Information processing method, information processing system, and program

The information processing method addresses the challenge of enhancing user engagement and game progression by offering differentiated charging processes and input operations, allowing users to choose between manual and automated gameplay, thus increasing convenience and enjoyment.

JP2025045982AActive Publication Date: 2025-04-02CAPCOM CO LTD
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Patent Information

Application Number
JP2023154097
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-21
Publication Date
2025-04-02
Estimated Expiration
2043-09-21

AI Technical Summary

Technical Problem

Existing information processing methods for games do not effectively enhance user engagement and game progression through differentiated charging processes and input operations.

Method used

An information processing method that allows users to execute a first or second charging process for a game, where the first charging process progresses the game based on the user's first input operation, and the second charging process progresses the game based on a second input operation with a different level of assistance, including auto-instruction operations.

Benefits of technology

This method provides users with two distinct operational ranges for game progression, enhancing engagement and convenience by allowing for both manual and automated input operations, thereby increasing user options and game enjoyment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a more excellent technique, for example.SOLUTION: An information processing method executed by an information processing system is provided. The information processing method includes the following steps. In a reception step, a request to execute first billing processing or second billing processing for a first game is received from a user, and the user is permitted to execute the first game in accordance with the first billing processing or the second billing processing. In a game progress step, when the first billing processing is performed, the first game is progressed in accordance with a first input operation by the user, and when the second billing processing is performed, the first game is progressed in accordance with a second input operation by the user. The first input operation and the second input operation include an operation of operating a game medium in the first game. The degree of assisting the progress of the first game by the second input operation is different from the degree of assisting the progress of the first game by the first input operation.SELECTED DRAWING: Figure 1
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Description

[Technical field]

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

[0002] Patent Document 1 discloses an information processing method for executing a process of executing a quest in auto mode and a process of stopping the auto mode in a game in which quests are cleared in sequence.

[0003] In this information processing method, when the number of games (stories) increases in response to clearing of quests, the auto mode is stopped and the games can be viewed. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 7267489 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is still room for improvement in the above techniques.

[0006] In view of the above circumstances, the present disclosure aims to provide, for example, a superior technique. [Means for solving the problem]

[0007] According to one aspect of the present disclosure, an information processing method executed by an information processing system is provided. The information processing method includes the following steps. In the reception step, a request to execute a first charging process or a second charging process for a first game is received from a user, and the user is permitted to execute the first game in accordance with the first charging process or the second charging process. In the game progress step, the first game is progressed in accordance with a first input operation by the user when the first charging process is performed, and the first game is progressed in accordance with a second input operation by the user when the second charging process is performed. The first input operation and the second input operation include an operation for operating a game medium in the first game. The degree to which the second input operation assists the progress of the first game is different from the degree to which the first input operation assists the progress of the first game.

[0008] According to the present disclosure, a better technique can be provided. [Brief description of the drawings]

[0009] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to an embodiment of the present invention. [Diagram 2] 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. FIG. [Diagram 3] 1 is an activity diagram showing an overview of information processing executed by the information processing system 1. FIG. [Figure 4] FIG. 13 is a diagram showing an example of a menu screen IM1 in the second game. [Diagram 5] FIG. 13 is a diagram showing an example of a game progress screen IM2 in the second game. [Figure 6] FIG. 13 is a diagram showing an example of a series screen IM3. [Figure 7] FIG. 13 is a diagram showing an example of a purchase screen IM4. [Figure 8] FIG. 13 is a diagram showing an example of a restriction content screen IM5. [Figure 9] FIG. 13 is a diagram showing an example of a chapter screen IM6 in the first game. [Figure 10]FIG. 13 is a diagram showing an example of an item screen IM7. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.

[0011] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable recording medium, or may be provided so as to be downloadable from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0012] In this embodiment, the term "unit" may include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various information, which may be represented by, for example, physical values ​​of signal values ​​representing voltage and current, high and low signal values ​​as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation may be performed on a circuit in the broad sense.

[0013] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, and a memory, etc. In other words, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.

[0014] 1. Game Description Fig. 1 is a block diagram showing a hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3. That is, the information processing system 1 is composed of at least one device.

[0015] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 causes one or more player characters to act in a virtual game space, and causes the player characters to fight against enemy characters that are non-player characters. The characters are an example of objects.

[0016] The above-mentioned games are played using a game device 3, which is an electronic device such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or a personal computer, smartphone, tablet terminal, etc.

[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and a plurality of game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is composed of, for example, a server. Each of the plurality of game devices 3 has the same configuration. Note that in this embodiment, a system is composed of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can be an example of the information processing system 1.

[0018] The game device 3 executes a predetermined game based on the user's operation. To this end, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information including identification information and a password in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication in the information processing device 2.

[0019] After user authentication, mutual communication between the information processing device 2 and the game device 3 becomes possible. After logging in, the game device 3 receives data required for game progress (data related to the game progress status) from the information processing device 2, and progresses the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operation.

[0020] 2.1 Hardware Configuration Hereinafter, each hardware component of the information processing system 1 will be described with reference to FIG.

[0021] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0022] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet and a LAN. Main information that the information processing device 2 receives via the communication unit 21 includes download request information for a game program, a request for a gacha lottery in response to a user's operation, a request for executing a quest, a request for executing / ending autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information on the game media obtained by the gacha, etc.

[0023] The storage unit 22 is composed of a hard disk drive (HDD), a random access memory (RAM), a read only memory (ROM), a solid state drive (SSD), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.

[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. In the user DB, for each identification number of a user who plays a game, information such as a user name, a user rank, information on the status of a player character operated by the user, the amount of consumable media usable in the virtual game space, information on parameters, and the like are stored in association with each other. The lottery list is used for a lottery process generally called gacha, and includes a plurality of pieces of information on game media to be selected. In the lottery list, information on the game media (such as name, ability parameters, rarity, and level) is associated with a selection ratio by lottery. Furthermore, the ability parameters include, for example, fighting power, HP, attack power, defense power, intelligence, speed, and the like when the game media is a player character.

[0025] The control unit 23 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out a predetermined program stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and may be implemented with multiple control units 23 for each function. Also, a combination of these may be used.

[0026] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of parameters during the game. The user account authentication process is executed, for example, using the user's identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information on the selected game media and the identification information of the user who performed the operation that is the source of the lottery request are associated in the user DB, and the user is thereby granted the game media that he or she won as a result of drawing the gacha.

[0027] Here, to further supplement the above, the "game medium" is electronic data representing elements related to the game, including the name of the character used as the player character, items (weapons, armor, tools) used by the player character in the virtual game space, etc. The user can obtain the game medium by a lottery method called gacha, in addition to direct purchase by charging or clearing a quest. The obtained game medium is stored and managed in the user DB in association with the identification information of the user who has come to own the game medium. Furthermore, "gacha" is a method in which an arbitrary game medium is selected by lottery from a lottery list based on a predetermined selection ratio in the information processing device 2. The arbitrary selected game medium is provided to the game device 3 of the user. "Providing the game medium selected by gacha to the user / the user owns it" is synonymous with "associating / being associated with the game medium selected by the lottery process with the identification information indicating the user."

