Information processing method, information processing system, and program
The method enhances user engagement in game systems by using out-of-game currency considerations and dynamic item presentation to incentivize purchases, addressing the lack of engagement in existing systems.
Patent Information
- Application Number
- JP2025068311
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-17
- Publication Date
- 2025-07-11
AI Technical Summary
Existing game systems lack effective methods to enhance user engagement and promote the consumption of virtual currency through varied and interesting experiences.
An information processing method that acquires item and purchase information, changes item presentation based on user purchase history, and utilizes out-of-game currency considerations to incentivize purchases, including special items and normal items with dynamic pricing and presentation.
Enhances user engagement by promoting the use of out-of-game currency, making purchases more appealing and reducing resistance, thereby increasing user interest and satisfaction.
Smart Images

Figure 2025106092000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to an information processing method, an information processing system, and a program.
Background Art
[0002] Patent Document 1 discloses a technique that aims to provide a game system, a virtual currency processing system, a program, etc. that can effectively promote the consumption of virtual currency.
[0003] The game system disclosed in Patent Document 1 includes a game processing unit that performs game processing for a user to play a game, a purchase processing unit that performs processing for a user to purchase virtual currency, a management unit that manages purchase information of the virtual currency purchased by the user in association with user information, and a shop processing unit that performs setting processing of a virtual shop in which the user can obtain game items by consuming the purchased virtual currency. The shop processing unit causes a special shop different from a normal shop to appear as a shop based on the purchase information of the user's virtual currency.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, there is still room for improvement in the above technology.
[0006] In view of the above circumstances, the present disclosure aims to provide, for example, a more excellent technology.
Means for Solving the Problems
[0007] According to one aspect of the present disclosure, an information processing method executed by an information processing system is provided. This information processing method includes the following steps. In the acquisition step, item information regarding a first item that can be used in a game and presented to a user, and purchase information regarding a purchase process previously executed by the user are acquired. The purchase process includes a process for granting a first item designated to the user based on the user's designation. The item information includes information regarding the consideration required from the user to execute the purchase process, and the consideration is defined by an out-of-game currency that is a currency circulating outside the game. In the change step, the item information presented to the user is changed based on the purchase information.
[0008] According to the present disclosure, it is possible to provide a highly interesting experience for the user.
Brief Description of the Drawings
[0009]
Figure 1
Figure 2
Figure 3
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Figure 10
Embodiment for Carrying Out the Invention
[0010] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various characteristic matters shown in the following embodiments can be combined with each other.
[0011] By the way, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium readable by a computer, may be provided so as to be downloadable from an external server, or may be provided so that the program is started on an external computer and its function is realized on a client terminal (so-called cloud computing).
[0012] Also, in this embodiment, the “unit” may include, for example, a combination of hardware resources implemented by a circuit in a broad sense and information processing of software that can be specifically realized by these hardware resources. Also, in this embodiment, various information is handled, and these information are represented, for example, by physical values of signal values representing voltage and current, the high and low of signal values as a set of binary bits composed of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation can be executed on a circuit in a broad sense.
[0013] In addition, a circuit in a broad sense is a circuit realized by appropriately combining at least a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), programmable logic devices (for example, a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0014] 1. Description of the game FIG. 1 is a block diagram showing the hardware configuration of the information processing system 1 according to the present embodiment. In the information processing system 1 shown in FIG. 1, an information processing apparatus 2 and a plurality of game apparatuses 3 are communicably connected to each other via a communication network 11, and a game is executed in the game apparatus 3. That is, the information processing system 1 consists of at least one device.
[0015] The game according to the present embodiment is an online game executed in the information processing system 1. In this game, a user of the game apparatus 3 moves one or a plurality of player characters in a virtual game space, or makes the player characters fight against enemy characters that are non-player characters. Also, a character is an example of an object.
[0016] The game as described above is executed using a game apparatus 3 which is an electronic device such as a home game machine like PlayStation (registered trademark), a portable game machine like Nintendo Switch (registered trademark), or a personal computer, a smartphone, a tablet terminal, etc.
[0017] 2. Outline of the information processing system 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing apparatus 2 and a plurality of game apparatuses 3. The information processing apparatus 2 stores a game program and game data, and manages the game data (for each of the following account information) of the game apparatus 3. The information processing apparatus 2 is configured by, for example, a server. Each of the plurality of game apparatuses 3 has the same configuration as each other. In the present embodiment, a system is composed of one or more apparatuses or components. Therefore, for example, the information processing apparatus 2 or the game apparatus 3 alone described later can also be an example of the information processing system 1.
[0018] The game apparatus 3 executes a predetermined game based on a user's operation. For this purpose, the game apparatus 3 receives (specifically, downloads and installs) a game program and game data from the information processing apparatus 2 via the communication network 11. Account information including identification information and a password is assigned to each user in association with the game apparatus 3. This account information is transmitted from the game apparatus 3 to the information processing apparatus 2 at the time of login and is used for user authentication in the information processing apparatus 2.
[0019] After user authentication, mutual communication between the information processing apparatus 2 and the game apparatus 3 becomes possible. After login, when the game apparatus 3 receives data necessary for game progress (data regarding the game progress situation) from the information processing apparatus 2, the game apparatus 3 outputs a game image and sound to the display 4a and the speaker 4b based on the user's operation and progresses the game.
[0020] 2.1 Hardware Configuration Hereinafter, with reference to FIG. 1, each hardware configuration of the information processing system 1 will be described.
[0021] <Information Processing Apparatus 2> As shown in FIG. 1, the information processing apparatus 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0022] The communication unit 21 is a so-called network interface that is communicably connected to each game device 3 via a communication network 11 such as the Internet and a LAN. The main information received by the information processing device 2 via the communication unit 21 includes download request information for a game program, a gacha lottery request according to a user's operation, a quest execution request, a request for execution / termination of auto-play, account information, game data, and the like. The main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information regarding the game medium obtained in the gacha, and the like.
[0023] The storage unit 22 is composed of an HDD (Hard Disk Drive), a RAM (Random Access Memory), a ROM (Read Only Memory), an SSD (Solid State Drive), and the like. The storage unit 22 stores various programs including a part of the game program according to the present embodiment, various data related to the game, and the like.
