Program, information processing method, server, and terminal

JP2025108720A5Pending Publication Date: 2025-11-07LY CORP
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Patent Information

Application Number
JP2025071751
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-23
Publication Date
2025-11-07

AI Technical Summary

Technical Problem

Existing game systems lack a comprehensive mechanism to effectively reward users with points and privileges based on the completion of multiple missions, leading to a lack of engagement and motivation.

Method used

A system that displays multiple mission candidates to users, associates missions with points, and accumulates points based on the completion of missions, with additional points awarded for completing specific missions, and grants privileges based on total points earned.

Benefits of technology

Enhances user engagement by providing a dynamic reward system that motivates players to complete missions, increasing their interest and interaction with the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance interest regarding a game.SOLUTION: Processing for displaying multiple mission candidates that are candidates of missions for relating a point to a user of a terminal on a display section of the terminal at the time of accomplishment is performed by a control section of a server, processing for relating multiple missions based on multiple mission candidates selected by a user is performed by the control section, processing for adding a point based on accomplishment of a first mission among multiple missions related to a user to a total point and adding a point based on accomplishment of a second mission to the total point is performed by the control section, processing for adding a point based on re-accomplishment of at least the first mission among the first mission and the second mission to the total point is performed by the control section, and processing for relating privilege information based on the total point to a user is performed by the control section.SELECTED DRAWING: Figure 1-1
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Description

Technical Field

[0001] The present disclosure relates to programs, information processing methods, servers, terminals, and the like.

Background Art

[0002] For example, as disclosed in Patent Document 1, a game program has been proposed in which a privilege is given when a mission is achieved by a user.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

[0004] According to a first aspect of the present invention, a program executed by a server that communicates with a terminal that performs processing related to a game causes a control unit of the server to perform processing of displaying a plurality of mission candidates, which are candidates for missions that associate points with a user of the terminal when achieved, on a display unit of the terminal, and based on a plurality of mission candidates selected by the user among the plurality of mission candidates displayed on the display unit, causing the control unit to perform processing of associating a plurality of missions with the user, adding points based on the achievement of a first mission among the plurality of missions associated with the user to the total points associated with the user, adding points based on the achievement of a second mission among the plurality of missions associated with the user to the total points, causing the control unit to perform processing of adding points based on the achievement of at least the first mission again among the first mission and the second mission to the total points, and causing the control unit to perform processing of associating privilege information based on the total points with the user. According to a second aspect of the present invention, an information processing method of a server communicating with a terminal includes: causing a control unit of the server to perform a process of displaying a plurality of mission candidates, which are candidates for missions that associate points with a user of the terminal when achieved, on a display unit of the terminal; causing the control unit to perform a process of associating a plurality of missions based on the plurality of mission candidates selected by the user among the plurality of mission candidates displayed on the display unit with the user; causing the control unit to perform a process of adding points based on achievement of a first mission among the plurality of missions associated with the user to a total point associated with the user, and adding points based on achievement of a second mission among the plurality of missions associated with the user to the total point; causing the control unit to perform a process of adding points based on achievement of at least the first mission again among the first mission and the second mission to the total point; and causing the control unit to perform a process of associating privilege information based on the total point with the user. According to a third aspect of the present invention, a server communicating with a terminal includes a control unit that performs: a process of displaying a plurality of mission candidates, which are candidates for missions that associate points with a user of the terminal when achieved, on a display unit of the terminal; a process of associating a plurality of missions based on the plurality of mission candidates selected by the user among the plurality of mission candidates displayed on the display unit with the user; a process of adding points based on achievement of a first mission among the plurality of missions associated with the user to a total point associated with the user, and adding points based on achievement of a second mission among the plurality of missions associated with the user to the total point; a process of adding points based on achievement of at least the first mission again among the first mission and the second mission to the total point; and a process of associating privilege information based on the total point with the user. According to a fourth aspect of the present invention, a program executed by a terminal that communicates with a server and performs processing related to a game includes: displaying a plurality of mission candidates, which are candidates for missions that associate points with a user of the terminal when achieved, on a display unit of the terminal; transmitting, by a communication unit of the terminal, to the server first information for associating a plurality of missions based on a plurality of mission candidates selected by the user among the plurality of mission candidates displayed on the display unit; receiving, by the communication unit, from the server second information regarding that a plurality of missions based on a plurality of mission candidates selected by the user are associated with the user; displaying, on the display unit, a total point when a point based on achievement of a first mission among the plurality of missions associated with the user is added to the total point associated with the user, and displaying, on the display unit, a total point when a point based on achievement of a second mission among the plurality of missions associated with the user is added to the total point; displaying, on the display unit, a total point when a point based on achievement of at least the first mission among the first mission and the second mission is added to the total point; and displaying, on the display unit, privilege information based on the total point. This is executed by the terminal. According to a fifth aspect of the present invention, an information processing method for a terminal that communicates with a server and performs processing related to a game includes: displaying a plurality of mission candidates, which are candidates for missions that associate points with a user of the terminal when achieved, on a display unit of the terminal; transmitting, by a communication unit of the terminal, to the server, first information for associating a plurality of missions based on the plurality of mission candidates selected by the user among the plurality of mission candidates displayed on the display unit; receiving, by the communication unit, from the server, second information regarding that a plurality of missions based on the plurality of mission candidates selected by the user are associated with the user; displaying, on the display unit, the total points based on that points based on achievement of a first mission among the plurality of missions associated with the user are added to the total points associated with the user, and displaying, on the display unit, the total points based on that points based on achievement of a second mission among the plurality of missions associated with the user are added to the total points; displaying, on the display unit, the total points based on that points based on achievement of at least the first mission among the first mission and the second mission are added to the total points; and displaying, on the display unit, privilege information based on the total points. According to a sixth aspect of the present invention, a terminal that communicates with a server and performs processing related to a game includes a display unit that displays mission candidates that are candidates for missions to associate points with a user of the terminal when achieved, and a communication unit that transmits, to the server, first information for associating a plurality of missions based on a plurality of mission candidates selected by the user among the plurality of mission candidates displayed on the display unit, and receives, from the server, second information regarding that the plurality of missions based on the plurality of mission candidates selected by the user have been associated with the user. The display unit displays the total points based on that points based on achievement of a first mission among the plurality of missions associated with the user have been added to the total points associated with the user, displays the total points based on that points based on achievement of a second mission among the plurality of missions associated with the user have been added to the total points, displays the total points based on that points based on achievement of at least the first mission among the first mission and the second mission again have been added to the total points, and displays privilege information based on the total points.

Brief Description of the Drawings

[0005]

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Modes for Carrying Out the Invention

[0006] <Compliance with Legal Matters> It should be noted that the disclosure described in this specification is premised on compliance with the legal matters of the country of implementation required for the implementation of the present disclosure, such as communication secrecy.

