Game system and game program

JP2025096520A5Pending Publication Date: 2025-11-17SEGA CORP
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Patent Information

Application Number
JP2025065362
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-11
Publication Date
2025-11-17

AI Technical Summary

Technical Problem

Conventional game systems face challenges in generating profits as players can continue playing games using game value items obtained from game results, making the games essentially free.

Method used

A game device and program that differentiate between two types of game value items: one exchanged for economic value and another obtained based on game results. The system prioritizes the use of the first game value item over the second and allows the second item to be shared across different game software applications.

Benefits of technology

This solution helps to create a balanced revenue stream by ensuring that paid game value items are consumed first, while also allowing free game value items to be shared across multiple games, increasing player engagement and potential revenue.

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Abstract

To improve a structure that is difficult to generate a profit in such a case that a game can be continuously played by using a game value item obtained from a game result.SOLUTION: A game device 10 includes: storage means which stores quantities of a first game value item Mc that is exchanged with an economically-valuable object and a second game value item Mf that is given to a player on the basis of a result of a game; control means which executes the game by consuming at least one of the first game value item Mc and the second game value item Mf; and means which gives and receives information to / from an external server 50 that stores quantity information of the second game value item Mf. The control means gives and receives only the quantity information of the second game value item Mf in the storage means to / from the server 50.SELECTED DRAWING: Figure 6
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Description

Technical Field

[0001] The present invention relates to a game device and a game program.

Background Art

[0002] Conventionally, a service has been provided in which a virtual game hall is opened on a network and offered to players. Players who use the service use a terminal device to make necessary payments (including all payment forms established by the exchange of things embodying economic value, such as payment in cash, payment with medals, coins, tokens (substitute coins), electronic money, points issued by stores, etc., and credit payment), exchange them for items having game value (for example, virtual medals), and can play games with the terminal device in exchange for the game value items. (For example, see Patent Document 1). In games, there are those in which game value items are given to players based on the game results, such as in a slot machine. In such games, players can use the game value items obtained in the game to play further games.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the conventional service as described above, since there is no distinction between the game value items exchanged by the player with things embodying economic value and the game value items obtained based on the game results, the player can continue to play games using only the game value items obtained as a game result. Therefore, the game becomes free, and it has been difficult for those operating a virtual game hall to generate profits.

[0005] Therefore, an object of the present invention is to provide a game device and a game program that improve a profitless structure such as a case where a game can be continued using game value items acquired based on game results.

Means for Solving the Problems

[0006] In order to solve such problems, the present inventor has conducted various studies. Under the form of the conventional game providing service as described above, even if a player (service user) wants to try a new game software (application) or play it, if it is premised that the player pays money for the billing target and purchases game value items every time the software is different, this becomes a factor that hinders playing the game, and in fact, the incentive to actually play the game is reduced. In this regard, it is considered that there is a kind of barrier between different game softwares (applications). Under such circumstances, even if a new game is developed, it may take time to penetrate among service users, or in some cases, it may be buried before gaining popularity in the game market. From the perspective of the service provider operating a virtual game venue, such circumstances are considered to be one of the reasons for the situation where it is difficult to generate profits even if a new game is developed, and in some cases, it is even difficult to recover the investment required for development. Focusing on such circumstances and conducting repeated studies, the present inventor has obtained new findings leading to the solution of such problems.

[0007] The present invention is based on such findings, and is a game device for a player to play a game, storage means for storing the respective quantities of a first game value item exchanged for an economically valorized object and a second game value item given to the player based on the result of the game; control means for executing a game by consuming at least one of the first game value item and the second game value item; means for exchanging information with an external server storing quantity information of the second game value item. comprising The control means exchanges only the quantity information of the second game value item in the storage means with the server.