[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. In the user DB, for each identification number of a user who plays the game, information such as a user name, a user rank, status information regarding a player character operated by the user, the amount of consumable media available in the virtual game space, and information regarding parameters is stored in association. The lottery list is used for a lottery process generally called gacha and includes a plurality of pieces of information regarding game media to be selected. In the lottery list, information regarding the game media (name, ability parameters, rarity, level, etc.) and the selection ratio by the lottery are associated. The ability parameters include, for example, combat power, HP, attack power, defense power, wisdom, or speed when the game media is a player character.
[0025] The control unit 23 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the information processing apparatus 2 which is the own device. In particular, the control unit 23 realizes various functions related to the information processing apparatus 2 which is the own device by reading a predetermined program stored in the storage unit 22. That is, the information processing by software stored in the storage unit 22 is specifically realized by the control unit 23 which is an example of hardware, whereby each functional unit described later can be executed. Note that the control unit 23 is not limited to being single, and may be implemented to have a plurality of control units 23 for each function. Or a combination thereof may also be possible.
[0026] Examples of the information processing executed by the control unit 23 include, for example, billing settlement processing, user account authentication processing, gacha lottery selection processing, etc. The billing settlement processing is executed based on a billing request necessary for restoring, for example, parameters during a game by a predetermined amount. The user account authentication processing is executed using, for example, the identification information of the user received from the game device 3. The gacha lottery selection processing is a process of selecting one or more game media by lottery from among the lottery lists based on the selection probability for each game medium in accordance with a gacha lottery request. According to the gacha lottery selection processing, information regarding the selected game medium and the identification information of the user who performed the operation that is the transmission source of the lottery request are associated in the user DB, whereby the user is given the game medium that won as a result of performing the gacha by himself / herself.
[0027] Here, to further supplement the above, the "game medium" refers to electronic data representing elements related to the game, including the name of the character used as the player character, items (weapons, armor, tools, etc.) used by the player character within the virtual game space, and the like. The user can obtain the game medium through direct purchase by charging, clearing quests, or by a lottery method called "gacha". The obtained game medium is stored and managed in the user DB in association with the identification information of the user who has come to own the game medium. Further, "gacha" is a method in which the information processing device 2 selects an arbitrary game medium by lottery from a lottery list based on a predetermined selection ratio. The arbitrarily selected game medium is given to the user's game device 3. "Granting the game medium selected by gacha to the user / the user owns it" is synonymous with "associating / being associated with the identification information indicating the user with the game medium selected in the lottery process".
[0028] <Game device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphic processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphic processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0029] The communication unit 31 is a so-called network interface that is communicably connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. The main information received by the game device 3 via the communication unit 31 includes account information, download request information for new game data, gacha execution requests, quest execution requests, and the like. The main information transmitted by the game device 3 via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information regarding the game medium selected by the lottery process, and the like.
[0030] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 which is the own device, user information, etc. Note that the user information is at least part of the information of the user DB stored in the storage unit 22 of the information processing device 2. The user DB manages the master of the user information, and the storage unit 32 of the game device 3 stores at least part of this master information distributed from the information processing device 2.
[0031] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3 which is the own device. In particular, the control unit 33 realizes various functions related to the game device 3 which is the own device by reading a predetermined program stored in the storage unit 32. That is, the information processing by software stored in the storage unit 32 is specifically realized by the control unit 33 which is an example of hardware, so that each functional unit described later can be executed. Note that the control unit 33 is not limited to being single, and may be implemented to have a plurality of control units 33 for each function. Or a combination thereof may be used.
[0032] In particular, the control unit 33 is configured to execute a game according to the operation of the input device 4c by the user of the game device 3 which is the own device. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or uses the data received from the information processing device 2 to generate two-dimensional or three-dimensional game image information. When the game image information is processed by the graphic processing unit 34a, the processed game image is sequentially displayed on the display 4a. In other words, in executing the game, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b according to the operation of the user of the game device 3 which is the own device.
[0033] The graphic processing unit 34a draws a game image including various objects related to characters and the virtual game space in video format according to the game image information output from the control unit 33. The graphic processing unit 34a is connected to a display 4a which is, for example, of the liquid crystal type, and the game image drawn in video format is displayed on the display 4a as a game screen. The audio processing unit 34b is connected to a speaker 4b, and when it reproduces and synthesizes game sounds according to the instructions of the control unit 33, it outputs this from the speaker 4b. The operation unit 34c is connected to an input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs an operation signal to the game device 3 by operating the input device 4c. Note that the input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, and the like.
[0034] 2.2 Functional Configuration Subsequently, with reference to FIG. 2, each functional configuration in the information processing apparatus 2 of the information processing system 1 will be described.
[0035] FIG. 2 is a block diagram showing the functional configuration of the information processing apparatus 2 according to the present embodiment. As shown in FIG. 2, the control unit 23 (processor) functions as an acquisition unit 231, a modification unit 232, and a presentation unit 233 by executing various programs stored in the storage unit 22. That is, the information processing by software stored in the storage unit 22 is specifically realized by the control unit 23 which is an example of hardware, and thus can be executed as each functional unit included in the control unit 23.
[0036] The acquisition unit 231 is configured to acquire various information and inputs as an acquisition step. For example, the acquisition unit 231 acquires information such as user information IF1 and inputs of participation requests from the user from the storage unit 22 of the information processing apparatus 2, or acquires them from the game device 3 or other external devices via the communication network 11. In the present embodiment, it is described that various information received by the acquisition unit 231 is stored in the storage unit 22.
[0037] The change unit 232 is configured to change, as a change step, a mode of presenting various information based on predetermined change conditions or the like.
[0038] As a list presentation step, the presentation unit 233 presents various information to the user by causing the display 4a of the game device 3 to display various information stored in the storage unit 22 or the storage unit 32 or a screen or the like including these in a visually recognizable manner. Specifically, the presentation unit 233 may generate visual information itself generated in a manner that can be visually recognized by a human, such as a screen, an image (for example, a still image or a moving image), an icon, text, etc., or may generate rendering information for displaying visual information on the display 4a, and transmit this to the game device 3 via the communication network 11.
[0039] 3. Outline of Information Processing In this section, an outline of the flow of the information processing method executed by the information processing system 1 will be described. FIG. 3 is an activity diagram showing an outline of the information processing executed by the information processing system 1. The results of the processing in each activity included in the information processing described below can be output in a manner recognizable by the user using the display 4a of the game device 3 or the like as appropriate. Note that the information processing may include any exception processing not shown. Exception processing includes interruption of the information processing and omission of each process. The selection or input performed in the information processing may be based on the user's operation or may be automatically performed without depending on the user's operation.
