Program and information processing device

JP2025100964A5Pending Publication Date: 2026-01-21SEGA CORP
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Patent Information

Application Number
JP2025063873
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-08
Publication Date
2026-01-21

AI Technical Summary

Technical Problem

Players lose motivation to play games after acquiring all rewards within the expiration period of a reward path, leading to a decrease in engagement.

Method used

A program that grants points corresponding to a reward path during gameplay, allowing players to obtain rewards by consuming these points, and provides additional reward paths with non-overlapping validity periods, including special points that can be exchanged for normal points.

Benefits of technology

Motivates players to continue playing the game by offering new reward paths and incentives, even after acquiring all initial rewards, enhancing engagement and gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To motivate a player to further play a game during an effective period of a reward pass.SOLUTION: A program allows a computer to function as impartation means 52 imparting a point corresponding to a reward pass to a player by game play during an effective period of the reward pass by the player, and as acquisition means 54 for allowing a player to acquire a reward included in a reward pass by consuming points possessed by the player. The impartation means 52 determines whether a player acquires all the rewards included in a first reward pass, the impartation means 52 imparts points corresponding to a second reward pass to a player when the determination is affirmative and the player further plays a game during an effective period of the first reward pass, and the effective period of the second reward pass does not overlap with the effective period of the first reward pass.SELECTED DRAWING: Figure 4
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Description

Technical Field

[0001] The present invention relates to a program and an information processing apparatus.

[0002] Conventionally, there has been known a game in which a player who has acquired a reward path with an expiration period (season) or a reward (bonus) is given a reward included in the reward path according to the game play of the player.

[0003] Regarding this, Patent Document 1 discloses a technique for giving a reward (bonus) included in the reward path to a player who has played a game during the expiration period of the reward path.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in such a game, there has been a problem that a player who has acquired all the rewards included in the reward path within the expiration period or a player for whom all the rewards have become available loses the motivation to play the game further during the expiration period.

[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of motivating a player to play the game further during the expiration period of the reward path.

Means for Solving the Problems

[0007] In order to solve the above problems, the program according to the first aspect of the present invention is a program for executing a game that causes a player having a reward path to obtain the rewards included in the reward path, and causes a computer to, by game play during the valid period of the reward path by the player, function as a granting means for granting the player points corresponding to the reward path, and an obtaining means for causing the player to obtain the rewards included in the reward path by consuming the points held by the player. The granting means determines whether the player has obtained all the rewards included in the first reward path. When the determination is affirmative and the player plays the game further during the valid period of the first reward path, the granting means grants the player points corresponding to the second reward path, and the valid period of the second reward path does not overlap with the valid period of the first reward path.

[0008] Also, the program according to the second aspect of the present invention is a program for executing a game that causes a player having a reward path to obtain the rewards included in the reward path, and causes a computer to, by game play during the valid period of the reward path by the player, function as a granting means for granting the player points corresponding to the reward path, and an obtaining means for causing the player to obtain the rewards included in the reward path by consuming the points held by the player. The granting means determines whether the points corresponding to the first reward path granted to the player have reached the maximum value. When the determination is affirmative and the player plays the game further during the valid period of the first reward path, the granting means grants the player points corresponding to the second reward path, and the valid period of the second reward path does not overlap with the valid period of the first reward path.

[0009] Further, in the third aspect of the present invention, taking the said point as a normal point, when the determination is affirmative and the player plays the game further during the valid period of the first reward path, the giving means gives a special point to the player, and the special point can be exchanged for the normal point corresponding to the second reward path.

[0010] Further, in the fourth aspect of the present invention, the value of the special point is lower than that of the normal point corresponding to the second reward path.

[0011] Further, in the fifth aspect of the present invention, the value of the special point is higher than that of the normal point corresponding to the second reward path.

[0012] Further, in the sixth aspect of the present invention, the valid period of the second reward path is after the valid period of the first reward path.

[0013] Further, in the seventh aspect of the present invention, the second reward path is a reward path that the player has acquired in the past and that the player has not obtained all the rewards.

[0014] Further, in the eighth aspect of the present invention, the giving means gives the point corresponding to the reward path to the player based on the purchase procedure by the player.

[0015] Also, an information processing apparatus according to a ninth aspect of the present invention is an information processing apparatus that executes a game for causing a player having a reward path to acquire a reward included in the reward path, and by a game play during the validity period of the reward path by the player, giving means for giving points corresponding to the reward path to the player, and acquisition means for causing the player to acquire the reward included in the reward path by consuming the points held by the player, wherein the giving means determines whether the player has acquired all the rewards included in the first reward path, and when the determination is affirmative and the player plays the game further during the validity period of the first reward path, the giving means gives points corresponding to the second reward path to the player, and the validity period of the second reward path does not overlap with the validity period of the first reward path.

[0016] Also, an information processing apparatus according to a tenth aspect of the present invention is an information processing apparatus that executes a game for causing a player having a reward path to acquire a reward included in the reward path, and by a game play during the validity period of the reward path by the player, giving means for giving points corresponding to the reward path to the player, and acquisition means for causing the player to acquire the reward included in the reward path by consuming the points held by the player, wherein the giving means determines whether the points corresponding to the first reward path given to the player have reached the maximum value, and when the determination is affirmative and the player plays the game further during the validity period of the first reward path, the giving means gives points corresponding to the second reward path to the player, and the validity period of the second reward path does not overlap with the validity period of the first reward path.

Effect of the Invention

[0017] According to the present invention, it is possible to give a motivation for the player to play the game further during the validity period of the reward path.

Brief Description of the Drawings

[0018]

Figure 1

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Mode for Carrying Out the Invention

[0019] Hereinafter, a plurality of embodiments of the present invention will be described with reference to the accompanying drawings. For ease of understanding of the description, the same components and steps in each drawing are labeled with the same reference numerals as much as possible, and duplicate descriptions are omitted.

[0020] ---First Embodiment--- First, the first embodiment will be described.

[0021] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the first embodiment.