[0008] In the game apparatus according to the present invention, a plurality of types of game value items such as a first game value item and a second game value item are set. Among these, the first game value item is an item that can be exchanged for an economically valued object, and is given to the player, for example, by paying money, while the second game value item is an item given to the player based on the result of the game, and is set such that, for example, a quantity corresponding to the winning result during the game is given to the player. Regarding the execution of the game, it is possible to execute the game by consuming either the first or the second game value item. However, regarding the exchange of information with the external server, these first and second game value items are treated differently. That is, in the present invention, the control means exchanges the quantity information of the second game value item with the server, but does not exchange information regarding the first game value item. In this way, by the control means exchanging the quantity information regarding the second game value item with the server and synchronizing the quantity information, it becomes possible to implement the transfer (for example, deposit or withdrawal) of the second game value item with the server. Furthermore, if the same configuration is applied to another game software (application) so that the quantity information of the second game value item can be shared, it is possible to share the second game value item among these different game softwares (applications) on the premise that a predetermined condition is satisfied.

[0009] Also, like the present invention, by distinguishing and managing the first game value item exchanged for the economic value embodiment and the second game value item obtained by the player based on the game result as different from each other, it is possible to clarify the difference between the paid item (charged item) and the free item in the game using the game device. According to this, as a result, the player (user) can freely choose any of the game value items according to elements such as the usage frequency, convenience degree, and usage range of the game value items, and it also becomes possible to balance between these multiple types of game value items.

[0010] Furthermore, if the second game value item is shared among different game softwares (applications), even if the second game value item is a free item (an item that is not charged and can be obtained for free according to the game result), there will be a probability that ultimately leads to an increase in profit. That is, instead of forcing the player to pay for the items required for each different software, if the player can play the different game software (application) using the free shared item (the second game value item), there will be no factor that straddles two sides regarding charging, and it will be in a state where the barrier between different game softwares (applications) is removed. For the player (the side using the service), the opportunity to experience new game software will increase. If that happens, it can be expected to induce the experienced player to want to obtain another item (the first game value item) even if it is paid, and from the service provider's side, it can be expected that the opportunity for the player to actually purchase the item will increase.

[0011] In the game device as described above, when executing a game, the control means preferably determines the presence or absence of a first game value that can be used, and if there is, consumes the first game value item preferentially over the second game value item. When the player is playing while possessing both the first game value item and the second game value item, by preferentially consuming (using) the first game value item, the item (the first game value item) for which it is impossible to exchange quantity information with the server can be consumed first, and at an early stage, only the second game value item can be made to be in a state of being possessed.

[0012] Also, in the game device as described above, when the game software is started, it is preferable that the control means communicates with the server to synchronize the quantity information of the second game value item before consuming the first game value item.

[0013] Furthermore, in the game device as described above, after the control means communicates with the server to synchronize the quantity information of the second game value item, it is even more preferable that the control means notifies the player when there is quantity information of the second game value item available on the server.

[0014] Also, it is preferable that after recognizing the player's ID, the control means exchanges the quantity information of the second game value item corresponding to the ID with the server.

[0015] Also, in the display screen of the game device, it is preferable that the first game value item and the second game value item are distinguishable and displayed as different items.

[0016] Also, in the display screen of the game device, it is also preferable that the display area of the first game value item and the display area of the second game value item are distinguishable.

[0017] Furthermore, in the game device, it is also preferable that an upper limit is provided for the amount of the second game value item quantity information exchanged between the control means and the server.

[0018] In addition, the program according to the present invention causes a computer of a game device in which a player plays a game to store the respective quantities of the first game value item exchanged for the economically valued object and the second game value item given to the player based on the result of the game; execute a game by consuming at least one of the first game value item and the second game value item; exchange information with an external server storing the quantity information of the second game value item; exchange only the quantity information of the second game value item in the storage means with the server; and execute the above.

Advantages of the Invention

[0019] According to the present invention, it is possible to improve a structure that is difficult to generate profits as in the case where a game can be continued using game value items obtained based on game results.

Brief Description of the Drawings

[0020]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Embodiment for Carrying Out the Invention

[0021] Hereinafter, the configuration of the present invention will be described in detail based on an example of an embodiment shown in the drawings (see FIGS. 1 to 7).

