Information processing system, information processing server, program, and information processing method
By implementing a system that stores and awards rewards for the usage of target media in games, the challenge of motivating item usage is addressed, improving player engagement and retention.
Patent Information
- Application Number
- JP2023209068
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-12
- Publication Date
- 2025-06-24
- Estimated Expiration
- 2043-12-12
AI Technical Summary
Existing technologies, such as those described in Patent Document 1, face challenges in motivating the use of items in games, particularly for light users, and are limited to items for which missions can be set.
A storage processing unit stores the owned quantity or ownership period of target media consumed in the game, and an awarding processing unit awards rewards related to the target media when predetermined conditions, such as ownership quantity or period, are met.
This approach effectively motivates players to use target media by providing rewards based on usage, thereby enhancing game engagement and preventing player dropout.
Smart Images

Figure 2025093434000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing system, an information processing server, a program, and an information processing method.
Background Art
[0002] In games, users possess various items with different effects, as well as points, tickets, etc. that enable specific actions, but there are users who do not use them.
[0003] Patent Document 1 describes presenting missions that require the use of items in order to improve the motivation for using items.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In the technology described in Patent Document 1, mission completion is a requirement, which may be difficult for light users, and it can only be applied to items of a type for which missions can be set.
[0006] The present invention has been made in view of such a background, and an object thereof is to provide a technology capable of motivating the use of items and the like (target media).
Means for Solving the Problems
[0007] The main invention of the present invention for solving the above problems includes a storage processing unit that executes a storage process for storing at least one of the owned quantity or the ownership period of the target medium consumed in the game, and an awarding processing unit that executes an awarding process for awarding a reward related to the target medium when at least one of the owned quantity or the ownership period satisfies a predetermined condition set for the target medium.
[0008] Regarding other problems disclosed in the present application and the solutions thereto, they will be clarified by the embodiments of the invention and the drawings.
Effect of the Invention
[0009] According to the present invention, it is possible to motivate the player to use the target medium.
Brief Description of the Drawings
[0010]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Embodiment for Carrying Out the Invention
[0011] <Summary of the Invention> The content of the embodiment of the present invention will be listed and described. The present invention has, for example, the following configuration. [Item 1] A storage processing unit that executes a storage process for storing at least one of the owned quantity or the ownership period of the target medium consumed in the game, When at least one of the total quantity of ownership or the ownership period satisfies a predetermined condition set for the target medium, a granting processing unit that executes a granting process for granting a reward for the target medium; An information processing system comprising: [Item 2] The predetermined condition is at least one of the total quantity of ownership of the target medium falling below a predetermined value due to the use of the target medium, or the ownership period exceeding a predetermined time. The information processing system according to Item 1. [Item 3] The predetermined condition is at least one of being set for each of the target media or being set for a combination of a plurality of the target media. The information processing system according to Item 1. [Item 4] The predetermined condition is at least one of the total quantity of ownership of the target medium falling below a predetermined value due to the use of the target medium, or the ownership period exceeding a predetermined time, and is at least one of being set for each of the target media or being set for a combination of a plurality of the target media. The information processing system according to Item 1. [Item 5] The granting processing unit grants, as the reward, the integer part quantity in the additional value obtained by multiplying the usage quantity of the target medium by a predetermined coefficient for the target medium. The information processing system according to any one of Items 1 to 4. [Item 6] The granting processing unit stores the value after the decimal point in the first additional value calculated at the first time point when the granting process is performed, and adds the value after the decimal point in the first additional value to the second additional value calculated at the second time point when the granting process is performed, and sets the total additional value obtained as the additional value at the second time point. The information processing system according to Item 5. [Item 7] A storage processing unit that executes a storage process for storing at least one of the quantity of ownership or the period of ownership of the target medium consumed in the game, An awarding processing unit that executes an awarding process for awarding a reward related to the target medium when at least one of the quantity of ownership or the period of ownership satisfies a predetermined condition set for the target medium, An information processing server comprising the above. [Item 8] A storage processing step of executing a storage process for storing at least one of the quantity of ownership or the period of ownership of the target medium consumed in the game, An awarding processing step of executing an awarding process for awarding a reward related to the target medium when at least one of the quantity of ownership or the period of ownership satisfies a predetermined condition set for the target medium, An information processing method, characterized in that a computer executes the above. [Item 9] A storage processing step of executing a storage process for storing at least one of the quantity of ownership or the period of ownership of the target medium consumed in the game, An awarding processing step of executing an awarding process for awarding a reward related to the target medium when at least one of the quantity of ownership or the period of ownership satisfies a predetermined condition set for the target medium, A program for causing a computer to execute the above.
