Program, information processing device, and information processing method

JP2025034001AActive Publication Date: 2025-03-13COLOPL
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Patent Information

Application Number
JP2023140104
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-30
Publication Date
2025-03-13
Estimated Expiration
2043-08-30

AI Technical Summary

Benefits of technology

【0008】 本開示に示す一実施形態によれば、発行数に制限のあるゲーム媒体の取得をより適切に管理することができる。

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Abstract

To provide a program, information processing device, and information processing method, which enable more appropriate management of acquisition of game media with limits on the number of issues.SOLUTION: A program disclosed herein causes a processor to change control related to acquisition or trading of a game medium according to a relationship between the game medium, that is tradable with other users and has a limit on the number of issues, and a user acquiring the game medium.SELECTED DRAWING: Figure 2
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Description

[Technical field]

[0001] The present disclosure relates to a program, an information processing device, and an information processing method. [Background technology]

[0002] Conventionally, various technologies have been developed for game media with limited number of issues. For example, Patent Document 1 discloses a system that, when a trade of game assets such as weapons is executed between a user of a game and a second user, gives the user a privilege associated with the game assets. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2022-156191 A Summary of the Invention [Problem to be solved by the invention]

[0004] The present disclosure aims to provide a program, an information processing device, and an information processing method that can more appropriately manage the acquisition of game media that is limited in number. [Means for solving the problem]

[0005] A program according to an embodiment of the present disclosure includes: The processor changes control related to the acquisition or trading of the game medium depending on the relationship between the game medium, which can be traded with other users and has a limited number of issues, and the user acquiring the game medium.

[0006] An information processing device according to another embodiment of the present disclosure includes: A processor is included. The processor changes control related to the acquisition or trading of the game medium depending on the relationship between the game medium, which can be traded with other users and has a limited number of issues, and the user acquiring the game medium.

[0007] An information processing method according to another embodiment of the present disclosure includes: The processor changes control related to the acquisition or trading of the game medium depending on the relationship between the game medium, which can be traded with other users and has a limited number of issues, and the user acquiring the game medium. Effect of the Invention

[0008] According to one embodiment of the present disclosure, the acquisition of game media, which is limited in number, can be more appropriately managed. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram showing a configuration of an information processing system according to a first embodiment of the present disclosure. [Diagram 2] FIG. 2 is a block diagram showing a configuration of a server according to the first embodiment of the present disclosure. [Diagram 3] FIG. 3 is a diagram for explaining a transaction of game content between multiple users. [Figure 4] FIG. 4 is a diagram (part 1) showing an example of a screen displayed on the monitor of the terminal shown in FIG. [Diagram 5] FIG. 5 is a diagram (part 2) showing an example of a screen displayed on the monitor of the terminal shown in FIG. [Figure 6] FIG. 6 is a diagram (part 3) showing an example of a screen displayed on the monitor of the terminal shown in FIG. [Figure 7] FIG. 7 is a diagram for explaining changes in the price of game content in a game provided by the information processing system shown in FIG. [Figure 8] FIG. 8 is a diagram for explaining a method of determining a remuneration by the remuneration determination unit shown in FIG. [Figure 9]FIG. 9 is a diagram showing an example of a screen displayed on a user's terminal for encouraging the user to put up for sale a game medium. [Figure 10] FIG. 10 is a diagram for explaining a process for maintaining the rarity of game media issued in a game provided by the information processing system shown in FIG. [Figure 11] FIG. 11 is a sequence diagram for explaining the flow of operations when game media-related control is performed by the server according to the first embodiment of the present disclosure. [Figure 12] FIG. 12 is a diagram for explaining differences in profits from trading game media between multiple users who start a game at different times. [Figure 13] FIG. 13 is a sequence diagram for explaining the flow of operations when the server according to the second embodiment of the present disclosure controls the obtainable number of game contents. [Figure 14] FIG. 14 is a diagram showing an example of a notification screen that notifies the user that the game medium to be acquired cannot be acquired because the number of game mediums owned has reached the number that can be acquired. [Figure 15] FIG. 15 is a diagram for explaining a re-acquisition unavailable period set for each user by the server according to the third embodiment of the present disclosure. [Figure 16] FIG. 16 is a diagram for explaining the effect of setting a re-acquisition unavailable period by the server according to the third embodiment of the present disclosure. [Figure 17] FIG. 17 is a sequence diagram for explaining the flow of operations when the server according to the third embodiment of the present disclosure controls the period during which the game content cannot be reacquired. [Figure 18] FIG. 18 is a diagram showing an example of a notification screen that notifies the user that the game content to be acquired cannot be acquired because the period during which the game content cannot be reacquired has not yet elapsed. [Figure 19] FIG. 19 is a diagram showing an example of a notification screen that notifies the user that the game content cannot be granted to everyone. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, the embodiment of this technical idea will be described in detail with reference to the drawings. In the following description, the same parts are given the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions thereof will not be repeated. In one or more embodiments shown in this disclosure, the elements included in each embodiment can be combined with each other, and the combined result also forms part of the embodiment shown in this disclosure.

[0011] <First embodiment> [Information processing system configuration] Fig. 1 is a diagram showing a configuration of an information processing system 1 according to a first embodiment of the present disclosure. As shown in Fig. 1, the information processing system 1 includes a plurality of terminals 10 used by a plurality of users, respectively, and a server 20, and these devices are connected to each other via a network 13 so as to be able to communicate with each other.

[0012] The terminal 10 is a smartphone, a phablet, a tablet, or the like. The terminal 10 may be a portable terminal, a wearable device worn on the body, or a stationary terminal such as a PC (Personal Computer) or a game console. When the terminal 10 is operated by a user, data related to the game is transmitted and received between the server 20 and the terminal 10. This allows the user to play the game.