[0028] <Game device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0029] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, information on the game media selected by lottery processing, etc.

[0030] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 which is the device itself, user information, etc. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and at least a part of the information in the master is distributed from the information processing device 2 to the storage unit 32 of the game device 3 and stored therein.

[0031] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3, which is the device itself. In particular, the control unit 33 realizes various functions related to the game device 3, which is the device itself, by reading out a predetermined program stored in the storage unit 32. That is, information processing by the software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 33 is not limited to being single, and may be implemented with multiple control units 33 for each function. Also, a combination of these may be used.

[0032] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game device 3, which is the own device. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game device 3, which is the own device, when executing a game.

[0033] The graphics processing unit 34a renders game images including characters and various objects related to the virtual game space in a moving image format according to game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which is, for example, a liquid crystal type, and the game images rendered in a moving image format are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b, and reproduces and synthesizes game sounds according to instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c, and transmits and receives data related to operation inputs between the input device 4c and the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, and the like.

[0034] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.

[0035] Fig. 2 is a block diagram showing a functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 (processor) executes various programs stored in the storage unit 22 to include an acquisition unit 231, a game progression unit 232, an assignment unit 233, a reception unit 234, and a display processing unit 235. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.

[0036] The acquisition unit 231 is configured to acquire various information and inputs as an acquisition step. For example, the acquisition unit 231 acquires information such as user information and an input of a participation request from a user from the storage unit 22 of the information processing device 2, or acquires the information from the game device 3 or another external device via the communication network 11. In this embodiment, the various information accepted by the acquisition unit 231 is described as being stored in the storage unit 22.

[0037] The game progression unit 232 is configured to control the progress of the game on the game device 3 based on user operations, etc.

[0038] The granting unit 233 is configured to grant, as a granting step, benefit information IF1 relating to various games.

[0039] The receiving unit 234 is configured to receive, as a receiving step, a request for executing a billing process from a user based on an operation or the like by the user.

[0040] As a display processing step, the display processing unit 235 displays various information stored in the storage unit 22 or the storage unit 32 or a screen including the information on the display 4a of the game device 3 in a visible manner. Specifically, the display processing unit 235 may generate visual information itself generated in a human-visible manner such as a screen, an image (e.g., a still image or a video), an icon, text, etc., or may generate rendering information for displaying the visual information on the display 4a and transmit the rendering information to the game device 3 via the communication network 11.

[0041] 3. Explanation of various information and terms In this section, various information and terms handled by the information processing system 1 will be explained.

[0042] <Contents> Contents are elements that make up a game. Contents include various pieces of information that make up the substance of a game. For example, content may include elements such as a story that defines the main flow of the game, characters that appear in the story, relationships between the characters, and quests that define how the game progresses. The content of a certain game may include common content and difference content.

[0043] <Common Content> Common content is content that is common to other games. Whether or not it is common content may be determined based on the presence or absence of similarities and differences in the story. The commonalities and differences in the story may be determined based on a comparison of elements related to the content between a part of the content of a game and a part of the content of another game. Examples of such elements include the story title, the name of the setting, the timeline, the characters that appear, the amount of text information, and the amount of graphic information. Note that the presence or absence of differences in the story may be set in advance by the creator of the content. Examples of common content include content in which the content of a game is a remake of the content of a game provided in the past (a so-called past game), and almost no changes are made to the content of the past game.

[0044] <Difference content> The differential content is content that is not included in the other game, such as downloadable content (DLC) or content that can be provided for the first time as a bonus for a certain game. The differential content is, for example, content for a certain game that is a remake of content from a game provided in the past (a so-called past game), and refers to content that is newly added to the content of the past game. Examples of the differential content include content related to a story that is further added to the past game, and content related to a special mode that allows the content of the past game to be played in a different game mode (for example, a game mode with a higher difficulty level, or a new game with enhanced game media, etc.).

[0045] <element content> The content can also be defined as a collection of element contents. The element contents are associated with element information about objects included in the element contents. The element contents are defined, for example, by chapters in a story. The objects included in the element contents can include, for example, characters appearing in the element contents and objects related to the story in which the characters appear.

[0046] <Special offer information> The privilege information IF1 is information including privileges that can be used when purchasing or playing a certain game. The privileges are configured to give the user an advantage when purchasing or playing the game, for example, by making it possible to provide differential content related to the game, by providing new items (e.g., equipment, character skins, consumables, etc.), by reducing the price required for the purchase process of the game, by increasing the amount of points given as currency obtained by purchasing the game, etc.

[0047] 4. Overview of Information Processing In this section, an overview of the flow of the information processing method executed by the information processing system 1 will be described. FIG. 3 is an activity diagram showing an overview of the information processing executed by the information processing system 1. The results of the processing in each activity included in the information processing described below can be output in a manner that can be recognized by the user using the display 4a or the like as appropriate. The information processing can include any exception processing not shown. Exception processing includes the interruption of the information processing and the omission of each process. Selection or input performed in the information processing can be based on a user operation or can be performed automatically without relying on a user operation.

[0048] [Activity A1] First, in activity A1, the acquisition unit 231 accepts a login process from a user and acquires user information. The login process is performed by accepting input of a user ID, a password, etc. from the user. The user information may include the user's purchase history of various games, play history, granted privilege information IF1, used privilege information IF1, etc.

[0049] [Activity A2] Next, the processing proceeds to activity A2, where the acquisition unit 231 accepts a request to play a game from the logged-in user. As a result, the acquisition unit 231 acquires information about the second game, and the game progression unit 232 starts the game for which the play request has been accepted, on the game device 3. For ease of explanation, the game for which the play request has been accepted in activity A2 will be referred to as the second game.

[0050] In this embodiment, the second game is a so-called action game or RPG game in which the story can progress by, for example, moving a character's object in response to a user's operation. The story is divided into chapters as elemental content, and the story progresses when the user achieves a clear condition set for each chapter. In other words, the second game is configured to progress when the user plays at least one elemental content. Note that the type of game to which this information processing is applied is not limited to this and is arbitrary, and may be a single-player game or a multiplayer game, a cooperative game or a competitive game, an online game or an offline game.

[0051] [Activity A3] When the acquisition unit 231 accepts a request to play the second game in activity A2, the process proceeds to activity A3, and the game progression unit 232 progresses the second game on the game device 3 based on the user's operation. This progresses the story included in the content of the second game, and chapters as elemental content are cleared sequentially. The play history of the second game is updated according to the progress of the second game. The play history may include, for example, the play time, the date and time of the last play, the progress status of the game, etc. The progress status of the game can be expressed by the number of chapters that have been cleared, the degree of completion of quests included in the game, etc.

[0052] [Activity A4] Next, the process proceeds to activity A4, where the acquisition unit 231 acquires the play history of the second game played by the user in accordance with the progress of the second game.

[0053] [Activity A5] Next, the process proceeds to activity A5, where the control unit 23 identifies a satisfied judgment condition based on the play history acquired in activity A4. The judgment condition is one of the conditions for determining whether or not to grant the bonus information IF1 to the user information playing the second game. For example, the judgment condition is configured to be satisfied when the progress of the game indicates that a specific chapter, which is one of the element contents, is to be cleared.