[0040] [Activity A1] First, in activity A1, acquisition unit 231 acquires user information IF1 regarding the user of the game and associated user information IF3 regarding other users associated with the user information IF1. The acquisition of the user information IF1 and the like is performed as a login process to information processing system 1 by the user. For example, the user information IF1 and the associated user information IF3 are stored in storage unit 22 and the like as user data D1 to be described later, and include at least purchase information.
[0041] The purchase information is information regarding purchase processing previously performed by the user. The purchase processing is processing for granting a specified item based on the user's specification. Control unit 23 can grant an item to user information IF1 by consuming in-game currency or out-of-game currency to be described later according to a preset consideration through the purchase processing. Therefore, it can be said that the purchase information is also information including the item purchase history by the user.
[0042] The item is configured to be usable in the game and includes a normal item as the first item and a special item as the second item. The normal item of the present embodiment is an item presented to the user regardless of the purchase information. Specifically, the normal item of the present embodiment is configured such that the execution of the purchase processing is permitted for all users. According to such a configuration, it becomes easier for the user to discriminate the changed content of the item information IF2 of the normal item from the state before the change, so that the purchase processing using more out-of-game currency can be more preferably promoted. It can also be said that the execution of the purchase processing for the normal item is permitted regardless of the purchase information. Note that an upper limit value may be set for the number of purchases and the purchasable quantity of the normal item.
[0043] The special item is configured such that the execution of the purchase process of the special item is permitted when a predetermined acceptance condition is satisfied. The acceptance condition is appropriately set based on various information such as, for example, the progress of the game, the time of the game, the real time, and the purchase information. In the present embodiment, the acceptance condition includes that the real time is within a predetermined period. Thereby, the special item functions as a time-limited item. In other words, the purchase process includes a process for granting a first item designated to the user based on the user's designation and a process for granting a special item designated to the user based on the user's designation.
[0044] The information regarding these items is stored in the item information IF2. In other words, the item information IF2 includes information regarding normal items and information regarding special items different from the normal items. The item information IF2 is stored in various storage devices such as the storage unit 22 and the storage unit 32, and is configured to be appropriately referable by the control unit 23 and the like. The item information IF2 is configured to be presentable to the user via the display 4a and the like. In the present embodiment, each of the information regarding the items included in the item information IF2 includes at least price information and information regarding change conditions.
[0045] Consideration information is information regarding the consideration required from a user to execute a purchase process, and the consideration is defined by currency outside the game. The currency outside the game is not limited to within the game and is a currency configured to be circulable outside the game. The currency outside the game includes, for example, currency authenticated by a predetermined external institution such as a central bank, or cryptographic assets (virtual currencies) guaranteed using a distributed ledger system such as a blockchain. The currency authenticated by an external institution is not limited to banknotes or currency guaranteed by a central bank, and can be any currency that has the property of being exchangeable for goods or services in the real world or a virtual space outside the game, such as regional currencies approved by local governments or points used for cashless payments by various companies. Also, the currency is not limited to being settled by physical transactions and may be settled by credit transactions using a credit card or the like.
[0046] Note that the consideration information may be configured to be definable by in-game currency. In-game currency is information that functions as a currency that circulates only within the game and is consumed as consideration when an item is given to user information IF1. The in-game currency is configured to be non-convertible to the above-mentioned currency outside the game. In other words, the item information IF2 may include, for each item, a consideration defined by currency outside the game and a consideration defined by in-game currency.
[0047] The change condition is defined by a reference parameter that is a parameter to be determined for the change condition and a determination value or numerical range that is a condition satisfied by the reference parameter, and is stored, for example, in the above-mentioned item information IF2. The change unit 232 determines that the change condition is satisfied when the reference parameter reaches the determination value or when the reference parameter is included in the numerical range.
[0048] The related user information IF3 includes related purchase information, which is information (purchase information) regarding purchase processes executed by related users in the past, similar to the user information IF1. Regarding the specific configurations of the related user information IF3 and the related purchase information, it is the same as the user information IF1 and the purchase information, taking into account that they are information regarding different users, and thus the description thereof is omitted. That is, the acquisition unit 231 acquires, as an acquisition step, purchase information (related purchase information) regarding purchase processes executed by related users in the past, which are different from the user. The user information (related user information IF3) of the related user is associated with the user information IF1 of the user.
[0049] [Activity A2] Next, in Activity A2, the control unit 23 causes the display 4a to display the menu screen IM1 and generates at least a normal shop request according to the user's operation. The normal shop request is a command requesting a transition to a normal shop that can present a normal item as a first item. In the present embodiment, when a predetermined allowable condition is satisfied, the control unit 23 further generates an offer shop request according to the user's operation. The offer shop request is a command requesting a transition to an offer shop that can present special items. The allowable condition may be set based on information unrelated to the user information IF1, such as time and probability, or may be set based on the user information IF1, such as purchase information. In the present embodiment, the allowable condition is set to be satisfied when the current time is within a predetermined period, whereby the offer shop becomes a so-called time-limited shop that can be accessed only during a certain period. The details of the menu screen IM1 will be described later.
[0050] [Activity A3] When the acquisition unit 231 acquires a normal shop request based on an operation by the user, the process proceeds to activity A3, and the control unit 23 causes the selection screen IM2 to be displayed on the display 4a and acquires a designation of a purchase method. The selection screen IM2 is configured to accept selections regarding the purchase method of items. In the present embodiment, the selection screen IM2 is configured to be able to specify, as the purchase method of items, a purchase method using in-game currency and a purchase method using out-of-game currency. In response to a user operation on the selection screen IM2, the acquisition unit 231 acquires a specification of in-game currency or a specification of out-of-game currency as the purchase method. Details of the selection screen IM2 will be described later.
[0051] [Activity A4] When the acquisition unit 231 acquires a specification of out-of-game currency in activity A3, the process proceeds to activity A4, and the control unit 23 executes a determination process for determining whether or not the change conditions are satisfied based on the user information IF1 and the item information IF2. The determination process is a process of determining whether or not the change conditions set in the item information IF2 described above are satisfied. In the present embodiment, the determination process is performed for each item (specifically, a normal item) for which the change conditions are set. Also, the determination process is performed individually for each user. Therefore, the control unit 23 further determines whether or not the change conditions are satisfied for another related user different from the user.