[0013] The server 20 manages various data related to the game of each user playing the game, and transmits images, sounds, text, and other data to the terminal 10 according to the progress of each user's game. In addition, the server 20 can provide each user with an environment for playing the game in multiplay by, for example, identifying multiple users participating in a multiplay and communicating with each user's terminal 10.

[0014] [Server configuration] (Schematic configuration) 2 is a block diagram showing a configuration of the server 20 according to the first embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit (processor) 22, a storage unit 23, and a memory 24.

[0015] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when image data of a game space is generated by the control unit 22, the communication unit 21 receives the image data from the control unit 22 and transmits it to the terminal 10. In addition, when the communication unit 21 receives operation information indicating the content of a user's operation on the terminal 10 from the terminal 10, it outputs the operation information to the control unit 22.

[0016] The storage unit 23 includes a storage device such as a hard disk drive (HDD) or a flash memory, etc. Specifically, the storage unit 23 stores a program 41, game information 42, and user information 43.

[0017] The program 41 is a program for executing various processes by the server 20. The game information 42 includes information used to generate a game space, information used to generate various objects to be placed in the game space, and the like.

[0018] The user information 43 includes information about the user who plays the game. Specifically, the user information 43 includes identification information of the terminal 10, identification information of the user, and other information.

[0019] The memory 24 includes a storage device such as a Read Only Memory (ROM) or a Random Access Memory (RAM). The memory 24 temporarily stores various data generated in accordance with the operation of the control unit 22. For example, the memory 24 stores game medium information related to the user's various game media, such as items and virtual currency equipped to a character operated by the user.

[0020] The control unit 22 includes, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The control unit 22 operates according to a program 41 to fulfill the functions of a game progression unit 31, a medium providing unit 32, a reward determination unit 33, and a notification unit 34.

[0021] The game progression unit 31 performs various processes related to the progress of the game based on operation information of terminal 10 received via the communication unit 21. For example, the game progression unit 31 performs the movement of a character operated by a user, the progress of events, the generation and control of other characters, buildings and other objects that appear in the game, and the generation of image data for the game space.

[0022] The medium providing unit 32 provides game media such as items and virtual currency to the character. The game media provided by the medium providing unit 32 may be game media with a limited number of issues, or may be game media with no limited number of issues. For example, when a user clears an event in a game or participates in a lottery, an item such as a weapon that can be used in the game is provided to the user as the game media.

[0023] (Acquisition or trading of game media) The game media is traded as, for example, a non-fungible token (NFT), and the data of the game media is managed by blockchain technology. The number of such game media that can be issued within the game is limited, and issuance is restricted when the upper limit is reached.

[0024] For example, a user can purchase game media offered on a game market in exchange for the virtual currency owned by the user. A user can also offer game media that the user owns on the market and sell them to other users.

[0025] 3 is a diagram for explaining a transaction of game media between multiple users. For example, as shown in FIG. 3, assume that user U1 acquires item A, which is a game media, by clearing event E in a game at time t1. Then, assume that user U1 plays the game with item A equipped to his / her character, and then acquires another item at time t2, which is later than time t1, and no longer needs item A.

[0026] Then, assume that user U1 puts item A on the market at timing t3, which is later than timing t2, and user U2 purchases item A on the market at timing t4. In this case, item A that was owned by user U1 until timing t3 is owned by user U2 after timing t4. In other words, user U2 can use item A in playing the game, such as by equipping his / her character with item A.

[0027] The game medium is not limited to an item equipped to a character, but may be a consumable item, an item to be developed, etc. Even if the game medium is an item to be consumed by a user, the user can own the game medium without consuming it. Furthermore, if the game medium is a developed item, the user can trade the developed game medium with another user.

[0028] Figures 4 to 6 are diagrams showing examples of screens displayed on the monitor of the terminal 10 shown in Figure 1. For example, assume that a user performs an operation on his / her own terminal 10 (see Figure 1) to select an item A from a list of game media owned. In this case, as shown in Figure 4, an item details screen G1 relating to the selected item A is displayed on the monitor of the terminal 10.

[0029] The item details screen G1 includes information such as the management number of item A, whether item A is a campaign target item, a graph showing price fluctuations of item A, the average price and current price, and the recommendation for listing the item.

[0030] The item details screen G1 also includes a trading status button B11 for instructing the user to check the trading status of item A in the market, and a selling button B12 for instructing the user to sell item A. When the user performs an operation on the terminal 10 to select the trading status button B11, a trading status screen G2 as shown in FIG.

[0031] 5, the transaction status screen G2 includes information such as the site where item A is currently being listed, the listing format, the number of buy offers, the number of offers for sale, and the balance between buyers and sellers. The transaction status screen G2 also includes, for example, a buy button B21 for indicating a buy offer for item A and a sell button B22 for indicating the listing of item A.

[0032] When a user performs an operation on the terminal 10 to select the buy button B21, for example, a list of items A being sold is displayed on the monitor of the terminal 10. Then, the user can make a buy offer for item A by selecting item A for which a buy offer is to be made from the list.

[0033] Furthermore, when the user performs an operation on the terminal 10 to select the sell button B22, a listing setting screen G3 as shown in Fig. 6 is displayed on the monitor of the terminal 10. The listing setting screen G3 includes information such as the item name of the item to be listed, the management number, whether or not a campaign is applied, the benefit of applying the campaign (campaign reward), the listing price, the listing period, and the selling format.

[0034] The user can set the listing price, listing period, selling format, etc. Also, Fig. 6 shows, as an example, that by listing item A, which is the target of the campaign, item B is given as a campaign reward.

[0035] The selling setting screen G3 also includes a decision button B31 for deciding to sell the item A. When the user performs an operation to select the decision button B31 on the terminal 10, the item A can be sold on the market.

[0036] [Game media related control] (overview) Fig. 7 is a diagram for explaining changes in value (price) of game media in a game provided by the information processing system 1 shown in Fig. 1. As shown in Fig. 7, game media that can be traded between multiple characters and are limited in number to be issued increases in value as trading during the game becomes more active. The higher the value of the game media, the more exciting the game tends to become.

