of non-use The evaluation target data D3 showing the degree of usage is shown as an example. The larger the value of b or the higher the level (rank), the higher the degree of use. The evaluation target data D3b representing the degree of non-use is a large value or a high level (ranking). The higher the degree of non-use, the higher the

[0054] As the evaluation target data D3b representing the degree of use or non-use, in addition to the example shown in FIG. The selection probability of each owned game medium when playing a game, and the selection probability of each owned game medium Rankings and usage indices calculated based on frequency of use and / or duration of non-use The player information storage unit 222 stores at least one type of evaluation target data 3 Db is stored, and multiple types of evaluation target data D3b may be stored.

[0055] The "non-use period" refers to the period during which each owned game medium is not used in a game. , acquisition date and time (date and time when the owner, Player 3, acquired each game medium) or last use From the date and time of use (the date and time when the owner, Player 3, last used each game medium) to the current date For owned game media that has never been used since acquisition, The period from the acquisition date to the current date and time can be calculated as the unused period of the owned game medium. For owned game media that have been used at least once in the past, The period up to the time of residence may be calculated as the period of non-use of the owned game media.

[0056] In addition, the "selection probability" refers to the probability of selecting the owned game media to be used in the game when the game is executed. In this case, it means the probability that each owned game medium will be selected by the player 3 who owns it. This selection probability may be calculated based on, for example, the following (1) or (2). From the viewpoint of accurately calculating the selection probability, it is preferable to adopt (2). (1) Selection probability (%) = (number of times each game medium has been used / total number of times each game medium has been used) total)×100 (2) Selection probability (%) = (number of times each game medium has been used / number of times the game medium is owned during the ownership period) (total number of times that player 3 has played the game) x 100

[0057] In addition, the "ranking" of each owned game medium is determined by dividing the owned game medium into certain numerical data (number of times used). , non-use period, selection probability) in descending order (highest number of uses, longest period of non-use, selection probability) The ranking may be in ascending order (in ascending order of frequency of use, in descending order of frequency of use, in descending order of frequency of use, in ascending order of frequency of use, in ascending order of frequency of use, in ascending order of frequency of use, in descend ... The order may be in descending order (in descending order of the period of use, in descending order of the selection probability). The ranking of frequency of use, the ranking of selection probability in descending order, and the ranking of non-use period in ascending order are Since a higher degree of use indicates a higher level (rank), Conversely, the order of frequency of use in ascending order, the order of selection probability in ascending order, and the order of The ranking of non-use periods shown in indicates a higher level (rank) for the higher degree of non-use. This corresponds to evaluation target data D3b that indicates the degree.

[0058] The "usage index" is a function of the number of uses and / or periods of non-use and at least one other The numerical value is calculated using the data. Other data includes, for example, The ownership period of the game medium (the period from the acquisition date to the current date and time), Login history, total number of games played, usage statistics, and inactivity statistics Metering, the total number of game media owned by each player 3, and the number of games each player can own The number of media (the limit value of the number of possessions) in the player information storage unit 222. The data on game media usage includes other data such as those listed above. The "statistics" may be, for example, a total value. , mean, median, mode, minimum, and maximum. These statistics are The population is based on the number of times each game medium is used or the period of non-use of each game medium. Calculated for each layer 3.

[0059] The aforementioned selection probability is also a usage index that indicates the degree of usage, and usage indexes other than selection probability Examples of the use of the above-mentioned methods include the following (1) to (12). The situation index is merely an example, and the usage index includes expressions other than (1) to (12). To be rare. (1) Usage index (unit: days) = period of non-use - login interval (2) Usage index (unitless) = period of non-use / period of ownership (3) Usage index (unit: days) = non-use period - statistics on non-use period (average value, (median, mode, etc.) (4) Usage index (unitless) = Non-use period / statistics on non-use period (total, average) (e.g. mean, median, or mode) (5) Usage index (unitless) = maximum period of non-use / period of non-use (6) Usage index (unitless) = Ranking of non-use period / Total number of game media owned (7) Usage index (unitless) = Ranking of non-use period / Ownership limit (8) Usage index (unit: number of times) = number of times used - statistics on number of times used (average, median value, or mode, etc.) (9) Usage index (unitless) = Number of uses / Statistics related to number of uses (total, average) , median, or mode, etc.) (10) Usage index (unitless) = maximum number of uses / number of uses (11) Usage index (unitless) = Ranking by frequency of usage / Total number of game media owned (12) Usage index (unitless) = ranking of number of times used / ownership limit