[0054] [Activity A6] Next, the process proceeds to activity A6, and the control unit 23 identifies the first game based on the judgment condition satisfied in activity A5 and the reference information. The first game is a game that is a customer destination for the second game that is a customer source. In other words, the second game is a game that was started to be provided after the first game, and is a customer source game for the first game. In this embodiment, the first game is configured to include content that was started to be provided before the second game. The first game is configured to make at least initial content included in the content of the first game playable in response to a purchase process related to the purchase of the first game. The initial content is content that can be played without performing any additional purchase process other than the purchase process related to the purchase of the first game. In other words, the initial content is content that can be played by performing a purchase process for the first game. Details of the purchase process will be described later.

[0055] The reference information indicates a correspondence relationship between a game (e.g., a second game) that is a customer source and a game (e.g., a first game) that is a customer destination. The reference information is configured so that, when there are a plurality of candidates for the first game that is a customer destination for the second game that is a customer source, the control unit 23 can narrow down the candidates for the first game that is a customer destination according to the judgment condition that is satisfied. The reference information may include information regarding the start date of the game as information for narrowing down the candidates for the first game. In this case, the content included in the first game that is a customer destination may be configured so that it can be provided before the content of the second game that is a customer source is started to be provided. In other words, the reference information may be configured so that the first game that is a customer destination is older than the second game that is a customer source. The reference information may include a correspondence relationship between the first game and the second game based on settings related to at least one of the game title, setting, character, and timeline. The correspondence relationship means that the first game and the second game are suitable as a customer destination and a customer source when a certain number or more of these settings are in common. According to this configuration, by encouraging the purchase of the first game having a worldview related to the second game, it is possible to increase the profitability of the first game while increasing the interest of the second game. Furthermore, when the first game includes an identifier indicating that the first game and the second game are part of a series, the reference information may indicate the correspondence between the first game and the second game based on the identifier. According to this configuration, the first bonus information IF1a described later is given to a user who has played the second game, and the first bonus information IF1a can encourage the purchase of the first game, which is a past series. Therefore, it is possible to encourage the purchase of the first game while increasing the interest of the second game. Note that the identifier may be included in at least one of the first game and the second game, and the control unit 23 may be configured to be able to identify that the first game and the second game are part of a series. Note that the format of the identifier may be expressed by information indicating the worldview of the game, such as the title and setting, or may be expressed by any character string or the like.

[0056] [Activity A7] Next, the process proceeds to activity A7, and the granting unit 233 grants the user bonus information IF1 related to the identified game (here, the first game) that is the destination. In other words, the granting unit 233 grants the user bonus information IF1 that can be used in the first game that is the destination, based at least on the play history and reference information of the second game. The bonus information IF1 is granted to the user before the purchase process of the first game that is the destination is executed, and is configured to be valid in the first game. Hereinafter, for convenience of explanation, the bonus information IF1 granted in relation to the first game based at least on the play history of the second game in this embodiment may be referred to as first bonus information IF1a.

[0057] [Activity A8] When the above-mentioned judgment condition is satisfied and first benefit information IF1a is granted, processing proceeds to activity A8, and the game progression unit 232 stops the progress of the second game. For ease of explanation, the period during which the progress of the second game is (temporarily) stopped will be referred to as a stop period. In other words, the second game is configured such that when the progress of the element content satisfies a predetermined condition (e.g., a judgment condition), the progress of the second game is stopped during a predetermined stop period.

[0058] [Activity A9] Next, the process proceeds to activity A9, and the display processing unit 235 displays the presentation information IF2 related to the identified first game on the display 4a. The presentation information IF2 is configured to be capable of presenting information related to a game (such as the first game) that is related to the second game. The presentation information IF2 includes a purchase operation unit that can generate an instruction related to a purchase process of the first game. The purchase operation unit is configured, for example, by a button-type UI. In other words, the display processing unit 235 displays the presentation information IF2 related to the first game that is related to the second game in relation to the element information at least when the progress of the element content satisfies a predetermined condition (for example, the above-mentioned judgment condition). With this configuration, it is possible to encourage the purchase of the first game that has an appropriate correspondence in accordance with the progress of the element content of the second game. Therefore, it is possible to further stimulate the desire to purchase the first game.

[0059] In this embodiment, the progress of the second game is stopped in activity A8, and the display processing unit 235 displays the presentation information IF2 during the stop period. In other words, the display processing unit 235 displays the presentation information IF2 regarding the first game that is related to the second game in relation to the element information during at least a part of the stop period. With this configuration, the presentation information IF2 regarding the first game related to the element content can be visually recognized by the user while the progress of the element content is stopped. Therefore, for example, it is possible to stimulate the desire to purchase the first game more efficiently than when the presentation information IF2 is displayed during the progress of the game. Note that during the stop period, the progress of the story of the second game and the operation of the character by the user are stopped. The game progress unit 232 may read the next element content during the stop period. As a result, the reading is performed and the presentation information IF2 can be presented while the user is bored, so that a decrease in the interest of the second game can be suppressed.

[0060] [Activity A10] When the acquisition unit 231 acquires a command regarding the purchase process by operating the purchase operation unit, the process proceeds to activity A10, and the control unit 23 executes the purchase process of the first game. In the purchase process, the reception unit 234 receives a request from the user to execute the first billing process or the second billing process for the first game. The billing amount in the second billing process is different from the billing amount in the first billing process. Specifically, the billing amount in the second billing process is smaller than the billing amount in the first billing process. In other words, when the purchase price of the game by the first billing process is the regular price, the purchase price of the game by the second billing process is the discount price. With this configuration, the billing amount can be set according to the difference between the first input operation and the second input operation described below, and therefore it is possible to promote the effect of achieving both convenience and game playability.

[0061] In this embodiment, the reception unit 234 receives a request from the user to execute the second charging process using either an individual charging method in which a first game is designated and charged, or a common charging method in which a group of games including the first game is charged. The individual charging method is a purchasing mode that allows an individually designated game to be played, and may include a method in which a purchased game can be played indefinitely. The individual charging method corresponds to so-called full price purchase or one-time purchase. The common charging method is a purchasing mode that allows at least one predetermined game to be played. The common charging method is a purchasing mode that conforms to a so-called subscription service, and allows a predetermined number of games including the first game to be played for a certain period of time (for example, one month) after a common charge is made. The amount of compensation requested in the individual charging method is set to be higher than the minimum unit of compensation requested at one time in the common charging method, for example.

[0062] After the reception unit 234 receives a request for the first billing process or the second billing process, if the user pays the billing amount set for the requested first billing process or the second billing process, the content of the first game is provided according to the mode of the purchase process.