[0022] As shown in FIG. 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 communicably connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0023] The server device 10 is an information processing device that provides the execution result of a game obtained by executing the game program 14 or the game program 14 itself to the players of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal device 12.

[0024] Each terminal device 12 is an information processing device owned by each player, and after the game program 14 received from the server device 10 is installed, it provides a game to each player by executing the program. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0025] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.

[0026] As shown in FIG. 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 to include a CPU (Central Processing Unit) 22 and a memory 24.

[0027] In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24 or the storage device 28 or the like. Details of this functional means will be described later.

[0028] The communication device 26 is composed of a communication interface or the like for communicating with an external device. The communication device 26 transmits and receives various information to and from, for example, the terminal device 12.

[0029] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs, various information, and information on processing results necessary for the execution of processing in the control device 20, including the game program 14.

[0030] Note that the server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. Further, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can include other configurations generally provided in a server. Also, the hardware configuration of the plurality of terminal devices 12 can have the same configuration as the server device 10 except that it includes, for example, an operation means, a display device, and a sound output device.

[0031] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG. 1.

[0032] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0033] The main control unit 30 is configured to include a CPU, a memory, and the like. The main control unit 30 is connected to the touch panel 32 as a display input device, the camera 34, the mobile communication unit 36, the wireless LAN communication unit 38, the storage unit 40, and the speaker 42. And the main control unit 30 has a function of controlling these connection destinations.

[0034] The touch panel 32 has both a display function and an input function, and is composed of a display 32A responsible for the display function and a touch sensor 32B responsible for the input function. In the first embodiment, the display 32A can display a game image 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 with respect to the game image.

[0035] The camera 34 has a function of taking a still image and / or a moving image and saving it in the storage unit 40.

[0036] The mobile communication unit 36 is connected to the mobile communication network via an antenna 36A and has a function of communicating with other communication devices connected to the mobile communication network.

[0037] The wireless LAN communication unit 38 is connected to the communication network NT via an antenna 38A and has a function of communicating with other devices such as the server device 10 connected to the communication network NT.

[0038] The storage unit 40 stores various programs and various data such as a game program 14 and play data indicating the progress status of the game of the game program 14 and player information. Note that the play data may be stored in the server device 10.

[0039] The speaker 42 has a function of outputting game sounds and the like.

[0040] <Game overview> The game according to the first embodiment is not particularly limited as long as it is a game in which a player can obtain a reward path with an expiration period (season) and rewards (bonuses) set. This reward path may be referred to as a battle game path, a reward pack, a battle game pack, etc. For example, a player can obtain the reward path at any time during the expiration period of the reward path. In other words, a player cannot obtain the reward path outside the expiration period of the reward path. Note that a player may be able to obtain the reward path until a predetermined period (for example, one week) before the expiration date.

[0041] In the game according to the first embodiment, a player can obtain points (normal points) corresponding to the reward path by playing the game during the expiration period of the reward path. In other words, a player cannot obtain points (normal points) corresponding to the reward path by playing the game outside the expiration period of the reward path. Also, a player who has obtained all the rewards included in the reward path during the expiration period or a player for whom all the rewards have become obtainable can obtain special points by playing the game further during the expiration period of the reward path. In the first embodiment, a player can exchange special points for points (normal points) corresponding to the reward path regardless of the expiration period of the reward path and can obtain the rewards included in the reward path. For example, when the expiration period of the first reward path has passed and the expiration period of the second reward path has started, a player can exchange special points for points (normal points) corresponding to the second reward path. Also, a player can exchange special points for points (normal points) corresponding to the second reward path whose expiration period has passed during the expiration period of the first reward path.

[0042] The reward passes according to the first embodiment include, for example, two types: a free reward pass (free pass) and a paid reward pass (paid pass). The free reward pass can be obtained, for example, by a player logging in to the game, achieving missions, etc. Note that the normal reward pass may also be obtained unconditionally. The paid reward pass can be obtained, for example, by direct billing, purchasing with in-game currency, or granting benefits such as monthly billing. This in-game currency includes paid currency and free currency. The paid currency is, for example, currency content granted to the player based on payments such as money, prepaid cards, credit cards, electronic money, cryptocurrency, etc. Examples of paid currency include charged items (paid items), charged coins (paid coins), etc. Examples of free currency include non-charged items (free items), non-charged coins (free coins), etc. The free currency is currency content granted to the player by game execution. Examples of this game execution include a player logging in to the game, clearing a game (quests and challenges), achieving missions, etc. In the first embodiment, the paid currency and the free currency can be consumed without distinction. Note that in the first embodiment, a player can play the game even in a state where they have not obtained (do not have) a reward pass.

[0043] The rewards included in the reward pass according to the first embodiment include various contents such as characters that can be set as a player, costumes (skins) that can be worn on the player character, emotes that can be set for the player character, and free currency (e.g., free coins). Parameters for favorably advancing the game (e.g., attack power, defense power, etc.) may or may not be set for this character or costume. In the first embodiment, the validity period (season) of the reward path is from a predetermined start date to a predetermined end date (for example, from the 1st of each month to the end of the month). In other words, the validity period of the reward path is common to each player. In the game according to the first embodiment, every time the validity period of the reward path elapses, a new reward path (a reward path with a different validity period or rewards set) becomes available for acquisition.

[0044] For example, the game (quest) according to the first embodiment is a battle game in which a player character corresponding to the player acts (moves, attacks, etc.) on the field (game space) in response to the player operating (giving instructions to) the touch panel 32. Examples of this game include cooperative games in which a plurality (two or more) of player characters forming a team cooperate. This game is, for example, a game in which four player characters forming a team cooperate to battle against enemy characters or enemy teams. This game ends, for example, when the player's player character is defeated (rendered immobile), when the player's team is completely destroyed (when all player characters within the team are rendered immobile), or when the game (quest) is cleared (when all enemy characters on the field are rendered immobile).