[0052] [Activity A5] If it is determined that the change condition is satisfied as a result of the determination process, the process proceeds to activity A5, and the change unit 232 executes the change process and determines the change mode of the item information IF2 presented to the user in activity A6 described later based on the purchase information. The specific mode of the change process is arbitrary, but for example, the change unit 232 determines a target item that is at least one of the normal items based on the purchase information, and changes information on the target item in the item information IF2 presented to the user. According to this configuration, the target item is more likely to attract the user's attention due to the change of the item information based on the user's purchase of an item using the non-game currency. Therefore, the purchase process of the non-game currency can be more suitably promoted. In other words, the target item is an item that is changed by the change process. The method of determining the target item is arbitrary, but for example, the change unit 232 determines the target item based on the target consideration and the consideration of the normal item. The target consideration is one of the considerations for the purchase process executed for the user. According to this configuration, a normal item with an appropriate consideration according to the user's financial resources is determined as the target item. Therefore, the user's resistance to the purchase process of the non-game currency can be reduced, and the interest of the game can be improved. The target consideration is, for example, the maximum value of the consideration for the purchase process executed for the user in a predetermined period. Hereinafter, for convenience of explanation, the maximum value of the consideration for the purchase process executed for the user in a predetermined period may be referred to as the "maximum purchase consideration". In this case, the change unit 232 determines at least one of the normal items that require a consideration greater than the maximum purchase consideration (maximum value) as the target item. With this configuration, it is possible to promote the user's desire to purchase an item that requires a consideration greater than the normal item purchased in the past, and to promote a new user experience in the game. The maximum purchase consideration is, for example, defined by the maximum value of the individual considerations of the items granted to the user by the purchase process. Note that the maximum value of the consideration for the purchase process may be the total value of the considerations of the items granted to the user information IF1 by one purchase process.
[0053] In this embodiment, when the related purchase information satisfies the change condition, the change unit 232 further determines the change mode of the item information IF2 presented to a user different from the related user. In other words, the change unit 232 further changes the item information presented to the user based on the related purchase information. According to such a configuration, the purchase information (related purchase information) of the related user related to the user is reflected in the user's item information IF2. Therefore, it is possible to further reduce the sense of resistance to the user's purchase process. The change mode of the item information IF2 is arbitrary. For example, it is preferable that the display mode of the item information IF2 is changed so that the change mode based on the purchase information of the user himself / herself to whom the item information IF2 is presented is emphasized and preferentially displayed compared to the change mode based on the related purchase information. Such a priority order of the display mode can be set based on, for example, the position, size, display order, etc. of the area corresponding to the item in the image. When the related purchase information satisfies the change condition, the change unit 232 may change the display mode of the item information IF2 presented to the corresponding related user in the same manner as the display mode of the item information IF2 of the above user.
[0054] Note that the control unit 23 may change the price reduction of the item included in the item information IF2 or the like based on the above change condition or another condition different from the change condition. In this case, the change unit 232 determines whether the change condition is satisfied using the price before the change, and performs a change process according to the determination result. In other words, when the purchase process is performed when the price is temporarily changed, the change unit 232 changes the item information based on the price before the change. According to such a configuration, it is possible to suppress the complication of control associated with the change in price.
[0055] After the above change process, the process proceeds to activity A6. If it is determined as a result of the determination process that there are no change conditions to be satisfied, the process of activity A5 above is omitted, and the process proceeds to activity A6. Also, when the acquisition unit 231 acquires the designation of in-game currency in activity A3, the processes of activity A4 and activity A5 above are omitted, and the process proceeds to activity A6.
[0056] [Activity A6] In activity A6, the presentation unit 233 causes the display 4a to display the normal shop screen IM3. Thereby, the presentation unit 233 presents the item information IF2 to the user via the normal shop screen IM3. In the present embodiment, the presentation unit 233 causes the normal shop screen IM3 to be displayed so as to include visual information in a form in which normal items included in the item information IF2 can be listed. Depending on the presence or absence of the change process and the content of the change process, the display mode of the item information IF2 in the normal shop screen IM3 is different. Thereby, the item information IF2 presented to the user based on the purchase information is changed. The change mode of the item information IF2 is arbitrary. For example, the change unit 232 changes the presentation mode of the target item in the visual information. According to such a configuration, since it becomes easier for the user to visually discriminate the target item from among the normal items, it is possible to promote the user to purchase the target item. The content of the normal shop screen IM3 and specific examples of its change mode will be described later.
[0057] [Activity A7] Next, in activity A7, the acquisition unit 231 acquires a command for the item purchase process performed by the user. Thereby, the item (here, one of the normal items) given to the user information IF1 by the purchase process is specified.
[0058] [Activity A8] Next, in activity A8, the control unit 23 executes a purchase process based on a purchase process command and item information IF2. As a result, the control unit 23 assigns the item specified in activity A7 to the user information IF1. The specific mode of the purchase process is arbitrary. However, if in activity A4, in-game currency is specified as the purchase method, the control unit 23 performs the purchase process by consuming in-game currency corresponding to the price of the specified item. Also, if in activity A4, in-game currency is specified as the purchase method, the control unit 23 requests the execution of settlement of out-of-game currency corresponding to the price of the specified item, and performs the purchase process by acquiring information indicating the completion of the settlement. Hereinafter, for convenience of explanation, the purchase process using out-of-game currency is referred to as "charging", and performing the purchase process may be referred to as "charging".
[0059] [Activity A9] Next, in activity A9, the control unit 23 assigns the item specified based on the specification of activity A7 to the user information IF1.
[0060] [Activity A10] Next, in activity A10, the control unit 23 updates the purchase information of the user who executed the purchase process based on the result of the above purchase process. As a result, the control unit 23 accumulates information regarding the purchase process executed by the user in the past as purchase information in the purchase information. Specifically, the control unit 23 accumulates, as purchase information, the content of the item that is the target of the purchase process executed by the user, the price of the item, the time (timing) when the purchase process was performed, and the like. In addition, when a change such as a reduction in the price as described above has been made, the control unit 23 accumulates information regarding the price before the change in the purchase information. This makes it easier for the control unit 23 to determine whether the above change conditions are satisfied based on the information regarding the price before the change described above. Thereafter, this information process ends.