[0037] For this reason, in the information processing system 1, for example, when a user sells a game medium to another user, the game operator provides a reward to the user. The reward may include providing game media other than the game media being traded, or reducing the transaction fee borne by the user at the time of the transaction. By providing such a reward, it is possible to stimulate the trading of game media and make the game more exciting, and further, it is possible to provide a healthy gaming environment by preventing a specific user from monopolizing the game medium.

[0038] Referring again to FIG. 2, the control unit 22 controls the contents of rewards and the like when game media are acquired or traded. Such control by the control unit 22 is hereinafter referred to as "game media-related control." Acquisition and trading of game media is not limited to selling game media, but also includes acquisition of game media by participating in an event and purchase of game media in a market. In addition, it is not limited to the first acquisition of game media, but also includes second or subsequent acquisitions.

[0039] More specifically, the control unit 22 changes the content of the game medium-related control depending on the relationship between the game medium and the user who acquires or trades the game medium. For example, the reward determination unit 33 in the control unit 22 increases the amount of virtual currency given as a reward for a transaction or decreases the transaction fee depending on the period from when the user acquires the game medium to when the transaction for the game medium is concluded between the user and another user. Details are described below.

[0040] (Control of compensation according to the time until the game media transaction is concluded) Fig. 8 is a diagram for explaining a method of determining a reward by the reward determination unit 33 shown in Fig. 2. Specifically, as shown in Fig. 8, it is assumed that a user acquires an item A, which is a game medium, at a timing t11. It is also assumed that the user puts up the item A for sale at a timing t12, and a transaction for the item A is concluded with another user at a timing t13. In this case, the reward determination unit 33 determines a reward such that the reward given to the user increases as the length of the period TA13 from the timing t11 to the timing t13 becomes shorter.

[0041] The reward determination unit 33 may determine the reward so that the reward given to the user increases as the period TA12 from timing t11 to timing t12 is shorter, instead of the period TA13 from the acquisition of the game medium to the completion of the transaction. The reward determination unit 33 may also determine the reward so that the reward given to the user increases as the period TA23 from timing t12 to timing t13 is shorter, instead of the period TA12 until item A is put up for sale or the period TA13 until the transaction is completed.

[0042] (Control of rewards according to game media transaction status) 2 may control the reward according to the transaction status of the game medium as a game medium-related control in addition to controlling the reward according to the period from acquisition of the game medium to completion of the transaction as described above, or instead of controlling the reward according to the period. For example, the reward determination unit 33 may determine the reward such that the more game media a user makes available for trading (i.e., puts up for sale), the greater the reward that is granted to the user.

[0043] The reward determination unit 33 may also control the reward given to the user according to the circulation volume of the traded game medium and the transaction price set by the user. For example, the reward determination unit 33 can control the amount of reward given to the user to be larger as the circulation volume of the traded game medium decreases. The reward determination unit 33 can also control the amount of reward given to the user to be larger as the transaction price of the traded game medium decreases.

[0044] Furthermore, as a game medium-related control, the remuneration determination unit 33 may change the remuneration depending on the relationship between the user selling the game medium and the other user to whom the game medium is sold. For example, the remuneration determination unit 33 may determine that the remuneration is greater when the buyer of the game medium sold by the user is a friend or follower of the user than when the buyer is a friend or follower of the user. This allows the game medium to be distributed to a wide range of users.

[0045] The above-mentioned control of rewards by the reward determination unit 33 is executed when a predetermined condition regarding the game medium being traded is satisfied, such as when a value indicating the trading status of the game medium in the game falls below a predetermined value, and does not have to be executed when the predetermined condition is not satisfied.

[0046] The predetermined value indicating the transaction status is the number of game media in the market, the number of people wanting to acquire the game media, etc. The people wanting to acquire the game media include the number of users who have placed buy orders on the order book, and people wanting to purchase items (auction participants) that are being offered in an auction or bidding format.

[0047] Furthermore, the reward determination unit 33 may be configured not to control the reward as described above for game media whose acquisition is a condition for the progress of the game.

[0048] (Control of notifications encouraging game media transactions) The notification unit 34 in the control unit 22 shown in FIG. 2 may perform game medium-related control by issuing a notification encouraging a transaction of a game medium depending on the relationship between the game medium owned by a user and the user.

[0049] For example, assume that the game medium owned by the user is an item that can be equipped by a character. In such a case, assume that the unused period during which the item has not been equipped since the time the user acquired the item exceeds a threshold. In this case, the notification unit 34 generates, for example, text data or image data that prompts the user to trade the item, and transmits the generated data to the terminal 10 of the user via the communication unit 21.

[0050] When the terminal 10 operated by the user receives the above-mentioned data from the server 20, the terminal 10 displays, based on the data, for example, text or an image encouraging the user to put the item on the market on the monitor of the terminal 10. This allows the user to know which game media have not been used for a long period of time.

[0051] Fig. 9 is a diagram showing an example of a screen displayed on a user's terminal to prompt the user to put up for sale a game medium. When the period of non-use of the game medium exceeds the threshold as described above, a putting up prompt screen G4 as shown in Fig. 9 is displayed on the monitor of the terminal 10. On the putting up prompt screen G4, for example, text is displayed indicating that item A, which is a game medium, has not been used for one month, and text asking the user to put up item A for sale.

[0052] The selling prompt screen G4 also includes a selling button B41 for instructing the user to sell item A, and a keep button B42 for instructing the user to keep item A. When the user performs an operation on the terminal 10 to select the selling button B41, a selling setting screen G3 as shown in Fig. 6 is displayed on the monitor of the terminal 10. When the user performs an operation on the terminal 10 to select the keep button B42, a normal game screen is displayed on the monitor of the terminal 10, and the user continues to keep item A.

