Program and information processing device
The program and information processing device address the motivation issue for single lotteries in lottery games by implementing a bonus system based on accumulated values, encouraging players to participate in single draws and enhancing game engagement.
Patent Information
- Application Number
- JP2025009709
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-01-23
- Publication Date
- 2025-04-11
AI Technical Summary
Players in lottery games tend to accumulate items until they can perform a continuous draw, often hesitating to run a single draw due to the lack of motivation for solo lotteries.
A program and information processing device that allow players to accumulate a stored value by consuming items for single or continuous lotteries, with bonuses granted when specific accumulated values are reached, motivating players to perform single lotteries.
The system effectively motivates players to perform single lotteries by offering bonuses based on accumulated values, thereby increasing game activity and fairness between single and continuous lotteries.
Smart Images

Figure 2025061753000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program and an information processing device.
[0002] 2. Description of the Related Art Lottery games have been known in the past in which a player consumes an item owned by the player to acquire a content selected from a plurality of content items (a group of content items) that are subject to lottery with a predetermined probability of selection.
[0003] In this regard, Patent Document 1 discloses technology relating to a lottery game in which one piece of content is selected from a group of content to be selected by lottery, and technology relating to a lottery game in which a plurality of pieces of content is continuously selected from the group of content to be selected by lottery. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6677338 Summary of the Invention [Problem to be solved by the invention]
[0005] In such lottery games, since a continuous lottery in which multiple contents are drawn consumes more items than a single lottery in which one content is drawn, a bonus (for example, one slot of high rarity content is guaranteed in the continuous lottery) is often given when a continuous lottery is performed. For this reason, players tend to save items until the number of items they own reaches a number (for example, 50) that allows them to perform a continuous lottery, and they often hesitate to play a lottery game with a single lottery.
[0006] The present invention has been made in consideration of the above problems, and has an object to provide a program and an information processing device that can motivate a player to take part in a single lottery. [Means for solving the problem]
[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as: a storage means for storing, in correspondence with a player, an accumulation value in which a first predetermined value is accumulated in response to a first instruction; a lottery means for executing a lottery game in which, when the first instruction is given by the player, a first predetermined number of items are consumed to draw one piece of content from a group of content to be selected, and when the player gives a second instruction, a second predetermined number of items greater than the first predetermined number are consumed to consecutively draw two or more pieces of content from the group of content to be selected; and a granting means for granting a bonus to the player when the accumulation value reaches a second predetermined value higher than the first predetermined value, and granting the bonus to the player when the second instruction is given.
[0008] In the second aspect of the present invention, the value obtained by dividing the second predetermined value by the first predetermined value is the same as the value obtained by dividing the second predetermined number by the first predetermined number.
[0009] In a third aspect of the present invention, the value obtained by dividing the second predetermined value by the first predetermined value is higher than the value obtained by dividing the second predetermined number by the first predetermined number.
[0010] In a fourth aspect of the present invention, the accumulation value is accumulated when a content having a rarity less than a certain value is drawn in the single lottery.
[0011] In a fifth aspect of the present invention, the accumulated value is initialized when the bonus is awarded as a result of the accumulated value reaching the second predetermined value.
[0012] In a sixth aspect of the present invention, the accumulated value is initialized when a content having a rarity equal to or greater than a certain value is drawn in the single lottery.
[0013] In a seventh aspect of the present invention, the benefit is that a piece of content having a rarity of a certain value or more is drawn in the lottery game.
[0014] Furthermore, a program according to an eighth aspect of the present invention causes a computer to function as: a storage means for storing, in correspondence with a player, an accumulation value in which a first predetermined value is accumulated in response to a first instruction; a lottery means for executing a lottery game in which, when the first instruction is given by the player, a first predetermined number of items are consumed to draw one piece of content from a group of content to be selected, and when the player gives a second instruction, a second predetermined number of items greater than the first predetermined number are consumed to draw two or more pieces of content continuously from the group of content to be selected; and an awarding means for awarding a first benefit to the player when the accumulation value reaches a second predetermined value greater than the first predetermined value, and for awarding a second benefit different from the first benefit to the player when the second instruction is given.
[0015] In addition, an information processing device according to a ninth aspect of the present invention comprises a storage means for storing an accumulation value in which a first predetermined value is accumulated in response to a first instruction, corresponding to a player; a lottery means for executing a lottery game in which, when the first instruction is given from the player, a first predetermined number of items are consumed to draw one piece of content from a group of content to be selected for a single draw, and when a second instruction is given from the player, a second predetermined number of items greater than the first predetermined number are consumed to draw two or more pieces of content continuously from the group of content to be selected for a single draw; and a granting means for granting a bonus to the player when the accumulation value reaches a second predetermined value higher than the first predetermined value, and granting the bonus to the player when the second instruction is given.
[0016] In addition, an information processing device according to a tenth aspect of the present invention comprises a storage means for storing, in correspondence with a player, an accumulation value in which a first predetermined value is accumulated in response to a first instruction; a lottery means for executing a lottery game in which, when the first instruction is given by the player, a first predetermined number of items are consumed to draw one piece of content from a group of content to be selected by lottery, and when a second instruction is given by the player, a second predetermined number of items greater than the first predetermined number are consumed to draw two or more pieces of content continuously from the group of content to be selected by lottery; and an awarding means for awarding a first benefit to the player when the accumulation value reaches a second predetermined value greater than the first predetermined value, and for awarding a second benefit different from the first benefit to the player when the second instruction is given. Effect of the Invention
[0017]
[0018] According to the present invention, it is possible to motivate a player to take part in a single lottery. [Brief description of the drawings]
[0019] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram showing an example of a functional configuration of a server device. [Diagram 5] 5 is a flowchart showing an example of the flow of processes performed by each functional means shown in FIG. 4 in the game system according to the first embodiment. [Figure 6] FIG. 13 is a diagram showing an example of a lottery game execution screen according to the first embodiment. [Figure 7] FIG. 13 is a diagram showing an example of a single lottery game result screen according to the first embodiment. [Figure 8]FIG. 13 is a diagram showing an example of a continuous lottery game result screen according to the first embodiment. [Figure 9] 5 is a flowchart showing an example of the flow of processes performed by each functional means shown in FIG. 4 in a game system according to a second embodiment. [Figure 10] FIG. 11 is a diagram showing an example of a lottery game execution screen according to the second embodiment. [Figure 11] FIG. 13 is a diagram showing an example of a single lottery game result screen according to the second embodiment. [Figure 12] FIG. 13 is a diagram showing an example of a continuous lottery game result screen according to the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0020] Hereinafter, a number of embodiments of the present invention will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.