[0045] Also, in the game according to the first embodiment, points (ordinary points) corresponding to the reward path are given to the player according to the player's gameplay. These points are sometimes referred to as stars. Examples of gameplay in which these points are given include clearing the game (quest), defeating enemy characters, obtaining items (weapons, ammunition, food, etc.) on the field, recovering or reviving friendly characters of the team, surviving for a long time since the start of the game, reaching landmarks on the field, and so on. For example, in the game according to the first embodiment, the player can obtain experience points corresponding to the reward path through gameplay during the validity period of the reward path. Here, the player level corresponding to the reward path increases as the experience points increase. In the first embodiment, each time the player level corresponding to the reward path increases, the player is given points (normal points) corresponding to the reward path. For example, the experience points that can be obtained by playing the game increase as the difficulty level of the game play is higher. For example, when the player clears a game (quest), the player can obtain 100 experience points. Also, for example, when the player defeats an enemy character, the player can obtain 5 experience points.

[0046] In the game according to the first embodiment, the player can obtain the rewards included in the acquired reward path by consuming the points corresponding to the acquired reward path. For example, consumption points are set for each of the rewards included in the reward path. In the first embodiment, for example, the player selects one acquired reward path from the reward path list menu screen. Subsequently, the player arbitrarily selects one or more rewards from the rewards included in the one reward path. Then, the player can obtain the selected reward by consuming the consumption points set for each of the selected rewards from the points (normal points) corresponding to the one reward path. Note that in the first embodiment, the player can obtain the rewards included in the reward path whose expiration date has passed.

[0047] <Functional means> FIG. 4 is a block diagram schematically showing an example of the functional means of the server device 10.

[0048] As shown in FIG. 4, the server device 10 includes, as a functional configuration, a storage means 50, a granting means 52, an acquisition means 54, and a control means 56. The storage means 50 is realized by one or a plurality of 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. Note that all or part of these functional configurations may be provided in the terminal device 12.

[0049] The storage means 50 is a functional means for storing player information 50A, reward path information 50B, and the like.

[0050] Player information 50A is stored in association with the player ID of each player for each player. This player information 50A includes, for example, the name, age, owned content information, acquired path information, number of special points, etc. of the player.

[0051] The owned content information includes the quantity of game currency (paid currency and free currency) owned by the player, the characters, costumes, emotes, etc. owned.

[0052] The acquired path information is stored in association with the reward path ID of the reward path acquired (owned) by the player. The acquired path information includes, for example, the acquired experience value, player level, held point number, given point number, acquired reward information. The acquired experience value includes the experience value (cumulative value) acquired by the player through game play (such as clearing the game) during the validity period of the reward path. The player level is a value that increases each time the acquired experience value reaches a predetermined value. The held point number includes the points (ordinary points) held by the player. Points are given each time the player level increases and are consumed when the player acquires the rewards included in the reward path. The given point number includes the cumulative number of points (ordinary points) given to the player. The acquired reward information includes the reward IDs of the rewards that have been acquired and the reward IDs of the rewards that have not been acquired among the rewards included in the reward path for the player.

[0053] The number of special points includes the special points held by the player. The details of this special point will be described later.

[0054] Reward path information 50B is stored in association with the reward path ID of each reward path for each reward path. The reward path information 50B includes, for example, the type, acquisition conditions, reward information, validity period, maximum point value, etc.

[0055] The type includes information (e.g., a flag) indicating a free reward pass or a paid reward pass.

[0056] The acquisition conditions include the conditions for acquiring a reward pass. For example, the acquisition conditions for a free reward pass include "logging in during the validity period". Also, for example, the acquisition conditions for a paid reward pass include "purchase with 1000 in-game currency".

[0057] The reward information is stored in association with the reward ID for each reward included in the reward pass. The reward information includes, for example, an identifier of the reward (content ID) and consumption points. The consumption points include the number of points (required) to be consumed to obtain the reward. For example, the consumption points for a costume, which is a reward included in the reward pass, are 5 points. Also, for example, the consumption points for 5 in-game currency (free currency), which is a reward included in the reward pass, are 3 points.

[0058] The validity period includes a start date and an end date. For example, the validity period of a certain reward pass is from January 1, 2023 to January 31, 2023.

[0059] The maximum point value includes the number of normal points required to obtain all the rewards included in the reward pass. For example, the maximum point value of a certain reward pass is 300.

[0060] The awarding means 52 is a functional means for awarding experience points and points to a player who has acquired (owns) a reward pass. In the first embodiment, the awarding means 52 awards (causes to be acquired) the experience points corresponding to the reward pass to the player by the player's game play (quest play) during the validity period of the reward pass.

[0061] In addition, the awarding means 52 awards the player with points (normal points) corresponding to the reward path through gameplay during the valid period of the reward path by the player. In other words, the awarding means 52 does not award the player with points (normal points) corresponding to the reward path during gameplay outside the valid period of the reward path. For example, the awarding means 52 awards the player with normal points corresponding to the reward path every time the player level increases by 1 as the experience value corresponding to the reward path increases. Specifically, the awarding means 52 increases the number of held points of the acquisition path information corresponding to the reward path by 5 points every time the player level increases by 1. Note that the awarding means 52 may award points (normal points) to the player even when the player has not acquired (does not have) the reward path. In this case, for example, the player can consume the awarded points (normal points) by acquiring the reward path.

[0062] In addition, the awarding means 52 determines (first determination) whether the player has obtained all the rewards included in the first reward path. For example, the awarding means 52 refers to the acquired reward information of the acquisition path information in the player information 50A to determine whether the player has obtained all the rewards included in the first reward path.

[0063] In addition, the awarding means 52 determines (second determination) whether the points (normal points) corresponding to the first reward path awarded to the player have reached the maximum value. For example, the awarding means 52 refers to the number of awarded points of the acquisition path information in the player information 50A and the maximum number of points of the reward path information 50B to determine whether the points (normal points) corresponding to the first reward path awarded to the player have reached the maximum value.