[0053] [Granting rewards] The reward determination unit 33 grants a reward to a user after a transaction of the game medium between the user and another user is completed. More specifically, for example, the reward determination unit 33 refers to the user information 43 stored in the storage unit 23 to identify the identification information of the user who has made the transaction of the game medium, and grants a reward to the user. In this way, by granting a reward after the transaction of the game medium is completed, it is possible to prevent fraudulent acts such as withdrawing the listing of the game medium before the transaction is completed and obtaining only the reward.

[0054] Furthermore, when a transaction of game media is established, the game progression unit 31 shown in Fig. 2 deducts, for example, a certain amount of virtual currency held by the user as a transaction fee to be paid to the game operator. By deducting the transaction fee in this way when a game medium is traded, it is possible to prevent fraudulent acts in which a user with multiple accounts attempts to obtain rewards from the game operator by trading game media between these multiple accounts.

[0055] [Control to maintain rarity] As described above, when trading of a game medium becomes active, the value of the game medium increases. On the other hand, when trading of a game medium becomes active, the rarity of the game medium may decrease. For this reason, the server 20 shown in FIG. 2 can perform control to maintain the rarity of the game medium.

[0056] Fig. 10 is a diagram for explaining a process for maintaining the rarity of game media issued in a game provided by the information processing system 1 shown in Fig. 1. As shown in Fig. 10, the server 20 manages, for example, multiple game media of the same type by dividing them into game media (first game media) for which the reward increases the earlier they are sold, and game media (second game media) for which the reward does not increase even if they are sold early.

[0057] Specifically, assume that 120 pieces of the same type of game media are issued, each of which is assigned an issue number ranging from "1" to "120." In such a case, the reward determination unit 33 shown in Fig. 2 can change the reward to be given to a user in a transaction of the game media, depending on the issue number assigned to the game media.

[0058] For example, assume that the issue number of the game medium traded between users is in the range of "1" to "30." In this case, the reward determination unit 33 increases the reward granted to the user within one month from the time of issuance of the game medium, as described above, the shorter the period from acquisition of the game medium to the completion of the transaction. After one month has passed since the time of issuance, the reward is not increased according to the period.

[0059] This allows the distribution of the game medium to be promoted for one month from the time of issuance of the game medium, and after one month has passed from the time of issuance, the distribution of the game medium is not promoted, thereby maintaining the rarity of the game medium.

[0060] Also, assume that the issue number of the traded game medium is in the range of "31" to "100." In this case, the reward determination unit 33 does not increase the reward according to the period from the acquisition of the game medium to the conclusion of the transaction. This prevents the circulation of the game medium from being promoted, and makes it possible to maintain the rarity of the game medium.

[0061] Also, assume that the issue number of the traded game medium is in the range of "101" to "120". In this case, the reward determination unit 33 varies the reward according to the period from acquisition of the game medium to the conclusion of the transaction, that is, increases the reward for early transactions, without limiting the control period after the issuance of the game medium. This promotes the circulation of the game medium, and prevents the occurrence of a situation in which the game medium cannot be obtained at all.

[0062] By performing the above-described processing for maintaining the rarity of the game medium, the needs of all types of users can be met, including users who aim to increase the rarity of the game medium in order to make capital gains, and users who seek to acquire the game medium in order to progress through the game.

[0063] [Operation flow] FIG. 11 is a sequence diagram for explaining the flow of operations when game media-related control is performed by the server 20 according to the first embodiment of the present disclosure.

[0064] 11, first, it is assumed that the user U1 has completed an event in a game (step S11). In this case, the terminal 10A, which is one of the terminals 10 and is operated by the user U1, transmits operation information indicating the operation content of the user U1 to the server 20 (step S12).

[0065] Next, when the server 20 receives the operation information transmitted from the terminal 10A, it determines that the user U1 has completed the event based on the operation information, and grants the item A, which is a game medium, to the user U1 (step S13). This allows the user U1 to obtain the item A.

[0066] Next, it is assumed that the user U1 performs an operation on the terminal 10A to put the item A up for sale on the market (step SS14). In this case, the terminal 10A transmits operation information indicating the operation content of the user U1 to the server 20 (step S15).

[0067] Next, when the server 20 receives the operation information transmitted from the terminal 10A, the server 20 updates the game media information stored in the memory 24 (see FIG. 2) based on the operation information to reflect that item A has been put up for sale on the market (step S16).

[0068] Next, assume that the user U2 performs an operation on the terminal 10B, which is one of the terminals 10, to purchase the item A put up for sale in the market (step S17). In this case, the terminal 10B transmits operation information indicating the operation content of the user U2 to the server 20 (step S18).

[0069] Next, when the server 20 receives the operation information transmitted from the terminal 10B, it grants the item A to the user U2 (step S19). Then, the server 20 updates the game medium information stored in the memory 24 to reflect that the item A has been purchased by the user U2 (step S20).

[0070] Next, the server 20 determines a reward to be given to the user U1 based on, for example, the length of time from when the user U1 acquires the item A to when the item A is purchased by the user U2 (step S21). Then, the server 20 gives the determined reward to the user U1 (step S22).

[0071] <Second embodiment> In the first embodiment described above, the reward given to a user is changed depending on the time and status of the game content transaction by the user. In contrast, in the second embodiment, the acquisition of game content is controlled so as to balance the profits of multiple users who start playing the game at different times.

[0072] [Problem description] 12 is a diagram for explaining the difference in profits from trading game media between multiple users who start the game at different times. As shown in FIG 12, for example, assume that user U1 has already started the game at time t21 when item A, which is the game media, is issued. Meanwhile, assume that user U2 has not started the game at time t21 when item A is issued.

[0073] It is assumed that user U1 acquires item A at timing t22, which is after issue timing t21. It is also assumed that user U2 starts the game at timing t23, which is after timing t22, and acquires item A at timing t24, which is after timing t23.