[0012] Hereinafter, a game system according to an embodiment of the present invention will be described with reference to the drawings.
[0013] In the game system of this embodiment, a player can obtain target media (including paid or free in-game currency, game media that can be obtained in the game (such as consumable items, weapons, armors, characters, cultivation materials, tickets for participating in contents (e.g., battle contents, quests, mini-games, etc.)), etc., but not limited thereto) during the game. Also, by consuming the target media, various actions of the character operated by the player, such as cultivation, strengthening / evolution (improvement of status values, change of equipable items, increase / change of usable abilities / magics, etc.), new acquisition, recovery of physical strength, etc., purchase of items, item drop in stages (including change of rate), acquisition of clear rewards, acquisition of event rewards, implementation of lottery events (so-called gacha), etc. can be performed. Any genre of game is acceptable as long as these actions can be carried out.
[0014] <Configuration> FIG. 1 is a diagram showing an example of the overall configuration of this game system. As shown in FIG. 1, this game system provides various services related to the game to players via a network 3 (e.g., the Internet, etc.), and is composed of a server device 1 and a plurality of player terminals 2.
[0015] <Player Terminal 2> FIG. 2 is a block diagram showing the functional configuration of the player terminal 2. The player terminal 2 is an information processing device (e.g., a smartphone, a mobile phone terminal, a tablet terminal) that can be possessed and used by a player. The player terminal 2 can output (e.g., display a game screen, output game sound, etc.) the processing result of the game program transmitted from the server device 1 via a game application or a web browser. The player terminal 2 includes a control unit 21 that controls the entire player terminal 2, a storage unit 22 that stores various data and programs, an input unit 23 for the player to perform operation inputs, an output unit 24 that outputs a game screen, an operation screen, etc., and a communication unit 25 that performs information communication with the server device 1. The control unit 21 of the present embodiment includes at least an operation information reception unit 211 and a game operation unit 212. Further, the storage unit 22 includes at least a game operation information storage unit 221. Each functional unit of the control unit 21 can be realized by the processor executing a program stored in a memory or the game operation information storage unit 221.
[0016] The operation information reception unit 211 of the player terminal 2 receives an operation related to the game from the player. The operation information reception unit 211 receives an operation related to the game using the input unit 23 by the player. Then, the operation information reception unit 211 outputs the received operation content to the game operation unit 212.
[0017] The game operation unit 212 executes processes for operating the game. The game operation unit 212 operates the game based on the game software included in the game operation information stored in the game operation information storage unit 221 and the operation content of the player input from the input unit 23. Along with the operation of the game, the game operation unit 212 performs control processing for generating a game image from the image data included in the game operation information and outputting the generated image to the output unit 24. Similarly, along with the operation of the game, the game operation unit 212 performs control processing for generating game music and voices from the music data and voice data included in the game operation information and outputting the generated music and voices from the output unit 24. Here, a configuration in which a native app partially executes the functions of a web app, that is, the game operation unit 212 of the player terminal 2 partially executes the functions of the server device 1 has been described. However, the server device 1 may be configured to generate all game images and voices as processing results without having the game operation unit 212, or the game operation unit 212 may be configured to generate all game images and voices.
[0018] Predetermined parameters in the game operated by the game operation unit 212 can be managed by the server device 1. For example, various parameters including the character growth elements in the game can also be managed by the server device 1. In this case, when a process accompanied by a change in these parameters occurs in the game, the game operation unit 212 communicates with the server device 1 to cause the server device 1 to update the managed parameters. Then, the game operation unit 212 can receive the updated parameters from the server device 1 and continue the operation of the game based on the updated parameters.