[0064] Also, when the determination is affirmative and the player plays the game further during the valid period of the first reward path, the awarding means 52 awards the player points (ordinary points) corresponding to a second reward path different from the first reward path. For example, when the determination is affirmative and the player level corresponding to the player's first reward path has increased, the awarding means 52 awards the player points (ordinary points) corresponding to the second reward path. Specifically, every time the player level corresponding to the player's first reward path increases by 1, the awarding means 52 increases the number of held points of the acquisition path information corresponding to the second reward path by 5 points.

[0065] In the first embodiment, the valid period of the second reward path does not overlap with the valid period of the first reward path. For example, the valid period of the second reward path is after the valid period of the first reward path. Specifically, the valid period of the first reward path is from January 1, 2023 to January 31, 2023, while the valid period of the second reward path is from February 1, 2023 to February 28, 2023. For example, the second reward path is an unacquired reward path that the player can acquire in the future.

[0066] Also, for example, the valid period of the second reward path is before the valid period of the first reward path. Specifically, the valid period of the first reward path is from February 1, 2023 to February 28, 2023, while the valid period of the second reward path is from January 1, 2023 to January 31, 2023. Also, for example, the second reward path is a reward path that the player has acquired in the past and for which the player has not obtained all the rewards. For example, this second reward path is a reward path in which the reward ID of the unobtained reward is stored in the acquired reward information of the acquisition path information in the player information 50A.

[0067] In addition, when the granting means 52 affirms the determination (first determination or second determination) and the player plays the game further during the valid period of the first reward path, special points may be granted to the player. For example, when the granting means 52 affirms the determination and the player level corresponding to the player's first reward path has increased, the granting means 52 grants special points to the player. For example, when the player level has increased by 1, the granting means 52 increases the number of special points in the player information 50A by 5 points.

[0068] The special points can be exchanged for, for example, the normal points corresponding to the second reward path. For example, when the second reward path is specified by the player and the exchange amount of the special points is specified on the reward path list menu screen, the granting means 52 exchanges the special points for the normal points corresponding to the second reward path. Specifically, when the granting means 52 subtracts 5 from the number of special points in the player information 50A, it increases the number of held points in the acquisition path information corresponding to the player's second reward path by 5. In the first embodiment, this exchange can be executed at any timing.

[0069] Also, the special points may be of lower value than the normal points corresponding to the second reward path. For example, when the granting means 52 exchanges the special points for the normal points corresponding to the second reward path, it subtracts 2 from the number of special points in the player information 50A and increases the number of held points in the acquisition path information corresponding to the second reward path by 1.

[0070] Also, the special points may be of higher value than the normal points corresponding to the second reward path. For example, when the granting means 52 exchanges the special points for the normal points corresponding to the second reward path, it subtracts 1 from the number of special points in the player information 50A and increases the number of held points in the acquisition path information corresponding to the second reward path by 2.

[0071] In addition, the awarding means 52 awards points (ordinary points) corresponding to the reward path to the player based on the purchase procedure by the player. For example, when there is an instruction (request) from the player to consume game currency (e.g., 50 pieces) to purchase points, the awarding means 52 awards points (e.g., 10 points) corresponding to the reward path during the valid period acquired by the player to the player. Note that the awarding means 52 may be configured to allow only the purchase of points corresponding to the reward path during the valid period, or may allow the purchase of points corresponding to the reward path outside the valid period. Further, the awarding means 52 may be configured to allow the purchase of special points.

[0072] The acquisition means 54 is a functional means for causing the player to acquire a reward. In the first embodiment, the acquisition means 54 causes the player to acquire the rewards included in the reward path by consuming the points (ordinary points) corresponding to the reward path held by the player. For example, when one or more rewards are arbitrarily selected from the rewards included in the reward path by the player, the acquisition means 54 causes the player to acquire the selected rewards. Specifically, the acquisition means 54 consumes the consumption points set for each of the selected rewards from the ordinary points of the acquisition path information in the player information 50A to cause the player to acquire the selected rewards.

[0073] The control means 56 is a functional means for controlling the entire game. In the first embodiment, the control means 56 causes the player to acquire a reward path (free reward path or paid reward path).

[0074] In addition, the control means 56 causes the player character corresponding to the player to act in response to an operation by the player on the touch panel 32. In the first embodiment, the control means 56 sequentially detects a game play in which experience points or points (ordinary points) corresponding to the reward path are awarded by the awarding means 52 in the game (quest).

[0075] In addition, the control means 56 increases the player level corresponding to the reward path according to the experience value corresponding to the reward path given to the player by the giving means 52. For example, the control means 56 increases the player level corresponding to the reward path by 1 each time the experience value (acquisition experience value of the acquisition path information) corresponding to the reward path increases by 100.

[0076] <Flow of point giving process> FIG. 5 is a flowchart showing an example of the flow of a process of giving normal points or special points to a player in the game system 1 according to the first embodiment. In addition, the following step processes are started, for example, at the timing when the game (quest) in which the player participated ends during the valid period of the first reward path. Note that the order and content of the following steps can be changed as appropriate.

[0077] (Step SP10) The giving means 52 gives the player the experience value corresponding to the first reward path. For example, the giving means 52 gives an amount of experience value corresponding to the game play (e.g., clearing the game, defeating enemy characters, etc.) detected during the game by the control means 56. Specifically, the giving means 52 updates (increases) the acquisition experience value of the acquisition path information in the player information 50A. Then, the process proceeds to the process of step SP12.

[0078] (Step SP12) The control means 56 updates (increases) the player level corresponding to the first reward path according to the experience value corresponding to the first reward path given in step SP10. Specifically, the control means 56 increases the player level corresponding to the first reward path by 1 each time the experience value (acquisition experience value of the acquisition path information) corresponding to the first reward path increases by 100. Subsequently, the control means 56 determines whether the player level corresponding to the first reward path has increased compared to before. If the determination is affirmative, the process proceeds to the process of step SP14. On the other hand, if the determination is negative, the series of processes shown in FIG. 5 ends.

[0079] (Step SP14) The control means 56 determines whether the player has acquired the first reward path during the valid period. For example, the control means 56 refers to the acquired path information of the player information 50A and the valid period of the reward path information 50B to determine whether the player has acquired the first reward path. If the determination is affirmative, the process proceeds to the process of step SP16. On the other hand, if the determination is negative, the process ends the series of processes shown in FIG. 5.