[0021] ---First embodiment --- First, the first embodiment will be described.
[0022] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.
[0023] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet, the Internet, or a telephone line.
[0024] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of the terminal devices 12 via the communications network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.
[0025] Each terminal device 12 is an information processing device owned by each player, which provides a game to each player by executing the game program 14 received from the server device 10 after it has been installed therein. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0026] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.
[0027] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.
[0028] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, thereby functioning as various functional means. The details of these functional means will be described later.
[0029] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.
[0030] The storage device 28 is composed of a hard disk, etc. This storage device 28 stores various programs and information necessary for executing the processes in the control device 20, including the game program 14, and information on the results of the processes.
[0031] The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 may have other configurations that a server generally has. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including an operating means, a display device, and a sound output device.
[0032] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.
[0033] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera , a mobile communication unit , a wireless LAN communication unit , a storage unit 40, and a speaker .
[0034] The main control unit 30 is configured to include a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function of controlling these connection destinations.
[0035] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.
[0036] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.
[0037] The mobile communication unit 36 has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0038] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.
[0039] The storage unit 40 stores various programs and data such as the game program 14 and play data indicating the game progress and player information of the game program 14. The play data may be stored in the server device 10.
[0040] The speaker 42 has a function of outputting game sounds and the like.
[0041] <Game Overview> The game according to the first embodiment includes a lottery game in which the player can acquire a character as an example of content, and a quest. The lottery game may be called gacha, lottery, summoning, etc. The quest may be called a battle game, dungeon, exploration, mission, etc.
[0042] In the first embodiment, there are one or more types of lottery games, each of which has a different name (title). The lottery game can be selected by the player on a menu screen of the lottery game, etc. In the first embodiment, when a certain lottery game is selected by the player from among one or more types of lottery games, a screen is displayed in which a single lottery for executing the certain lottery game once or a continuous lottery for executing 10 consecutive lottery games can be selected. This single lottery may be called a single gacha, a one-time lottery, a one-time summon, etc. Furthermore, this continuous lottery may be called a 10-time gacha, a 10-time lottery, a 10-time summon, etc. Then, based on an instruction (request) for executing the single lottery or the continuous lottery from the player, a character randomly selected from a lottery target character group (lottery target content group) corresponding to the certain lottery game is provided to the player. This lottery game is executed based on consuming a consideration. For example, in a single lottery, a first predetermined number of items (e.g., 5 items) are consumed, and in a continuous lottery, a second predetermined number of items (e.g., 50 items) that is greater than the first predetermined number are consumed. Examples of the price include paid items (charged items) and free items (non-charged items). Paid items are items that players can acquire by purchasing procedures (payment of cash or electronic money, credit card payment, etc.). Examples of paid items include paid stones, paid gacha tickets, paid coins, etc. Also, free items are items that players can acquire by playing games (executing various games). For example, free items can be acquired as rewards for logging in, clearing quests, achieving missions, interacting with friends, etc. Examples of free items include free stones, free gacha tickets, stamina recovery items, game coins, friend points, etc. Also, the paid items and free items can be used not only for executing lottery games, but also for various purposes such as stamina recovery and continuing quests. Also, paid items are more valuable than free items. For example, in a lottery game that can be played by consuming only paid items, it is easier to obtain characters with higher rarity (scarcity value) than in a lottery game that can be played by consuming non-paid items.In addition, paid stones and unpaid stones are sometimes referred to as "stones."
[0043] In the first embodiment, there are one or more types of quests, each with a different name (title). The quests can be selected by the player on a quest menu screen or the like. In the first embodiment, the player selects one of the one or more types of quests based on an operation instruction (request) to select the one quest. The quest is executed based on consuming a consumption stamina value associated with the quest from the player's current stamina value. If the stamina associated with the quest is greater than the stamina associated with the player, the player cannot execute (play) the quest. This stamina may also be referred to as life, action points (AP), battle points (BP), etc. The player's current stamina value may be consumed at the end of the quest (when cleared or retired).
[0044] In the first embodiment, a quest is executed in which a team consisting of one or more characters (owned characters) owned by a player is pitted against an enemy character. In this quest, for example, the player instructs the characters (team characters) that make up the team to attack, etc. In this quest, the player aims to reduce the hit points of the enemy character to 0 or less using the ability parameters and skills of each of the team characters. When the quest is cleared, the player acquires a clear reward such as free stones, game coins, characters, items, experience points, etc. Note that free stones may not be acquired in a quest that the player has already cleared. In addition, when the quest cannot be cleared, the player selects whether to continue the quest by consuming, for example, paid stones or free stones, a continue item, etc., or to retire from the quest. Continuing means giving a player who was unable to clear the quest a continuation right to continue playing the quest.
[0045] <Functional means> FIG. 4 is a block diagram showing an example of a functional configuration of the server device 10. As shown in FIG.
[0046] 4, the server device 10 has, as functional components, a storage means 50, a first receiving means 52, a second receiving means 54, a lottery means 56, and an awarding means 58. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like.
[0047] The storage means 50 is a functional means for storing player information 50A, character information 50B, lottery game information 50C, and the like.