[0007] <Embodiment> In this specification, there are places described as "not by way of limitation but by way of example" for easy understanding. However, it should be noted that not only the relevant places but also the entire content of the embodiments described below are not limited to the described content.

[0008] Embodiments for implementing a program or the like according to the present disclosure will be described with reference to the drawings.

[0009] The system can be configured to have a plurality of devices, not by way of limitation but by way of example. The plurality of devices may be a combination of the same type of devices, a combination of different types of devices, or a combination of the same type of devices and different types of devices. It should be noted that the system can also be considered, not by way of limitation but by way of example, as a thing in which a plurality of devices cooperate to perform some processing.

[0010] In addition, the system related to the client (client device) and the server can be considered, not by way of limitation but by way of example, as at least any one of the following. (1) Terminal & Server (2) Server (3) Terminal

[0011] (1) is, by way of example and not limitation, a system including at least one terminal and at least one server. One example of this is a client-server system.

[0012] The server is, by way of example and not limitation, constituted by the following devices, and may be a single device or a combination of a plurality of devices.

[0013] Specifically, the server is, by way of example and not limitation, configured to have any one of at least one processor (by way of example and not limitation, CPU: Central Processing Unit, GPU: Graphics Processing Unit, APU: Accelerated Processing Unit, DSP: Digital Signal Processor (by way of example and not limitation, ASIC: Application Specific Integrated Circuit, FPGA: Field Programmable Gate Array), etc.), a computer device (processor + memory), a control device, an arithmetic device, a processing device, etc., and may be configured to include a plurality of the same type of any one device (by way of example and not limitation, CPU + CPU, homogeneous multi-core processor, etc.) or a configuration including a plurality of different types of any one device (by way of example and not limitation, CPU + DSP, heterogeneous multi-core processor, etc.), or a combination of a plurality of devices (by way of example and not limitation, processor + computer device, processor + arithmetic device, a heterogeneous combination of a plurality of devices, etc.). Note that the processor may be a virtual processor.

[0014] Also, when the server executes some processing, if it is composed of a single device, the processing described in the embodiments is executed by the single device. Further, when it is composed of a plurality of devices, some processing may be executed by one device and the other processing may be executed by the other device. By way of example and not limitation, when it is composed of a processor and an arithmetic unit, the first processing may be executed by the processor and the second processing may be executed by the arithmetic unit. Also, when it is composed of a plurality of devices, each device may be arranged at physically separated positions from each other.

[0015] Also, the functions of the server may be provided, by way of example and not limitation, in the form of PaaS, IaaS, or SaaS in cloud computing.

[0016] Also, the control unit of the system can be at least one of the control unit of the terminal and the control unit of the server. That is, by way of example and not limitation, any one of (1A) only the control unit of the terminal, (1B) only the control unit of the server, and (1C) both the control unit of the terminal and the control unit of the server can be the control unit of the system.

[0017] Also, the control and processing performed by the control unit of the system (hereinafter collectively referred to as "control etc.") may be performed (1A) only by the control unit of the terminal, (1B) only by the control unit of the server, or (1C) by both the control unit of the terminal and the control unit of the server. Also, in (1C), by way of example and not limitation, some of the control etc. performed by the control unit of the system may be performed by the control unit of the terminal and the remaining control etc. may be performed by the control unit of the server. In this case, the allocation (assignment) of the control etc. may be equal or may be assigned at different ratios rather than equally.

[0018] In the case of the communication unit of the server, when the server is composed of a single device, it may be the communication unit itself provided in the single device. Further, when the server is composed of a plurality of devices, the communication unit of the server may be configured to include each communication unit provided in each device. By way of non-limiting example, when the server includes a first device and a second device, the first device has a first communication unit, and the second device has a second communication unit, the communication unit of the server may be conceptually regarded as including the first communication unit and the second communication unit.

[0019] (2) By way of non-limiting example, it can be a system composed of a plurality of servers (hereinafter referred to as a "server system"). In this case, the above-described configuration can be similarly applied to the configuration of each server.

[0020] The control and the like performed by the server system may be performed by only (2A) one server among the plurality of servers, or may be performed by only (2B) other servers, or may be performed by (2C) one server and other servers. Further, in (2C), by way of non-limiting example, a part of the control and the like performed by the server system may be performed by one server, and the remaining control and the like may be performed by other servers. In this case, the allocation (assignment) of the control and the like may be equal, or may be assigned at different ratios instead of being equal.

[0021] (3) By way of non-limiting example, it can be a system composed of a plurality of terminals. This system can be, by way of non-limiting example, the following system. · A system (distributed system) in which the functions of the server are provided in the terminals. This can be realized, by way of non-limiting example, using blockchain technology. · A system in which the terminals communicate wirelessly with each other. This can be realized, by way of non-limiting example, by performing communication in a P2P (peer-to-peer) manner or the like using a short-range wireless communication technology such as Bluetooth (registered trademark).

[0022] Note that the above applies not only to the control unit but also to each functional unit such as an input / output unit, a communication unit, a storage unit, a clock unit, etc. that can be a component of the system.

[0023] In the following embodiments, by way of example and not limitation, a system including a terminal and a server (by way of example and not limitation, a client-server system) will be exemplified. Note that it is also possible to apply the server system of the above (2) as the server.

[0024] Also, instead of a system including a terminal and a server, it is also possible to apply a system that does not include a server, by way of example and not limitation, the system of the above (3). The embodiments in this case can be configured based on the above-described blockchain technology or the like. Specifically, by way of example and not limitation, the data stored and managed in the server described in the following embodiments is stored (stored) on the blockchain. Then, when the terminal generates a transaction to the blockchain and the transaction is approved on the blockchain, the data stored on the blockchain can be updated.

[0025] Note that even when expressed as a terminal, this is not limited to the meaning of a terminal as a client device in a client-server. That is, the terminal may also include the concept of a device that is not in a client-server.

[0026] Also, in this specification, the expression "by the communication I / F" is used as appropriate. By way of example and not limitation, this may indicate that the device transmits and receives various types of information and data via the communication I / F (via the communication unit) based on the control of the control unit (such as a processor).

[0027] In addition, with regard to the terms described as "relating to" or "associated with" in this specification, in the case of "B relating to A" or "B associated with A", by way of example rather than limitation, it may mean "B" having some relationship with "A". Specific examples thereof will be described later.

[0028] In addition, in this specification, when a device performs processing on two or more objects, such as "transmitting A and B" or "receiving A and B", it may include both those that perform "A" and "B" in synchronization (hereinafter referred to as "simultaneously") and those that perform "A" and "B" with a time shift (hereinafter referred to as "non-simultaneously"). By way of example rather than limitation, in the case of transmitting the first information and the second information, both concepts of transmitting the first information and the second information in synchronization and transmitting the first information and the second information with a time shift may be included. Note that considering the lag (time lag), "simultaneously" may include "substantially simultaneously".