[0022] FIG. 1 is a figure showing an example of the external shape of a game device 10 in the present embodiment. A typical example of the game device 10 is a mobile phone, but in addition to this, a game dedicated terminal or a general-purpose terminal, a mobile terminal capable of wireless connection to a network, or an electronic device equipped with a touch panel such as a tablet type terminal, a general-purpose device capable of playing a game while communicating using a network, etc. may also correspond to the game device in the present invention.

[0023] The game device 10 in the present embodiment includes a rectangular thin housing 11, and on one surface of the housing 11, a touch panel 12 is configured to occupy a large part (see FIG. 1). On the surface (front surface) on which the touch panel 12 is mounted, a receiver 13, a microphone 14, and hard buttons 15 are provided. In addition, external interfaces such as hard keys 16, speakers 18 (see FIG. 2), and audio output terminals 17 (see FIG. 2) are provided on the side surface and bottom surface of the game device 10. Further, a camera 30 (see FIG. 2) is provided on the back surface of the game device 10.

[0024] Figure 2 is a block diagram schematically showing the configuration of the game device 10 in the present embodiment. In addition to the above-described components, the game device 10 includes at least a mobile communication antenna 21, a mobile communication unit 22, a wireless LAN communication antenna 23, a wireless LAN communication unit 24, a storage unit 25, and a main control unit 26, and further includes a speaker 18, an external interface 32 including a camera 30 and a voice output terminal 17, etc.

[0025] The touch panel 12 has both the functions of a display device and an input device, and is composed of a display (display screen) 27 responsible for the display function and a touch sensor 28 responsible for the input function. The display 27 is composed of a general display device such as a liquid crystal display or an organic EL (Electro Luminescence) display. The touch sensor 28 is configured to include an element for detecting a contact operation disposed on the upper surface of the display 27 and a transparent operation surface laminated thereon. As the contact detection method of the touch sensor 28, any known method such as a capacitance type, a resistive film type (pressure sensitive type), or an electromagnetic induction type can be adopted.

[0026] The touch panel 12 as a display device displays a game image generated by the execution of a computer game program by the main control unit 26. The touch panel 12 as an input device accepts an operation input by detecting the movement of a contact object (including the player's finger, a touch pen, etc. Hereinafter, the case of "finger" will be described as a representative example) in contact with the operation surface, and gives the information of the contact position to the main control unit 26. The movement of the finger is detected as coordinate information indicating the position or area of the contact point, and the coordinate information is represented as coordinate values on two axes in the short side direction and the long side direction of the touch panel 12, for example.

[0027] The game device 10 is connected to a network (Internet) 40 through a mobile communication antenna 21 and a wireless LAN communication antenna 23, and can perform data communication with a management server 50 (see FIG. 2). The management server 50 functions as a hub of the game system, such as collecting play data (data related to games) such as games executed on the game device 10 via the network 40, accumulating and managing the play data. In the management server 50 of the present embodiment, various information such as the ID of each player (a code for identifying a system user), nickname, icon (icon selected by each player), access history, the number of game value items deposited, the game history of various games, the game situation during the game, various settings (settings common to the games), and further unique indicators (such as levels and experience values representing the proficiency of the game) are accumulated and managed.

[0028] In the present embodiment, when the game device 10 is connected to the network 40 and the management server 50, an online game system is constructed that can provide various games to the game device 10 online. In the online game system, by managing and providing play data corresponding to a plurality of types of game software (applications), it is possible to provide players with the enjoyment as if they were playing various games at a game center. The game software (application) may be installed in the game device 10, or the game function may be provided from a server (management server 50) online. As an example, hereinafter, the game content and the processing content during progress, etc. will be described while showing an online medal game using virtual medals (see FIGS. 3 to 7, etc.).