[0048] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the player's name, age, owned character information, owned item information, lottery game execution information, and stamina information. The owned character information includes the character ID and ability parameters of each character owned by the player (owned character). The ability parameters are, for example, the character's level, hit points, attack power, defense power, etc. The character's level increases when the character acquires character experience points. When the character's level increases, the hit points, attack power, defense power, etc. also increase. The owned item information includes the number of each item owned by the player, such as paid stones, paid gacha tickets, free stones, free gacha tickets, etc. The lottery game execution information includes an accumulation value (e.g., points) that is accumulated in response to a first instruction for executing a single lottery in association with a lottery game ID for each lottery game. For example, a first predetermined value (e.g., 1) is accumulated (added) to the accumulation value associated with a certain lottery game when a player performs a single lottery in response to a first instruction in the certain lottery game, when a character with a rarity less than a certain value (e.g., 5) is drawn in a single lottery, or when a character with a rarity equal to or greater than a certain value is drawn in a single lottery. In addition, the accumulation value is initialized when, for example, a privilege (first privilege) is granted in response to the first instruction, when a character with a rarity equal to or greater than a certain value is drawn in a single lottery, or when the accumulation value reaches a second predetermined value (e.g., 10) that is higher than the first predetermined value. Examples of this initialization include setting the accumulation value to 0 (zero) or subtracting the second predetermined value from the accumulation value. In addition, the accumulation value may be a value that is accumulated commonly in some or all of the lottery games. The stamina information includes the player's current stamina value and stamina upper limit value. The current stamina value is the value consumed by the player when performing various quests. This current stamina value increases by a certain amount (e.g., 1) over the passage of time (e.g., 3 minutes), recovering to the stamina upper limit value. In addition, this current stamina value can be recovered beyond the stamina upper limit value by the player consuming paid stones, free stones, stamina recovery items, etc. This stamina upper limit value increases as the player's player rank increases. The player rank increases, for example, when the player acquires player experience points by playing the game (e.g., quests and missions).
[0049] Character information 50B is stored for each character in association with the character ID of the character. This character information 50B includes, for example, the character's name, image (design), rarity, initial values of ability parameters (e.g., hit points, attack power, defense power, etc. at level 1) and maximum values (e.g., hit points, attack power, defense power, etc. at level 100), skills, etc. The rarity includes a number ranging from 1 to 6. This number may be indicated by, for example, the number of stars. Characters with high rarity are set with ability parameters and skills that are advantageous in the game (for example, quests and missions).
[0050] The lottery game information 50C is stored for each lottery game in association with the lottery game ID of the lottery game. The lottery game information 50C includes, for example, the name (title), lottery target information, the number of consecutive lotteries, compensation information, and benefit information. The lottery target information includes the character ID of each character constituting the lottery target character group that is the lottery target of the lottery game, and the appearance frequency (weight) associated with the character ID. The characters constituting the lottery target character group are, for example, 100 kinds. The appearance frequency includes, for example, a numerical value from 1 to 10. A low numerical value is set for the appearance frequency of a character with a high rarity, and a high numerical value is set for a character with a low rarity. In addition, a character (pickup character) that appears more frequently than other characters within the same rarity may be provided. Here, the lottery probability of a character is a value obtained by dividing the appearance frequency set for the character by the total value of the appearance frequencies set for each character that is the lottery target. Specifically, if the appearance frequency set for a character is 2 and the total value of the appearance frequencies set for each character that is the lottery target is 400, the lottery probability of the character is 2 / 400 (0.5%). The number of consecutive selections includes the number of times to consecutively select a character when a second instruction (request) is received from the player. This number of consecutive selections is an integer of 2 or more, and includes, for example, 3, 5, and 10. The compensation information includes a first predetermined number, which is the number of items required to execute one lottery (single lottery), and a consumption method. For example, when a first instruction is given by the player, a first predetermined number (e.g., 5 items) of items are consumed. Also, when a second instruction is given by the player, a second predetermined number (e.g., 50 items) of items, which is a number obtained by multiplying the first predetermined number (e.g., 5 items) by the number of consecutive lotteries (e.g., 10), is consumed. That is, the second predetermined number is greater than the first predetermined number. Examples of the consumption method include consuming only paid items, consuming only free items, preferentially consuming paid items, preferentially consuming free items, consuming items in order of oldest acquisition date and time, consuming items in order of newest acquisition date and time, etc. Consuming paid items in order of oldest acquisition date and time means that when a player owns both paid items and free items, the paid items are consumed first. Similarly, consuming free items in order of newest acquisition date and time means that when a player owns both paid items and free items, the free items are consumed first. The privilege information includes a privilege to be granted to the player and a predetermined probability. The privilege includes a first privilege granted based on a first instruction and a second privilege granted based on a second instruction. The first privilege and the second privilege may be the same or different. The privilege may include, in a lottery game (single lottery or continuous lottery), a character (e.g., a pick-up character) with a rarity of a certain value or more (e.g., 5) being drawn by lottery, a character that the player has never acquired, increasing the drawing probability (appearance frequency) of a character with a rarity of a certain value or more, increasing the number of lottery draws, and acquiring additional content (bonus) together with the drawn character. The predetermined probability includes the probability of granting the first privilege when the first instruction is given. The predetermined probability is, for example, a value (e.g., 0.1=10%) obtained by dividing a first predetermined number (e.g., 5) by a second predetermined number (e.g., 50) or a value lower than the value (e.g., 0.09=9%). In other words, the predetermined probability is a value obtained by dividing 1 by the number of consecutive lotteries (e.g., 10), or a value lower than this value. The predetermined probability may also be increased in response to the first instruction. For example, the predetermined probability increases as the accumulated value accumulated in response to the first instruction increases. Specifically, the predetermined probability increases by 2% from the initial value (e.g., 0%) each time the accumulated value increases by a first predetermined value (e.g., 1). The predetermined probability is initialized (returns to the initial value) when the accumulated value is initialized.
[0051] The first reception means 52 has a function of receiving a first instruction for a single lottery of one character from a player. In the first embodiment, the first reception means 52 receives the first instruction on an execution screen of a lottery game selected by the player.
[0052] The second reception means 54 has a function of receiving a second instruction for continuously drawing two or more characters (a plurality of characters) from the player. In the first embodiment, the second reception means 54 receives the second instruction on the execution screen of the drawing game selected by the player.
[0053] The selection means 56 is a functional means for executing a selection game in which one or more characters are selected by lottery and allowing the player to acquire the selected characters. In the first embodiment, the selection means 56 executes a selection game in which, when a first instruction is received from the player, a first predetermined number of items (e.g., 5 items) are consumed to select one character from a group of characters to be selected by lottery. In addition, when a second instruction is received from the player, the selection means 56 executes a selection game in which, when a second instruction is received from the player, a second predetermined number of items (e.g., 50 items) are consumed to select two or more characters from the group of characters to be selected by lottery.