[0019] <Configuration of Server Device 1> FIG. 3 is a block diagram showing the functional configuration of the server device 1. The server device 1 is an information processing device used when a system administrator or the like operates and manages various services, and may be, for example, a general-purpose computer such as a workstation or a personal computer, or may be logically realized by cloud computing technology.
[0020] The server device 1 includes a control unit 11, a storage unit 12, an input unit 13, an output unit 14, and a communication unit 15. When the server device 1 receives various commands (requests) from the player terminal 2 via the communication unit 15, the control unit 11 executes processing by the game program, and the processing result (for example, game image, game sound, etc.) of the game program is transmitted to the player terminal 2. Note that a part of the game program may be transmitted to the player terminal 2 and executed on the player terminal 2.
[0021] The control unit 11 transfers data between each unit and controls the entire server device 1, and is realized by a processor such as a CPU (Central Processing Unit) executing a program stored in a predetermined memory. The control unit 11 of the present embodiment includes at least a game execution unit 111, a screen data generation unit 112, a target medium information acquisition unit 113, and a reward giving unit 114.
[0022] <Storage unit 12> The storage unit 12 has a ROM (Read Only Memory) which is a read-only storage area storing a system program, and a RAM (Random Access Memory) which is a rewritable storage area used as a work area for arithmetic processing by the control unit 11, and is realized by a non-volatile storage device such as a flash memory or a hard disk, for example. The storage unit 12 in the present embodiment has various storage units such as a game information storage unit 121, a player information storage unit 122, and a reward information storage unit 123.
[0023] The input unit 13 is for the system administrator to input various data related to the game service (such as game information, etc.), and is realized by, for example, a keyboard, a mouse, or the like.
[0024] The output unit 14 is for displaying an operation screen for the system administrator based on a command from the control unit 11, and is realized by, for example, a liquid crystal display (LCD: Liquid Crystal Display) or the like.
[0025] The communication unit 15 is for communicating with the player terminal 2, and has a function as a receiving unit for receiving various data and signals transmitted from the player terminal 2, and a function as a transmitting unit for transmitting various data and signals to the player terminal 2 according to a command from the control unit 11. The communication unit 15 communicates with the player terminal 2 by, for example, HTTP (HyperText Transfer Protocol), HTTPS, WebSocket, P2P (Peer To Peer), or the like.
[0026] The game information storage unit 121 stores information related to the game. The game information is appropriately configured according to the type of the game. For example, in the case of a battle game, it may include a stage name, enemy character information, etc. associated with a stage ID.
[0027] The player information storage unit 122 stores information related to the player. FIG. 4 is a diagram showing a configuration example of the player information. The player information can include a player name, owned characters, character status values, play stage information, target media information, etc. associated with a player ID for identifying the player.
[0028] The play stage information is information related to the stages that the player has played so far among the plurality of set stages, and can include the number of plays, clear information, etc.
[0029] The target media information includes information on various target media owned by the player. The target media information is target media that can be used by the player during the game, and includes information on the holding status of the owned target media. Associated with the ID of each target media, it can include information such as the target media category (which can be, for example, items, points, events, etc.), the content of the target media, the quantity owned, and the period of ownership (which may include information on the acquisition date and time). Regarding the information on the period of ownership, it is not limited to the information on the period of owning the target media, but can also include information on the period from when the owned quantity of a predetermined target media reaches a predetermined quantity until it does not fall below the predetermined quantity, and information on the period from when the owned quantity of a predetermined target media reaches a predetermined quantity until the use of the predetermined quantity of the target media.
[0030] The player information storage unit 122 can also include various information regarding the player and the play status of the game. When a character is stored in the owned character information, the character is set to be available for use in the game, and when the target media information is stored in the target media information, the item is set to be available for use in the game.
[0031] The reward information storage unit 123 stores information on rewards given to players who meet predetermined requirements. FIG. 5 is a diagram showing a configuration example of the reward information. The reward information can include, in association with the target media ID that identifies the target media, the conditions for giving the reward (which may include quantity conditions, time conditions, etc.) and the reward information that is the information on the given reward.