[0080] (Step SP16) The granting means 52 determines whether the player has acquired all the rewards included in the first reward path. For example, the granting means 52 refers to the acquired reward information of the acquired path information in the player information 50A to determine whether the player has acquired all the rewards. If the determination is affirmative, the process proceeds to the process of step SP20. On the other hand, if the determination is negative, the process proceeds to the process of step SP18.

[0081] (Step SP18) The granting means 52 grants normal points to the player. For example, the granting means 52 grants 5 normal points every time the player level corresponding to the first reward path increases by 1 (level up). Specifically, the granting means 52 increases the number of held points and the number of granted points of the acquired path information in the player information 50A by the amount of the grant. Subsequently, the control means 56 causes the normal point granting screen to be displayed on the touch panel 32.

[0082] FIG. 6 is a diagram showing an example of the normal point granting screen 60 according to the first embodiment.

[0083] As shown in FIG. 6, the normal point granting screen 60 is provided with a normal point granting information area 62 and a confirmation button 64. The normal point granting information area 62 shows the normal points and the like granted to the player. The confirmation button 64 is a button for giving an instruction to transition from the normal point awarding screen 60 to the main menu screen.

[0084] Then, the process ends the series of processes shown in FIG. 5.

[0085] (Step SP20) The awarding means 52 awards special points to the player. For example, every time the player level corresponding to the first reward path increases by 1 (level up), the awarding means 52 awards 5 special points. Specifically, the awarding means 52 increases the number of special points in the player information 50A by the amount of the award. Subsequently, the control means 56 causes the special point awarding screen to be displayed on the touch panel 32.

[0086] FIG. 7 is a diagram showing an example of the special point awarding screen 70 according to the first embodiment.

[0087] As shown in FIG. 7, the special point awarding screen 70 is provided with a special point awarding information area 72 and a confirmation button 74. In the special point awarding information area 72, special points and the like awarded to the player are represented. The confirmation button 74 is a button for giving an instruction to transition from the special point awarding screen 70 to the main menu screen.

[0088] Then, the process ends the series of processes shown in FIG. 5.

[0089] <Flow of point exchange process> FIG. 8 is a flowchart showing an example of the flow of a process of exchanging special points for normal points in the game system 1 according to the first embodiment. Further, the processes of the following steps are started, for example, at the timing when the second reward path is selected by the player from the list menu screen of the reward paths. Note that the order and content of the following steps can be changed as appropriate.

[0090] (Step SP30) The control means 56 causes the touch panel 32 to display a reward path screen regarding the second reward path selected by the player.

[0091] FIG. 9 is a diagram showing an example of the reward path screen 80 according to the first embodiment.

[0092] As shown in FIG. 9, the reward path screen 80 is provided with a reward information area 82, an acquisition button 84, a special point information area 86, an exchange button 88, and a return button 89. The reward information area 82 shows the normal points corresponding to the second reward path held by the player, the names of each reward included in the reward path, the consumption points, and the like. The acquisition button 84 is provided in association with each reward included in the second reward path. The acquisition button 84 is a button for instructing to acquire the reward by consuming the consumption points set for the reward from the normal points held by the player. For example, when the normal points corresponding to the second reward path held by the player are less than the consumption points set for the corresponding reward, the acquisition button 84 is shown in a display mode (for example, grayed out) in which the instruction cannot be performed. The special point information area 86 shows the special points held by the player. The exchange button 88 is a button for instructing to transition to an exchange screen for exchanging the special points held by the player for the normal points corresponding to the second reward path. The return button 89 is a button for instructing to transition from the reward path screen 80 to the list menu screen of the reward paths.

[0093] Returning to FIG. 8, the process proceeds to the process of step SP32.

[0094] (Step SP32) The control means 56 determines whether an instruction is given to transition to an exchange screen for exchanging special points for normal points corresponding to the second reward path. For example, when the exchange button is pressed on the reward path screen, the control means 56 affirms the determination. And when the determination is affirmed, the process proceeds to the process of step SP34. On the other hand, when the determination is negative, the process ends the series of processes shown in FIG. 8.

[0095] (Step SP34) The control means 56 causes the touch panel 32 to display an exchange screen for exchanging special points for normal points corresponding to the second reward path.

[0096] FIG. 10 is a diagram showing an example of the exchange screen 90 according to the first embodiment.

[0097] As shown in FIG. 10, the exchange screen 90 is provided with an exchange information area 92, an exchange amount input field 94, an exchange execution button 96, and a return button 98. The exchange information area 92 represents that the player's held special points are exchanged for normal points corresponding to the second reward path. The exchange amount input field 94 is an input field for the player to input the quantity of special points to be exchanged for normal points. The exchange execution button 96 is a button for giving an instruction to exchange special points for normal points. The return button 98 is a button for giving an instruction to transition from the exchange screen 90 to the reward path screen regarding the second reward path.

[0098] Returning to FIG. 8, the process proceeds to the process of step SP36.

[0099] (Step SP36) The control means 56 determines whether an exchange instruction to exchange special points for normal points corresponding to the second reward path has been issued. For example, when a quantity that is 1 or more and less than or equal to the number of special points held is input in the exchange quantity input field on the exchange screen and the exchange execution button is pressed, the control means 56 affirms the determination. And when the determination is an affirmative determination, the process proceeds to the process of step SP38. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP30.

[0100] (Step SP38) The granting means 52 exchanges the special points held by the player for normal points corresponding to the second reward path. For example, when 8 is input in the exchange quantity input field, the granting means 52 subtracts 8 from the special points held by the player and increases the number of points held in the acquisition path information corresponding to the second reward path by 8. And the process ends the series of processes shown in FIG. 8.

[0101] <Flow of reward acquisition process> FIG. 11 is a flowchart showing an example of the flow of a process for causing a player having a reward path in the game system 1 according to the first embodiment to acquire a reward included in the reward path. Also, the processes of the following steps are started, for example, at the timing when the second reward path is selected by the player from the reward path list menu screen. Note that the order and content of the following steps can be changed as appropriate.