[0061] [Activity A11] On the other hand, when the acquisition unit 231 acquires a normal shop request based on an operation by the user in Activity A2, the process proceeds to Activity A11, and the presentation unit 233 displays the offer shop screen IM4 on the display 4a and presents information about special items among the item information IF2 to the user. In this embodiment, the offer shop screen IM4 is displayed as a separate screen from the normal shop screen IM3, but it may be displayed in a manner that can be listed together with the normal shop screen IM3.
[0062] [Activity A12] Next, in Activity A12, the acquisition unit 231 acquires a command for the item purchase process performed by the user. As a result, the item (here, one of the special items) given to the user information IF1 by the purchase process is specified. Thereafter, based on the command for the purchase process, the processes of Activities A8 to A10 described above are performed. As a result, a special item is given to the user information IF1, and the item information IF2 is updated based on the purchase process of the special item.
[0063] Here, in a series of processes after activity A11 for performing the purchase process of special items, unlike a series of processes after activity A3 for performing the purchase process of normal items, change processes such as activity A5 are not performed. In other words, the change unit 232 changes the information regarding normal items among the item information IF2 based on the purchase information, and does not change the information regarding special items. According to such a configuration, while the purchase process for special items is reflected when the allowable conditions are satisfied, the purchase process for normal items is promoted. Therefore, it is possible to further reduce the user's resistance to performing the purchase process for normal items. On the other hand, when the purchase process for special items is performed, the purchase process is accumulated as purchase information regarding the purchase processes previously performed by the user. Therefore, the change unit 232 further changes the aspect of the normal items presented to the user based on the information regarding the purchase process for normal items (especially the consideration for normal items) and further based on the information regarding the purchase process for special items (especially the consideration for special items). Thereby, since the items can be presented more in line with the user's item purchasing ability, the user's purchasing desire can be further enhanced.
[0064] Summarizing the above, the information processing method executed by the above information processing system includes the following steps. In the acquisition step, item information regarding the first item that can be used in the game presented to the user and purchase information regarding the purchase processes previously executed by the user are acquired. The purchase process includes a process for giving the first item designated to the user based on the user's designation. The item information includes information regarding the consideration required from the user to execute the purchase process, and the consideration is defined by game external currency, which is currency circulating outside the game. In the change step, the item information presented to the user is changed based on the purchase information.
[0065] According to such a configuration, based on the purchase process that the user has performed by paying non-game currency in the past, the item information of normal items using non-game currency is changed. As a result, the purchase process performed by paying non-game currency in the game can be more suitably promoted.
[0066] 4. Details of Information Processing In this section, the details of the information processing outlined in the previous section will be described with reference to the figures.
[0067] 4.1. Regarding User Information IF1 Figure 4 is a diagram showing an example of user data D1 including a plurality of pieces of user information IF1. User data D1 stores user information IF1 for each user. Each piece of user information IF1 includes, in addition to a user ID for identifying the user, user rank information, a charge amount, and friends. The user rank information indicates the progress of the user's game or the proficiency in the game. The charge amount is the maximum value of the consideration for the purchase process performed by the user in the past, that is, the maximum purchase consideration, and is an example of purchase information (specifically, the target consideration). Friends is information indicating related users associated with the user. In this embodiment, the user information IF1 of user A is associated with the user information IF1 of user B and the user information IF1 of user C, respectively. In this embodiment, the user information IF1 of users B and C associated with the user information IF1 of user A corresponds to related user information IF3, and users B and C correspond to related users. Note that the association between users may be in a form in which an application requesting permission to associate from one user to the other user is sent, and the other user approves this, and the target user is registered in each other's user list (so-called "friend type"). Also, it may be in a form in which one user unilaterally selects the other user, and the target user is registered in the user list of the one user without the approval of the target user (so-called "follow type"). In the latter case, it may be determined as a related user on the condition that the target user is registered in each other's user list (so-called "mutual follow").
[0068] 4.2. Regarding Item Information IF2 FIG. 5 is a diagram showing an example of item information IF2. Here, the item information IF2 stores information about normal items, but may also store information about special items. The item information IF2 includes an item name, the price of the item, the change conditions (reference parameters and numerical ranges) set for the item, and the content of the change process (change content) when the change conditions are met. Note that the item information IF2 may include information other than the illustrated information, for example, the content of the item.
[0069] For "Item 1", which is one type of item, "the number of billings" is set as a reference parameter. The number of billings is an example of the number of purchase processes performed by the user in the past. When the "number of billings" is included in the corresponding numerical range (3 or more), the change unit 232 determines that the change conditions for "Item 1" are met and executes the process specified in the corresponding change content. As a result, the change unit 232 reduces the price of "Item 1" and then presents the item information IF2 to the user via the normal shop screen IM3.
[0070] For "Item 2", which is one type of item, "the number of weeks with billing" is set as a reference parameter. "The number of weeks with billing" indicates the number of purchase processes performed within a predetermined period (one week) and is an example of the frequency of purchase processes. When "the number of weeks with billing" is included in the corresponding numerical range (3 or more), the presentation unit 233 determines that the change conditions for "Item 2" are met and executes the process specified in the corresponding change content. As a result, the change unit 232 changes the parameters of "Item 2" and then presents the item information IF2 to the user via the normal shop screen IM3. The parameters are changed, for example, so that the merits obtained by the user in the game when using Item 2 increase.
[0071] In "Set 1", "Set 2", and "Set 3", which are item sets including multiple types of items, "the maximum value of the consideration of items purchased within a predetermined period" is set as a reference parameter. The reference parameter is an example of the maximum value of the consideration (i.e., the maximum purchase consideration) of the purchase process executed for the user within a predetermined period. For the numerical range of the reference parameter, an upper limit value and a lower limit value are set according to the consideration of the corresponding item. The lower limit value is an example of a reference value when the maximum purchase consideration in the present embodiment is the target consideration.
[0072] Specifically, in the numerical range of "Set 1", the lower limit value is set to 500 yen and the upper limit value is set to 1199 yen (a value less than the consideration of "Set 1") according to its consideration (1200 yen). In the numerical range of "Set 2", the lower limit value is set to 1200 yen (equal to the consideration of "Set 1") and the upper limit value is set to 3499 yen (a value less than the consideration of "Set 2") according to its consideration (3500 yen). In the numerical range of "Set 3", the lower limit value is set to 3500 yen (equal to the consideration of "Set 2") and the upper limit value is set to 11999 yen (less than the consideration of "Set 3") according to its consideration (12000 yen). In this way, the upper limit value of the numerical range corresponding to a certain item is set to be less than the consideration of the item having the next highest consideration among the items.