[0060] FIG. 8C is an example of the statistical data D3c. The statistical data D3c is a game owned by each player 3. The evaluation target data D3b of the game medium is used as a population, and the information is calculated for each player 3. As shown in FIG. 8C, the statistical data D is managed in association with the player ID. 3c is statistics on the total number of game media owned by each player 3 and the number of times they have been used, and Statistics on non-use periods may also be included, as well as ranking statistics, number of uses, etc. The frequency distribution of the number of cases, the frequency distribution of the non-use period, the relative frequency of each frequency distribution, and the cumulative relative frequency are included. It may be included.

[0061] The statistical data D3c may be used to calculate the usage index as described above. It may also be used as a discrimination criterion, which will be described later.

[0062] When a deck is organized and a game is played, the player information storage unit 22, as shown in FIG. Each player 3 may select multiple game media from among the game media he or she owns. When you select a number of game media and organize a deck, an ID is assigned to the organized deck and the The layer information is stored in the layer information storage unit 222. The deck information D4 thus stored includes the deck The name of the deck, the ID of the player who organized the deck, and the The date and time the deck was created, the ID of each game medium that makes up the deck, and the usage status of each deck The deck information D4 may include data related to the deck. The total, average, and other statistics of the evaluation data D3b for each game medium owned are included. It's fine.

[0063] The storage unit 220 includes the game information storage unit 221 and the player information storage unit 222. , information regarding at least one discrimination criterion, and at least one bonus information.

[0064] The discrimination criteria are the criteria for identifying unused game media, and are the conditions for granting benefits described below. The discrimination criteria are set according to the type of evaluation target data D3b. For example, When the value object data D3b indicates the degree of use, the discrimination criterion is between unused game media and other The standard value for distinguishing between owned game media and non-owned game media can be modified by adding "less than" or "less than" to the standard value. On the other hand, when the evaluation target data D3b indicates the degree of non-use, the discrimination criterion is the non-use gate. The threshold for distinguishing between game media owned by users and other game media owned by users is set to "above" or "exceeds" It is set by modifying

[0065] In addition, unused game media may be identified by using two types of evaluation target data D3b. In this case, the criteria are "used less than 10 times and not used for 10 days or more." ", the two types of evaluation target data D3b are represented using two reference values ​​corresponding to each of them. In addition, the criteria for distinction include the fact that unused owned game media are excluded from the scope of unused game media. Conditions have been added that would make the game eligible for the bonus (for example, excluding games that have been used 0 times) Good too.

[0066] The discrimination criteria may be common to all players 3 or may be unique to each player 3. It may be an individual standard set for each player 3 depending on the usage of the game medium. Criteria common to all players 3 could be, for example, "less than 10 uses" and "unused." A standard that applies uniformly to all players 3, such as "the period of use is 10 days or more" On the other hand, individual standards are determined for each player 3, such as the statistics shown in Figure 8C. Criteria that use numerical values, such as "usage frequency is less than the average" or "usage frequency is ranked "Below the median of the ranking statistics", "Duration of non-use exceeds the average value", and "Ranking of non-use periods This applies to criteria such as "is greater than or equal to the median of the rank statistic."

[0067] When a common discrimination criterion is set for all players 3, the calculation process is simple, but Depending on the threshold you set, the number of owned game media that fall under the unused game media category may be limited. The more frequently a player 3 plays games, the less likely he or she is to be able to use the benefits of unused game media. On the other hand, when individual discrimination criteria are set, the calculation process is performed in the case of a common discrimination criterion. Although this is more complicated than the conventional method, it ensures that a certain number of unused game media are always available, and increases the chances of winning rewards. It may increase fairness.