[0102] (Step SP40) The control means 56 causes the touch panel 32 to display a reward path screen regarding the second reward path selected by the player. This reward path screen is the same as FIG. 9. And the process proceeds to the process of step SP42.

[0103] (Step SP42) The control means 56 determines whether an acquisition instruction to acquire the reward included in the second reward path has been given. For example, when the acquisition button is pressed on the reward path screen related to the second reward path, the control means 56 affirms the determination. And when the determination is an affirmative determination, the process proceeds to the process of step SP44. On the other hand, when the determination is a negative determination, the process ends the series of processes shown in FIG. 11.

[0104] (Step SP44) The acquisition means 54 consumes the consumption points set for the reward corresponding to the acquisition button pressed in step SP42 from the normal points corresponding to the second reward path held by the player. For example, the acquisition means 54 refers to the consumption points of the reward information in the reward path information 50B and consumes the consumption points set for the reward from the number of held points of the acquired path information in the player information 50A. And the process proceeds to the process of step SP46.

[0105] (Step SP46) The acquisition means 54 causes the player to acquire the reward corresponding to the acquisition button pressed in step SP42. For example, the acquisition means 54 stores the reward in the owned content information of the player information 50A. Subsequently, the control means 56 causes an acquisition screen to be displayed on the touch panel 32.

[0106] FIG. 12 is a diagram showing an example of the acquisition screen 100 according to the first embodiment.

[0107] As shown in FIG. 12, the acquisition screen 100 is provided with an acquisition information area 102 and a confirmation button 104. The acquisition information area 102 represents the reward acquired by the player. The confirmation button 104 is a button for giving an instruction to transition from the acquisition screen 100 to the reward path screen related to the second reward path.

[0108] And the process ends the series of processes shown in FIG. 11.

[0109] <Effect> As described above, in the first embodiment, there is provided a program for executing a game that causes a player having a reward path to acquire the rewards included in the reward path. The computer functions as giving means 52 that gives points corresponding to the reward path to the player by means of game play during the valid period of the reward path by the player, and acquisition means 54 that causes the player to acquire the rewards included in the reward path by consuming the points corresponding to the reward path held by the player. The giving means 52 determines whether or not the player has acquired all the rewards included in the first reward path. When the determination is affirmative and the player plays the game further during the valid period of the first reward path, the giving means 52 gives points corresponding to the second reward path to the player. The valid period of the second reward path does not overlap with the valid period of the first reward path.

[0110] According to this configuration, even when all the rewards included in the first reward path have been acquired, points corresponding to the second reward path whose valid period does not overlap with that of the first reward path are given. Therefore, it is possible to motivate the player to play the game further during the valid period of the reward path (first reward path).

[0111] Also, in the first embodiment, there is provided a program for executing a game that causes a player having a reward path to acquire the rewards included in the reward path. The computer functions as giving means 52 that gives points corresponding to the reward path to the player by means of game play during the valid period of the reward path by the player, and acquisition means 54 that causes the player to acquire the rewards included in the reward path by consuming the points corresponding to the reward path held by the player. The giving means 52 determines whether or not the points corresponding to the first reward path given to the player have reached the maximum value. When the determination is affirmative and the player plays the game further during the valid period of the first reward path, the giving means 52 gives points corresponding to the second reward path to the player. The valid period of the second reward path does not overlap with the valid period of the first reward path.

[0112] According to this configuration, even when the points corresponding to the first reward path given to the player reach the maximum value, points corresponding to a second reward path whose validity period does not overlap with that of the first reward path are given. Therefore, it is possible to give the player an incentive to play the game further during the validity period of the reward path (first reward path).

[0113] Also, in the first embodiment, the points are normal points, and when the determination is affirmative and the player plays the game further during the validity period of the first reward path, the giving means 52 gives special points to the player, and the special points can be exchanged for the normal points corresponding to the second reward path.

[0114] According to this configuration, since special points that can be exchanged for the normal points corresponding to the second reward path are given, it is possible to give the player an incentive to play the game further during the validity period of the first reward path.

[0115] Also, in the first embodiment, the special points are less valuable than the normal points corresponding to the second reward path.

[0116] According to this configuration, since the special points are less valuable than the normal points corresponding to the second reward path, it is possible to give the player an incentive to play the game even during the validity period of the second reward path.

[0117] Also, in the first embodiment, the special points are more valuable than the normal points corresponding to the second reward path.

[0118] According to this configuration, since the special points are more valuable than the normal points corresponding to the second reward path, it is possible to give the player an incentive to obtain the special points during the validity period of the first reward path.

[0119] Also, in the first embodiment, the valid period of the second reward path is after the valid period of the first reward path.

[0120] According to this configuration, the player can obtain the rewards included in the second reward path ahead of other players during the valid period of the second reward path. Therefore, it is possible to motivate the player to acquire the second reward path and to motivate the player to play the game during the valid period of the second reward path.

[0121] Also, in the first embodiment, the second reward path is a reward path that the player has acquired in the past and for which the player has not obtained all the rewards.

[0122] According to this configuration, the player can obtain the points (normal points) corresponding to the second reward path acquired in the past and can obtain the remaining rewards included in the second reward path. Therefore, it is possible to motivate the player to play the game further during the valid period of the reward path (first reward path).

[0123] Also, in the first embodiment, the granting means 52 grants the points corresponding to the reward path to the player based on the purchase procedure by the player.

[0124] According to this configuration, even when the player cannot obtain points by playing the game, the player can purchase points. Therefore, even a player who is inexperienced in playing the game can obtain rewards in the same way as other players. ---Second Embodiment--- Next, the second embodiment will be described.

[0125] The second embodiment is different from the first embodiment in that the acquisition means 54 causes the player to obtain rewards according to the player level corresponding to the reward path. Note that the configuration and functions of the game system 1 according to the second embodiment not described below are the same as the configuration and functions of the game system 1 according to the first embodiment.