[0073] In this embodiment, the lower limit value of a certain item is set to be equal to or higher than the price of the item with the next lowest price among the items. As a result, the price of the item relative to the lower limit value falls within a range of approximately two to three times. Note that the ratio of the maximum purchase price to the lower limit value is not limited to 5 as long as it is greater than 1 and is arbitrary. Specifically, for example, it can be 1.2, 1.4, 1.6, 1.8, 2, 2.2, 2.4, 2.6, 2.8, 3, 3.2, 3.4, 3.6, 3.8, 4, 4.2, 4.4, 4.6, 4.8, 5, and it may also be within the range between any two of the values exemplified here. In other words, when the maximum purchase price is equal to or higher than the lower limit value as a predetermined reference value, the change unit 232 determines at least one normal item, for which a price greater than the maximum purchase price and equal to or lower than five times the lower limit value is required, as the target item. With such a configuration, since a normal item more suitable for the user's financial resources is determined as the target item, it is possible to reduce the resistance of the user that may occur when performing the purchase process for a normal item that requires a price greater than the maximum value. Therefore, it is possible to promote a new user experience within the game by purchasing a new normal item. Note that the above ratio is merely an example and may be greater than 5. When the price of a normal item is temporarily reduced (changed) due to the above change process or the like, the numerical range may be set according to the changed price. Thereby, it is possible to further enhance the user's willingness to purchase due to the change in the price of the normal item.
[0074] In addition, the lower limit value of the numerical range set for a certain item may be set to vary according to the progress of the game by the user and the purchase information (such as the charging status, etc.). For example, when it is determined based on the progress of the game, purchase information, etc. that the user's enthusiasm for the progress of the game is high, the control unit 23 preferably sets the lower limit value to be small, and when it is determined that the enthusiasm is low, the lower limit value is set to be large. Since it is considered that the user's willingness to purchase an item with a high price tends to increase as the user's enthusiasm level increases, it is possible to recommend items that better meet the user's needs in this way. Conversely, since it is considered that the user's willingness to purchase an item with a high price tends to decrease as the user's enthusiasm level decreases, the game experience can be improved by suppressing the recommendation of excessive items in this way. The progress of the game includes, for example, the number of times a quest is played, the number of times it is cleared, the number of times of continuation when the clearance fails, the frequency of use of items, the number of items used, etc. within a predetermined period. In this case, the item may be an item given to the user information IF1 according to the charge, or an item given to the user information IF1 for free according to the progress of the game. The charging status includes the number of charges, the charging frequency, the maximum value and the cumulative value of the charging amount mentioned above, and can be extracted from the above-mentioned purchase information, for example. For example, even for users with the same maximum value of the charging amount within a predetermined period, the user with a larger number of charges, charging frequency, cumulative value of the charging amount, etc. is determined to have a higher enthusiasm level for the progress of the game. Similarly, the upper limit value of a certain item may be varied as described above. In this case, the higher the enthusiasm level for the progress of the game, the lower the upper limit value may be set. Thereby, it is possible to more effectively recommend items that are more expensive than the actual charging amount. Note that the number of charges, the charging frequency, and the charging amount are examples of the number of times, frequency, and price (especially the maximum purchase price) of the purchase process by the user in the above information processing, respectively.
[0075] 4.3. Regarding the menu screen IM1 FIG. 6 is a diagram showing an example of a menu screen IM1 displayed in activity A2. The menu screen IM1 includes a gacha button B1, a quest button B2, a shop button B3, and an offer button B4. The gacha button B1 is a button for playing a game that probabilistically assigns game media such as characters and items to user information IF1 by consuming in-game currency. The quest button B2 is a button for executing the game and performing processes for advancing the game thereby. The shop button B3 is a button for generating a normal shop request by a user's operation. The offer button B4 is a button for generating an offer shop request by a user's operation. When the shop button B3 is operated while the menu screen IM1 is being displayed, the process advances to activity A3 and a selection screen IM2 is displayed. The menu screen IM1 is, for example, the first screen displayed when the user logs in to the game and is also referred to as the home screen.
[0076] 4.4. Regarding the selection screen IM2 FIG. 7 is a diagram showing an example of a selection screen IM2 displayed in activity A3. The selection screen IM2 is a screen for receiving a designation of a purchase method from the user and includes a payment button B31 and an in-game currency button B32. The payment button B31 is a button for the user to designate out-of-game currency as the purchase method. The in-game currency button B32 is a button for the user to designate in-game currency as the purchase method. When the payment button B31 or the in-game currency button B32 is operated, a normal shop screen IM3 corresponding to the designated purchase method is displayed.
[0077] 4.5. Regarding the normal shop screen IM3 displayed when no change process is performed FIG. 8 is a diagram showing an example of a normal shop screen IM3 displayed at activity A6 when no change process is performed. The normal shop screen IM3 includes visual information 5 that allows the user to list at least some of the normal items. Accordingly, the presentation unit 233 presents the visual information 5 that allows the user to list at least some of the normal items. The visual information 5 includes three item set areas 51 and four single item areas 52. By operating on each of the areas 51 and 52, the user can generate a purchase process command to associate the item corresponding to the area 51 or 52 with the user information IF1. Thereby, the acquisition unit 231 can acquire the purchase process command from the user. Thereafter, the purchase process of the item corresponding to the command is performed, and the item is assigned to the user information IF1. Thereafter, the purchase information of the user is updated. The normal shop screen IM3 in the case where the change process is performed will be described later.