[0054] The granting means 58 is a functional means for granting a privilege to a player. In the first embodiment, the granting means 58 grants a first privilege to a player according to a predetermined probability when a first instruction is received. Specifically, the granting means 58 performs a privilege lottery with the predetermined probability as a winning probability, and grants the first privilege when the privilege lottery is won. On the other hand, the granting means 58 does not grant the first privilege when the privilege lottery is lost. Furthermore, the granting means 58 grants a second privilege to the player when a second instruction is received. In other words, the granting means 58 reliably grants a privilege when a second instruction is received.
[0055] The following describes specific examples of how the granting unit 58 grants various benefits. These specific examples may be combined with each other.
[0056] (1) Confirmation of high rarity characters For example, when a first instruction is received, the granting means 58 performs a bonus lottery according to a predetermined probability (e.g., 10%) before the selection means 56 performs a single lottery. If the bonus lottery is won, the granting means 58 grants a first bonus in which a character with a rarity of a certain value (e.g., 5) or more is selected in the single lottery. Also, when a second instruction is received, the granting means 58 grants a second bonus in which a character with a rarity of a certain value or more is selected in one of the continuous lotteries performed by the selection means 56.
[0057] (2) Confirmation of unacquired characters For example, when a first instruction is received, the granting means 58 performs a bonus lottery according to a predetermined probability before the selection means 56 performs a single lottery. Then, when the bonus lottery is won, the granting means 58 grants a first bonus in which a character that the player has never acquired and whose rarity is a certain value or more is selected in the single lottery. Also, when a second instruction is received, the granting means 58 grants a second bonus in which a character that the player has never acquired and whose rarity is a certain value or more is selected in one of the continuous lotteries performed by the selection means 56. Note that this character may be a character that the player has never acquired in the game, or may be a character that the player has acquired but does not currently own.
[0058] (3) Increased chances of winning high rarity characters For example, when a first instruction is received, the granting means 58 performs a bonus lottery according to a predetermined probability before the selection means 56 performs a single lottery. Then, when the bonus lottery is won, the granting means 58 grants a first bonus that increases the selection probability (appearance frequency) associated with a character whose rarity is equal to or greater than a certain value in the single lottery. Also, for example, when a second instruction is received, the granting means 58 grants a second bonus that increases the selection probability (appearance frequency) associated with a character whose rarity is equal to or greater than a certain value in one of the continuous lotteries performed by the selection means 56.
[0059] (4) Increasing the number of lottery draws For example, when there is a first instruction, the granting means 58 performs a bonus lottery according to a predetermined probability before or after the lottery means 56 performs a single lottery. Then, when the bonus lottery is won, the granting means 58 grants a first bonus that increases the number of draws in the single lottery. That is, when there is a first instruction, the granting means 58 grants a first bonus that increases the number of characters to be drawn (acquired) in the lottery game (single lottery). Also, for example, when there is a second instruction, the granting means 58 grants a second bonus that increases the number of draws (for example, 10 times) in the continuous lottery performed by the lottery means 56. That is, when there is a second instruction, the granting means 58 grants a second bonus that increases the number of characters to be drawn (acquired) in the lottery game (continuous lottery). The increase in the number of draws is, for example, 1 or 2.
[0060] (5) Acquisition of additional content For example, when a first instruction is received, the granting means 58 performs a bonus lottery according to a predetermined probability after the lottery means 56 performs a single lottery. If the bonus lottery is won, the granting means 58 grants additional content (bonus) as a first bonus along with one character selected in the single lottery. Furthermore, when a second instruction is received, the granting means 58 grants additional content (bonus) as a second bonus along with two or more characters selected in successive lotteries.
[0061] <Processing flow> Fig. 5 is a flow chart showing an example of the flow of processing performed by each functional means shown in Fig. 4 in the game system according to the first embodiment. The processing of the following steps is started, for example, when a player issues an operational instruction to select a certain lottery game (lottery game A) from a menu screen of the lottery game. The order and contents of the following steps can be changed as appropriate.
[0062] (Step SP10) The lottery means 56 displays a lottery game execution screen 60 on the touch panel 32.
[0063] FIG. 6 is a diagram showing an example of a lottery game execution screen 60 according to the first embodiment.
[0064] As shown in FIG. 6, the lottery game execution screen 60 is provided with a provision ratio button 62, a lottery target information area 64, a first instruction button 66, and a second instruction button 68. The provision ratio button 62 is a button for transitioning to a screen showing the name and rarity of each character constituting the lottery target character group, and the lottery probability. The lottery target information area 64 shows characters with high rarity and pick-up characters from the lottery target character group. The first instruction button 66 is a button for instructing the execution of a single lottery. The first instruction button 66 shows a first predetermined number (e.g., 5 items) which is the number of items consumed in the single lottery. The second instruction button 68 is a button for instructing the execution of a continuous lottery. The second instruction button 68 shows a second predetermined number (e.g., 50 items) which is the number of items consumed in the continuous lottery. In addition, the lottery game execution screen 60 indicates that in response to a first instruction (single lottery), a first bonus will be awarded according to a predetermined probability, and in response to a second instruction (continuous lottery), a second bonus will always be awarded.
[0065] Returning to FIG. 5, the process proceeds to step SP12.
[0066] (Step SP12) The first receiving means 52 and the second receiving means 54 receive the pressing of the first command button or the second button from the player. Then, the process proceeds to step SP14.
[0067] (Step SP14) The first reception means 52 judges whether or not pressing of the first instruction button from the player has been accepted in step SP12. If the judgment is affirmative, the process proceeds to step SP16. On the other hand, if the judgment is negative, that is, if the second reception means 54 has accepted pressing of the second instruction button in step SP12, the process proceeds to step SP28.
[0068] (Step SP16) The lottery means 56 refers to the consideration information in the lottery game information 50C and consumes a first predetermined number (e.g., 5 items) that is the number of items (consideration) required to execute a single lottery from the owned items in the player information 50A. At this time, the lottery means 56 preferentially consumes, for example, paid items based on the consideration consumption method. Then, the process proceeds to the process of step SP18.