[0032] Reward information may include, but is not limited to, the granting of a predetermined target medium, information specifying the quantity to be granted (such as granting a predetermined number, a calculation formula for the number of grants (which may include information such as a coefficient to be multiplied by the target number), an upper limit for granting, an upper limit for possession, etc.), the specification of the change rate of the appearance rate or drop rate of the target medium during the game, the specification of the change in the rarity of the acquirable target medium, the specification of the change in the degree of the effect obtained when using the target medium (for example, the number of items that can be obtained, the effect of cultivation, etc.), the specification of the change in the quantity of the target medium (material quantity) required to participate in a predetermined event, the specification of the change in the lottery rate of the target medium in a lottery event related to the target medium, etc.
[0033] The above is the description of the storage unit 12 of the server device 1. Next, the description of the control unit 11 of the server device 1 will be given.
[0034] The game execution unit 111 has a function of executing a process of advancing the game according to a game program. The game by the game system in this embodiment may be any type of game, for example, a battle game, a puzzle game, an action game, a baseball game, a soccer game, other sports games, a quiz game, a pinball game, a card game, a rhythm game, an RPG, an adventure game, a casino game, a simulation game, a strategy game, a board game, a racing game, a shooting game, a location information game, etc., but is not limited to these.
[0035] The screen data generation unit 112 has a function of executing a process of generating screen data for displaying a game screen on the player terminal 2. The screen data generation unit 112 generates screen data related to any of the above games. The generated screen data is transmitted to the player terminal 2 and output by the output unit 24. Also, the screen data generation unit 112 can notify the server device 1 that it has generated screen data (that the player has transitioned the screen). The notification to the server device 1 (hereinafter referred to as screen transition notification) can include information specifying the destination screen (any screen that can be displayed during the game, such as a startup screen, a home screen, a quest end screen, a screen for notifying the acquisition of an item, etc.).
[0036] The target medium information acquisition unit 113 acquires information on the target medium used and consumed (hereinafter referred to as used) by the player during the game and stores it in the player information storage unit 122 as target medium information.
[0037] The reward granting unit 114 performs a process of granting a reward to the player when the player satisfies a predetermined requirement regarding the use of the target medium during the game.
[0038] The reward granting unit 114 grants a reward based on the information on the number of target media. The reward granting unit 114, for example, acquires information on the player's input operation, and when the player uses the target medium during the game and the remaining amount of a predetermined target medium falls below a predetermined quantity, performs a process of granting a reward to the player. Specifically, the reward granting unit 114, for example, may perform a process of granting a reward to the player when the player uses item A and the remaining amount of item A owned by the player becomes 0.
[0039] In addition, the reward granting unit 114, for example, acquires information on the player's input operations, and performs a process of granting a reward when the quantity of a predetermined target medium used by the player during the game reaches a predetermined quantity. Specifically, for example, when the player performs an operation of using 100 items of item A, the reward granting unit 114 may perform a process of granting a reward to the player.
[0040] In addition, the reward granting unit 114, for example, acquires information on the player's input operations, and may perform a process of granting a reward when the player uses a quantity that is a predetermined ratio of the predetermined owned quantity of a predetermined target medium. Specifically, for example, when the player owns 100 items of item A and uses or consumes 80 items, which is 80% of them, the reward granting unit 114 may perform a process of granting a reward to the player.
[0041] In addition, the reward granting unit 114, for example, acquires information on the player's input operations, and may perform a process of granting a reward when the player uses a quantity of the target medium necessary to achieve a predetermined state (for example, character enhancement, physical strength recovery, stage clear, etc.) that can be obtained by using the predetermined target medium. Specifically, for example, when the player consumes 100 items of item A, which is a level-up item, and is the consumption amount required for the character to level up, the reward granting unit 114 may perform a process of granting a reward to the player.
[0042] Note that the reward granting unit 114 may set a target period for achieving the above-described quantity condition of the target medium. Specifically, the reward granting unit 114 may set a start date and time (including a specific date and time, the date and time when a specific target medium was obtained, the date and time when the owned quantity of the target medium exceeded a predetermined number, the date and time when a period during which the target medium has been owned but not used (or not exceeded a predetermined number of uses) has passed a predetermined time, etc., which are dates and times related to the player's in-game experience) to an end date and time (including within a predetermined period from the start date and time, or a specific future date and time set as the end time, etc.). When the quantity condition of the use of the target medium described in the previous paragraph is satisfied during this period, a reward may be granted to the player.