[0029] Note that even when performing "A" and "B" with a time shift, this only needs to be something that performs processing on "A" and "B", and their purposes do not necessarily have to be the same. By way of example rather than limitation, in the case of transmitting the first information and the second information as described above, it only needs to transmit the first information and the second information, and may include cases where the first information and the second information are transmitted for different purposes in addition to the case where the first information and the second information are transmitted for the same purpose.

[0030] In addition, in this specification, by way of example rather than limitation, a method is disclosed in which a user plays a game that achieves a mission on the user's terminal 20. The user may also be referred to as a player who plays the game.

[0031] In the game, the content provided may include, by way of example and not limitation, text content in text format, image content in image format (including at least one of still images and moving images), audio content in audio format (including voices), and the like. In addition to this, operation content such as buttons and icons provided for user operations, and link content such as URIs (including URLs and the like) may also be included.

[0032] The text may include, by way of example and not limitation, at least one of characters of various countries represented by character codes, extended characters, device-dependent characters, numbers, symbols, figures, and signs. Note that the text may not include at least one of the above-mentioned characters, extended characters, device-dependent characters, numbers, symbols, figures, and signs, and may include other text.

[0033] The image may include, by way of example and not limitation, at least one of information on various images such as icons, buttons, stamps, emojis, and banner images.

[0034] Note that, different from the above definitions, it may be defined that the superordinate concept of a message is content, or that content and a message are synonymous, or it may not be defined in this way.

[0035] <Example> Hereinafter, an example of an embodiment to which the present invention is applied will be described. In the embodiment described below, an example of a game in which a user can select a mission to be achieved by himself / herself will be described.

[0036] <First Embodiment> The first embodiment, by way of example and not limitation, relates to a game in which a user (player) of the terminal 20 can play by executing a game application. In this game, the user can select a plurality of missions to be achieved by himself / herself from a plurality of pre-prepared missions. A common deadline for achieving the selected plurality of missions is set, and an upper limit is set for the total value of the points obtained by the user for each of the plurality of missions.

[0037] The content described in the first embodiment is applicable to any of the other embodiments and other variations. Also, the same reference numerals are assigned to the same components as those already shown, and the repeated description thereof is omitted.

[0038] <System Configuration> FIG. 1-1 is a diagram showing an example of the system configuration of the communication system 1 in this embodiment. In the communication system 1, by way of example and not limitation, the server 10 and a plurality of terminals 20 (terminal 20A, terminal 20B, terminal 20C,...) are connected via the network 30.

[0039] The server 10 has a function of providing a game service (game application) to the terminal 20 owned by the user via the network 30. In this embodiment, by way of example and not limitation, the server 10 is described as having a function as a game server that manages information related to the game application.

[0040] Note that the number of servers 10 and the number of terminals 20 connected to the network 30 are not limited.

[0041] The terminal 20 (terminal 20A, terminal 20B, terminal 20C, ···) can be any terminal as long as it can realize the functions described in each embodiment. The terminal 20 includes, by way of example and not limitation, smartphones, mobile phones (feature phones), computers (by way of example and not limitation, desktops, laptops, tablets, etc.), media computer platforms (by way of example and not limitation, cable, satellite set-top boxes, digital video recorders), handheld computer devices (by way of example and not limitation, PDAs (personal digital assistants), email clients, etc.), wearable terminals (eyeglass-type devices, watch-type devices, etc.), VR (Virtual Reality) terminals, smart speakers (voice recognition devices), or other types of computers, or communication platforms. Also, the terminal 20 may be referred to as an information processing terminal.

[0042] The configurations of the terminal 20A, terminal 20B, and terminal 20C can be the same, by way of example and not limitation. Also, if necessary, the terminal used by user X can be represented as terminal 20X, and the user information in a predetermined service associated with user X or terminal 20X may or may not be represented as user information X. Note that user information is information of a user associated with an account used by the user in a predetermined service. User information includes, by way of example and not limitation, information associated with the user such as the user's name, user's icon image, user's age, user's gender, user's address, user's hobbies, user's identifier, etc., which are input by the user or assigned by a predetermined service, and may be any one or a combination of these, or not.

[0043] The network 30 plays a role of connecting one or more terminals 20 and one or more servers 10. That is, the network 30 means a communication network that provides a connection path so that data can be transmitted and received after the above various devices are connected.

[0044] One or more portions of network 30 may or may not be a wired network or a wireless network. By way of example and not limitation, network 30 may include an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), a portion of the Internet, a portion of the Public Switched Telephone Network (PSTN), a cellular telephone network, ISDN (integrated service digital networks), a wireless LAN, LTE (long term evolution), CDMA (code division multiple access), Bluetooth (registered trademark), satellite communication, etc., or any combination of two or more thereof. Network 30 may include one or more networks 30.

[0045] Server 10 (an example of a server, an information processing device, or an information management device, not limited to this) has a function of providing a predetermined service (in this embodiment, a service that provides content related to a game application) to terminal 20. Server 10 may be any device as long as it is an information processing device capable of realizing the functions described in each embodiment. Server 10 includes, by way of example and not limitation, a server device, a computer (by way of example and not limitation, a desktop, a laptop, a tablet, etc.), a media computer platform (by way of example and not limitation, a cable, a satellite set-top box, a digital video recorder), a handheld computer device (by way of example and not limitation, a PDA, an email client, etc.), or other types of computers, or a communication platform. Also, Server 10 may be referred to as an information processing device. When there is no need to distinguish between Server 10 and terminal 20, Server 10 and terminal 20 may each be referred to as an information processing device, or may not be.

[0046] [Hardware (HW) Configuration of Each Device] The HW configuration of each device included in communication system 1 will be described.

[0047] (1) HW Configuration of the Terminal FIG. 1-1 shows an example of the HW configuration of terminal 20. Terminal 20 includes a control unit 21 (CPU: central processing unit), a storage unit 28, a communication I / F 22 (interface), an input / output unit 23, a clock unit 29A, and a position calculation information detection unit 29B. Each component of the HW of terminal 20 is interconnected via a bus B, by way of example and not limitation. Note that it is not essential to include all components as the HW configuration of terminal 20. By way of example and not limitation, terminal 20 may be configured to remove individual components or a plurality of components, or may not be.

[0048] The communication I / F 22 transmits and receives various data via the network 30. The communication may be performed either by wire or wirelessly, and any communication protocol may be used as long as mutual communication is possible. The communication I / F 22 has a function of performing communication with various devices such as the server 10 via the network 30. The communication I / F 22 transmits various data to various devices such as the server 10 according to an instruction from the control unit 21. Further, the communication I / F 22 receives various data transmitted from various devices such as the server 10 and transmits them to the control unit 21. Further, the communication I / F 22 may sometimes be simply expressed as a communication unit. Further, when the communication I / F 22 is composed of physically structured circuits, it may sometimes be expressed as a communication circuit.