[0029] In the online game system including this game device 10, in addition to medals (hereinafter referred to as charged medals and denoted by the symbol Mc), which are paid game value items, free medals (hereinafter referred to as free medals and denoted by the symbol Mf), which are game value items given to players based on the results of games (for example, when winning at a slot machine), are set. In the present embodiment, among these two types of medals, for a specific medal (in the case of the present embodiment, the free medal Mf), it is possible to deposit it into the management server 50 and withdraw it from the server 50. Therefore, regarding the free medal Mf, the mode in which the medal can be deposited into and withdrawn from the management server 50 is just like an actual medal depositing machine (medal bank).

[0030] In addition, within the screen, it is preferable that these charged medals Mc and free medals Mf are displayed so as to be distinguishable from each other. By doing so, it is possible to make it easier for players to recognize the number of medals of each type held. The display means for making them distinguishable from each other may be, for example, changing the color scheme of both medals, or changing patterns or designs (see FIGS. 4 and 6). Also, it is preferable to divide the display area of the charged medal Mc and the display area of the free medal Mf, and display each medal within its respective display area (see FIGS. 4 and 6).

[0031] To start the game, first, when a player starts the software of the online medal game (as an example, application A of a game themed on a slot machine) on the game device 10 (step SP1), the player moves to the login screen so that the necessary login procedures can be performed (step SP2). After logging in, information specific to the player, such as the number of medals held, is displayed within the screen (touch panel 12) as necessary.

[0032] In the state after login, if the player does not possess free medals (when the number of medals deposited in the management server 50 is 0) (No in step SP3), the process proceeds to a screen where the purchase of paid medals is possible, enabling the player who wishes to make a purchase to complete the purchase procedure (step SP5). Note that the online medal game of this embodiment simulates the actual equipment (amusement machine) installed in a game center or the like, and is configured such that the player cannot play the game unless they possess either free medals Mf or paid medals Mc. If the player purchases paid medals Mc (step SP6), they can play the medal game (step SP7). During the game, if the slot combination is achieved, the bet wins, etc. (winning), the player can receive a refund of free medals Mf in an amount corresponding to the bet rate and the winning content (see FIGS. 4 and 6).

[0033] Note that the means for purchasing medals is not particularly limited, and in addition to credit card payments, payments can be made using medals, coins, tokens (substitute coins), electronic money, electronic settlements such as points issued by stores, etc. Any form of settlement that involves the exchange of objects embodying economic value can be used to enable medal purchases.

[0034] Also, if the player possesses free medals Mf (Yes in step SP3), the process proceeds to the medal withdrawal screen (see FIG. 4), enabling the player to withdraw the desired number of free medals Mf from those deposited in the management server 50 (step SP4). Here, this has been described as a procedure before the start of the game, but it is preferable that the player can perform the free medal Mf withdrawal procedure at any time during or after the game if they so desire. As an example, in the game device 10 of this embodiment, a "withdrawal" button is set on the screen (see FIG. 4), allowing the player to perform the free medal Mf withdrawal procedure at any time by operating the button.

[0035] A player who has withdrawn the free medal Mf deposited as described above can use the medal to play the game (step SP7). Although not shown in the figure, when the player's held medals are exhausted (or even before exhaustion), the player can withdraw the free medal Mf deposited in the management server 50, or can also purchase the paid medal Mc through a predetermined procedure.

[0036] In such a game device 10 and game system, when a player during the game is playing while holding both the paid medal Mc and the free medal Mf, the paid medal Mc may be preferentially consumed (used) (see FIG. 6). By doing so, the medal (paid medal Mc) that cannot be deposited into the management server 50 can be consumed first, and at an early stage, a state can be achieved in which only the free medal Mf that can be deposited is held. Also, from the perspective of the service provider operating the virtual game venue, there is an advantage that it is easy to improve the revenue by having the paid medal Mc that leads to direct revenue consumed first.