[0043] The conditions for the reward granting unit 114 to grant a reward may be set for each target medium. The reward granting unit 114 may receive an operation for specifying which target medium to set the conditions for from an operator conducting business using the server device 1.
[0044] Also, the conditions for the reward granting unit 114 to grant a reward may be set for one target medium or for a combination of a plurality of target media. Specifically, for example, the reward granting unit 114 may perform a process of granting a reward to the player when 10 items of item A and 5 items of item B are consumed.
[0045] When the above-described conditions are satisfied, the reward granting unit 114 performs a process of granting a reward to the player. For example, the reward granting unit 114 may perform a process of increasing the player's owned quantity of the target medium that is the target of the above-described quantity condition as the reward. In this case, the reward granting unit 114 may grant a predetermined quantity of the target medium, or may perform a process of granting the player the target medium in an additional value amount obtained by multiplying the used quantity that is the quantity condition by a predetermined coefficient.
[0046] Also, when the above-described additional value includes a decimal part, the reward granting unit 114 may perform a process of granting the player the target medium in the quantity of the integer part of the additional value. Further, when the reward granting unit 114 grants the quantity of the integer part of the additional value as described above, the reward granting unit 114 stores the information of the decimal part of the additional value (referred to as the remaining decimal part value) in the player information storage unit 122, and at the timing when the reward granting unit 114 grants a reward at an arbitrary time point thereafter, performs a process of granting the integer part of the total additional value obtained by adding the remaining decimal part value to the additional value calculated at that time. Also in this case, the remaining decimal part value of the total additional value is stored in the player information storage unit 122, and the same process may be performed when the reward granting unit 114 grants a reward at an arbitrary time point thereafter.
[0047] In addition, when the reward granting unit 114 grants the target medium of the quantity of the integer part of the additional value to the player, if it exceeds the preset upper limit value of the number of grants, it may perform a process of granting the target medium of the upper limit value of the number of grants. Further, when the reward granting unit 114 grants the target medium of the quantity of the integer part of the additional value to the player, if it exceeds the preset upper limit value of the target medium owned by the player, it may perform a process of granting the target medium to the player so as to reach the upper limit value.
[0048] In addition, the reward granting unit 114 may perform a process of granting a reward associated with the additional value to the player. For example, the reward granting unit 114 may perform a process of changing the appearance rate or drop rate of the target medium during the game for the player based on the information defining the change ratio of the appearance rate or drop rate of the target medium in the additional value.
[0049] Further, the reward granting unit 114 may perform a process of changing the rarity of the target medium that can be acquired by the player based on the information defining the change in the rarity of the acquirable target medium associated with the additional value.
[0050] In addition, the reward granting unit 114 may perform a process of changing the effect obtained when the player uses the target medium (for example, the number of items that can be obtained, the effect of cultivation, etc.) based on the information defining the change in the degree of the effect obtained when using the target medium associated with the additional value.
[0051] Further, the reward granting unit 114 may perform a process of changing the quantity of the target medium (material quantity) required for the player to participate in a predetermined event based on the information defining the change in the quantity of the target medium (material quantity) required to participate in the predetermined event associated with the additional value.
[0052] In addition, the reward granting unit 114 may perform a process of changing the lottery ratio of the target medium in the lottery event related to the target medium based on the information defining the change in the lottery ratio of the target medium in the lottery event related to the target medium associated with the additional value.
[0053] In addition, the target for which the reward granting unit 114 grants a reward may be the player who uses the target medium, may be another player specified by the player, or may be for a group within the game to which the player belongs (in this case, it may be either the ownership of the group or given to other players belonging to the group), may be randomly selected, or may be another player of the same game who has ranked at the top of a certain mission ranking, but is not limited thereto.
[0054] In addition, the reward granting unit 114 may sum up the additional values calculated for each different target medium, and based on the total additional value obtained by summing up, grant a reward to the player as described above. In this case, the reward granting unit 114 may multiply each additional value to be summed up by a rate set in advance, and sum them up in a state where each additional value is weighted.