[0049] The input / output unit 23 includes devices for inputting various operations to the terminal 20, devices for outputting processing results processed by the terminal 20, and the like. The input / output unit 23 may have the input unit and the output unit integrated, may be separated into the input unit and the output unit, or may not be so.

[0050] The input unit is realized by any one or a combination of all types of devices that can receive an input from a user and transmit information related to the input to the control unit 21. The input unit includes, by way of example and not limitation, hardware keys such as a touch panel, a touch display, a keyboard, a pointing device such as a mouse, a camera (operation input via moving images), and a microphone (operation input by voice).

[0051] The output unit is realized by any one or a combination of all types of devices that can output the processing result processed by the control unit 21. The output unit includes, by way of example and not limitation, a touch panel, a touch display, a speaker (voice output), a lens (3D (three dimensions) output or hologram output by way of example and not limitation), a printer, and the like.

[0052] Merely by way of example, the input / output unit 23 includes, by way of example and not limitation, a display unit 24, a sound input unit 25, a sound output unit 26, and an imaging unit 27.

[0053] The display unit 24 can be realized by any one or a combination of all types of devices capable of displaying according to the display data written in the frame buffer. The display unit 24 includes, by way of example and not limitation, a touch panel, a touch display, a monitor (by way of example and not limitation, a liquid crystal display or an OELD (organic electroluminescence display)), a head-mounted display (HDM: Head Mounted Display), projection mapping, a hologram, a device capable of displaying image, text information, etc. in the air (it may be in a vacuum or not). Note that these display units 24 may or may not be able to display the display data in 3D.

[0054] The sound input unit 25 is used for input of sound data (including voice data. The same applies hereinafter). The sound input unit 25 includes a microphone and the like. The sound output unit 26 is used for output of sound data. The sound output unit 26 includes a speaker and the like. The imaging unit 27 is used for acquisition of image data (including still image data and moving image data. The same applies hereinafter). The imaging unit 27 includes a camera and the like.

[0055] When the input / output unit 23 is a touch panel, the input / output unit 23 and the display unit 24 may be arranged to face each other with substantially the same size and shape.

[0056] The clock unit 29A is the built-in clock of the terminal 20 and outputs time information (timekeeping information). The clock unit 29A is configured to have, by way of example and not limitation, a clock using a crystal oscillator. The clock unit 29A can also be expressed as, by way of example and not limitation, a timekeeping unit or a time information detection unit.

[0057] Note that the clock unit 29A may or may not have a clock applying the NITZ (Network Identity and Time Zone) standard or the like.

[0058] The position calculation information detection unit 29B is a functional unit that detects (measures) information (hereinafter referred to as "position calculation information") necessary for the control unit 21 to calculate (measure) the position of its own terminal 20. The position calculation information detection unit 29B can also be expressed as a position calculation sensor unit, for example, without limitation.

[0059] The position calculation information detection unit 29B includes, for example, without limitation, a satellite positioning sensor (satellite positioning unit), which is a sensor or unit for calculating the position of the terminal 20 using a satellite positioning system such as GPS (Global Positioning System), an inertial measurement sensor (inertial measurement unit (IMU (Inertial Measurement Unit))), which is a sensor or unit for calculating the position of the terminal 20 using an inertial navigation system, and a UWB positioning sensor (UWB positioning unit), which is a sensor or unit for calculating the position of the terminal 20 using UWB (Ultra Wide Band) wireless.

[0060] The satellite positioning unit includes, for example, without limitation, an RF receiving circuit that converts an RF (Radio Frequency) signal including a positioning satellite signal transmitted from a positioning satellite received by an antenna (not shown) into a digital signal, and a baseband processing circuit that performs correlation operation processing, etc. on the digital signal output from the RF receiving circuit to capture the positioning satellite signal and outputs information such as satellite orbit data and time data extracted from the positioning satellite signal as position calculation information.

[0061] The inertial measurement unit has an inertial sensor, which is a sensor that detects information necessary for calculating the position of the terminal 20 by inertial navigation calculation. The inertial sensor includes, for example, without limitation, a three-axis acceleration sensor and a three-axis gyro sensor, and outputs the acceleration detected by the acceleration sensor and the angular velocity detected by the gyro sensor as position calculation information.

[0062] The UWB positioning unit includes, by way of example and not limitation, an ultra-wideband RF receiving circuit that converts an ultra-wideband RF signal including a positioning ultra-wideband pulse signal transmitted from a positioning beacon received by an antenna (not shown) into a digital signal, and a relative position calculation processing circuit that calculates the relative position between the terminal 20 and the positioning beacon based on the digital signal output from the ultra-wideband RF receiving circuit, etc. Incidentally, by way of example and not limitation, the UWB positioning unit may or may not cause the terminal 20 to function as a positioning beacon by transmitting an ultra-wideband RF signal including a positioning ultra-wideband pulse signal from an antenna (not shown).

[0063] The control unit 21 calculates, by way of example and not limitation, the position of its own terminal 20 at regular timings or specific timings based on the position calculation information detected by the position calculation information detection unit 29B. The position of the terminal is referred to as the "terminal position", and the calculated terminal position is referred to as the "calculated terminal position". The control unit 21 may or may not store the calculated terminal position in the storage unit 28 as calculated terminal position history data in association with the date and time when the calculated terminal position was calculated.

[0064] The control unit 21 has a physically structured circuit for executing functions realized by codes or instructions included in a program, and is realized, by way of example and not limitation, by a data processing device built into hardware. Therefore, the control unit 21 may or may not be expressed as a control circuit.

[0065] The control unit 21 includes, by way of example and not limitation, a central processing unit (CPU), a microprocessor, a processor core, a multiprocessor, an application-specific integrated circuit (ASIC), and a field programmable gate array (FPGA).

[0066] The storage unit 28 has a function of storing various programs and various data required for the operation of the terminal 20. The storage unit 28 includes various storage media such as, by way of example and not limitation, an HDD (hard disk drive), an SSD (solid state drive), a flash memory, a RAM (random access memory), and a ROM (read only memory). Also, the storage unit 28 may or may not be expressed as a memory.

[0067] The terminal 20 stores the program P in the storage unit 28 and, by executing this program P, the control unit 21 executes processes as each part included in the control unit 21. That is, the program P stored in the storage unit 28 causes the terminal 20 to realize each function executed by the control unit 21. Also, this program P may or may not be expressed as a program module.