[0068] At least one discrimination criterion should be set, but different discrimination criteria may be set depending on the content of the benefit. Alternatively, different criteria may be set for each game. Different discrimination criteria may be set for each body. Alternatively, a list of discrimination criteria may be stored in the storage unit 220. In the case where different discrimination criteria are set for each item, the discrimination criteria are stored in the benefit information storage unit 223 described later. , may be stored in association with the bonus information. The discrimination criteria when setting the discrimination criteria are stored in the game information storage unit 221 for each game. The game may be stored in association with the setting information, and the determination criteria may be different for each game medium. The criteria for determining whether the game is set is the setting information of the game medium in the game information storage unit 221. They may be stored in association with each other.

[0069] The bonus information storage unit 223 stores bonus information that is given when an unused game medium is used in a game. Here, "benefits" refers to in-game or current Anything that benefits Player 3 in the real world is acceptable, and is not necessarily limited to this. For example, the bonuses include an increase in various game parameters and skill effects. , an increase in the experience points acquired by the game medium, a decrease in the parameters of the enemy character, and There are also special perks that have effects that are specific to the game medium, such as restricting Rakuta's actions. , media that can be acquired during the game or when the game is cleared (for example, game media (items) games, consumable media (including currency, stones, points), and player experience points, etc. Other benefits include the lifting of various restrictions in the game (each Granting the right to execute certain functions), special benefits that give you an advantage in various lotteries, and increased occurrence rate of special events , tickets for special events, and gifts given in the real world, etc. These include rewards that are awarded after clearing the game, such as exchangeable tickets.

[0070] The privilege information storage unit 223 may store at least one piece of privilege information. As shown in FIG. 1C, a plurality of pieces of privilege information may be stored in the privilege information storage unit 223. The privilege information to be stored may include, for example, an ID for identifying a privilege and a , details of the benefits, the criteria for determining the benefits, and other information regarding the granting of additional conditions. , may be included.

[0071] Benefits such as B02 and B03 shown in FIG. 8C are granted by using unused game media. The effectiveness of the benefits varies depending on the degree of use or non-use shown in the evaluation data. "Effects change" means that the more unused the item is, the more advantageous the effect becomes. This means that more beneficial effects can be obtained, or that the lower the level of use, the more beneficial effects can be obtained.

[0072] In addition, the benefits granted by using the unused game media include the evaluation target data D3b. In addition to the criteria for determining whether a reward is given, additional conditions may be set to restrict who can receive the reward. For example, the rewards shown in B01 to B03 in Figure 8C are "login intervals less than 10 days." Additional conditions regarding the play history of player 3 may be set.

[0073] In addition, as shown in the B03 benefit in Figure 8C, additional terms may be added to limit the period for which the benefit is granted. In addition, as shown in the privilege of B04 in FIG. 8C, a privilege is granted. Additional conditions may be set to restrict the players 3 to which the bonus is given. If so, the level of Player 3 or the duration of the game played by Player 3 (registration date The player 3 who is the target of the benefit may be set based on the period from the current date and time to the current date and time. In addition, as shown in the benefits of B04 to B07 in FIG. 8C, the target game to which the benefit is given is In other words, depending on the type of game being played, You may change the reward content. You may set multiple rewards with additional conditions as described above. This may make the game more interesting.

[0074] Benefits that have an effect on the game medium (each parameter, skill, or experience point acquired In the case of special offers (such as special offers related to the game), the game media to which the special offers are applicable may be restricted. For example, the bonuses may be limited to unused game media used in the game at the time the bonuses are awarded. However, game media other than the unused game media (enemy characters or ally characters) may not be used. The bonus will be given to game media owned by the user along with unused game media such as game controllers. Alternatively, unused game media and some owned game media may be eligible for the bonus. , all owned game media used in the game at the time of the bonus may be eligible for the bonus. For example, if you use a deck that contains unused game media to play a game, the benefits will be: "Increase in attack power of characters with the same attributes as unused characters (unused game media)" It may also be "an increase in the experience points gained by all characters that make up the kit."

[0075] The effect of the benefit extends to game media owned other than unused game media, The company can use its resources to develop and strengthen other game media it owns. Opportunities for using media will expand, and players will be more willing to use unused game media. It is expected that motivation for number 3 will increase.