[0069] (Step SP18) The awarding means 58 refers to the award information of a certain lottery game (lottery game A) in the lottery game information 50C and performs a bonus lottery according to a predetermined probability of awarding a first bonus. Specifically, the awarding means 58 performs the bonus lottery with a predetermined probability (probability of winning) set to a value (e.g., 0.1=10%) obtained by dividing a first predetermined number (e.g., 5) by a second predetermined number (e.g., 50). Then, the process proceeds to step SP20.
[0070] (Step SP20) The granting means 58 judges whether or not the bonus lottery has been won in step SP18. If the judgment is affirmative, the process proceeds to step SP22. On the other hand, if the judgment is negative, i.e., if the bonus lottery has been lost in step SP18, the process proceeds to step SP24.
[0071] (Step SP22) The granting means 58 grants the first privilege to the player. Specifically, the granting means 58 grants the first privilege of drawing a character whose rarity is equal to or greater than a certain value in the single lottery instructed to be executed in step SP12. Then, the process proceeds to step SP24.
[0072] (Step SP24) The lottery means 56 refers to the lottery target information of a certain lottery game (lottery game A) in the lottery game information 50C, and performs a lottery process to draw one character based on the drawing probability of each character constituting the lottery target character group. Here, if the first privilege is granted in the privilege lottery in step SP20, the lottery means 56 repeats the lottery until a character with a rarity of a certain value or more is drawn. Then, the lottery means 56 allows the player to acquire the drawn character. Specifically, the lottery means 56 adds the drawn character to the owned character information in the player information 50A. Then, the process proceeds to the process of step SP26.
[0073] (Step SP26) The lottery means 56 displays a single lottery game result screen 70 on the touch panel 32.
[0074] FIG. 7 is a diagram showing an example of a single lottery game result screen 70 according to the first embodiment.
[0075] 7, the single lottery game result screen 70 is provided with a lottery result presentation area 72. The lottery result presentation area 72 displays the lottery character. In this lottery result presentation area 72, whether or not the first privilege has been won is displayed, and the lottery character that has been selected based on the fact that the first privilege has been awarded is displayed in a different manner from normal.
[0076] Then, the series of processes shown in FIG. 5 ends.
[0077] (Step SP28) The lottery means 56 refers to the number of consecutive draws and the consideration information of a certain lottery game (lottery game A) in the lottery game information 50C, and consumes a second predetermined number (e.g., 50 items) that is the number of items (contribution) required to execute consecutive draws from the owned items in the player information 50A. At this time, the lottery means 56 preferentially consumes, for example, paid items based on the method of consuming the consideration. Then, the process proceeds to the process of step SP30.
[0078] (Step SP30) The granting means 58 grants the player a second privilege. Specifically, the granting means 58 grants the player a second privilege in which a character with a rarity of a certain value or more is drawn once in the continuous drawing instructed to be executed in step SP12. Then, the process proceeds to step SP32.
[0079] (Step SP32) The lottery means 56 refers to the lottery target information and the number of consecutive draws of a certain lottery game (lottery game A) in the lottery game information 50C, and performs a lottery process to draw characters in the same number as the number of consecutive draws (for example, 10) based on the probability of drawing each character constituting the lottery target character group. Here, the lottery means 56 repeats the lottery until a character with a rarity of a certain value or more is drawn in one of the consecutive draws based on the fact that the second privilege has been granted in step SP30. Then, the lottery means 56 allows the player to acquire the drawn character. Specifically, the lottery means 56 adds the drawn character to the owned character information of the player information 50A. Then, the process proceeds to the process of step SP34.
[0080] (Step SP34) The lottery means 56 displays a continuous lottery game result screen 80 on the touch panel 32.
[0081] FIG. 8 is a diagram showing an example of a consecutive lottery game result screen 80 according to the first embodiment.
[0082] 8, the continuous lottery game result screen 80 is provided with a lottery result presentation area 82. A selected character is displayed in the lottery result presentation area 82. In the lottery result presentation area 82, the character selected based on the fact that the second privilege has been awarded is displayed in a different manner from the usual manner.
[0083] Then, the series of processes shown in FIG. 5 ends.
[0084] <Effects> As described above, in the first embodiment, the computer functions as lottery means 56 which executes a lottery game in which, when a first instruction is received from a player, a first predetermined number of items is consumed to draw one piece of content from a group of content to be selected, and when a second instruction is received from the player, a second predetermined number of items, which is greater than the first predetermined number, is consumed to draw two or more pieces of content continuously from the group of content to be selected; and granting means 58 which, when the first instruction is received, grants a bonus to the player according to a predetermined probability, and when the second instruction is received, grants the bonus to the player.
[0085] According to this configuration, since the consecutive lotteries reliably award the bonus, while the single lottery awards the bonus according to a predetermined probability, it is possible to provide fairness in the awarding of bonuses by the single lottery and the consecutive lotteries. This can motivate the player to perform the single lottery, thereby revitalizing the game. In addition, it is possible to provide a strategy as to whether to select the single lottery in which the bonus is awarded according to a predetermined probability or the consecutive lottery in which the bonus is awarded reliably.
[0086] In the first embodiment, the predetermined probability is a value obtained by dividing the first predetermined number by the second predetermined number.
[0087] According to this configuration, in a single lottery, a bonus is awarded according to the value (probability) obtained by dividing a first specified number by a second specified number, thereby making it possible to ensure fairness in the awarding of bonuses through single lotteries and continuous lotteries.
[0088] In the first embodiment, the predetermined probability is a value lower than the value obtained by dividing the first predetermined number by the second predetermined number.
[0089] According to this configuration, in a single lottery, a bonus is awarded according to a value (probability) that is lower than the value obtained by dividing a first predetermined number by a second predetermined number. Therefore, while giving preference to the awarding of bonuses through continuous lotteries, which consume a large amount of money at once, it is also possible to award bonuses through a single lottery, thereby ensuring fairness in the awarding of bonuses through single lotteries and continuous lotteries.
[0090] Furthermore, in the first embodiment, the predetermined probability increases in response to the first instruction.