[0074] As described above, the value of game media, which is issued in limited quantities, increases as trading during the game becomes more active, and so the value of item A tends to gradually increase after issuance timing t21, as shown in Fig. 12. Specifically, the price of item A at issuance timing t21 is price V1, the price of item A at timing t24 is price V2, and the price of item A at the current timing t25 is price V3. In this case, the prices tend to increase in the order of V1, V2, and V3.

[0075] Furthermore, the capital gain C1 (= V3 - V1) that user U1 will obtain if he sells item A at the current timing t25 is likely to be higher than the capital gain C2 (= V3 - V2) that user U2 will obtain if he sells item A at the current timing t25.

[0076] In this way, among multiple users who own the same type of game media, users who start playing the game later are likely to be at a disadvantage in terms of rewards from selling the game media compared to users who start playing the game earlier. For this reason, the server 20 according to the second embodiment of the present disclosure performs the following control.

[0077] The configuration of the information processing system 1 according to the second embodiment is similar to that of the information processing system 1 according to the first embodiment shown in FIG. 1, except for the contents described below, and therefore detailed description of the similar configuration will not be repeated.

[0078] [Controlling the number of available game media] 2, the medium providing unit 32 in the control unit 22 sets the number R of game media of the same type that can be acquired for each user as game medium-related control, which is control related to acquisition or trading of game media. More specifically, the medium providing unit 32 sets the number R of game media that can be acquired for each user based on the time of issue of the game media and the time when the user starts playing the game.

[0079] The game start time may be the time when the user joins the game, or, if the game has not been played for a predetermined period of time after joining the game, the time when the game is played again. The game start time is determined based on the user's game login history, etc.

[0080] 12, the medium providing unit 32 sets, for example, an available number R1 of the item A for the user U1, and an available number R2 of the item A for the user U2. The available number R2 is greater than the available number R1 (R2>R1).

[0081] That is, when the number of items A currently owned by users U1 and U2 has reached the obtainable numbers R1 and R2, respectively, users are restricted from newly acquiring item A even if they have cleared an event in the game. In this way, by setting the obtainable number R of the same type of game media to different numbers among multiple users who started the game at different times, it is possible to balance the profits from trading game media.

[0082] In addition, the number R of game media that can be acquired is not limited to the number of game media currently owned, but may be the total number of game media currently owned and the number of game media owned in the past.

[0083] [Operation flow] FIG. 13 is a sequence diagram for explaining the flow of operations when the server 20 according to the second embodiment of the present disclosure controls the obtainable number R of game contents.

[0084] 13, it is assumed that the user U1 has completed an event in a game (step S31). In this case, the terminal 10A operated by the user U1 transmits operation information indicating the operation content of the user U1 to the server 20 (step S32).

[0085] Next, when the server 20 receives the operation information transmitted from the terminal 10A, the server 20 determines that the user U1 has completed the event based on the operation information. The server 20 then refers to the game medium information stored in the memory 24 (see FIG. 2) and checks the number of items A owned by the user U1, which are granted when the event is completed (step S33).

[0086] Next, the server 20 checks, for example, the available number R1 of item A for the user U1 stored in the memory 24, and determines whether the current number of items A owned by the user U1 has reached the available number R1 (step S34).

[0087] Next, if the current number of items A owned by the user U1 has not reached the obtainable number R1 ("NO" in step S34), the server 20 newly grants item A to the user U1 (step S35).

[0088] On the other hand, if the current number of items A owned by user U1 has reached the number R1 that can be acquired ("YES" in step S34), server 20 sends a notification to terminal 10A, for example, that item A cannot be acquired because the number of items owned has reached the number R1 that can be acquired (step S36).

[0089] Fig. 14 is a diagram showing an example of a notification screen G5 that notifies the user that the game medium to be acquired cannot be acquired because the number of game mediums owned has reached the number of available acquisitions R. As shown in Fig. 14, the notification screen G5 includes information such as the management number of each item A that has been acquired, the fact that item A cannot be acquired, and the number of available acquisitions R.

[0090] [Variations] The control unit 22 shown in FIG. 2 may, in addition to setting the obtainable number R as described above, or instead of setting the obtainable number R, change the reward granted by the transaction of the game medium depending on the time when the user starts the game, as a game medium-related control.

[0091] For example, the reward determination unit 33 in the control unit 22 can perform control so that the later a user starts playing a game, the higher the reward from the transaction of the game medium. By performing such control, it is possible to balance the profits from the sale of the game medium among a plurality of users who start playing a game at different times.

[0092] <Third embodiment> In the second embodiment described above, the obtainable number R of game contents is changed depending on when the user starts playing a game. In contrast, in the third embodiment, the period until the same type of game contents can be newly obtained is controlled depending on when the user starts playing a game.

[0093] [Problem description] Users who start playing the game later are less likely to acquire game media that are limited in number of issues than users who start playing the game earlier, and are therefore more likely to be at a disadvantage in terms of rewards from selling game media. For this reason, the server 20 according to the third embodiment of the present disclosure performs the following control.

[0094] The configuration of the information processing system 1 according to the third embodiment is similar to that of the information processing system 1 according to the first embodiment shown in FIG. 1, except for the contents described below, and therefore detailed descriptions of the similar configuration will not be repeated.

[0095] [Controlling the period during which game content cannot be reacquired] Referring back to FIG. 2, the medium providing unit 32 in the control unit 22 sets, as game medium-related control, a period during which the same type of game medium cannot be newly acquired for each user.

[0096] More specifically, the medium providing unit 32 stores the timing of acquisition of the game medium by the user in the memory 24. The medium providing unit 32 also sets a re-acquisition unavailable period Tx during which the user cannot newly acquire the same type of game medium as the game medium. The length of the re-acquisition unavailable period Tx is determined based on the time of issue of the game medium and the time of the user's start of the game.

[0097] 15 is a diagram for explaining a re-acquisition impossible period Tx set for each user by the server 20 according to the third embodiment of the present disclosure. With reference to Fig. 15, for example, assume that a user U1 who has started a game at issue timing t31 of an item A, which is a game medium, clears an event E and acquires the item A at timing t32.