[0076] If you play a game using a deck that contains unused game media, the benefits will be the same as those of the deck. The effect varies depending on statistics such as the total value of the evaluation data D3b for each game medium owned. In this case, "effect fluctuates" means, for example, that the degree of use changes The lower the total value of the evaluation target data D3b shown in FIG. 1, the more advantageous the effect. In the case where the greater the total value of the evaluation target data D3b indicating the degree of use, the greater the advantageous effect, In addition, when using a deck that contains unused game media, The number or percentage of unused game media in the deck (number of unused game media in the deck / number of unused game media in the deck) The bonuses are set so that the greater the number of games owned, the more advantageous effects will be given. This is also fine.

[0077] Next, each functional unit of the control unit 200 will be described in detail.

[0078] The preparation processing unit 201 processes various information required before a game using the owned game media is executed. Specifically, the preparation processing unit 201 executes the process of selecting the game media owned by each player 3 from among the game media owned by each player 3. The user then receives an operation to select at least one owned game medium to be used in the game from the game information. 0 is a screen displayed on the player terminal 30 when accepting a selection operation by the player 3. The preparation process block 201 receives a selection of game content from the player 3. When a command to execute an operation is received, the player information stored in the player information storage unit 222 is The game media information D3 is read out. Then, as shown in FIG. 10, a list of owned game media is displayed. The screen interface including the above is displayed on the player terminal 30. At least one game media to be used in the game from the list of owned game media displayed on the face When the game medium is selected, the preparation processing unit 201 The information is transmitted to the game processing unit 202, which will be described later.

[0079] In conjunction with the above-mentioned selection operation acceptance process, the preparation processing unit 201 identifies unused game media. The process of identifying unused game media is performed by using the information stored in the player information storage unit 222. Based on the stored data on the usage of the game media owned by each player 3, This is a process for identifying unused game media included in the game media. 201 is a graph showing the degree of use of the evaluation target data D3b based on the above-mentioned discrimination criteria ( (Below or below the standard value) Game media owned and / or the data subject to evaluation Owned game media that is highly unused (above or exceeding the standard value) is classified as unused game media. The criteria for identifying unused game media are, as mentioned above, The standard may be common to all players, and may be determined according to the usage status of the game media owned by each player 3. There may be separate criteria set for each layer 3.

[0080] The unused game media may be identified before or after the selection operation by the player 3. If unused game media is identified before the player performs a selection operation, In this case, the preparation processing unit 201 displays the unused game on the screen interface as shown in FIG. The selection operation may also include a process of displaying the contents of the benefits that may be given by using the program medium. By displaying the contents of the bonus on the screen interface during production, the player 3 can avoid using the unused game. In addition, the screen interface for accepting selection operations can be improved. On the site, owned game media may be displayed in order of the degree of use or the degree of non-use. In addition, in order to make it easier for the player 3 to distinguish between unused game media and other owned game media, Alternatively, the unused game media may be displayed in a different color on the screen interface.

[0081] In addition, after receiving the selection operation by the player 3, the preparation processing unit 201 It is determined whether or not the selected owned game media includes unused game media. If it is determined that unused game media is included, the unused game media may be used to play the game. The system decides to award Player 3 a reward for performing the above operation.

[0082] The information processing executed by the preparation processing unit 201 includes, in addition to the above, the information processing of the game executed by the player 3. This includes accepting the selection.

[0083] The game processing unit 202 is a device that processes at least one owned game medium selected by the information processing unit 201. The game processing unit 202 executes the game using the Information on the game media selected by the player 3 and the game contents notified via the player terminal 30 Based on a game execution request from a player 3, the game is executed on the player terminal 30. In addition to the above, the game processing unit 202 processes various information necessary for the execution and control of the game. Carry out the theory.

[0084] The privilege for using the unused game medium is given by the game processing unit 202 at the start of the game. It may be given at the start (when executed) or at the end (when cleared) of the game. The awarding unit 204 may execute a process of awarding the benefit determined by the preparation processing unit 201.