[0068] (2) HW Configuration of the Server FIG. 1-1 shows an example of the HW configuration of the server 10. The server 10 includes a control unit 11 (CPU), a storage unit 15, a communication I / F 14 (interface), an input / output unit 12, and a clock unit 19. Each component of the HW of the server 10 is interconnected via a bus B, by way of example and not limitation. Note that it is not essential for the HW of the server 10 to include all components as the configuration of the HW of the server 10. By way of example and not limitation, the HW of the server 10 may or may not be configured to remove individual components or a plurality of components.

[0069] The control unit 11 has a circuit physically structured to execute functions realized by codes or instructions included in a program, and is realized by, by way of example and not limitation, a data processing device built into hardware.

[0070] The control unit 11 is typically a central processing unit (CPU), but it may also be a microprocessor, a processor core, a multiprocessor, an ASIC, an FPGA, or not. In the present disclosure, the control unit 11 is not limited thereto.

[0071] The storage unit 15 has a function of storing various programs and various data required for the operation of the server 10. The storage unit 15 is realized by various storage media such as HDDs, SSDs, and flash memories. However, in the present disclosure, the storage unit 15 is not limited thereto. Also, the storage unit 15 may or may not be expressed as a memory.

[0072] The communication I / F 14 transmits and receives various data via the network 30. The communication may be performed either wired or wirelessly, and any communication protocol may be used as long as mutual communication can be executed. The communication I / F 14 has a function of performing communication with various devices such as the terminal 20 via the network 30. The communication I / F 14 transmits various data to various devices such as the terminal 20 according to an instruction from the control unit 11. Also, the communication I / F 14 receives various data transmitted from various devices such as the terminal 20 and transmits them to the control unit 11. Also, the communication I / F 14 may sometimes be simply expressed as a communication unit. Also, when the communication I / F 14 is composed of a physically structured circuit, it may sometimes be expressed as a communication circuit.

[0073] The input / output unit 12 includes devices for inputting various operations to the server 10, devices for outputting the processing results processed by the server 10, and the like. The input / output unit 12 may have the input unit and the output unit integrated, may be separated into the input unit and the output unit, or may not be so.

[0074] The input unit is implemented by any one or a combination of all types of devices that can receive an input from a user and transmit information related to the input to the control unit 11. The input unit is typically realized by a hardware key typified by a keyboard or the like, or a pointing device such as a mouse. Note that the input unit may or may not include, by way of example and not limitation, a touch panel, a camera (operation input via a moving image), a microphone (operation input by voice).

[0075] The output unit is realized by any one or a combination of all types of devices that can output the processing result processed by the control unit 11. The output unit includes, by way of example and not limitation, a touch panel, a touch display, a speaker (sound output), a lens (3D (three dimensions) output or hologram output by way of example and not limitation), a printer, and the like.

[0076] Although it is merely an example, the input / output unit 12 includes, by way of example and not limitation, the display unit 13.

[0077] The display unit 13 is realized by a display or the like. The display is typically realized by a monitor (a liquid crystal display or an OELD (organic electroluminescence display) by way of example and not limitation). Note that the display may or may not be a head-mounted display (HDM) or the like. Note that these displays may or may not be able to display display data in 3D. In the present disclosure, the display is not limited thereto.

[0078] The clock unit 19 is a built-in clock of the server 10 and outputs time information (timing information). The clock unit 19 is configured to have, by way of example and not limitation, an RTC (Real Time Clock) as a hardware clock or a system clock or the like. The clock unit 19 can also be expressed as a timing unit or a time information detection unit by way of example and not limitation.

[0079] (3) Others Server 10 stores program P in storage unit 15, and by executing this program P, control unit 11 executes the processes as each part included in control unit 11. That is, program P stored in storage unit 15 enables server 10 to realize each function executed by control unit 11. This program P may or may not be expressed as a program module. The same applies to other devices.

[0080] In each embodiment of the present disclosure, it will be described as being realized by the CPU of terminal 20 and / or server 10 executing program P.

[0081] Note that the control unit 21 of terminal 20 and / or the control unit 11 of server 10 may or may not be realized by a CPU having a control circuit, but also by a logic circuit (hardware) formed in an integrated circuit (IC (Integrated Circuit) chip, LSI (Large Scale Integration)), etc., or a dedicated circuit for each process. Also, these circuits may be realized by one or a plurality of integrated circuits, and it may or may not be the case that a plurality of processes shown in each embodiment are realized by one integrated circuit. Also, LSI may sometimes be referred to as VLSI, super LSI, ultra LSI, etc. depending on the degree of integration. Therefore, control unit 21 may or may not be expressed as a control circuit.

[0082] Also, the program P (by way of example and not limitation, a software program, a computer program, or a program module) of each embodiment of the present disclosure may or may not be provided in a state stored in a computer-readable storage medium. The storage medium can store the program P in a "non-transitory tangible medium". Also, the program P may or may not be for realizing part of the functions of each embodiment of the present disclosure. Further, it may or may not be a so-called difference file (difference program) that can realize the functions of each embodiment of the present disclosure in combination with a program P already recorded in the storage medium.

[0083] The storage medium can include one or more semiconductor-based or other integrated circuits (ICs) (by way of example and not limitation, such as a field programmable gate array (FPGA) or an application specific integrated circuit (ASIC)), a hard disk drive (HDD), a hybrid hard drive (HHD), an optical disk, an optical disk drive (ODD), a magneto-optical disk, a magneto-optical drive, a floppy disk, a floppy disk drive (FDD), a magnetic tape, a solid state drive (SSD), a RAM drive, a secure digital card, or a drive, any other suitable storage medium, or a suitable combination of two or more of these. The storage medium may, where appropriate, be volatile, non-volatile, or a combination of volatile and non-volatile. Note that the storage medium is not limited to these examples and can be any device or medium that can store the program P. Also, the storage medium may or may not be referred to as a memory.

[0084] The server 10 and / or the terminal 20 can realize the functions of the plurality of functional units shown in each embodiment by reading out the program P stored in the storage medium and executing the read program P.

[0085] Further, the program P of the present disclosure may or may not be provided to the server 10 and / or the terminal 20 via any transmission medium (such as a communication network or a broadcast wave) capable of transmitting the program. The server 10 and / or the terminal 20 realize the functions of the plurality of functional units shown in each embodiment by executing the program P downloaded via the Internet or the like, for example, not limited thereto.

[0086] Also, each embodiment of the present disclosure can also be realized in the form of a data signal in which the program P is embodied by electronic transmission. At least a part of the processing in the server 10 and / or the terminal 20 may or may not be realized by cloud computing configured by one or more computers. At least a part or all of the processing in the terminal 20 may or may not be performed by the server 10. In this case, at least a part or all of the processing of each functional unit of the control unit 21 of the terminal 20 may or may not be performed by the server 10. At least a part or all of the processing in the server 10 may or may not be performed by the terminal 20. In this case, at least a part or all of the processing of each functional unit of the control unit 11 of the server 10 may or may not be performed by the terminal 20.