[0091] According to this configuration, the more times the single lottery is executed, the more likely it is that a benefit will be awarded, which can motivate the player to continue executing the single lottery.
[0092] Also, in the first embodiment, the predetermined probability increases when content with a rarity below a certain value is drawn in a single lottery.
[0093] According to this configuration, even if a character with low rarity is drawn in a single drawing, it is possible to motivate the player to continue to perform single drawing.
[0094] In the first embodiment, the predetermined probability is initialized when a bonus is awarded in response to a first instruction.
[0095] According to this configuration, the specified probability is initialized when a bonus is awarded in response to a first instruction (single lottery), so that an increase in the specified probability can be suppressed, and fairness can be ensured between the awarding of a bonus in response to the first instruction and the awarding of a bonus in response to a second instruction (continuous lottery).
[0096] In addition, in the first embodiment, the predetermined probability is initialized when content with a rarity equal to or greater than a certain value is drawn in a single lottery.
[0097] According to this configuration, the predetermined probability is initialized when a character with high rarity is drawn in a single lottery, so that an increase in the predetermined probability can be suppressed, and fairness can be achieved between the awarding of benefits through a single lottery and the awarding of benefits through continuous lotteries.
[0098] In the first embodiment, the benefit is that content with a rarity of a certain value or more is drawn in the lottery game.
[0099] According to this configuration, a bonus is given in which a character with high rarity is drawn in the lottery game, so that the player can be motivated to perform not only consecutive lotteries but also single lotteries.
[0100] In addition, in the first embodiment, the computer functions as a lottery means 56 which, when a first instruction is given by a player, consumes a first predetermined number of items to draw one piece of content from a group of content to be selected by a lottery, and, when a second instruction is given by the player, consumes a second predetermined number of items, which is greater than the first predetermined number, to execute a lottery game to draw two or more pieces of content continuously from the group of content to be selected by a lottery, and as a granting means 58 which, when the first instruction is given, grants the player a first benefit in accordance with a predetermined probability, and, when the second instruction is given, grants the player a second benefit different from the first benefit.
[0101] According to this configuration, the second privilege is reliably awarded in the continuous drawing, while the first privilege is awarded according to a predetermined probability in the single drawing, so that it is possible to provide fairness in the awarding of privileges by the single drawing and the continuous drawing. This can motivate the player to perform the single drawing, thereby revitalizing the game. In addition, it is possible to provide a strategy as to whether to select the single drawing in which the first privilege is awarded according to a predetermined probability or the continuous drawing in which the second privilege is reliably awarded.
[0102] ---Second embodiment--- Next, a second embodiment will be described.
[0103] The second embodiment differs from the first embodiment in that the granting means 58 grants a privilege when the accumulated value reaches a second predetermined value. Note that the configuration and functions of the game system according to the second embodiment, which are not described below, are similar to those of the game system according to the first embodiment.
[0104] In the second embodiment, the granting means 58 grants the first privilege to the player when the accumulated value associated with the player reaches a second predetermined value higher than the first predetermined value. Here, the value obtained by dividing the second predetermined value (e.g., 10) by the first predetermined value (e.g., 1) is the same as the value obtained by dividing the second predetermined number (e.g., 50) by the first predetermined number (e.g., 5). In other words, the value obtained by dividing the second predetermined value by the first predetermined value is the same as the number of consecutive lotteries. Note that the value obtained by dividing the second predetermined value by the first predetermined value may be higher than the value obtained by dividing the second predetermined number by the first predetermined number.
[0105] <Processing flow> Fig. 9 is a flow chart showing an example of the flow of processing performed by each functional means shown in Fig. 4 in the game system according to the second embodiment. The processing of the following steps is started, for example, when a player issues an operational instruction to select a certain lottery game (lottery game A) from a menu screen of the lottery game. The order and contents of the following steps can be changed as appropriate.
[0106] (Step SP40) The lottery means 56 displays a lottery game execution screen 90 on the touch panel 32.
[0107] FIG. 10 is a diagram showing an example of a lottery game execution screen 90 according to the second embodiment.
[0108] 10, the lottery game execution screen 90 is provided with a provision rate button 92, a lottery target information area 94, a first instruction button 96, and a second instruction button 98. The lottery game execution screen 90 indicates that the first privilege is awarded when the accumulated value (points) reaches a second predetermined value (e.g., 10) in the first instruction (single lottery), and that the second privilege is always awarded in the second instruction (continuous lottery).
[0109] Returning to FIG. 9, the process proceeds to step SP42.
[0110] (Step SP42 to Step SP46) The processing in steps SP42 to SP46 is similar to the processing in steps SP12 to SP16 described above, and therefore a description thereof will be omitted.
[0111] (Step SP48) The granting means 58 accumulates an accumulated value (points) associated with a certain lottery game (lottery game A) in the lottery game execution information of the player information 50A. For example, the granting means 58 adds a first predetermined value (e.g., 1) to the accumulated value. Then, the process proceeds to step SP50.
[0112] (Step SP50) The granting means 58 judges whether the accumulated value accumulated in step SP48 has reached a second predetermined value (e.g., 10) higher than the first predetermined value (e.g., 1). If the judgment is affirmative, the process proceeds to step SP52. On the other hand, if the judgment is negative, the process proceeds to step SP54.
[0113] (Step SP52) The granting means 58 grants a first privilege to the player. Specifically, the granting means 58 grants a first privilege of increasing the number of lottery draws by one in the single lottery draw instructed to be executed in step SP42. Next, the granting means 58 initializes an accumulated value associated with a certain lottery game (lottery game A) in the lottery game execution information of the player information 50A. Specifically, the granting means 58 initializes the accumulated value to 0 (zero). Then, the process proceeds to the process of step SP54.
[0114] (Step SP54) The lottery means 56 refers to the lottery target information of a certain lottery game (lottery game A) in the lottery game information 50C, and performs a lottery process to draw one character based on the drawing probability of each character constituting the lottery target character group. Here, if the first privilege is granted in step SP52, the lottery means 56 increases the number of draws by one. Then, the lottery means 56 allows the player to acquire the drawn character. Specifically, the lottery means 56 adds the drawn character to the owned character information of the player information 50A. Then, the process proceeds to the process of step SP56.