[0085] In addition, the games eligible for bonuses from unused game media include special games. However, benefits for the use of unused game media are not limited to those that are specifically targeted at regular games. In addition to the benefits of unused game media, the special game should have some kind of appeal or special In order to emphasize the interest of the special game itself, The game may be excluded from the scope of the bonus provided by the unused game media. Because it is played more frequently on a daily basis than other games, it is easy to become bored with the game It is also possible that the bonuses provided by unused game media in such a standard game are This may result in more effective improvement in interest in the game.

[0086] The usage status calculation unit 203 calculates the evaluation target data D3b stored in the player information storage unit 222. Calculate and use data on each game medium owned, such as statistical data D3c. The usage status calculation unit 203 calculates and updates data related to the usage status. For example, when new information is added to the player information storage unit 222, When a new owned game content is added, data on the usage status of the owned game content is Alternatively, the data may be calculated at the end of each game. The data may be updated by the usage status calculation unit 203. Also, at a predetermined time every day, The usage status calculation unit 203 may update the data from time to time.

[0087] The deck organization unit 205 executes processes related to deck organization via the player terminal 30. 12 is a block diagram for explaining an overview of the processing executed by the deck compilation unit 205. As shown in FIG. 12, in the information processing by the deck compilation unit 205, each player 3 owns a game. Select multiple game media you own from the game media to create a deck. The number of owned game media is not particularly limited. Based on the instructions of the user, the deck is assigned an ID number and the deck is assigned an ID number. Information about the deck (for example, the name of the deck and the ID of each game medium owned that makes up the deck) D, etc.) and store them in the player information storage unit 222.

[0088] When a game is executed using a deck including a plurality of owned game media, the preparation processing unit 201 accepts an operation to select one deck from the decks organized by each player 3 FIG. 13 shows a display of a display screen displayed on the player terminal 30 when a deck selection operation by the player 3 is accepted. 1 is an example of a screen interface that is displayed. When a command to execute a selection operation of the game is received, the game information is stored in the player information storage unit 222. Then, the screen interface shown in FIG. 13 is displayed. The screen interface is displayed on the player terminal 30. A list of decks including the game media configuration is displayed. Player 3 uses the screen interface Select at least one deck to use in the game from the list of decks displayed in The preparation processing unit 201 then transmits information about the deck selected by the player 3 to the game processing unit 202. To communicate.

[0089] When using a deck, the preparation processing unit 201 also Identify unused game media from among the media. Then, add a few to the deck selected by Player 3. Determine whether or not the deck contains at least one unused game medium. If it is determined that at least one unused game medium is included, Decide to give Player 3 a bonus for playing the game using a deck that includes In addition, before the deck selection operation by Player 3, the unused game media is identified. In this case, the preparation processing unit 201 displays the unused gate on the screen interface as shown in FIG. and executing a process for displaying the contents of the benefits that may be granted by using a deck including a game medium. Good too.

[0090] When using a deck such as the one above to play a game, the deck containing the unused game media may The reward for using the game is the unused game media and / or unused items contained in the deck. The bonus may have an effect on owned game media other than the game media being used. However, the benefit may only apply to owned game media other than unused game media. It may also be a benefit that applies to unused game media and some owned game media. A benefit that affects all owned game media contained in the deck, including unused game media. may be also possible.

[0091] Next, based on the flowchart shown in FIG. 11A, the information processing system 10 performs information processing. An overview of the above will be given.

[0092] As shown in FIG. 11A, first, in step S1, the player 3 selects a game to be played. Next, in step S2, the owned game information stored in the player information storage unit 222 is selected. The information D3 about the game media is read. The information D3 about the game media owned is Regarding the usage status of each game medium owned, such as the target data D3b and statistical data D3c Contains data.

[0093] Next, in step S3, the above-mentioned preparation processing unit 201 executes the process to prepare the possession game. Specifically, in step S3, a predetermined judgment is performed to identify unused game media. Based on another criterion, the degree of use indicated by the evaluation target data D3b is low (below the standard value or (less than the base value) owned game media and / or the data subject to evaluation indicates a high degree of non-use (base value) (above the threshold or exceeding the threshold) are identified as unused game media.