[0078] 4.6. Regarding the offer shop screen IM4 FIG. 9 is a diagram showing an example of an offer shop screen IM4 displayed in activity A11. The offer shop screen IM4 is accessible for a limited period and is a screen separate from the normal shop screen IM3. The offer shop screen IM4 includes a plurality of special item areas 6. In each of the special item areas 6, a number (1, 2, 3, 4,...) indicating the order of the area, the content of the special item, and information regarding the price of the special item are displayed. The user can associate the special item displayed in the special item area 6 with the user information IF1 by operating the special item area 6 and performing a purchase process to pay the price therefor. Note that at least one of the prices of the special items is 0, that is, it is configured to be acquirable without paying game currency outside the game or consuming game currency inside the game. Also, at least one of the prices of the special items is defined by game currency outside the game. When the special item corresponding to a certain special item area 6 is acquired and associated with the user information IF1, an operation on another special item area 6 with the next number of the said special item area 6 is permitted. Therefore, the user can acquire the special items in the order of the numbers corresponding to the areas. In this embodiment, since the prices of the special items include both free ones and those requiring game currency outside the game, the user's willingness to purchase items using game currency outside the game can be further enhanced. When the price of the said special item requires game currency outside the game, the result of the purchase process is stored in the purchase information.
[0079] 4.7. Regarding the normal shop screen IM3 displayed when a change process is performed FIG. 10 is an example of the normal shop screen IM3 displayed in activity A6 when a change process is performed. In this embodiment, a case will be described where "set 1" is determined as the target item based on the purchase information of user A, "set 2" is determined as the target item based on the purchase information (associated purchase information) of user B who is a related user of user A, and "set 3" is determined as the target item based on the purchase information (associated purchase information) of user C who is a related user of user A.
[0080] In this case, the promotion display 7 is generated in a manner associated with the item determined as the target item. The promotion display 7 is a display that encourages the user A to purchase the target item. Here, the promotion display 7 based on the purchase information of the user A himself / herself is referred to as the first promotion display 71, and the promotion display 7 based on the purchase information of the related users B and C other than the user A is referred to as the second promotion display 72. The first promotion display 71 includes a display saying "Recommended for you" and directly encourages the user A to purchase an item called "Set 1".
[0081] The second promotion display 72 is configured to have different display modes according to the difference in user ranks between users. In this embodiment, the case where the difference in user rank between the user A and the related user B is equal to or less than a predetermined value and the difference in user rank between the user A and the related user C is greater than the predetermined value will be described. In this case, for example, the second promotion display 72 corresponding to the related user B is displayed so as to present to the user A that the purchase of an item called "Set 2" is being promoted for the related user B with a small difference in user rank, such as "Recommended for friend B in the same rank band". On the other hand, the second promotion display 72 corresponding to the related user C is displayed so as to present to the user A that the purchase of an item called "Set 3" is being promoted for the related user C with a large difference in user rank, such as "Recommended for friend C in the higher rank".
[0082] At this time, the first promotion display 71 and the item set area 51 corresponding to the first promotion display 71 are preferentially presented to the user compared to the second promotion display 72 and the item set area 51 corresponding to the second promotion display 72. Specifically, the first promotion display 71 and the item set area 51 corresponding to the first promotion display 71 are arranged to the left of the second promotion display 72 and to the left of the item set area 51 corresponding to the second promotion display 72, and are configured to be easily visible to user A. Thereby, it is possible to encourage the purchase of items recommended to oneself rather than items recommended to other related users. Note that the item set area 51 associated with these promotion displays 7 is preferentially displayed compared to other item set areas 51 and other single item areas 52, and is arranged to be located to the left of the other item set areas 51 and other single item areas 52. Thereby, the display mode of the visual information 5 for presenting the item information IF2 to the user is changed.
[0083] In the present embodiment, the display order of the item set area 51 and the single item area 52 is not changed depending on the presence or absence of the change process. However, depending on the target item, the display order of these may be changed, and the item set area 51 and the single item area 52 corresponding to the target item are preferentially displayed. Thereby, it is possible to further enhance the willingness of the user to purchase a normal item using the in-game currency. Note that the preferential display is not limited to the change in the display order, and may include changing the display mode (for example, color, outline, character size, character font, etc.) of the item set area 51 or the single item area 52 corresponding to the target item.
[0084] [Others] Regarding the information processing system 1 according to the foregoing embodiment, the following aspects may be adopted.
[0085] Normally, an item may be configured to execute a purchase process according to various information such as purchase information. In other words, similar to a special item, a normal item may be presented to a user when a predetermined acceptance condition is satisfied, and may be configured such that the execution of its purchase process is permitted. At this time, the acceptance condition set for the normal item is preferably set so as not to prohibit the subsequent presentation to the user due to the passage of time or the like, unlike the acceptance condition set for the special item.
[0086] The above information processing is not limited to the case of purchasing an item with in-game currency, but is also applicable to the case of purchasing an item with in-game currency. Thereby, the consumption of in-game currency can be promoted and the interest of the game can be enhanced.
[0087] The output destination of information or data (hereinafter referred to as "information, etc.") may be another device, a display, a storage unit (including a built-in storage unit and an external storage unit), etc. The acquisition of information, etc. includes a mode of acquiring information, etc. transmitted from another device, in addition to a mode of acquiring information, etc. generated by the own device. The table associating parameters is not limited to the illustrated table, and the number of parameters may be decreased or increased. Also, without using a table, information, etc. corresponding to parameters may be obtained by a mathematical formula or a conditional expression, etc.
[0088] At least one of the devices included in the information processing system 1 may be installed outside Japan.
[0089] The information processing device 2 may be in an on-premises form or in a cloud form. As the information processing device 2 in the cloud form, for example, in the form of SaaS (Software as a Service), cloud computing, etc., the above-described functions and processes may be provided.
[0090] In the above-described embodiment, the information processing apparatus 2 performed various storage and control operations. However, instead of the information processing apparatus 2, a plurality of external devices may be used. That is, various information and programs may be distributed and stored in a plurality of external devices using blockchain technology or the like.
[0091] The aspect of the above-described embodiment may be an information processing apparatus. The information processing system 1 includes at least one processor capable of executing a program so that each part of the information processing method is performed. Further, the aspect of the above-described embodiment may be an information processing method. The information processing method includes each part of the same information processing system. Further, the aspect of the above-described embodiment may be a program. The program causes at least one computer to execute each step of the information processing method.
[0092] Furthermore, it may be provided in each of the aspects described below.
[0093] (1) An information processing method executed by an information processing system, including the following steps. In the acquisition step, item information regarding a first item that can be used in the game and presented to the user, and purchase information regarding a purchase process previously executed by the user are acquired. Here, the purchase process includes a process for awarding a first item designated for the user based on the designation of the user. The item information includes information regarding the consideration required from the user to execute the purchase process. The consideration is defined by game external currency, which is currency that circulates outside the game. In the change step, the item information presented to the user is changed based on the purchase information.