[0037] Incidentally, as a means for preferentially consuming the paid medal Mc, in a situation where a player in the game holds both the paid medal Mc and the free medal Mf, restricting the consumption (use) of the free medal Mf can be cited. In the present embodiment, when executing the game, it is determined whether the player has the paid medal Mc available at that time. If the player has the paid medal Mc, the consumption (use) of the free medal Mf is restricted so that the paid medal Mc is consumed preferentially over the free medal Mf. At this time, the main control unit 26 transmits and receives only the quantity information of the free medal Mf in the storage unit 25 to and from the management server 50, and by synchronizing the quantity information, it becomes possible to perform the transfer (for example, deposit and withdrawal) of the free medal Mf with the management server 50. Further, after the main control unit 26 communicates with the management server 50 to synchronize the quantity information of the free medal Mf, if there is quantity information of the free medal Mf available to the management server 50, the player is notified. The main means for notifying the player is mainly to display characters and images on the display 27, but other means or means combined with these, such as sound and vibration, may be adopted.

[0038] In addition, when imposing the consumption restriction as described here, it is preferable to display the fact on the screen so that the player can easily understand the restriction. For example, in the case of the game system of the present embodiment, the management server 50 that communicates with the game device 10 via the main control unit 26 distinguishes between the paid medal Mc and the free medal Mf in the game software (application) of the game device 10 and appropriately manages the number of each (see FIG. 6).

[0039] Next, an example of the processing at the end of the game is shown below (see FIGS. 5 and 6).

[0040] When the player ends the game (Yes at step SP8), if the player does not hold free medals Mf (No at step SP9), the game software (application) can be terminated as it is (step SP12). On the other hand, if the player holds free medals Mf (Yes at step SP9), the player can deposit the free medals Mf into the management server 50 according to the player's wish (Yes at step SP10). If the player does not wish to deposit the free medals Mf (No at step SP10), the game software (application) can be terminated as it is (step SP12). To put it simply, from the player's perspective, in the game system of this embodiment, the management server 50 is like a bank, and each game software (application) is like a wallet. If the player does not deposit the free medals Mf into the management server 50, the free medals Mf are held within each game software (application). However, if the player wants to transfer the free medals Mf to another game software (application), it is necessary to go through the management server 50 (so-called bank).

[0041] To deposit the free medals Mf into the management server 50, on the medal deposit screen (see Fig. 6), the player may instruct the deposit of the free medals Mf by clicking or tapping an icon or the like (step SP11). As a result, the quantity information of the free medals Mf that the player held is transmitted to the management server 50 and managed as data. For example, in the game system of this embodiment, when the deposit is instructed, the "number of medals in the app" (the number of free medals Mf that the player holds in the game software (application) that is running at that time) becomes 0, and the corresponding number is added to the "number of deposited medals" (see Fig. 6). After the completion of the procedure for depositing the free medals Mf, the game software (application) is terminated and a series of processes end (step SP12).

[0042] Here, the medal deposit procedure at the end of the game has been exemplified and described. However, during the game, it is preferable that the player can deposit free medals Mf at any time if desired. As an example, in the game device 10 of this embodiment, a "deposit" button is set on the screen (see FIG. 6), and the player can perform the free medal Mf deposit procedure at any time by operating the button.

[0043] Also, in the game system of this embodiment, when playing a game with game software for an online medal game different from the previous game software (application A) (for example, application B of a game themed on horse racing), it is possible to withdraw the deposited free medals Mf and play the game (see FIG. 7). That is, as described with reference to FIG. 3, after starting the game software (step SP1) and logging in (step SP2), by going through a predetermined free medal withdrawal procedure (step SP4), it is possible to play the online game using the held free medals Mf without purchasing the charged medals Mc (see FIG. 7 and the like).

[0044] As described above, according to the game device 10 and the game system of this embodiment, a predetermined game value item (in this embodiment, free medals Mf) can be made common or shared among a plurality of online medal game softwares. Therefore, although it is an online virtual game, the player can use the virtual free medals (game value items) Mf that they own to enjoy other online games as if they were taking out (carrying around) medals in a real game center and enjoying another medal game (see FIG. 6 and the like). Therefore, from the player's perspective, there is an advantage that it is possible to enjoy a plurality of online medal game softwares without purchasing the charged medals Mc. Also, it is possible to reuse medals as in a real game center, such as saving free medals Mf in one game and using the free medals Mf in another game to aim for a big win.