[0063] [Activity A11] Next, the process proceeds to activity A11, and the control unit 23 changes the bonus information IF1 (here, the first bonus information IF1a) according to the type of purchase process when the first game is made playable. With this configuration, the first bonus information IF1a is changed by the purchase process, so that the user can be preferentially encouraged to perform a specific purchase process. Changing the bonus information IF1 is not limited to changing the content of the bonus information IF1 already granted in activity A7 or the like, but may include changing the usage mode of the already granted bonus information IF1. Furthermore, in the case where bonus information IF1 has not been granted, changing the bonus information IF1 may include changing the grant mode of the bonus information IF1. For example, when the first billing process is executed for the first game, the control unit 23 changes the bonus information IF1 so that the bonus information IF1 is more advantageous than when the second billing process is executed for the first game. Specifically, when the second billing process is executed, the control unit 23 restricts the available range of the bonus information IF1 so that the available bonus information IF1 is more limited than when the first billing process is executed. This makes it possible to encourage the selection of the first billing process for the first game. Specific examples of limiting the bonus information IF1 include making only a part of the granted differential content available, not allowing some characters or battle scenes to appear, reducing the types or quantity of granted items, etc. In other words, the control unit 23 specifies the range of available first bonus information IF1a granted according to the type of billing process.

[0064] After completing the processing of activity A11, the control unit 23 determines whether or not the end condition is satisfied, and if it is determined that the end condition is not satisfied, the processing returns to activity A3, and the game progression unit 232 progresses the second game again. On the other hand, if it is determined that the end condition is satisfied, the processing proceeds to activity A13, and the game progression unit 232 ends the second game and ends this information processing. The end condition may include any condition, such as, for example, the story reaching an ending or the user performing an end operation to end the second game.

[0065] If a predetermined transition condition is satisfied without acquiring a command related to a purchase process in activity A9, control unit 23 skips the processing of activities A10 and A11, and determines whether or not the end condition is satisfied, similarly to the end of activity A12. The transition condition may include any condition, such as the passage of a certain period of time (e.g., the time required to read the next element content) after the progress of the game is stopped, or the user performing an operation to close the screen related to presented information IF2. In this manner, a series of information processes related to the second game are performed.

[0066] [Activity A21] Next, a process will be described when the acquisition unit 231 receives a request to play the first game from a user to whom the first privilege information IF1a has been granted in activity A2. When the acquisition unit 231 receives a request to play the first game in activity A2, the control unit 23 permits execution of the first game if the first billing process or the second billing process is being executed. In this case, the process proceeds from activity A2 to activity A21, and the control unit 23 uses the first privilege information IF1a granted in activity A8. If the first privilege information IF1a has been changed in activity A11, the control unit 23 uses the first privilege information IF1a within the range that can be used. The first privilege information IF1a may be used based on a user's operation. The first game is, for example, a so-called action format or RPG format in which a story can be progressed by moving a character object according to a user's operation. The game format of the first game may be different from the game format of the second game.

[0067] [Activity A22] Next, the process proceeds to activity A22, and the reception unit 234 permits the user to execute the first game in accordance with the first billing process or the second billing process. Specifically, the acquisition unit 231 acquires information about the first game. This information about the first game includes the billing information in the purchase process accepted in activity A10. The reception unit 234 permits the execution of the first game in a mode corresponding to the billing information, based on the billing information. The billing information is the amount charged to the user for the first game (the purchase amount of the first game), and includes information on the billing process executed out of the first billing process and the second billing process, and the billing method (whether an individual billing method or a common billing method).

[0068] [Activity A23] Next, the processing proceeds to activity A23, and the game progression unit 232 progresses the first game in the mode set in activity A22. During the progress of the first game, the user can appropriately access the benefit related to the first benefit information IF1a.

[0069] The game progression unit 232 progresses the first game in response to a first input operation by the user when a first billing process has been performed, and progresses the first game in response to a second input operation by the user when a second billing process has been performed. The first input operation and the second input operation include an operation for operating the game media in the first game.

[0070] The game progression unit 232 accepts a first input operation and a second input operation in a chapter that requires an operation of the game medium. The first input operation and the second input operation enable the game medium to execute a first action and a second action that is executed during or after the first action. The first action includes, for example, basic actions such as movement, attack, defense, evasion, and recovery. The first action is a normal action that has no limit on the number of times it can be executed or no execution conditions. The second action is a special action that has certain constraints on its execution. The second action includes, for example, actions that have a limited number of times they can be executed (for example, actions that involve the consumption of an item), actions that can be executed only when certain execution conditions are met (for example, actions that can be executed only when a certain number of points or gauges are accumulated), and the like. The second action has a greater effect (for example, damage inflicted, amount of recovery, duration, etc.) than the first action. The second action may be performed during the execution of the first action (e.g., during a movement, during a normal attack, during defense, etc.), or may be performed between two first actions (e.g., between movements).

[0071] The action of the game medium by the first input operation includes a first action and a second action. Meanwhile, the second input operation includes an auto instruction operation that automatically executes the first action. Specifically, an automatic action of the game medium that combines the first action is executed by the auto instruction operation. The automatic action may include, for example, automatically moving to a target position, repeatedly attacking until the target is defeated, automatically recovering under a certain condition (for example, when HP is less than a threshold), and a combination of these actions. The auto instruction operation may also include an operation to skip a chapter (battle scene). The number of input operations by the user is reduced by the auto instruction operation that executes such an automatic action. That is, the degree to which the second input operation assists the progress of the first game is different from the degree to which the first input operation assists the progress of the first game (greater than the degree to which the first input operation assists the progress of the first game).

[0072] The game progression unit 232 automatically executes the first action in the game medium in response to an auto instruction operation included in the second input operation, and also executes the second action in response to an action instruction operation included in the second input operation. After inputting the auto instruction operation, the user can execute the second action in the automatically operating game medium by inputting an action instruction operation at any timing. The action instruction operation can be input when the second action is executable (when the number of executions remains or when the execution condition is satisfied). With this configuration, the game medium can be made to automatically execute the basic first action while executing the special second action at the user's will, thereby promoting the effect of achieving both convenience and game playability. For example, the user can execute the second action, which is a special attack, at any timing by an action instruction operation on the game medium that is automatically executing movement and normal attack.

[0073] Furthermore, the types of actions of the game media by the second input operation are at least partially limited from the types of actions of the game media by the first input operation. In other words, the types of actions of the game media that can be input and instructed by the second input operation are fewer than those by the first input operation. For example, some actions in the first actions (e.g., movement, normal attack, etc.) cannot be directly input by the second input operation, and these actions are executed as part of an automatic action by an auto-instruction operation. Typically, the second input operation may be configured such that all actions included in the first actions cannot be directly input (none of the first actions can be directly input by the user).

[0074] The type of action of the game medium by the second input operation is set according to the billing method (i.e., whether the billing method is an individual billing method or a common billing method). For example, in the case of the individual billing method, the second action can be executed by inputting the above-mentioned action instruction operation, and in the case of the common billing method, the action instruction operation cannot be input. In addition, in the case of the individual billing method, the third action that removes the restriction on the second action (special action) can be executed, and in the case of the common billing method, the third action cannot be executed (i.e., only the second action with the restriction is possible). The third action is, for example, an action that uses a specific item or executes a special action without a restriction on the number of times it can be executed. Furthermore, in the case of the common billing method, the action of skipping a chapter or purchasing an additional option (described later) may be set not to be possible. With this configuration, the operability can be changed according to the billing method, and the user's options can be further increased. The type of action of the game medium by the first input operation may also be set according to the billing method.