[0126] In the second embodiment, the reward information in the reward path information 50B includes an identifier (content ID) of the reward corresponding to each player level. For example, the reward information includes an identifier of the reward corresponding to each player level from the initial value (e.g., 1) to the maximum value (e.g., 50) of the player level corresponding to the reward path.

[0127] In the second embodiment, the acquisition means 54 causes the player to acquire the rewards included in the reward path according to the player level corresponding to the reward path. For example, when the player level corresponding to the reward path increases, the acquisition means 54 refers to the reward information of the reward path information 50B and causes the player to acquire the rewards corresponding to each player level up to the increased player level. For example, when the player level increases from 1 to 3, the acquisition means 54 causes the player to acquire the reward corresponding to the player level 2 and the reward corresponding to the player level 3. Note that the acquisition means 54 may automatically cause the player to acquire the reward corresponding to the player level, or may cause the player to acquire the reward designated by the player from among a plurality of rewards corresponding to the player level. Further, the acquisition means 54 can cause the player to acquire the rewards included in the reward path (second reward path) whose expiration date has passed.

[0128] In the second embodiment, the control means 56 increases the player level corresponding to the second reward path when the player has acquired all the rewards included in the first reward path and the player has played the game further during the valid period of the first reward path. In other words, the control means 56 refers to the reward information of the reward path information 50B and determines whether the player level corresponding to the first reward path has reached the maximum value. Subsequently, when the determination is affirmative and the player has played the game further during the valid period of the first reward path, the control means 56 increases the player level corresponding to the second reward path. For example, when the player has obtained all the rewards included in the first reward path (when the player level corresponding to the first reward path has reached the maximum value), and when the player plays the game further during the valid period of the first reward path, the experience value corresponding to the second reward path is given to the player. Then, every time the experience value (acquisition path information acquisition experience value) corresponding to the second reward path increases by 100, the control means 56 increases the player level corresponding to the second reward path by 1. The valid period of this second reward path does not overlap with, for example, the valid period of the first reward path. For example, the valid period of the second reward path is after the valid period of the first reward path. Also, for example, the valid period of the second reward path is before the valid period of the first reward path.

[0129] Further, when the control means 56 increases the player level corresponding to the second reward path, it gives preference to the game play during the valid period of the second reward path over the game play during the valid period of the first reward path. For example, when the player has obtained all the rewards included in the first reward path, and when the player plays the game further during the valid period of the first reward path, every time the experience value corresponding to the second reward path increases by 200, the control means 56 increases the player level corresponding to the second reward path by 1.

[0130] Also, when the control means 56 increases the player level corresponding to the second reward path, it gives preference to the game play during the valid period of the first reward path over the game play during the valid period of the second reward path. For example, when the player has obtained all the rewards included in the first reward path, and when the player plays the game further during the valid period of the first reward path, every time the experience value corresponding to the second reward path increases by 50, the control means 56 increases the player level corresponding to the second reward path by 1.

[0131] In addition, the control means 56 raises the player level corresponding to the reward path based on the purchase procedure by the player. For example, when there is an instruction (request) from the player to consume game currency (e.g., 50 pieces) to raise the player level corresponding to the reward path by 1, the control means 56 raises the player level corresponding to the reward path during the valid period acquired by the player by 1. Note that the control means 56 may make it possible to raise the player level corresponding only to the reward path during the valid period by purchase, or may make it possible to raise the player level corresponding to the reward path outside the valid period by purchase.

[0132] <Flow of processing> FIG. 13 is a flowchart showing an example of the flow of processing performed by each functional means in the game system 1 according to the second embodiment. Further, the processing of the following steps is started, for example, at the timing when a game (quest) in which a player having the first reward path participates ends during the valid period of the first reward path. Note that the order and content of the following steps can be changed as appropriate.

[0133] (Step SP50) The awarding means 52 determines whether or not the player has acquired all the rewards included in the first reward path. For example, the awarding means 52 refers to the acquired reward information of the acquired path information in the player information 50A to determine whether or not the player has acquired all the rewards. If the determination is an affirmative determination, the processing proceeds to the processing of step SP58. On the other hand, if the determination is a negative determination, the processing proceeds to the processing of step SP52.

[0134] (Step SP52) The awarding means 52 awards the player with experience points corresponding to the first reward path. For example, the awarding means 52 awards an amount of experience points corresponding to the game play detected during the game by the control means 56. Then, the processing proceeds to the processing of step SP54.

[0135] (Step SP54) The control means 56 updates (increases) the player level corresponding to the first reward path according to the experience value corresponding to the first reward path given in step SP52. Subsequently, the control means 56 determines whether the player level corresponding to the first reward path has increased compared to before. If the determination is affirmative, the process proceeds to the process of step SP56. On the other hand, if the determination is negative, the process ends the series of processes shown in FIG. 13.

[0136] (Step SP56) The acquisition means 54 causes the player to acquire the rewards included in the first reward path according to the player level corresponding to the first reward path that has increased in step SP54. For example, the acquisition means 54 refers to the reward information in the reward path information 50B and causes the player to acquire the rewards corresponding to each player level up to the increased player level. Subsequently, the control means 56 causes the first acquisition screen to be displayed on the touch panel 32.

[0137] FIG. 14 is a diagram showing an example of the first acquisition screen 110 according to the second embodiment.

[0138] As shown in FIG. 14, the first acquisition screen 110 is provided with an acquisition information area 112 and a confirmation button 114. The acquisition information area 112 shows the increased player level corresponding to the first reward path and the rewards acquired by the player. The confirmation button 114 is a button for giving an instruction to transition from the acquisition screen 110 to the main menu screen.

[0139] Then, the process ends the series of processes shown in FIG. 13.

[0140] (Step SP58) The awarding means 52 awards the player with experience points corresponding to the second reward path. For example, the awarding means 52 awards an amount of experience points according to the game play detected during the game by the control means 56. This second reward path is, for example, a reward path whose validity period has expired and is a reward path that the player has acquired in the past. Then, the process proceeds to the process of step SP60.