[0098] In this case, the medium providing unit 32 sets a re-acquisition impossible period Tx1 for the item A as a period during which the user U1 cannot newly acquire the item A. The user U1 cannot acquire the item A during the period from the timing t32 until the re-acquisition impossible period Tx1 has elapsed, even if the user U1 clears the event E.

[0099] Then, assume that the user U1 clears the event E again at timing t33 ​​after the re-acquisition unavailable period Tx1 has elapsed since timing t32, and re-acquires the item A. In this case, the medium providing unit 32 sets the re-acquisition unavailable period Tx1 for the item A again for the user U1.

[0100] Also, for example, assume that user U2 who started the game at timing t34 after the issuance timing t31 of item A clears event E and acquires item A at timing t35. In this case, the medium provision unit 32 sets a reacquisition unavailable period Tx2 of item A as a period during which user U2 cannot newly acquire item A.

[0101] At this time, the length of the non-reacquisition period Tx2 set by the medium provision unit 32 is shorter than the length of the non-reacquisition period Tx1 (Tx2 < Tx1). User U2 cannot acquire item A even if event E is cleared during the period from timing t32 until the non-reacquisition period Tx2 elapses.

[0102] Then, it is assumed that user U2 clears event E again at timing t36 after the timing when the non-reacquisition period Tx2 has elapsed from timing t35 and acquires item A again. In this case, the medium provision unit 32 sets the non-reacquisition period Tx2 of item A for user U2 again.

[0103] FIG. 16 is a diagram for explaining the effect of setting the non-reacquisition period Tx by the server 20 according to the third embodiment of the present disclosure. As described above, the later the game start time of the user, the shorter the length of the non-reacquisition period Tx of the same type of game medium is set. Thereby, as shown in FIG. 16, for example, even when user U1 has already acquired a plurality of items A at the game start time of user U2, it is possible to gradually bring the number of items A acquired by user U2 closer to the number of items A acquired by user U1.

[0104] As a result, it is possible to balance the benefits from the trading of game media among a plurality of users with different game start times. Also, it is possible to prevent a user who starts the game initially from occupying the same type of game media.

[0105] Note that the medium provision unit 32 may set the non-reacquisition period Tx of the same length for a plurality of types of game media for the same user, or may set the non-reacquisition period Tx of different lengths for each type of game media. For example, the medium provision unit 32 may set the length of the non-reacquisition period Tx of the game media to be longer as the rarity of the game media is higher.

[0106] [Operation flow] FIG. 17 is a sequence diagram for explaining the flow of operations when the server 20 according to the third embodiment of the present disclosure controls the period Tx during which the game content cannot be reacquired.

[0107] 17, it is assumed that the user U1 has completed an event in a game (step S41). In this case, the terminal 10A operated by the user U1 transmits operation information indicating the operation content of the user U1 to the server 20 (step S42).

[0108] Next, when the server 20 receives the operation information transmitted from the terminal 10A, the server 20 determines that the user U1 has completed the event based on the operation information. The server 20 then refers to the game medium information stored in the memory 24 (see FIG. 2) and checks the previous acquisition timing and the period Tx1 during which the user U1 cannot acquire the item A that is granted when the user completes the event (step S43).

[0109] Next, the server 20 judges whether or not a re-acquisition impossible period Tx1 has elapsed since the previous acquisition timing (step S44).

[0110] Next, if the re-acquisition impossible period Tx1 has elapsed since the previous acquisition timing ("YES" in step S44), the server 20 newly grants the item A to the user U1 (step S45).

[0111] On the other hand, if the re-acquisition unavailable period Tx1 has not elapsed since the previous acquisition timing ("NO" in step S44), the server 20 sends, for example, to the terminal 10A a notification that item A cannot be acquired because the re-acquisition unavailable period Tx1 for item A has not elapsed (step S46).

[0112] 18 is a diagram showing an example of a notification screen G6 that notifies the user that the game medium to be acquired cannot be acquired because the re-acquisition unavailable period Tx has not yet elapsed. As shown in FIG 18, the notification screen G6 includes information such as the management number of each acquired item A, the period during which item A cannot be re-acquired, and the time to resume acquisition of item A (the time when the re-acquisition unavailable period Tx has elapsed).

[0113] <Modifications common to the first to third embodiments> [Problem description] Here, for example, the number of game contents issued as a reward for participating in an event during a game may be less than the number of users participating in the event. That is, the number of users to whom game contents should be issued may be greater than the number of game contents issued. In such a case, the server 20 according to the first to third embodiments of the present disclosure may perform the following control.

[0114] [Control when the number of users to whom game media should be granted is greater than the number of game media issued] 2 notifies users who are participants in a game in advance that it is not possible to grant the game medium to all of them when the number of users to whom the game medium should be granted is greater than the number of game media issued. That is, the notification unit 34 transmits a notification that it is not possible to grant the game medium to all of them to the terminals 10 operated by the users via the communication unit 21.

[0115] 19 is a diagram showing an example of a notification screen G7 that notifies the user that the game content cannot be given to everyone. As shown in FIG. 19, the notification screen G7 includes, for example, the number of participants in the event (participation method), the reward to be given for participating in the event, and information that the reward may not be given to everyone.

[0116] The medium providing unit 32 then randomly determines, from among the multiple users, a user to whom the game medium is to be provided, and provides the game medium to the determined user. Furthermore, the medium providing unit 32 can preferentially select a user to whom the game medium is not provided as a result of the random determination of the recipient of the game medium, as a recipient of the game medium in another event.

[0117] Furthermore, the medium providing unit 32 may change the transaction price of the game medium so that, when the game medium is put up for sale on the market, a user to whom the game medium was not provided can acquire the game medium at a lower price than other users. Furthermore, the medium providing unit 32 may perform control so that, when the game medium is put up for sale on the market, a user to whom the game medium was not provided is given preferential rights to purchase the game medium.