[0045] Moreover, such online medal games can be easily played at any time and anywhere, not just on actual machines (amusement machines) at game centers. Therefore, the ability to make the free medals Mf common or shared among multiple types of online medal games leads to further play of these online medal games for players, and provides an opportunity, expectation, and sense of security that the free medals Mf acquired and held can be used in other types of online medal games without being wasted. In other words, from the perspective of players, the commonality of the free medals Mf means that when playing multiple types of online medal games, it is as if they only need one wallet (or medal storage box) they possess. And the above ultimately leads to the incentive to try the new game using the held free medals Mf when a new online medal game is added to the lineup.

[0046] The above is recognized to have advantages also from the perspective of the service provider. That is, by distinguishing and managing the items (charged medals Mc) purchased by the player with money and the items (free medals Mf) acquired based on the game results, while balancing the paid and free aspects in the game, making the free medals Mf common or shared among multiple online medal game softwares will lower the hurdle (widen the gateway) for the player to access the game (especially new games or games that have not yet gained popularity, etc.). If the number of players increases due to this, the chance of the charged medals Mc being purchased will also increase, resulting in a probability of improved revenue. Also, if the number of players increases and leads to further acquisition of users through word-of-mouth, writing, etc., it can be expected to lead to a synergistic effect. Moreover, making the free medals Mf common or shared among the above online game systems also means that an infrastructure with some shared specifications (specifically, the management server 50 serving as the platform, etc.) is constructed. Thus, there is also an advantage that the types (contents) of game software can be increased relatively easily to meet the needs of players. Additionally, even if an item (for example, the charged medal Mc) is purchased through the online game system, if it is impossible to use the charged medal Mc in other game softwares due to system limitations, etc., by setting multiple types of game value items as in this embodiment and making any one of the items common or shared among game softwares, the movement of the item between game softwares (so to speak, taking it out to other game softwares) becomes possible.

[0047] Note that the above-described embodiments are merely preferred examples of the present invention and are not limited thereto. Various modifications can be made without departing from the gist of the present invention. For example, although not mentioned in the above-described embodiments, the number of free medals Mf that can be withdrawn per day from the management server 50 can be limited to a certain number (for example, 10,000 medals). This can suppress, within a certain range, an act (inflation act) of obtaining a large number of free medals Mf as a resource in a relatively easy game (such as an inflation app) among a lineup of multiple online games that can commonly use the free medals Mf and then using the resource to play other online games to the fullest extent.

[0048] Also, when there is a lineup of multiple online games that can commonly use the free medals Mf, the medal rate may be changed between different games. For example, when there are factors such as the difficulty level of the game, the amount of medal acquisition / consumption rate during the game, and the number of medals required for a predetermined event during the game, the medal rate, which is usually 1 to 1, can be varied according to these factors. As an application example, when the existence of the above-mentioned "inflation app" is recognized, it is conceivable to vary the medal rate in the inflation app. In fact, game software (applications) with a high rate are treated as so-called "rich content" with a large inflow and outflow of medals, while game software with a low rate tends to be a game that can be played by players for a long time. In this regard, enabling players (users) to select games according to the high or low rate in this way is expected to lead to an expansion and diversification of the ways of enjoying the game for players (users), and further to an expansion of the operational advantages for the service provider side.

[0049] Also, although not particularly illustrated, the management server 50 can also total the number of free medals Mf deposited by each player and display the top several players as a ranking. In this case, the ranking may be displayed on both the medal withdrawal screen (see FIGS. 4 and 7) and the medal deposit screen (see FIG. 6), or may be displayed before or after displaying these withdrawal screens and deposit screens. Displaying the ranking of the number of deposited medals in this way can serve as an incentive to acquire a large number of free medals Mf, and thus can be a material for increasing the number of players of the online medal game and the playing time (the time in contact with the online game).