[0115] (Step SP56) The lottery means 56 displays a single lottery game result screen 100 on the touch panel 32.
[0116] FIG. 11 is a diagram showing an example of a single lottery game result screen 100 according to the second embodiment.
[0117] As shown in FIG. 11, the single lottery game result screen 100 is provided with a lottery result presentation area 102. A lottery-selected character is displayed in the lottery result presentation area 102. In the lottery result presentation area 102, it is displayed whether or not a first privilege has been awarded as a result of the accumulation value reaching a second predetermined value. In addition, in the lottery result presentation area 102, a character selected based on the fact that the first privilege has been awarded is displayed in a manner different from normal.
[0118] Then, the series of processes shown in FIG. 9 ends.
[0119] (Step SP58) The process in step SP58 is similar to the process in step SP28 described above, and therefore a description thereof will be omitted.
[0120] (Step SP60) The granting means 58 grants the player a second privilege. Specifically, the granting means 58 grants the player a second privilege of increasing the number of consecutive lotteries instructed to be executed in step SP42 by one. Then, the process proceeds to step SP62.
[0121] (Step SP62) The lottery means 56 refers to the lottery target information and the number of consecutive draws of a certain lottery game (lottery game A) in the lottery game information 50C, and performs a lottery process to draw characters in the same number as the number of consecutive draws (for example, 10) based on the drawing probability of each character constituting the lottery target character group. Here, the lottery means 56 increases the number of draws by one based on the fact that the second privilege was granted in step SP60. Then, the lottery means 56 allows the player to acquire the drawn character. Specifically, the lottery means 56 adds the drawn character to the owned character information of the player information 50A. Then, the process proceeds to the process of step SP64.
[0122] (Step SP64) The lottery means 56 displays a continuous lottery game result screen 110 on the touch panel 32.
[0123] FIG. 12 is a diagram showing an example of a continuous lottery game result screen 110 according to the second embodiment.
[0124] 12, the continuous lottery game result screen 110 is provided with a lottery result presentation area 112. A lottery-selected character is displayed in the lottery result presentation area 112. In the lottery result presentation area 112, the character selected based on the fact that the second privilege has been awarded is displayed in a different manner from the usual manner.
[0125] Then, the series of processes shown in FIG. 9 ends.
[0126] <Effects> As described above, in the second embodiment, the computer functions as a storage means 50 which corresponds to a player and stores an accumulation value in which a first predetermined value is accumulated in response to a first instruction, a lottery means 56 which, when a first instruction is received from the player, consumes a first predetermined number of items to draw one piece of content from a group of content to be selected by lottery, and, when a second instruction is received from the player, consumes a second predetermined number of items greater than the first predetermined number to continuously draw two or more pieces of content from the group of content to be selected by lottery, and a granting means 58 which grants a bonus to the player when the accumulation value reaches a second predetermined value higher than the first predetermined value, and grants the bonus to the player when a second instruction is received.
[0127] According to this configuration, the bonus is reliably awarded in the continuous lottery, while the bonus is awarded in the single lottery when the accumulated value reaches the second predetermined value, so that fairness can be ensured between the awarding of bonuses in the single lottery and the continuous lottery, which can motivate players to execute the single lottery and thus activate the game.
[0128] In the second embodiment, the value obtained by dividing the second predetermined value by the first predetermined value is the same as the value obtained by dividing the second predetermined number by the first predetermined number.
[0129] According to this configuration, for example, a bonus is awarded when the number (total) of items consumed in a single lottery reaches the number of items consumed in a continuous lottery, thereby making it possible to ensure fairness in the awarding of bonuses through single and continuous lotteries.
[0130] In the second embodiment, the value obtained by dividing the second predetermined value by the first predetermined value is higher than the value obtained by dividing the second predetermined number by the first predetermined number.
[0131] According to this configuration, for example, a bonus is awarded when the number (total) of items consumed in a single lottery exceeds the number of items consumed in a continuous lottery. Therefore, while giving preference to the awarding of bonuses through continuous lotteries, which consume a large amount of money at once, it is also possible to award bonuses through single lotteries, thereby ensuring fairness in the awarding of bonuses through single lotteries and continuous lotteries.
[0132] In addition, in the second embodiment, the accumulation value is accumulated when content whose rarity is less than a certain value is drawn in a single lottery.
[0133] According to this configuration, even if a character with low rarity is drawn in a single drawing, it is possible to motivate the player to continue to perform single drawing.
[0134] In the second embodiment, the accumulated value is initialized when a special benefit is awarded as a result of the accumulated value reaching the second predetermined value.
[0135] According to this configuration, the accumulated value is initialized when a bonus is awarded in response to a first instruction (single lottery), thereby ensuring fairness between the awarding of a bonus in response to the first instruction and the awarding of a bonus in response to a second instruction (continuous lottery).
[0136] In addition, in the second embodiment, the accumulation value is initialized when content with a rarity of a certain value or more is drawn in a single lottery.
[0137] According to this configuration, since the accumulated value is initialized when a character with high rarity is drawn in a single lottery, it is possible to provide a game-like element to the awarding of the bonus in the single lottery. Therefore, it is possible to provide a strategic element in the choice between the single lottery and the continuous lottery in which the bonus is surely awarded.
[0138] In the second embodiment, content whose rarity is equal to or greater than a certain value is selected in the lottery game.
[0139] According to this configuration, a bonus is given in which a character with high rarity is drawn in the lottery game, which can motivate the player to perform not only consecutive lotteries but also single lotteries.
[0140] In addition, in the second embodiment, the computer functions as a memory means 50 that corresponds to a player and stores an accumulation value in which a first predetermined value is accumulated in response to a first instruction, a lottery means 56 that, when a first instruction is received from the player, consumes a first predetermined number of items to draw one piece of content from a group of content to be selected by lottery, and when a second instruction is received from the player, consumes a second predetermined number of items greater than the first predetermined number to continuously draw two or more pieces of content from the group of content to be selected by lottery, and an awarding means 58 that awards a first benefit to the player when the accumulation value reaches a second predetermined value greater than the first predetermined value, and awards the player a second benefit different from the first benefit when a second instruction is received.