[0094] Next, in step S4, the player 3 is prompted to select the game media he or she owns to use in the game. To achieve this, the player terminal 30 is caused to display a screen interface as shown in FIG. When you do this, the screen interface will display the following message: It is preferable to display the benefit.

[0095] Next, in step S5, the player 3 selects a game medium to be used in the game from among the game media he owns. Select at least one game medium to own. Then, in step 6, It is determined whether the used game media includes unused game media. If the bonus is not awarded, the game is executed in step S8. If the owned game media selected by player 3 includes unused game media, step S7 In this case, a special benefit is given for playing a game using unused game media. Then, in step S8, a game is played using the unused game medium. Execute.

[0096] In step S7, the benefit that is determined to be given to the player 3 is Before playing the game in S8, during playing the game, when the game is cleared, and when the game is finished The player 3 may be given the prize at any time after the completion of the prize. For example, In the flowchart shown in FIG. 11B, the bonus award unit 204 executes the step after the game is cleared. In S9, the bonus is given. In addition, the usage status used to identify unused game media As shown in FIG. 11B, in step 10 after the game is executed, the data to be used is However, the timing for updating the data on the usage status may be changed by the usage status calculation unit 203. The timing is not limited to the flow shown in FIG. 11B, and may be updated at a fixed time every day.

[0097] In the flowchart shown in FIG. 11A, after the game to be played is selected (S1), The user is selecting the game media owned to be used in the game (S5), but the time to select the game to be played is The timing is not limited to the flow shown in FIG. 11A. For example, After selecting the game medium, the user may select the game to be played. In the chart, before the selection of owned game media by Player 3, the unused game media are identified. However, the timing for identifying unused game media is limited to the flow shown in FIG. 11A. For example, the identification of unused game media is not possible without the selection of owned game media by Player 3. The selection may be performed after the player 3 has selected the game medium to be owned and the game to be played. However, the game may be played later when the player 3 selects the game media he or she owns to use in the game. In order for the contents of the bonus to be displayed on the screen interface, the player must It is preferable that unused game media be identified before the selection operation of the owned game media by the user. The contents of the bonus are displayed when the player 3 makes a selection, enhancing the strategic nature of the game. It is expected that this will happen.

[0098] As described above, in the information processing system 10 of this embodiment, when unused game media is used, By providing benefits to users, it is possible to create an opportunity to utilize unused game media, This can increase the interest of players in the game. By creating opportunities to acquire game media through lottery methods such as gacha, This can increase the motivation of the player 3 to play.

[0099] In the information processing system 10, the preparation processing unit 201 performs the Based on individual criteria set for each player 3 according to the usage situation, unused games The media may be specified, in which case the specific criteria may be, for example, the degree of use and / or may be set based on statistics regarding the degree of non-use. When identifying used game media, a certain number of unused game media must always be generated. This will increase fairness in the awarding of rewards and make the game more interesting. This can be expected.

[0100] In the information processing system 10, the benefit given for the use of unused game media is The effect may vary depending on the degree of use and / or non-use of the game medium. This is expected to increase the strategic value of using unused game media. .

[0101] In the information processing system 10, the contents of the benefit given for the use of unused game media are as follows: The number of times may differ depending on the unit of the game executed by the game processing unit 202. By setting different rewards for each game, it becomes easier to be strategic about using unused game media. It is expected that this will increase.

[0102] When playing games using multiple game media, such as when using decks, The effect of the benefits granted for the use of the Unused Game Media will not apply to anything other than the Unused Game Media. The bonus may be set so that it also applies to unused game media. It will also be possible to develop and strengthen other game media owned by the company. It is expected that the use of game media will become more strategic.

[0103] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment. However, various modifications can be made without departing from the spirit and scope of the present invention.

[0104] For example, regarding the processing of the software functional units included in the server 20 and the player terminal 30, To the extent that the gist of the present invention can be realized, some or all of the functions of the server 20 may be provided to the player. The terminal 30 may also be provided with it.

[0105] In addition, the process flows shown in FIGS. 11A and 11B are merely examples and should not be construed as limiting the scope of the present invention. The present invention is not limited to the contents shown in FIG. 11A and FIG. 11B. The steps may be performed in a different order than shown in the figures, and some steps may be omitted. It may be possible to execute the steps in parallel, omit some steps, and add other steps. may be added.