[0075] To summarize the above, the game progression unit 232 switches the input mode of the first game depending on the billing information. In a typical example, when the first billing process is performed, the game progression unit 232 progresses the first game in a normal input mode that allows a first input operation including an operation for executing the first action and the second action. When the second billing process is performed using the individual billing method, the game progression unit 232 progresses the first game in a first auto input mode that allows a second input operation including only an auto instruction operation and an instruction operation for the second action. When the third billing process is performed using the common billing method, the game progression unit 232 progresses the first game in a second auto input mode that allows a second input operation including only an auto instruction operation and an instruction operation for the third action that is free from the constraints on the second action.

[0076] [Activity A24] Next, the process proceeds to activity A24, where the acquisition section 231 acquires the play history of the first game played by the user in accordance with the progress of the first game.

[0077] [Activity A25] Next, the process proceeds to activity A25, where control unit 23 identifies a judgment condition that is satisfied for the first game based on the play history of the first game. The judgment condition is configured to be achievable, for example, when a predetermined element content is cleared in the first game, similar to the judgment condition for the second game.

[0078] [Activity A26] Next, the process proceeds to activity A26, and the granting unit 233 grants the second benefit information IF1b based on the determination condition determined to be satisfied in activity A25 and the play history of the first game. In other words, the granting unit 233 grants the second benefit information IF1b available in the second game, which is the source of the customer referral, to the user based at least on the play history and reference information of the first game. The second benefit information IF1b is a benefit available in games other than the first game. The specific content of the benefit of the second benefit information IF1b is the same as that of the first benefit information IF1a. In particular, the second benefit information IF1b may include a benefit related to the second game, which is the source of the customer referral from the first game. This can further encourage the user of the second game to purchase the first game by the second benefit information IF1b, which can be enjoyed by the user who purchased the second game.

[0079] [Activity A27] When the acquisition unit 231 acquires a command related to an additional charging process (additional option purchasing process) by operating the charging operation unit while the first game is in progress, the process proceeds to activity A27, and the control unit 23 executes the additional charging process. The charging operation unit is included in additional purchase information IF6 related to the additional charge of the first game, which is displayed on the display 4a by the display processing unit 235. The additional purchase information IF6 is configured to be able to present information related to the additional charge of the first game. The charging operation unit is configured, for example, by a button-type UI. When the second charging process is performed (that is, when the first game is in the first automatic input mode or the second automatic input mode), the display processing unit 235 displays the additional purchase information IF6 at any timing, such as between chapters, during the progress of a chapter of the first game. In other words, the reception unit 234 receives a request from the user to execute a third charging process (additional charging process) for the first game after the second charging process is executed.

[0080] [Activity A28] Next, the process proceeds to activity A28, and the control unit 23 changes the input operation received from the user according to the type of the additional charging process. Specifically, when the third charging process is executed after the second charging process, the game progression unit 232 releases at least a part of the restrictions on the types of actions of the game medium by the second input operation. For example, the game progression unit 232 permits direct input of some actions (e.g., movement, normal attack, etc.) in the first action that could not be directly operated by the second input operation before the additional charging. The game progression unit 232 may release all restrictions on the restricted actions, or may release some restrictions on the restricted actions. Furthermore, the game progression unit 232 may determine the type of action for which restrictions are to be released according to the charging amount. With this configuration, the user can increase the variation of input operations later by the additional charging process, and therefore the user's options can be further increased.

[0081] Thereafter, if the condition for ending the first game is not satisfied, the process returns to activity A22, and the progress of the first game continues according to the billing information.

[0082] On the other hand, if the condition for ending the first game is satisfied, processing proceeds to activity A29, and the game progression unit 232 ends the first game.

[0083] In summary, the information processing method executed by the information processing system 1 includes the following steps. In the reception step, a request to execute a first charging process or a second charging process for the first game is received from a user, and the user is permitted to execute the first game in accordance with the first charging process or the second charging process. In the game progress step, when the first charging process is performed, the first game is progressed in accordance with a first input operation by the user, and when the second charging process is performed, the first game is progressed in accordance with a second input operation by the user. The first input operation and the second input operation include an operation for operating a game medium in the first game. The degree to which the second input operation assists the progress of the first game is different from the degree to which the first input operation assists the progress of the first game.

[0084] According to this configuration, by selecting the first billing process or the second billing process, two modes with different operable ranges for the game content can be provided to the user, thereby increasing the user's options and achieving both convenience and game quality.

[0085] 5. Details of data processing In this chapter, the details of the information processing outlined in the previous chapter will be explained using figures. Note that the screen examples explained below are screen examples of the second game and the first game. The second game in the following explanation is a game that was launched after the first game. Whether or not a game was launched after the first game can be determined based on various date and time information related to the launch date of the games, such as the sales launch date of both games and the copyright date.

[0086] <Menu screen IM1> 4 is a diagram showing an example of the menu screen IM1 in the second game. The menu screen IM1 includes a formation button B1, a story button B2, and a shop button B3.

[0087] When the organization button B1 is operated, a game screen for organizing characters to be involved in the progression of the story is displayed. When the story button B2 is operated, a request to play the first game is generated. When the acquisition unit 231 acquires the play request, a game progress screen IM2, which is a game screen for progressing the first game, is displayed. When the shop button B3 is operated, a screen for performing a purchase process related to an item or game is displayed.

[0088] <Game progress screen IM2> FIG. 5 is a diagram showing an example of a game progression screen IM2 in the second game. Here, the game progression screen IM2 is a display screen when the story of Chapter 4, which is one of the elemental contents of the second game, is completed. The game progression screen IM2 may display information indicating that the elemental content "Chapter 4" has been cleared, and thus bonus information IF1 corresponding to the elemental content is now available ("You've acquired a new bonus!"). When a predetermined operation is performed on the game progression screen IM2, or a certain period of time has passed, the display content of the display 4a transitions from the game progression screen IM2 to a series screen IM3.

[0089] <Series Screen IM3> FIG. 6 is a diagram showing an example of a series screen IM3. The series screen IM3 is an example of a screen corresponding to the presentation information IF2. The series screen IM3 is configured to transition from the game progress screen IM2, for example. The series screen IM3 is configured to show the relationship between the second game, which is the source of customers, and the first game, which is the destination of customers, and to encourage the purchase of the first game. Hereinafter, for convenience of explanation, the second game may be written as "current work" and the first game may be written as "old work 1". For example, the series screen IM3 includes relationship information IF3 and guidance information IF4. According to such a configuration, it is possible to arouse interest in the first game by presenting the relationship between the first game and the second game to the user based on information on the correspondence relationship, and encourage the purchase of the first game before the interest fades.

[0090] The relationship information IF3 indicates, in the first game, the relationship between the first game and the second game. The relationship between the first game and the second game may include any relationship related to the worldview of both games, such as the story of the game, the setting of the game, the timeline of the game, the personal relationships of common characters, etc. For example, the relationship information IF3 includes visual information IF31 and text information IF32.