[0118] By carrying out such control, even if the number of users to whom game media should be granted is greater than the number of game media issued, a sense of unfairness among users can be reduced.

[0119] In addition, the medium granting unit 32 is not limited to a configuration that randomly determines the recipient of the game medium, and may determine the recipient based on some condition, such as, for example, as illustrated in Figure 19, giving priority to users who have performed well (contributed more) in the event.

[0120] The degree of activity is calculated based on the score acquired in the event, the amount of damage inflicted on other characters, etc. In addition, when the recipient of the game medium is determined based on the degree of activity in the event, the medium providing unit 32 may provide game media with a smaller issue number to a user who is more active in the event.

[0121] [Additional Notes] The contents of the first, second and third embodiments of the present disclosure are listed as follows. (Item 1) A program that causes a processor to change control related to the acquisition or trading of a game medium depending on a relationship between the game medium, which can be traded with other users and has a limited number of issues, and the user acquiring the game medium. In this way, the acquisition of game media, the number of which is limited, can be more appropriately managed depending on the relationship between the game media and the user who acquires the game media.

[0122] (Item 2) The program described in item 1, wherein the control is control regarding rewards granted to the user through a transaction of the game medium between the user and another user. This configuration can stimulate the distribution of game media and make games more exciting.

[0123] (Item 3) 3. The program according to item 2, wherein the reward is the grant of a game medium other than the game medium. With this configuration, when a game medium is acquired or traded, the provision of other game media to a user can be appropriately managed.

[0124] (Item 4) The program described in item 2, wherein the reward is a reduction in the fees charged by the user when trading the game medium. With this configuration, the fees borne by the user when acquiring or trading game media can be appropriately controlled.

[0125] (Item 5) The program according to any one of items 1 to 4, wherein the control is executed when a predetermined condition related to the game medium is satisfied, and is not executed when the predetermined condition is not satisfied. With this configuration, it is possible to avoid unnecessary control being performed.

[0126] (Item 6) 6. The program according to item 5, wherein the specified condition is met when a value indicating the trading status of the game medium in the game falls below a specified value. With this configuration, for example, in a situation where there is a high need to stimulate trading of game media, control over trading of game media can be performed, thereby stimulating trading of the game media.

[0127] (Item 7) 7. The program according to item 6, wherein the value indicating the transaction status is at least one of the number of game media traded in the game and the number of people wishing to acquire the game media. With this configuration, the trading status of the game content can be determined more accurately.

[0128] (Item 8) The program described in any one of items 1 to 7, wherein the relationship is the period from when the user acquires the game medium to when a transaction for the game medium is concluded between the user and another user. This configuration can encourage users to trade game media early, thereby stimulating trading of game media.

[0129] (Item 9) the game media is usable by the user in a game; The program according to any one of items 1 to 8, wherein the relationship is a period of non-use of the game medium after the user acquires the game medium. With this configuration, for example, it is possible to control the trading of game media that have not been used for a long period of time, thereby promoting the circulation of such game media.

[0130] (Item 10) 10. The program according to item 9, wherein the processor notifies the user of instructions regarding a transaction for the game medium when the period of non-use exceeds a threshold. With this configuration, it is possible for a user to ascertain which game media has not been used for a period longer than a threshold value.

[0131] (Item 11) The program according to any one of items 1 to 10, wherein the control is control regarding the timing of newly acquiring a game medium of the same type as the game medium acquired by the user. With this configuration, for example, it is possible to place restrictions on the timing of newly acquiring game content of the same type, thereby appropriately managing the acquisition of game content by each user.

[0132] (Item 12) causing the processor to set a re-acquisition unavailable period from a time when the user acquires the game medium to a time when the user is unable to newly acquire a game medium of the same type as the game medium; Item 12. The program according to item 11, wherein the period during which the game medium cannot be reacquired is changed based on the time of issuance of the game medium and the time the user starts playing the game. With this configuration, it is possible to strike a balance in trading game media among multiple users who start playing the game at different times.

[0133] (Item 13) The program according to any one of items 1 to 12, wherein the control is control regarding the number of the same type of game media that each user can acquire. With this configuration, for example, it is possible to place a limit on the number of games of the same type that can be acquired, thereby appropriately managing the acquisition of game content by each user.

[0134] (Item 14) Item 14. The program described in item 13, wherein the number that can be acquired is changed based on the publication date of the game medium and the time when the user starts playing the game. With this configuration, it is possible to strike a balance in trading game media among multiple users who start playing the game at different times.

[0135] (Item 15) The relationship is the period from when the user acquires the game medium to when the user makes the game medium available for trading. With this configuration, for example, the shorter the period, the greater the reward, which can encourage users to make the game medium tradable, i.e., to put it up on the market.

[0136] (Item 16) The relationship is the period from the time when the game medium acquired by the user is made tradable to the time when a transaction for the game medium is concluded between the user and another user. With this configuration, for example, the shorter the period, the greater the reward, making it possible to encourage the user to complete the transaction of the game medium.

[0137] (Item 17) The processor manages multiple game media of the same type by dividing them into a first game medium for which a reward is given to the user according to the holding period from when the user acquires the game medium to when a transaction for the game medium is completed with another user, and a second game medium for which no reward is given according to the holding period. This configuration can stimulate trading of game media and increase the rarity of the game media.

[0138] (Item 18) The reward changes depending on the trading status of the game medium within the game. With this configuration, for example, by increasing the reward for a game medium that is not actively traded, it is possible to stimulate trading of that game medium.

[0139] (Item 19) The reward is given to the user after a transaction for the game medium is concluded between the user and another user. This configuration makes it possible to prevent fraudulent activity by a user with multiple accounts attempting to obtain rewards from the game operator by trading game content between these multiple accounts.