[0106] The present invention has the following configuration. (Item 1) a player information storage unit that stores information on game content owned by each player; At least one of the game media used by each of the players in the game A preparation processing unit that accepts an operation to select the game medium; The game is executed using at least one of the game media selected by the preparation processing unit. A game processing unit for performing a game The information on the game content stored in the player information storage unit is Including data regarding the usage of the game medium, The preparation processing unit discriminates unused game media based on the data regarding the usage status. When the unused game medium is selected, the unused game medium is used to play the game. and determining whether to grant a reward for performing the program. (Item 2) The data on the usage status may be numerical data indicating the degree of usage and / or non-usage. Numerical data showing the degree of use, The preparation processing unit selects the game media that are used less frequently, and and / or, the game medium having a high degree of non-use is identified as an unused game medium. 2. An information processing system according to item 1. (Item 3) The preparation processing unit, depending on the usage status of the game media owned by each of the players, and discriminating the unused game media based on a discrimination criterion set for each of the players. 3. The information processing system according to item 1 or 2. (Item 4) The method according to item 1 or 2 further includes a usage status calculation unit that calculates the data related to the usage status. 2. An information processing system according to claim 2. (Item 5) The benefits vary depending on the degree of use and / or non-use of the unused game media. 3. The information processing system according to item 1 or 2, which is a benefit of the present invention. (Item 6) The content of the benefit varies depending on the unit of the game executed by the game processing unit. Or the information processing system according to 2. (Item 7) The preparation processing unit displays a screen image for accepting an operation of selecting at least one of the game media. The information processing system according to item 1 or 2, which displays the contents of the benefit in an interface. Stem. (Item 8) A plurality of game media from among the game media owned by each of the players A deck organizing unit that selects and organizes a deck is further provided, The preparation processing unit receives an operation of selecting the deck including a plurality of the game media. 3. The information processing system according to item 1 or 2. (Item 9) The preparation processing unit selects whether or not to use the deck including at least one unused game medium. determine whether to grant said benefit for The bonus is the unused game medium and / or the unused game medium included in the deck. The information processing system according to item 8 has an effect on the game medium other than the game medium. Hmm. (Item 10) a player information storage unit that stores information on game content owned by each player; At least one of the game media used by each of the players in the game A preparation processing unit that accepts an operation to select the game medium; The game is executed using at least one of the game media selected by the preparation processing unit. A game processing unit for performing a game The information on the game content stored in the player information storage unit is Including data regarding the usage of the game medium, The preparation processing unit discriminates unused game media based on the data regarding the usage status. When the unused game medium is selected, the unused game medium is used to play the game. and determining whether to grant a reward for executing the program. (Item 11) To your computer The player information storage unit stores information on the game contents owned by each player. A process of reading information of a game medium; At least one of the game media to be used in the game is selected from the game media. A preparation process for allowing the player to select one of the above; Executing the game using at least one of the game media selected in the preparation process and an information processing program for executing the game processing, The information on the game content stored in the player information storage unit is Including data regarding the usage of the game medium, A process for determining unused game media based on the data regarding the usage status; When a used game medium is selected, the unused game medium is used to execute the game. A process of determining whether to grant a reward for the user who has made the decision to use the computer in the preparation process. An information processing program executed by a computer. (Item 12) The computer The player information storage unit stores information on the game contents owned by each player. A process of reading information of a game medium; At least one of the game media to be used in the game is selected from the game media. A preparation process for allowing the player to select one of the above; Executing the game using at least one of the game media selected in the preparation process and an information processing method for executing a game process, The information on the game content stored in the player information storage unit is Including data regarding the usage of the game medium, The computer identifies unused game media based on the data regarding the usage. and when the unused game medium is selected, a process of using the unused game medium. A process of determining whether to grant a reward for playing the game by using the game information; An information processing method carried out in processing. [Explanation of symbols]