[0091] The visual information IF31 is configured to allow the user to visually grasp the relationship information IF3, and includes a first visual object Ob1, a progress object Ob2, a second visual object Ob3, a relationship object Ob4, and a first bonus object Ob5. This configuration makes it easy for the user to grasp the relationship between the content of the first game and the content of the second game, while encouraging the user to purchase the first game.

[0092] The first visual object Ob1 represents the content of the second game. For example, the first visual object Ob1 visually indicates the timeline of the story included in the content of the second game. Specifically, for example, the first visual object Ob1 is an arrow-shaped object that is displayed to cover a position of an arrow indicating the timeline in the setting of the second game ("story timeline") that corresponds to the part of the timeline included in the story of the second game.

[0093] The progress object Ob2 is an object that indicates the progress of the second game at the time when the series screen IM3 is displayed. The progress object Ob2 can be implemented, for example, as an arrow-shaped object that points to a partial area of ​​the first visual object Ob1. The position pointed to by the progress object Ob2 corresponds to the timing at which the element content corresponding to "Chapter 4" in the second game was cleared in relation to the chronology of the story of the second game and the chronology of the entire setting of the second game.

[0094] The second visual object Ob3 represents the content of the first game. For example, the second visual object Ob3 visually indicates the timeline of the story included in the content of the first game. Specifically, for example, the second visual object Ob3 is an arrow-shaped object that is displayed to cover a position corresponding to a part of the timeline included in the story of the first game among the arrows ("story timeline") indicating the timeline in the stage of the second game. Here, the second visual object Ob3 is placed at different positions in the visual information IF31 according to the relationship of the timelines in the stories of the first game and the second game. In this embodiment, the story of the first game unfolds in a past timeline compared to the story of the second game. Therefore, the second visual object Ob3 is placed on the arrow corresponding to the "story timeline" at a position corresponding to a past timeline than the first visual object Ob1, that is, to the left of the first visual object Ob1.

[0095] The related object Ob4 is an object that visually indicates the relationship between the first game and the second game, and is configured to connect the first visual object Ob1 and the second visual object Ob3 with an arrow, for example. For example, the related object Ob4 indicates that information about a character that appears in the element content indicated by the progress object Ob2 appears in part of the story of the first game.

[0096] The first bonus object Ob5 is an object that indicates information about the first bonus information IF1a that is granted by performing the purchasing process of the first game.

[0097] The text information IF32 is character information for explaining the relationship between the first game and the second game shown in the visual information IF31 described above. The text information IF32 may include various information encouraging the purchase of the first game, such as the relationship between the characters appearing in "Chapter 4," which is an element content of the second game, and the first game (old work 1) ("You can enjoy the story before meeting the main character of character XX who appeared in Chapter 4 in old work 1"), the contents of the first benefit information IF1a ("When you play the new game, you can enjoy additional stories in old work 1."), and the contents of the second benefit information IF1b ("When you clear old work 1, you can enjoy additional stories in the new game."). This not only encourages the purchase of old work 1 by playing the new game, but also allows the user to enjoy the new game more by playing old work 1, and creates a new motivation to move between the new game and the old game in a two-way manner. This can provide a stronger motivation to purchase old work 1.

[0098] The guide information IF4 is information configured to prompt the user to perform the purchase process for the first game. In this embodiment, the guide information IF4 includes a UI for prompting the purchase process using the individual billing method ("individual purchase") and a UI for prompting the purchase process using the common billing method ("subscription purchase"). The guide information IF4 can function as a purchase operation unit. When the user operates (selects) the UI for "individual purchase" or "subscription purchase", the display content of the display 4a transitions from the series screen IM3 to the purchase screen IM4.

[0099] <Purchase screen IM4> 7 is a diagram showing an example of a purchase screen IM4. The purchase screen IM4 is configured to display a purchase option for old work 1. For example, the purchase screen IM4 includes a first information object Ob6, a second information object Ob7, a first purchase information IF5a, a second purchase information IF5b, a third purchase information IF5c, a fourth purchase information IF5d, a restriction information button B4, and a target game button B5.

[0100] The first information object Ob6 is an object indicating that the current work has already been purchased. The second information object Ob7 is an object indicating that the previous work 1 is a benefit of the current work (a benefit information IF1 is given to the previous work 1).

[0101] The first purchase information IF5a is information including a UI that prompts the user to purchase the normal version of the old work 1 using the individual charging method. The second purchase information IF5b is information including a UI that prompts the user to purchase the limited version of the old work 1, which is cheaper than the normal version, using the individual charging method. The third purchase information IF5c is information including a UI that prompts the user to purchase the normal version of the old work 1 using the common charging method. The fourth purchase information IF5d is information including a UI that prompts the user to purchase the limited version of the old work 1, which is cheaper than the normal version, using the common charging method.

[0102] When the user selects the first purchasing information IF5a and performs charging, the first charging process is executed in the individual charging method. When the user selects the second purchasing information IF5b and performs charging, the second charging process is executed in the individual charging method. When the user selects the third purchasing information IF5c and performs charging, the first charging process is executed in the common charging method. When the user selects the fourth purchasing information IF5d and performs charging, the second charging process is executed in the common charging method.

[0103] When the restriction information button B4 is operated, a restriction content screen IM5 is displayed on the display 4a. When the target game button B5 is operated, information on games that can be played using the common billing system is displayed on the display 4a.

[0104] <Restriction screen IM5> 8 is a diagram showing an example of a restriction content screen IM5. The restriction content screen IM5 is an example of a screen corresponding to additional purchase information IF6. The restriction content screen IM5 is configured to display the restriction content of the restricted version compared to the normal version, and a billing option to remove the restriction. For example, the purchase screen IM4 includes restriction information IF7, option information IF8, an amount object Ob8, and a purchase button B6.

[0105] The restriction information IF7 is information configured to inform the user of the difference between the normal version and the restricted version. The option information IF8 is information configured to inform the user of the operation (input mode) that becomes possible by additional charge and the charge amount. The option information IF8 includes a check box CB attached for each option.

[0106] The amount object Ob8 is an object that displays the total amount charged for the options whose check boxes CB are checked in the option information IF8. When the purchase button B6 is operated, the amount displayed in the amount object Ob8 is charged to the user. When the user's payment is completed, the options whose check boxes CB are checked in the option information IF8 are enabled in the previous work 1. For example, if the user purchases (charges for) the "semi-auto" option in a billing state in which the action instruction operation (input of the second action) in the second input operation is not permitted, input of the second action becomes possible after input of the auto instruction operation (during automatic operation of the game medium).

[0107] <Chapter screen IM6> 9 is a diagram showing an example of a chapter screen IM6 in the first game. The chapter screen IM6 is configured to display a chapter (battle scene) in the first game that requires the operation of the game medium. The chapter screen IM6 includes a game medium GM1, a mode object Ob9, a skip button B7, an option button B8, a first operation button B9a, and a second operation button B9b.

[0108] The game medium GM1 is a character that performs a first action and a second action based on an input operation by the user. In the first input operation, the game medium GM1 executes the first action or the second action input by the user. In the second input operation, the game medium GM1 automatically executes the first action, and executes the second action input by the user.