[0055] <Basic operation flow> FIG. 6 is an example of a diagram for explaining the outline of the operation of the game system.
[0056] The server device 1 executes the game (1001). The server device 1 refers to the target medium information (1002). The server device 1 determines whether the state of the target medium satisfies the condition, and if the condition is satisfied (1003: YES), calculates an additional value (1004). If there is a value after the decimal point of the additional value stored in the past in the server device 1 (1005: YES), the value after the decimal point is added to the additional value calculated in 1004 to obtain the total additional value (1006). If there is a value after the decimal point in the additional value calculated in 1004 or the total additional value obtained by summing up in 1006 (1007: YES), the values after the decimal point are stored respectively (1008). The server device 1 grants a reward based on the integer part value of the additional value calculated in 1004 or the total additional value obtained by summing up in 1006 (1009).
[0057] As described above, according to the game system of the present embodiment, it is possible to motivate a player who does not use a predetermined target medium to promote its use. Since the game can be enjoyed more by using the target medium, it is possible to prevent the player from leaving the game.
[0058] The above-described embodiments are merely examples for facilitating the understanding of the present invention, and are not intended to limit the interpretation of the present invention. It goes without saying that the present invention can be changed and improved without departing from its gist, and equivalents thereof are included in the present invention.
[0059] For example, the process of FIG. 6 shows an example of the process by the game system of the present embodiment, and is not intended to limit the present invention. Each step included in the process of FIG. 6 may be executed in an order different from the order shown in the figure, some processes may be executed in parallel, some steps may be omitted, or other steps may be added.
[0060] Also, regarding the processing of the software functional parts provided in the server device 1 and the player terminal 2, within the scope where the gist of the present invention can be realized, the player terminal 2 may be provided with some or all of the functions of the server device 1.
Explanation of Reference Numerals
[0061] 1 Server device 2 Player terminal 3 Network
Claims
1. A storage processing unit that executes a storage process for storing at least one of the owned quantity or the ownership period of a target medium consumed in the game; An awarding processing unit that executes an awarding process for awarding a reward related to the target medium when at least one of the owned quantity or the ownership period satisfies a predetermined condition set for the target medium; An information processing system comprising the above.
2. The predetermined condition is at least one of the owned quantity of the target medium falling below a predetermined value due to the use of the target medium or the ownership period exceeding a predetermined time. The information processing system according to Claim 1.
3. The predetermined condition is at least one of being set for each of the target media or being set for a combination of a plurality of the target media. The information processing system according to Claim 1.
4. The predetermined condition is at least one of the owned quantity of the target medium falling below a predetermined value due to the use of the target medium or the ownership period exceeding a predetermined time, and is at least one of being set for each of the target media or being set for a combination of a plurality of the target media. The information processing system according to Claim 1.
5. The awarding processing unit awards, as the reward, the integer part quantity in the additional value obtained by multiplying the used quantity of the target medium by a predetermined coefficient for the target medium. The information processing system according to any one of Claims 1 to 4.
6. The awarding processing unit stores the value after the decimal point in the first additional value calculated at the first time point when the awarding process is performed, and adds the value after the decimal point in the first additional value to the second additional value calculated at the second time point when the awarding process is performed, and sets the total additional value obtained as the additional value at the second time point. The information processing system according to Claim 5.
7. A storage processing unit that executes a storage process for storing at least one of the owned quantity or the ownership period of a target medium consumed in the game; An awarding processing unit that executes an awarding process for awarding a reward related to the target medium when at least one of the owned quantity or the ownership period satisfies a predetermined condition set for the target medium; An information processing server comprising the above.
8. A saving process step for executing a saving process that stores at least one of the owned quantity or the ownership period of the target medium consumed in the game; An awarding process step for executing an awarding process of awarding a reward related to the target medium when at least one of the owned quantity or the ownership period satisfies a predetermined condition set for the target medium; An information processing method characterized in that a computer executes the steps.
9. A saving process step for executing a saving process that stores at least one of the owned quantity or the ownership period of the target medium consumed in the game; An awarding process step for executing an awarding process of awarding a reward related to the target medium when at least one of the owned quantity or the ownership period satisfies a predetermined condition set for the target medium; A program for causing a computer to execute the steps.
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