[0094] According to such a configuration, based on the purchase process that the user has performed by paying game external currency in the past, the item information of the first item in game external currency is changed. Thereby, it is possible to more suitably promote the purchase process performed by paying game external currency in the game.
[0095] (2) In the information processing method described in (1) above, the first item is an item presented to the user regardless of the purchase information. Information processing method.
[0096] According to such a configuration, since it becomes easier for the user to distinguish the changed content of the item information of the first item from the state before the change, it is possible to more suitably promote the purchase process using more in-game currency.
[0097] (3) In the information processing method described in (1) or (2) above, in the changing step, a target item that is at least one of the first items is determined based on the purchase information, and among the item information, information regarding the target item is changed. Information processing method.
[0098] According to such a configuration, due to the change in item information based on the purchase of an item using in-game currency by the user, the target item is more likely to attract the user's attention. Therefore, it is possible to more suitably promote the purchase process of in-game currency.
[0099] (4) In the information processing method described in (3) above, in the changing step, the target item is determined based on the target consideration and the consideration of the first item, where the target consideration is one of the considerations of the purchase process executed for the user. Information processing method.
[0100] According to such a configuration, an appropriate first item with a consideration corresponding to the user's financial resources is determined as the target item. Therefore, it is possible to reduce the user's resistance to the purchase process of in-game currency and improve the interestingness of the game.
[0101] (5) In the information processing method described in (4) above, the target consideration is the maximum value of the considerations of the purchase processes executed for the user within a predetermined period, and in the changing step, at least one of the first items for which a consideration greater than the maximum value is required is determined as the target item. Information processing method.
[0102] According to such a configuration, it is possible to enhance the willingness of a user to purchase an item that requires a higher consideration than the first item purchased in the past, and to promote a new user experience within the game.
[0103] (6) In the information processing method according to (5) above, in the changing step, when the maximum value is equal to or greater than a predetermined reference value, at least one first item for which a consideration greater than the maximum value and equal to or less than 5 times the reference value is required is determined as a target item.
[0104] According to such a configuration, since a first item more in line with the user's financial resources is determined as the target item, it is possible to reduce the resistance of the user that may occur when performing the purchase process of the first item that requires a consideration greater than the maximum value. Therefore, it is possible to promote a new user experience within the game by purchasing a new first item.
[0105] (7) In the information processing method according to any one of (3) to (6) above, in the further list presentation step, visual information that allows the user to list at least a part of the first item is presented, and in the changing step, the presentation mode of the target item in the visual information is changed.
[0106] According to such a configuration, since it becomes easier for the user to visually discriminate the target item from among the first items, it is possible to promote the user to purchase the target item.
[0107] (8) In the information processing method according to any one of (1) to (7) above, the item information further includes information regarding a second item different from the first item, the second item is configured such that when a predetermined allowable condition is satisfied, execution of a purchase process for the second item is allowed, the purchase process further includes a process for granting the second item designated to the user based on the designation of the user, and in the change step, based on the purchase information, information regarding the first item among the item information is changed and information regarding the second item is not changed.
[0108] According to such a configuration, while reflecting the purchase process for the second item while the allowable condition is satisfied, the purchase process for the first item is promoted. Therefore, it is possible to further reduce the user's sense of resistance to performing the purchase process for the first item.
[0109] (9) In the information processing method according to any one of (1) to (8) above, in the change step, when the purchase process is performed when the consideration is temporarily changed, the item information is changed based on the consideration before the change.
[0110] According to such a configuration, it is possible to suppress the complication of control associated with the change of the consideration.
[0111] (10) In the information processing method according to any one of (1) to (9) above, in the acquisition step, related purchase information regarding a purchase process executed in the past by a related user different from the user is acquired, where the user information of the related user is associated with the user information of the user, and in the change step, the item information presented to the user is further changed based on the related purchase information.
[0112] According to such a configuration, the purchase information of related users relevant to the user is reflected in the user's item information. Therefore, it is possible to further reduce the sense of resistance of the user to the purchase process.
[0113] (11) An information processing system comprising at least one device, the information processing system comprising at least one processor capable of executing a program so that each step of the information processing method according to any one of (1) to (10) above is performed.
[0114] According to such a configuration, it is possible to more suitably promote the purchase process performed by paying out-of-game currency within the game.
[0115] (12) A program for causing at least one computer to execute each step of the information processing method according to any one of (1) to (10) above.
[0116] According to such a configuration, it is possible to more suitably promote the purchase process performed by paying out-of-game currency within the game. Of course, this is not the case.
[0117] Finally, although various embodiments according to the present disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, replacements, and changes can be made without departing from the gist of the disclosure. The embodiments and their modifications are included in the scope and gist of the disclosure, and are also included in the disclosure described in the claims and the equivalent scope thereof.
Description of Reference Numerals
[0118] 1: Information processing system 11: Communication network 2: Information processing device 20: Communication bus 21: Communication unit 22: Storage unit 23: Control Unit 231: Acquisition Unit 232: Modification Unit 233: Presentation Unit 3: Game Device 30: Communication Bus 31: Communication Unit 32: Memory Unit 33: Control Unit 34a: Graphics Processing Unit 34b: Audio Processing Unit 34c: Operation Unit 4a: Display 4b: Speaker 4c: Input Device 5: Visual Information 51: Item Set Area 52: Single Item Area 6: Special Item Area 7: Promotion Display 71: First Promotion Display 72: Second Promotion Display B1: Gacha Button B2: Quest Button B3: Shop Button B31: Payment Button B32: In-Game Currency Button B4: Offer Button D1: User Data IF1: User Information IF2: Item Information IF3: Related User Information IM1: Menu Screen IM2: Selection Screen IM3: Normal Shop Screen IM4: Offer Shop Screen
Claims
Claim 1 An information processing method executed by an information processing system, comprising: the following steps: In an acquisition step, acquisition is performed of item information regarding a first item usable in a game presented to a user and purchase information regarding a purchase process previously executed by the user, where the purchase process includes a process for granting a first item designated for the user based on the designation of the user, the item information includes information regarding a consideration required of the user to execute the purchase process, and the consideration is defined by an out-of-game currency that is a currency circulating outside the game, In a change step, the item information presented to the user is changed based on the purchase information, An information processing method.
Citation Information
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