[0109] The mode object Ob9 is an object that displays the current operation mode. When an automatic instruction operation of the second input operation is input, "semi-automatic" (for example, a mode in which the second operation can be input), "full-automatic" (for example, a mode in which the second operation cannot be input), etc. are displayed according to the degree of the operation to be automatically executed. When the automatic instruction operation is canceled, the mode object Ob9 is not displayed.

[0110] When the skip button B7 is operated, the current chapter is cleared and ends, and the next story or chapter proceeds. Note that in a mode where the skip function is restricted (charged mode), the skip button B7 is not displayed.

[0111] When the option button B8 is operated, the restriction content screen IM5 in FIG. 8 is displayed, and the purchase of additional options by the user is accepted.

[0112] The first operation button B9a and the second operation button B9b are buttons for executing an action instruction operation included in the second input operation. That is, when the first operation button B9a or the second operation button B9b is operated, the game medium GM1 executes a second action assigned to each operation button (for example, using an item such as a "super bomb" or "recovery potion" that has a limited number of uses).

[0113] [others] The information processing system 1 according to the above embodiment may be configured as follows.

[0114] The amount charged in the second charging process may be greater than the amount charged in the first charging process. In this case, for example, the second input operation does not limit at least a portion of the types of actions of the game medium caused by the first input operation, but enables an automatic instruction operation in addition to the types of actions of the game medium caused by the first input operation.

[0115] In this case, the reception unit 234 receives a request from the user to execute a third charging process (additional charging process) for the first game after the first charging process is executed. Furthermore, in this case, when the third charging process is executed after the first charging process is executed, the game progression unit 232 permits the user to select between a normal mode in which the first input operation is permitted and a non-normal mode in which the third input operation is permitted. The third input operation includes an operation for operating the game medium. Specifically, the game progression unit 232 permits the user to directly operate the first operation on the game medium in the normal mode (first input operation) and to instruct an automatic operation of the game medium in combination with the first operation in the non-normal mode (third input operation). The degree to which the third input operation assists the progress of the first game is greater than the degree to which the first input operation assists the progress of the first game. Therefore, the user can select the normal mode in a scene where the user wants to operate the game medium himself, and select the non-normal mode when the user wants to automatically progress through the chapters with less operation by himself. According to this configuration, the user can increase the degree of assistance for the input operation later by using the third charging process, so that the user's options can be further increased.

[0116] Furthermore, the user may be allowed to select the charge (purchase amount) for the charging process for the first game, and an action that the user can input may be set according to the charge. That is, the reception unit 234 may receive the charge for the charging process for the first game from the user. The game progression unit 232 may progress the first game according to an input operation by the user, and may change the type of action of the game medium according to the input operation according to the charge.

[0117] The display processing unit 235 may display the purchase screen IM4 in cases other than when the judgment condition is satisfied (i.e., when transitioning from the series screen IM3). FIG. 10 is a diagram showing an example of an item screen IM7. The item screen IM7 is a screen for displaying the series screen IM3 or the like in response to a user's operation, and is configured to transition from the menu screen IM1 by, for example, operating the shop button B3 on the menu screen IM1. The item screen IM7 includes an item button B10 and a related game button B11. When the item button B10 is operated, information on an item in the second game owned by the user is displayed. When the related game button B11 is operated, the purchase screen IM4 is displayed. As a result, the display processing unit 235 can display the purchase screen IM4 on the display 4a regardless of the progress of the game by the user operating the related game button B11, making it easier to encourage the user to execute the purchase process.

[0118] The visual information IF31 is not limited to indicating the chronological relationship between the first game and the second game, but may indicate any relationship having correlation between both games, such as the relationship between characters or the relationship between settings.

[0119] The correspondence in the reference information does not have to be explicitly stored as data. For example, the reference information may simply indicate the correspondence between the destination game and the source game when a certain determination condition is satisfied. In this case, the correspondence included in the reference information may be appropriately set so that the destination game is an older game than the source game.

[0120] The output destination of information or data (hereinafter referred to as "information, etc.") may be another device, a display, a memory unit (including a built-in memory unit and an external memory unit), etc. Acquisition of information, etc. includes acquiring information, etc. generated by the device itself, in addition to acquiring information, etc. transmitted from another device. The table in which parameters are associated is not limited to the table shown in the figure, and the number of parameters may be reduced or increased. Also, information, etc. corresponding to parameters may be obtained by a formula, a conditional formula, etc. without using a table.

[0121] At least one of the devices included in the information processing system 1 may be installed outside Japan.

[0122] The information processing device 2 may be an on-premise type or a cloud type. As the information processing device 2 in the cloud type, the above-mentioned functions and processes may be provided in the form of, for example, SaaS (Software as a Service) or cloud computing.

[0123] In the above embodiment, the information processing device 2 performs various storage and control, but multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be distributed and stored in multiple external devices using block chain technology or the like.

[0124] The above-mentioned embodiment may be an information processing device. The information processing system 1 includes at least one processor capable of executing a program to perform each part of the information processing method. The above-mentioned embodiment may be an information processing method. The information processing method includes each part of the same information processing system. The above-mentioned embodiment may be a program. The program causes at least one computer to execute each step of the information processing method.

[0125] Furthermore, it may be provided in the following aspects:

[0126] (1) An information processing method executed by an information processing system, comprising the following steps: in a reception step, a request to execute a first charging process or a second charging process for a first game is received from a user, and the user is permitted to execute the first game in accordance with the first charging process or the second charging process; in a game progress step, when the first charging process is performed, the first game is progressed in accordance with a first input operation by the user, and when the second charging process is performed, the first game is progressed in accordance with a second input operation by the user; the first input operation and the second input operation include an operation to operate a game medium in the first game; and a degree to which the second input operation assists the progress of the first game is different from a degree to which the first input operation assists the progress of the first game.

[0127] According to this configuration, by selecting the first billing process or the second billing process, two modes with different operable ranges for the game content can be provided to the user, thereby increasing the user's options and achieving both convenience and game quality.

[0128] (2) The information processing method according to (1) above, wherein the billing amount in the second billing process is different from the billing amount in the first billing process.

[0129] According to this configuration, a charge amount can be set according to the difference between the first input operation and the second input operation, which promotes the effect of achieving both convenience and game appeal.

[0130] (3) In the information processing method described in (1) or (2) above, an acquisition step further acquires information about the first game, which is a destination of customers, and a play history of the first game by the user, and an assignment step further grants to the user second bonus information usable in a second game, which is a source of customers and was started to be provided after the first game, based at least on the play history of the first game and the reference information.

[0131] With this configuration, a user who plays the second game can be encouraged to purchase the first game, which is an older game than the second game, for the purpose of obtaining a benefit in the second content.

[0132] (4) An information processing method according to any one of (1) to (3) above, further comprising, in an acquisition step, acquiring information about a second game which is a source of customers and which was started to be offered after the first game, and a play history of the second game by the user, and, in a granting step, granting to the user first bonus information which can be used in the first game which is a destination of customers, based at least on the play history of the second game and the reference information.

[0133] With this configuration, a user who plays the second game can be encouraged to purchase the first game, which is an older game than the second game, for the purpose of obtaining a benefit in the first content.