[0140] (Item 20) The reward varies depending on the relationship between the user and the other user to whom the game medium is sold. With this configuration, for example, the reward can be determined to be greater when the buyer is someone other than the user's friend or follower than when the buyer is one of the user's friends or followers, allowing the game media to be distributed to a wide range of users.

[0141] (Item 21) The number of available acquisitions is set to be greater for users who start the game after the issuance time of the game medium than for users who start the game at the issuance time of the game medium. This configuration makes it possible to strike a balance in trading game media among multiple users who start playing the game at different times.

[0142] (Item 22) The reward provided by the transaction of the game medium increases the later the user starts playing the game. With this configuration, it is possible to balance the compensation from the sale of game media among multiple users who start playing the game at different times.

[0143] (Item 23) The period during which reacquisition is not possible is set to be shorter for users who start the game after the issuance time of the game medium than for users who start the game at the issuance time of the game medium. This configuration makes it possible to strike a balance in trading game media among multiple users who start playing the game at different times.

[0144] (Item 24) The reacquisition unavailable period is set to be shorter the later the user starts the game. With this configuration, it is possible to balance the compensation from the sale of game media among multiple users who start playing the game at different times.

[0145] (Item 25) When the number of game media issued to users for participating in an event during a game is less than the number of users participating in the event, the processor randomly determines a user to be given the game media from among the multiple participating users. This configuration makes it possible to deal with a situation in which the number of users to whom game media should be granted is greater than the number of game media issued.

[0146] (Item 26) The processor is caused to preferentially grant game media to users who have participated in the event and have not been granted the game media in another event. With this configuration, it is possible to reduce the sense of unfairness between users.

[0147] (Item 27) The processor enables users who participated in the event and were not given the game medium to acquire the game medium at a lower trading price than other users when the game medium is circulated on the market. With this configuration, it is possible to reduce the sense of unfairness between users.

[0148] (Item 28) When the processor awards the same type of game medium to multiple users who participated in the same event, the processor awards each user with the game medium with the lowest issued number according to the user's level of performance in the event. This configuration can help liven up the event.

[0149] (Item 29) A processor is included. The processor is an information processing device that changes control related to the acquisition or trading of a game medium depending on the relationship between the game medium, which can be traded with other users and has a limited number of issues, and the user acquiring the game medium. In this way, the acquisition of game media, the number of which is limited, can be more appropriately managed depending on the relationship between the game media and the user who acquires the game media.

[0150] (Item 30) An information processing method in which a processor changes control related to the acquisition or trading of a game medium depending on the relationship between the game medium, which can be traded with other users and has a limited number of issues, and the user acquiring the game medium. In this way, the acquisition of game media, the number of which is limited, can be more appropriately managed depending on the relationship between the game media and the user who acquires the game media.

[0151] In addition, each operation by the control unit (processor) 22 in each of the above embodiments may be executed by one processor or multiple processors. For example, some or all of the operations by the control unit 22 may be executed by the terminal 10.

[0152] Furthermore, the order of the processes in each of the above sequence diagrams may be random and may be executed in parallel as long as no contradiction or inconsistency occurs in the process contents.

[0153] Furthermore, the above-described embodiments are merely examples for facilitating understanding of the present invention, and are not intended to limit the present invention. The present invention can be modified or improved, some of the configurations of the embodiments can be deleted, or a plurality of configurations of the embodiments can be combined without departing from the spirit of the present invention, and it goes without saying that the present invention includes equivalents thereof. [Explanation of symbols]

[0154] 1: Information processing system, 10, 10A, 10B: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progress unit, 32: Medium grant unit, 33: Reward determination unit, 34: Notification unit, 41: Program, 42: Game information, 43: User information

Claims

1. A program that causes a processor to change control related to the acquisition or trading of a game medium depending on a relationship between the game medium, which can be traded with other users and has a limited number of issues, and the user acquiring the game medium.

2. The program according to claim 1 , wherein the control is control over rewards granted to the user through a transaction of the game medium between the user and another user.

3. The program according to claim 2 , wherein the reward is a grant of a game medium other than the game medium.

4. The program according to claim 2 , wherein the reward is a reduction in a fee borne by the user when trading the game medium.

5. the control is executed when a predetermined condition related to the game medium is satisfied, and is not executed when the predetermined condition is not satisfied; 2. The program according to claim 1, wherein the predetermined condition is satisfied when a value indicating a trading status of the game medium within the game falls below a predetermined value.

6. 6. The program according to claim 5, wherein the value indicating the transaction status is at least one of the number of game media traded in a game and the number of people wishing to acquire the game media.

7. The program according to claim 1 , wherein the relationship is a period from when the user acquires the game medium to when a transaction for the game medium is concluded between the user and another user.

8. the game media is usable by the user in a game; The program according to claim 1 , wherein the relationship is a period of non-use of the game medium after the user acquires the game medium.

9. The program according to claim 8 , further comprising a processor configured to notify the user of a guide regarding a transaction for the game medium when the period of non-use exceeds a threshold value.

10. The program according to claim 1 , wherein the control is control regarding timing for the user to newly acquire a game medium of the same type as the game medium acquired by the user.

11. causing the processor to set a re-acquisition unavailable period from a time when the user acquires the game medium to a time when the user is unable to newly acquire a game medium of the same type as the game medium; The program according to claim 10 , wherein the period during which the game cannot be reacquired is changed based on a time when the game medium was issued and a time when the user started playing the game.

12. The program according to claim 1 , wherein the control is control regarding the number of the same type of game media that each user can acquire.

13. The program according to claim 12 , wherein the number of obtainable items is changed based on the time of publication of the game medium and the time of the user starting the game.

14. A processor is included. The processor is an information processing device that changes control related to the acquisition or trading of a game medium depending on the relationship between the game medium, which can be traded with other users and has a limited number of issues, and the user acquiring the game medium.

15. An information processing method in which a processor changes control related to the acquisition or trading of a game medium depending on the relationship between the game medium, which can be traded with other users and has a limited number of issues, and the user acquiring the game medium.

Citation Information

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