[0087] Unless otherwise explicitly stated, the determination configuration in the embodiments of the present disclosure is not essential, and a predetermined process may or may not be operated when the determination condition is satisfied, or a predetermined process may or may not be performed when the determination condition is not satisfied.

[0088] Note that the program of the present disclosure is implemented using, for example, not limited thereto, script languages such as ActionScript and JavaScript (registered trademark), compiler languages such as Objective-C and Java (registered trademark), and markup languages such as HTML Living Standard.

[0089] [Functional Configuration of Each Device] (1) Server FIG. 1-2 is a diagram showing an example of functions realized by the control unit 11 of the server 10 in this embodiment. The control unit 11 includes, as a functional unit, an application management processing unit 111 for executing application processing according to an application management processing program 151 stored in the storage unit 15, by way of example and not limitation.

[0090] FIG. 1-3 is a diagram showing an example of information and the like stored in the storage unit 15 of the server 10 in this embodiment. The storage unit 15 stores, by way of example and not limitation, an application management processing program 151, player registration data 152, a player management database 153, mission data 154, privilege data 155, and point addition processing data 156.

[0091] The application management processing program 151 is a program executed by the control unit 11 and executed as application management processing. Here, for simplicity, it is illustrated as one application management processing program 151, but by way of example and not limitation, it may include a program executed as management processing of an application such as a messaging application and a program executed as management processing of a game application.

[0092] The player registration data 152 is, by way of example and not limitation, registration data related to a player of a game application, and an example of its data configuration is shown in FIG. 1-4. The player registration data 152 stores, by way of example and not limitation, a player ID, a player name, and other registration information in association with each other.

[0093] The player ID is information used to identify an account of a game application or the account itself. This player ID is preferably a unique value for each account. By way of example and not limitation, a unique value (a specific value) is set and stored for each account by the server 10. The player ID is information associated with the terminal 20 or the user of the terminal 20, and is an example of information regarding the terminal or information regarding the user of the terminal.

[0094] The player name is the name of the account of the terminal 20 that uses the game application. By way of example and not limitation, the name registered by the user of the terminal 20 when using the game application is stored.

[0095] Other registration information may include, by way of example and not limitation, information regarding generated mission candidates, identification information for identifying the terminal 20, contact information such as the telephone number and email address of the terminal 20, authentication information such as passwords (login passwords, authentication passwords, etc.) used for various authentications in the application, and various information such as the player's (user's) own icon image (hereinafter referred to as the "player icon image") registered by this player in applications such as the game application and the messaging application.

[0096] The player management database 153 is, by way of example and not limitation, a database for managing information regarding users registered as players of the game in this embodiment, and an example of its data configuration is shown in FIG. 1-5. In the player management database 153, by way of example and not limitation, player management data can be stored as management data for each player ID set by the server 10 for the users registered as players.

[0097] Each player management data stores, by way of example and not limitation, the player ID of this player, the player name arbitrarily registered by this player, the gold held by this player in the game, other registration information, point card management data 1531, and the like. Other registration information may include, by way of example and not limitation, passwords, game save data, game play history data, and the like.

[0098] Here, gold can be, by way of example and not limitation, a virtual currency used within the game of this specification and can be a type of in-game currency. That is, in-game currency can include gold and the like.

[0099] Save data can include, by way of example and not limitation, information such as whether this player owns a character, information about the owned character, parameter values such as the ability values of the owned character, and the like.

[0100] Play history data can include, by way of example and not limitation, information such as the history of each game part (cultivation, battle, skill enhancement, expedition, etc.) by this player.

[0101] Note that since the player ID and player name are associated and stored in the player registration data 152, the player name may not be stored in the player management data. Alternatively, the player registration data 153 may not be configured, and various information of the player may be stored in the player management data.

[0102] The point card management data 1531 is, by way of example and not limitation, management data regarding a point card for storing points given each time a mission is completed in the game. An example of the data configuration of an example of the point card management data 1531A is shown in FIG. 1-6. In this point card management data 1531A, by way of example and not limitation, a point card, slots, total points, upper limit points, expiration date, and other registration information are associated and stored.

[0103] The point card can include, by way of example and not limitation, information regarding the type of point card in this game, and information indicating whether the valid flag, which is a type of flag indicating whether each point card is valid, is "ON" or "OFF".

[0104] In this embodiment, the point card includes, by way of example and not limitation, a plurality of types of point cards such as CA01 (hereinafter, appropriately referred to as "normal card"), CA02 (hereinafter, appropriately referred to as "silver card"), CA03 (hereinafter, appropriately referred to as "gold card"), and so on.

[0105] In this game, the value of the point card, by way of example and not limitation, increases in the order of "normal card < silver card < gold card <...". The value of the point card, by way of example and not limitation, can be the difference in the number of points awarded even when the same mission is completed (point efficiency), or the difference in the value of the upper limit number of points described later. However, it is not limited to these. In this example, when the point card has a high point efficiency, more points are awarded when the same mission is completed compared to when the point card has a low point efficiency, which is advantageous for the player. Also, when the point card has a high upper limit number of points, more points can be stored compared to the upper limit number of points when the point card has a low upper limit number of points, which is advantageous for the player.

[0106] In this game, by way of example and not limitation, based on the payment of consideration, the point card can be changed (graded up) to a point card with a higher value.

[0107] The payment of consideration may include, by way of example and not limitation, at least any one of the following. · Payment with in-game currency (by way of example and not limitation, gold) Payment by valuable values other than in-game currency (not limited to, but as examples, digital currency: CBDC, electronic money, cryptocurrency (virtual currency), etc.) In addition to these, payment by points may also be included in the payment of consideration.

[0108] Not limited to, but as an example, when starting the game for the first time, the point card that can be used (distributed) is a normal card, and based on the payment of consideration, the point card can be upgraded in the order of silver card, gold card, ···.

[0109] In this game, not limited to, but as an example, one point card is set (valid) for one player. When one point card is valid, other point cards are invalid. Not limited to, but as an example, when a normal card is valid (when the valid flag of CA01 is ON), other point cards are invalid (the valid flags of CA02, CA03, ··· are OFF).

[0110] Note that it is not limited to such a form, and multiple point cards may be valid for one player.

[0111] In the slot, not limited to, but as an example, in the area provided on this point card, which is an area for setting missions, information on which missions are set, and information indicating whether each slot is valid or not, such as a valid flag indicating whether it is "ON" or "OFF", can be included.

[0112] In this game, in the slot, not limited to, but as an example, there are free slots that can be used regardless of whether consideration is paid, and paid slots that can be used based on the payment of consideration. By way of example and not limitation, Slots 1, 2, 3, and 4 are free slots, and by way of example and not limitation, Slots 5, 6, ··· are paid slots.