[0134] (5) In the information processing method described in any one of (1) to (4) above, in the receiving step, a request is received from the user to execute the second charging process using either an individual charging method in which charging is performed by specifying the first game, or a common charging method in which charging is performed for a group of games including the first game, and the type of operation of the game medium caused by the second input operation is set according to the charging method.

[0135] According to such a configuration, the operability can be changed depending on the billing method, so that the user's options can be further increased.

[0136] (6) In the information processing method described in any one of (1) to (5) above, the game medium is capable of executing a first action and a second action that is executed during or after the first action, and in the game progression step, the game medium is caused to automatically execute the first action in response to an auto-instruction operation included in the second input operation, and the game medium is caused to execute the second action in response to an action instruction operation included in the second input operation.

[0137] With this configuration, the game medium can automatically perform a basic first action while allowing the user to execute a special second action at their will, thereby promoting the effect of achieving both convenience and game playability.

[0138] (7) An information processing method according to any one of (1) to (6) above, wherein the type of action of the game medium caused by the second input operation is at least partially restricted from the type of action of the game medium caused by the first input operation, and the reception step further includes receiving a request from the user to execute a third charging process for the first game after the second charging process is executed, and the game progress step further includes, when the third charging process is executed after the second charging process is executed, lifting at least a portion of the restriction on the type of action of the game medium caused by the second input operation.

[0139] According to this configuration, the third charging process allows the user to increase the variety of input operations later, thereby further increasing the user's options.

[0140] (8) An information processing method according to any one of (1) to (6) above, wherein the reception step further receives a request from the user to execute a third charging process for the first game after the first charging process is executed, and the game progress step further allows the user to select between a normal mode in which the first input operation is permitted and a non-normal mode in which a third input operation is permitted, when the third charging process is executed after the first charging process is executed, the third input operation includes an operation to operate the game medium, and a degree to which the third input operation assists the progress of the first game is greater than a degree to which the first input operation assists the progress of the first game.

[0141] According to this configuration, the user can increase the degree of assistance for the input operation later by using the third charging process, so that the user's options can be further increased.

[0142] (9) An information processing system consisting of at least one device, the information processing system having at least one processor capable of executing a program to perform each step of the information processing method described in any one of (1) to (8) above.

[0143] Such a configuration increases the options available to the user and makes it possible to achieve both convenience and game appeal.

[0144] (10) A program causing at least one computer to execute each step of the information processing method according to any one of (1) to (8) above.

[0145] Such a configuration increases the options available to the user and makes it possible to achieve both convenience and game appeal. Of course, this is not the case.

[0146] Finally, various embodiments according to the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiment can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the disclosure. The embodiments and their modifications are included in the scope and gist of the disclosure, and are included in the disclosure and its equivalents described in the claims. [Explanation of symbols]

[0147] 1: Information processing system 2: Information processing equipment 3: Game device 4a: Display 4b: Speaker 4c: Input device 11: Communication Networks 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 231: Acquisition Department 232: Game Progression Section 233: Granting section 234: Reception 235: Display processing unit B1: Organization button B2: Story button B3: Shop button B4: Restriction information button B5: Target game button B6: Purchase button B7: Skip button B8: Option button B9a: First operation button B9b: Second operation button B10: Item button B11: Related Game Button CB : Checkbox GM1: Game media IF1: Bonus information IF1a: First bonus information IF1b: 2nd Bonus Information IF2: Presentation information IF3:Related information IF31: Visual information IF32 :Text information IF4: Guidance information IF5a: First purchase information IF5b: Second purchase information IF5c: 3rd purchase information IF5d: 4th purchase information IF6: Additional purchase information IF7: Restriction information IF8 : Option information IM1: Menu screen IM2: Game progress screen IM3: Series Screen IM4: Purchase screen IM5: Restrictions screen IM6: Chapter Screen IM7: Item screen Ob1: First visual object Ob2 : Progress object Ob3: Second visual object Ob4 : Relationship Object Ob5: 1st reward object Ob6: First information object Ob7: Second information object Ob8 : Money object Ob9 : Mode Object

Claims

1. An information processing method executed by an information processing system, comprising: It includes the following steps: In the receiving step, a request to execute a first charging process or a second charging process for a first game is received from a user, and execution of the first game is permitted to the user in accordance with the first charging process or the second charging process; in the game progress step, when the first charging process has been performed, the first game is progressed in response to a first input operation by the user, and when the second charging process has been performed, the first game is progressed in response to a second input operation by the user; the first input operation and the second input operation include an operation for operating a game medium in the first game, An information processing method, wherein a degree to which the second input operation assists in progressing the first game is different from a degree to which the first input operation assists in progressing the first game.

2. 2. The information processing method according to claim 1, An information processing method, wherein a billing amount in the second billing process is different from a billing amount in the first billing process.

3. 2. The information processing method according to claim 1, Furthermore, in the acquisition step, information regarding the first game to which the customer is referred and a play history of the first game by the user are acquired, Furthermore, in the granting step, the information processing method grants the user second bonus information usable in a second game that is the source of the customer and that was started to be provided after the first game, based at least on the play history and reference information of the first game.

4. 2. The information processing method according to claim 1, Furthermore, in the acquisition step, information on a second game which is a source of customer referral and which has been provided after the first game and a play history of the second game by the user are acquired; Further, in the granting step, first benefit information usable in the first game to which the customer is sent is granted to the user based at least on the play history and reference information of the second game, in this information processing method.

5. 2. The information processing method according to claim 1, In the receiving step, a request to execute the second charging process is received from the user using either an individual charging method for specifying and charging the first game, or a common charging method for charging a group of games including the first game; An information processing method, in which the type of action of the game medium caused by the second input operation is set according to the billing method.

6. 2. The information processing method according to claim 1, The game medium is capable of executing a first action and a second action that is executed during or after the first action, An information processing method in which, in the game progression step, the game medium is caused to automatically execute the first action in response to an auto instruction operation included in the second input operation, and the game medium is caused to execute the second action in response to an action instruction operation included in the second input operation.

7. 2. The information processing method according to claim 1, a type of the action of the game medium caused by the second input operation is at least a part of a type of the action of the game medium caused by the first input operation; the receiving step further includes receiving, from the user, a request to execute a third charging process for the first game after the second charging process is executed; In the game progression step, An information processing method, which, when the third charging process is executed after the second charging process is executed, lifts at least a portion of the restrictions on the type of action of the game medium caused by the second input operation.

8. 2. The information processing method according to claim 1, the receiving step further includes receiving, from the user, a request to execute a third charging process for the first game after the first charging process is executed; In the game progression step, permitting the user to select between a normal mode in which the first input operation is permitted and a non-normal mode in which the third input operation is permitted, when the third charging process is performed after the first charging process is performed; the third input operation includes an operation of operating the game medium, An information processing method, wherein a degree to which the third input operation assists in the progress of the first game is greater than a degree to which the first input operation assists in the progress of the first game.

9. An information processing system comprising at least one device, 9. An information processing system comprising at least one processor capable of executing a program to perform each step of the information processing method according to any one of claims 1 to 8.

10. A program, A program for causing at least one computer to execute each step of the information processing method according to any one of claims 1 to 8.

Citation Information

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