[0107] 1 … Business operator 3 … Player 10. Information Processing Systems 20 ... Server (information processing device) 21 … Processor 22 … Memory 23… Storage 24 … Transmitter / receiver 25 … Input / output section 30 … Player terminal 31 ... Control section 32 … Display section 200 ... Control section 201 … Preparation processing section 202 ... Game processing section 203 ... Usage Calculation Unit 204 … Benefits Granting Department 205 … Deck organization section 220 … Storage section 221 ... Game information storage unit 222 ... Player information storage unit 223 … Benefit information storage unit

Claims

1. a player information storage unit that stores information on game content owned by each player; At least one of the game media used by each of the players in the game A preparation processing unit that accepts an operation to select the game medium; The game is executed using at least one of the game media selected by the preparation processing unit. A game processing unit for performing a game The information on the game content stored in the player information storage unit is Including data regarding the usage of the game medium, The preparation processing unit discriminates unused game media based on the data regarding the usage status. When the unused game medium is selected, the unused game medium is used to play the game. and determining whether to grant a reward for performing the program.

2. The data on the usage status may be numerical data indicating a degree of usage and / or numerical data indicating a degree of non-use. Numerical data showing the degree of use, The preparation processing unit selects the game media that are used less frequently, and and / or, the game medium having a high degree of non-use is determined as an unused game medium.

2. The information processing system according to claim 1.

3. The preparation processing unit, depending on the usage status of the game media owned by each of the players, and discriminating the unused game media based on a discrimination criterion set for each of the players.

3. The information processing system according to claim 1 or 2.

4. The method according to claim 1 or 2, further comprising:

3. The information processing system according to claim 2.

5. The benefit varies depending on the degree of use and / or non-use of the unused game medium.

3. The information processing system according to claim 1 or 2, wherein the benefit is

6. A claim in which the content of the benefit varies depending on the unit of the game executed by the game processing unit.

3. The information processing system according to claim 1 or 2.

7. The preparation processing unit displays a screen image for accepting an operation of selecting at least one of the game media.

3. The information processing apparatus according to claim 1, wherein the content of the benefit is displayed on an interface. system.

8. A plurality of game media from among the game media owned by each of the players A deck organizing unit that selects and organizes a deck is further provided, The preparation processing unit receives an operation of selecting the deck including a plurality of the game media.

3. The information processing system according to claim 1 or 2.

9. The preparation processing unit selects whether or not to use the deck including at least one unused game medium. determine whether to grant said benefit for The bonus is the unused game medium and / or the unused game medium included in the deck.

9. The information processing system according to claim 8, further comprising a game medium other than the game medium. Tem.

10. a player information storage unit that stores information on game content owned by each player; At least one of the game media used by each of the players in the game A preparation processing unit that accepts an operation to select the game medium; The game is executed using at least one of the game media selected by the preparation processing unit. A game processing unit for performing a game The information on the game content stored in the player information storage unit is Including data regarding the usage of the game medium, The preparation processing unit discriminates unused game media based on the data regarding the usage status. When the unused game medium is selected, the unused game medium is used to play the game. and determining whether to grant a reward for executing the program.

11. To your computer The player information storage unit stores information on the game contents owned by each player. A process of reading information of a game medium; At least one of the game media to be used in the game is selected from the game media. A preparation process for allowing the player to select one of the above; Executing the game using at least one of the game media selected in the preparation process and an information processing program for executing the game processing, The information on the game content stored in the player information storage unit is Including data regarding the usage of the game medium, A process for determining unused game media based on the data regarding the usage status; When a used game medium is selected, the unused game medium is used to execute the game. A process of determining whether to grant a reward for the user who has made the decision to use the computer in the preparation process. An information processing program executed by a computer.

12. The computer The player information storage unit stores information on the game contents owned by each player. A process of reading information of a game medium; At least one of the game media to be used in the game is selected from the game media. A preparation process for allowing the player to select one of the above; Executing the game using at least one of the game media selected in the preparation process and an information processing method for executing a game process, The information on the game content stored in the player information storage unit is Including data regarding the usage of the game medium, The computer identifies unused game media based on the data regarding the usage. and when the unused game medium is selected, a process of using the unused game medium. A process of determining whether to grant a reward for playing the game by using the game information; An information processing method carried out in processing.

Citation Information

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