[0113] Also, in this game, by way of example and not limitation, each slot is set to be either valid or invalid. For a valid point card, by way of example and not limitation, all free slots are valid (the valid flags for Slots 1 to 4 are ON), and by way of example and not limitation, paid slots can be either valid or invalid (the valid flags for Slots 5, 6, ··· are ON or OFF). For an invalid point card, the ON / OFF of the valid flags for each slot (free slots, paid slots) is not set.

[0114] The total points can include, by way of example and not limitation, information such as the total value and total number of points (hereinafter referred to as the "total point number") awarded to the player in this game for achieving missions.

[0115] The upper limit points can include, by way of example and not limitation, information such as the upper limit value and upper limit number of points (hereinafter referred to as the "upper limit point number") that the player can save in each point card.

[0116] In this game, when the point card is a normal card, by way of example and not limitation, the upper limit point number is 3000pt; when the point card is a silver card, by way of example and not limitation, the upper limit point number is 10000pt; when the point card is a gold card, by way of example and not limitation, the upper limit point number is 30000pt, ··· etc. are set.

[0117] The expiration date can include, by way of example and not limitation, information regarding the expiration date of the total points awarded in each point card.

[0118] In this game, by way of example rather than limitation, a common expiration date is set for each mission set on the point card. By way of example rather than limitation, this expiration date may be set when the player obtains the point card (by way of example rather than limitation, one month etc. after obtaining the point card), may be set when the mission is set on the point card (by way of example rather than limitation, two weeks etc. after setting the mission on the point card), or may be set to a predetermined deadline or date (by way of example rather than limitation, the end of each month etc.).

[0119] This data may include, by way of example rather than limitation, information indicating whether a deadline expiration flag, which is a type of flag indicating whether the expiration date of the point card in this game has been exceeded, is ON or OFF.

[0120] The control unit 11 of the server 10 may, by way of example rather than limitation, refer to the time information (timekeeping information) of the clock unit 19, set the deadline expiration flag to "ON" if the current time has passed the expiration date, and set the deadline expiration flag to "OFF" if the current time has not passed the expiration date.

[0121] Specifically, this data has, by way of example rather than limitation, the following content set. For the point card "CA01", the valid flag is: ON; for the other point cards, the valid flag is: OFF. The valid flags for the free slots (slots 1 to 4) are: ON; the valid flags for the paid slots (slots 5, 6, ···) are: OFF. No mission is set for any of the free slots (slots 1 to 4). The total points are "0 (points)", the upper limit of points is "3000 (points)", and the expiration date is set to "△ / ○ / ×" (year / month / day), etc.

[0122] Mission data 154 is data related to the missions of the game, and an example of the data structure of mission data 154A, which is an example of it, is shown in FIG. 1-7. Here, a relatively simple mission is exemplified as a game mission, but it is not limited to this.

[0123] In mission data 154A, by way of example and not limitation, a mission type, a mission ID (MIID), a mission name, a game part, mission content, a given point, and other registration information are defined in association with each other.

[0124] For the mission type, a type obtained by classifying the missions in this game according to the game part is set.

[0125] For the mission ID, an ID corresponding to the mission is set.

[0126] For the mission name, the name of the corresponding mission is set.

[0127] For the game part, information on which game part of this game the corresponding mission corresponds to is set.

[0128] For the mission content, the detailed content of the corresponding mission is set.

[0129] For the given point, the number of points given to the player when the corresponding mission is completed is set.

[0130] Specifically, in this data, by way of example and not limitation, the following content is set. Note that a detailed description of the game part will be given later. "A0001" is set for the mission ID, "Raise Character A" is set for the mission name, "Raising" is set for the game part, "Raise Character A once" is set for the mission content, and "1 point" is set for the given point, etc. In addition, the mission ID is set to "A0002", the mission name is set to "Raise Character B", the game part is set to "Raising", the mission content is set to "Raise Character B once", the awarded points are set to "1 point", etc. In addition, the mission ID is set to "A0003", the mission name is set to "Raise Character C", the game part is set to "Raising", the mission content is set to "Raise Character C once", the awarded points are set to "1 point", etc. Moreover, not limited to these missions, there are other missions related to raising. For the missions related to raising (missions whose upper digit of the mission ID is "A"), the mission type is set to "Type A".

[0131] In addition, the mission ID is set to "B0001", the mission name is set to "Win 1 battle", the game part is set to "Battle", the mission content is set to "Win 1 battle in the battle", the awarded points are set to "2 points", etc. In addition, the mission ID is set to "B0002", the mission name is set to "Win 5 consecutive battles", the game part is set to "Battle", the mission content is set to "Win 5 consecutive battles in the battle", the awarded points are set to "15 points", etc. In addition, the mission ID is set to "B0003", the mission name is set to "Win 10 consecutive battles", the game part is set to "Battle", the mission content is set to "Win 10 consecutive battles in the battle", the awarded points are set to "40 points", etc. Moreover, not limited to these missions, there are other missions related to battles. For the missions related to battles (missions whose upper digit of the mission ID is "B"), the mission type is set to "Type B".

[0132] In addition, the mission ID is set to "C0001", the mission name is set to "Strengthen attack skill", the game part is set to "Skill strengthening", the mission content is set to "Strengthen the attack skill by 1 level", the awarded points are set to "2 points", etc. In addition, the mission ID is set to "C0002", the mission name is set to "Enhanced Defense Skill", the game part is set to "Skill Enhancement", the mission content is set to "Enhance the defense skill by one level", and the awarded points are set to "2 points", etc. In addition, the mission ID is set to "C0003", the mission name is set to "Enhanced Recovery Skill", the game part is set to "Skill Enhancement", the mission content is set to "Enhance the recovery skill by one level", and the awarded points are set to "2 points", etc. Moreover, not limited to these missions, other missions related to skill enhancement are provided. For the mission type of these missions related to skill enhancement (missions with the first digit of the mission ID being "C"), "Type C" is set.

[0133] In addition, the mission ID is set to "D0001", the mission name is set to "Expedition to Area A", the game part is set to "Expedition", the mission content is set to "Conduct one expedition to Area A", and the awarded points are set to "2 points", etc. In addition, the mission ID is set to "D0002", the mission name is set to "Expedition to Area B", the game part is set to "Expedition", the mission content is set to "Conduct one expedition to Area B", and the awarded points are set to "2 points", etc. In addition, the mission ID is set to "D0003", the mission name is set to "Expedition to Area C", the game part is set to "Expedition", the mission content is set to "Conduct one expedition to Area C", and the awarded points are set to "2 points", etc. Moreover, not limited to these missions, other missions related to expeditions are provided. For the mission type of these missions related to expeditions (missions with the first digit of the mission ID being "D"), "Type D" is set.

[0134] The bonus data 155 is data related to items that players can obtain by consuming points saved in the game.