[0141] (Step SP60) The control means 56 updates (increases) the player level corresponding to the second reward path according to the experience points corresponding to the second reward path awarded in step SP58. Subsequently, the control means 56 determines whether the player level corresponding to the second reward path has increased compared to before. If the determination is affirmative, the process proceeds to the process of step SP62. On the other hand, if the determination is negative, the process ends the series of processes shown in FIG. 13.

[0142] (Step SP62) The acquisition means 54 causes the player to acquire the rewards included in the second reward path according to the player level corresponding to the second reward path that has increased in step SP60. For example, the acquisition means 54 refers to the reward information of the reward path information 50B and causes the player to acquire the rewards corresponding to each player level up to the increased player level. Subsequently, the control means 56 causes the second acquisition screen to be displayed on the touch panel 32.

[0143] FIG. 15 is a diagram showing an example of the second acquisition screen 120 according to the second embodiment.

[0144] As shown in FIG. 15, the second acquisition screen 120 is provided with an acquisition information area 122 and a confirmation button 124. The acquisition information area 122 shows the increased player level corresponding to the second reward path and the rewards acquired by the player.

[0145] Then, the process ends the series of processes shown in FIG. 13.

[0146] <Effect>

[0147]

[0148]

[0149]

[0150] Also, in the second embodiment, when the control means 56 raises the player level corresponding to the second reward path, it gives preference to the gameplay during the valid period of the second reward path over the gameplay during the valid period of the first reward path.

[0151] According to this configuration, since the gameplay during the valid period of the second reward path is given preference over the gameplay during the valid period of the first reward path, it is possible to motivate the player to play the game even during the valid period of the second reward path.

[0152] Also, in the second embodiment, when the control means 56 raises the player level corresponding to the second reward path, it gives preference to the gameplay during the valid period of the first reward path over the gameplay during the valid period of the second reward path.

[0153] According to this configuration, since the gameplay during the valid period of the first reward path is given preference over the gameplay during the valid period of the second reward path, it is possible to further motivate the player to play the game during the valid period of the first reward path.

[0154] Also, in the second embodiment, the valid period of the second reward path is after the valid period of the first reward path.

[0155] According to this configuration, the player can obtain the rewards included in the second reward path ahead of other players during the valid period of the second reward path. Therefore, it is possible to motivate the player to acquire the second reward path and to play the game during the valid period of the second reward path.

[0156] Also, in the second embodiment, the second reward path is a reward path that the player has acquired in the past and for which the player has not obtained all the rewards.

[0157] According to this configuration, the player can raise the player level corresponding to the second reward path acquired in the past and obtain the remaining rewards included in the second reward path. Therefore, it is possible to further motivate the player to play the game during the validity period of the reward path (the first reward path).

[0158] Also, in the second embodiment, the control means 56 raises the player level corresponding to the reward path based on the purchase procedure by the player.

[0159] According to this configuration, even when the player cannot raise the player level by game play, the player can raise the player level by purchase. Therefore, even a player with inexperienced game play can obtain rewards in the same way as other players.

[0160] ---Modification Example--- Note that the present invention is not limited to the above specific examples. That is, those obtained by appropriately making design changes to the above specific examples by those skilled in the art are also included in the scope of the present invention as long as they have the features of the present invention. In addition, each element included in the above-described embodiment and the modification example described later can be combined as long as it is technically possible, and those obtained by combining these are also included in the scope of the present invention as long as they include the features of the present invention.

[0161] For example, in the first embodiment, the giving means 52 has been described as giving experience points or points by game play, but the experience points or points given to the player by game play may be decreased. Examples of this game play include cheating behavior and nuisance behavior to other players. Similarly, the control means 56 may lower the player level corresponding to the reward path.

[0162] Also, in the first embodiment, the validity period of the reward path has been described as being from a predetermined start date to a predetermined end date (for example, from the 1st of each month to the end of the month), but it may be a fixed period (for example, one month or two months, etc.) from the acquisition date of the reward path by the player.

[0163] In the first embodiment, the rewards included in the reward path have been described as being costumes (skins), emotes, etc., but may also be special missions, special quests, etc. for which special rewards can be obtained.

[0164] In the first embodiment, the awarding means 52 has been described as exchanging special points for points corresponding to the reward path (normal points) according to the player's exchange instruction. However, each time the player obtains special points, they may be automatically exchanged for points corresponding to the reward path (normal points) preset by the player. Note that the special points may be exchangeable for points corresponding to a reward path that the player has not acquired (normal points). For example, the control means 56 may cause the player to acquire the reward path by consuming a predetermined number (e.g., 10 points) of special points.

[0165] In the first embodiment, it has been described that consumption points are set for each reward included in the reward information. However, acquisition conditions other than consumption points may be provided for the rewards included in the reward path. Examples of such acquisition conditions include the player level being equal to or higher than a predetermined value, or having acquired a predetermined number or more of other rewards.

[0166] In the second embodiment, the acquisition means 54 has been described as causing the player to acquire a reward according to the player level corresponding to the reward path. However, the player may be caused to acquire a reward according to the tier (level) or rank corresponding to the reward path that increases as the player level increases.

[0167] In the first and second embodiments, it has been described that the expiration periods of the first reward path and the second reward path do not overlap, but they may partially or entirely overlap.

Explanation of Reference Numerals

[0168] 10... Server device 12... Terminal device 50… Memory means 52… Providing means 54… Acquisition means 56… Control means

Claims

[Claim 1] A program for executing a game that allows a player who has a reward pass to acquire a reward included in the reward pass, Computer, a rewarding means for granting points corresponding to the reward pass to the player based on the player's game play during the validity period of the reward pass; an acquisition means for allowing the player to acquire the reward included in the reward pass by consuming the points held by the player; It functions as the granting means determines whether the player has acquired all the rewards included in the first reward pass; the granting means, when the determination is affirmative and the player further plays the game during the validity period of the first reward pass, grants points corresponding to the second reward pass to the player; the validity period of the second reward pass does not overlap with the validity period of the first reward pass; program.