[0141] According to this configuration, the second benefit is reliably awarded in the continuous drawing, while the first benefit is awarded in the single drawing when the accumulated value reaches the second predetermined value, so that fairness can be ensured between the awarding of benefits by the single drawing and the continuous drawing, which can motivate players to execute the single drawing, thereby revitalizing the game.
[0142] ---Variations--- The present invention is not limited to the above specific examples. In other words, the above specific examples, to which a person skilled in the art has made appropriate design modifications, are also included within the scope of the present invention as long as they have the characteristics of the present invention. In addition, the elements of the above-mentioned embodiment and the modified examples described below can be combined to the extent technically possible, and combinations of these are also included within the scope of the present invention as long as they include the characteristics of the present invention.
[0143] For example, in the first embodiment, the granting means 58 definitely grants the second privilege when the second instruction is received, but the second privilege does not necessarily have to be granted. For example, the granting means 58 may grant the second privilege with a higher probability (e.g., 90%) than a predetermined probability (e.g., 10%) of granting the first privilege in response to the first instruction when the second instruction is received.
[0144] The granting means 58 may change the benefit each time the benefit is granted. For example, the granting means 58 may grant a benefit in which a character with a rarity of a certain value or more is drawn in a lottery game after granting a benefit that increases the number of lotteries. This change may be made in a predetermined order or randomly.
[0145] In the first and second embodiments, the granting means 58 has been described as accumulating a first predetermined value (for example, 1) in the accumulated value in response to the first instruction, but the first predetermined value may be variable. For example, the granting means 58 adds 2 to the accumulated value when a paid item (paid stones) is consumed in the first instruction, and adds 1 to the accumulated value when a free item (free stones) is consumed in the first instruction. Also, for example, the granting means 58 adds 1 to the accumulated value when a character with a rarity of a certain value or more is drawn in a single lottery based on the first instruction, and adds 2 to the accumulated value when a character with a rarity of less than a certain value is drawn in the single lottery.
[0146] In the second embodiment, the granting means 58 grants the first privilege when the accumulated value reaches the second predetermined value in response to the first instruction, but the first privilege may be granted based on a first instruction by the player involving consumption of the accumulated value. That is, even if the accumulated value has reached the second predetermined value, the granting means 58 may not grant the first privilege when the player issues a first instruction that does not involve consumption of the accumulated value. Note that the first receiving means 52 is able to receive a first instruction involving consumption of the accumulated value on the condition that the accumulated value has reached the second predetermined value.
[0147] Furthermore, in the first and second embodiments, the accumulated value is explained as points, but it may be a game item, a piece of the game item, coins, or the like.
[0148] Furthermore, in the first and second embodiments, the case where the content is a character has been mainly described, but the content may also be items such as weapons and armor, cards, avatars, coins, points, and the like. [Explanation of symbols]
[0149] 10: server device (computer), 12: terminal device, 50: storage means, 56: lottery means, 58: granting means
Claims
1. Computer, a storage means for storing an accumulation value in which a first predetermined value is accumulated in response to a first instruction, in association with the player; a lottery means for executing a lottery game in which, when the first instruction is given from the player, one content is selected from a lottery-subject content group by consuming a first predetermined number of items, and, when a second instruction is given from the player, two or more contents are continuously selected from the lottery-subject content group by consuming a second predetermined number of items, which is greater than the first predetermined number; a granting means for granting a privilege to the player when the accumulated value reaches a second predetermined value higher than the first predetermined value, and granting the privilege to the player when the second instruction is given; A program that functions as a
2. The value obtained by dividing the second predetermined value by the first predetermined value is equal to the value obtained by dividing the second predetermined number by the first predetermined number. The program according to claim 1.
3. The value obtained by dividing the second predetermined value by the first predetermined value is higher than the value obtained by dividing the second predetermined number by the first predetermined number. The program according to claim 1.
4. The accumulation value is accumulated when a content having a rarity less than a certain value is drawn in the single lottery. The program according to any one of claims 1 to 3.
5. The accumulated value is initialized when the bonus is awarded as a result of the accumulated value reaching the second predetermined value.
5. The program according to claim 1.
6. The accumulation value is initialized when a content having a rarity of a certain value or more is drawn in the single lottery.
5. The program according to claim 1.
7. The benefit is that a content having a rarity of a certain value or more is drawn in the lottery game. The program according to any one of claims 1 to 6.
8. Computer, a storage means for storing an accumulation value in which a first predetermined value is accumulated in response to a first instruction, in association with the player; a lottery means for executing a lottery game in which, when the first instruction is given from the player, one content is selected from a lottery-subject content group by consuming a first predetermined number of items, and, when a second instruction is given from the player, two or more contents are continuously selected from the lottery-subject content group by consuming a second predetermined number of items, which is greater than the first predetermined number; a granting means for granting a first privilege to the player when the accumulated value reaches a second predetermined value that is greater than the first predetermined value, and for granting a second privilege different from the first privilege to the player when the second instruction is given; A program that functions as a
9. a storage means for storing an accumulation value in which a first predetermined value is accumulated in response to a first instruction, in association with the player; a selection means for executing a selection game in which, when the first instruction is given by the player, one content is selected from a selection target content group by consuming a first predetermined number of items, and when a second instruction is given by the player, two or more contents are selected consecutively from the selection target content group by consuming a second predetermined number of items, which is greater than the first predetermined number; a granting means for granting a bonus to the player when the accumulated value reaches a second predetermined value higher than the first predetermined value, and granting the bonus to the player when the second instruction is given; An information processing device comprising:
10. a storage means for storing an accumulation value in which a first predetermined value is accumulated in response to a first instruction, in association with the player; a selection means for executing a selection game in which, when the first instruction is given by the player, one content is selected from a selection target content group by consuming a first predetermined number of items, and when a second instruction is given by the player, two or more contents are selected consecutively from the selection target content group by consuming a second predetermined number of items, which is greater than the first predetermined number; a granting means for granting a first privilege to the player when the accumulated value reaches a second predetermined value that is greater than the first predetermined value, and for granting a second privilege different from the first privilege to the player when the second instruction is given; An information processing device comprising:
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