[0050] Also, in the above-described embodiment, an online medal game that uses medals as game value items has been exemplified and described, but the application target of the present invention is not limited to this, and objects other than medals can be made common or shared among a plurality of online games as game value items.

[0051] Similarly, in the above-described embodiment, the case where the game value item is a paid medal Mc or a free medal Mf has been exemplified, but this is only a preferred example. The game value item may be other than medals (for example, something like "common lottery tickets" or "common item exchange tickets"). In short, it may be a first game value item exchangeable with an economically valued object and a second game value item given to the player based on the result of the game, and its specific examples are not particularly limited.

[0052] Also, although the online medal game using virtual medals has been described so far, when these online medal games simulate actual machines (game devices and amusement machines actually installed in a game center or the like), it is also possible to link them with these actual machines. This can be done, for example, when a game event is held at a game center or the like where actual machines are installed, by notifying the information of the event through the online game, transmitting location information including access information to the game center, streaming national ranking information on the actual machines, notifying information about the replacement of actual machines with new models or minor changes, or distributing coupons with discount privileges, etc., in the form of an information transmission medium or communication tool targeted at players and the like who are interested in the game (however, an aspect of actually linking the real medals used in the actual machines with the virtual medals online is excluded). Furthermore, regardless of whether it is linked with the actual machines, it is also possible to notify the event information through the online game when holding a common game event among multiple types of online game software sharing the management server 50.

Industrial Applicability

[0053] The present invention is suitable for application to a game that plays using a game value item.

Explanation of Signs

[0054] 10…Game device 11…Housing 12…Touch panel 13…Receiver 14…Microphone 15…Hard button 16…Hard key 17…Audio output terminal 18…Speaker 21…Mobile communication antenna 22…Mobile communication unit 23…Wireless LAN communication antenna 24…Wireless LAN communication unit 25…Memory unit (memory means) 26…Main control unit (control means) 27…Display 28…Touch sensor 30…Camera 32…External interface 40…Network (Internet) 50…Management server (server) Mc…Billing medal (first game value item) Mf…Free medal (second game value item)

Claims

1. An item management means for managing items owned by users who play a game, by distinguishing between paid items that are set as available for purchase and free items that are not set as available for purchase; a game execution means for executing a game configured to be playable by a user who owns only paid items, a user who owns only free items, and a user who owns both paid items and free items; an item consumption means for consuming only one of the items possessed by a user playing a game when the user possesses only paid items or only free items, and for consuming the paid items possessed by the user in preference to the free items when the user possesses both paid items and free items; A gaming system with.

2. The item management means manages new free items granted to a user as a result of playing a game as free items owned by the user, distinguishing them from paid items owned by the user. The game system according to claim 1 .

3. The item management means manages a new paid item purchased by a user as a paid item owned by the user, distinguishing it from free items owned by the user.

3. The game system according to claim 1 or 2.

4. The free item is an item that can be used across multiple games.

4. A game system according to claim 1.

5. The paid item is an item that cannot be used across multiple games.

5. A game system according to claim 1.

6. A computer, an item management means for managing items owned by a user who plays a game by distinguishing between paid items that are set as purchase targets and free items that are not set as purchase targets; a game execution means for executing a game configured so that it can be played by a user who owns only paid items, a user who owns only free items, and a user who owns both paid items and free items; an item consumption means for consuming only one of the items owned by a user playing a game when the user owns only paid items or only free items, and for consuming the paid items owned by the user in preference to the free items when the user owns both paid items and free items; A game program that functions as a

7. The item management means manages new free items granted to a user as a result of playing a game as free items owned by the user, distinguishing them from paid items owned by the user. The game program according to claim 6.

8. The item management means manages a new paid item purchased by a user as a paid item owned by the user, distinguishing it from free items owned by the user.

8. The game program according to claim 6 or 7.

9. The free item is an item that can be used across multiple games.

9. A game program according to claim 6.

10. The paid item is an item that cannot be used across multiple games.

10. A game system according to claim 6.