[0135] Point addition processing data 156 is data referred to in the process of adding points based on achieving a game mission (hereinafter, appropriately referred to as "point addition processing" or "addition processing" as the case may be), and an example of its data structure is shown in FIG. 1-8.

[0136] In point addition processing data 156, as an example rather than a limitation, the following variables are defined: X, Y, Z, a, S. · Total points before addition processing: X, which is the total number of points before the addition processing is executed. · Total points after addition processing: Y, which is the total number of points after the addition processing is executed. · Upper limit number of points: Z · Scheduled point number to be added: a, which is the number of points scheduled to be added in the addition processing. · Excess point number: S, which is the number of points exceeding the upper limit when points are added in the addition processing.

[0137] Also, in point addition processing data 156, as an example rather than a limitation, the condition No., addition processing condition, total points Y after addition processing, and excess point number S are stored in association with each other.

[0138] The condition No. can include information corresponding to the addition processing condition. The condition No. is preferably a unique value for each addition processing condition. As an example rather than a limitation, a unique value (unique value) is set and stored for each addition processing condition by the server 10.

[0139] The addition processing condition can include information regarding the conditions of variables X, Z, a when calculating variables Y, S in the addition processing.

[0140] In this example, conditions 01: X + a ≤ Z and condition 02: X + a > Z are defined. Condition 01: X + a ≤ Z means that even when the number of points to be added is added to the total number of points before the addition processing is executed, the upper limit number of points is not exceeded. Condition 02: X + a > Z means that when the number of points to be added is added to the total number of points before the addition process is executed, the upper limit number of points will be exceeded.

[0141] The number of points after the addition process: Y can include information regarding the calculation method of the variable: Y when calculating the variable: Y in the addition process.

[0142] In this example, the calculation methods for Condition 01: Y = X + a and Condition 02: Y = Z are defined. Condition 01: Y = X + a means that the total number of points after the addition process is calculated by adding the number of points to be added to the total number of points before the addition process is executed. Condition 02: Y = Z means that the total number of points after the addition process is calculated by substituting the upper limit number of points into the total number of points after the addition process is executed.

[0143] The surplus number of points: S can include information regarding the calculation method of the variable: S when calculating the variable: S in the addition process.

[0144] In this example, the calculation methods for Condition 01: S = 0 and Condition 02: S = (X + a) - Z are defined. Condition 01: S = 0 means that the surplus number of points after the addition process is calculated by substituting "0" into the number of points exceeding the upper limit value when adding points in the addition process. Condition 02: S = (X + a) - Z means that the surplus number of points after the addition process is calculated by subtracting the upper limit number of points from the value obtained by adding the number of points to be added to the total number of points before the addition process is executed.

[0145] In the case of Condition 02, Y = X and S = a may be used. Specifically, when adding the points to be given to the total number of points before the addition process would exceed the upper limit of the number of points, the total number of points after the addition process is calculated by not adding any value to the total number of points before the addition process. Also, the excess number of points after the addition process is calculated by substituting the points to be given as they are into the points that exceeded the upper limit when adding points in the addition process.

[0146] (2) Terminal FIG. 1-9 is a diagram showing an example of the functions realized by the control unit 21 of the terminal 20 in this embodiment. The control unit 21 includes, as a functional unit, an application processing unit 211 for executing game application processing according to the application processing program 281 stored in the storage unit 28, by way of example and not limitation.

[0147] FIG. 1-10 is a diagram showing an example of information and the like stored in the storage unit 28 of the terminal 20 in this embodiment. The storage unit 28 stores, by way of example and not limitation, an application processing program 281 that is executed as game application processing.

[0148] <Explanation of the game · Game application> Here, the game in the game application of this specification will be described. This game mainly consists of the following elements (1) to (5), by way of example and not limitation. (1) Cultivate in-game content (2) Battle using in-game content (3) Strengthen the skills of in-game content (4) Expedition with in-game content (5) Save points with point cards

[0149] In-game content refers to the content used within the game. By way of example and not limitation, objects that appear in the game can be included herein. In this embodiment, by way of example and not limitation, a character (hereinafter, appropriately referred to as a "character") is exemplified as an example of an object. Basically, objects can include all things that appear in the game, and can also include things that appear in the game other than characters. Specific examples thereof will be described later.

[0150] The game in this specification is, by way of example and not limitation, a game in which a character, which is a type of in-game content (object), is cultivated and battles are conducted.

[0151] (1) Cultivate characters In this game, parameter values (hereinafter, appropriately referred to as "ability values") are set for each character (see Fig. 1-11). Specifically, by way of example and not limitation, "HP" indicating the character's hit points (HP), "strength" indicating the character's attack power, "defense" indicating the character's defense power, and "speed" indicating the character's speed are set as parameter values.

[0152] Also, by cultivating characters, the parameter values of these characters can be increased. Specifically, a cultivation menu (hereinafter, appropriately referred to as "training") for increasing each parameter value is provided, including "HPUP training" for increasing HP, "strength UP training" for increasing strength (attack power), "defense UP training" for increasing defense, and "speed UP training" for increasing speed. The player can increase the parameter values of the character by having the character undergo arbitrary training.

[0153] In addition, for the training in this game, as an example rather than a limitation, there are a successful pattern in which the training succeeds and a failed pattern in which the training fails. The training of the successful pattern means that the training is successful and the parameter value corresponding to the training increases. The training of the failed pattern means that the training fails and none of the parameter values increase.

[0154] As an example rather than a limitation, whether the training of either the successful pattern or the failed pattern is executed (hereinafter referred to as "training success or failure") is determined by lottery at the timing when the decision to conduct the training is made. Note that not limited to this timing, the training success or failure may be determined at other timings. As an example rather than a limitation, a player participation type (requiring player operation) mini-game may be installed during the training production, and the success or failure of the training may be determined according to the result of the mini-game at the end of this mini-game.

[0155] Also, in this game, when the player causes the character to undergo training, the player may use a support card to improve the effect of the training. Specifically, there are support cards such as a support card that increases the probability of the training being successful and a support card that increases the increase value of the parameter value that increases when the training is successful. By using one or more of these support cards for training, the effect of the training can be further improved.

[0156] This support card may be, as an example rather than a limitation, purchasable using in-game currency (such as gold, points, etc.) that can only be used within the game, or may be acquirable as a prize when winning the battle described later. Also, it may be purchasable by paying a consideration other than in-game currency.

[0157] (2) Battle using the character In this game, it is possible to battle between the cultivated characters (hereinafter referred to as "one's own characters", "my characters") and the characters of other players or the control unit (non-player) of server 10 (hereinafter referred to as "enemy characters"). In this game, when one's own character wins a battle against an enemy character, a victory effect is executed (not shown), and when one's own character loses a battle against an enemy character, a defeat effect is executed (not shown).

[0158] By way of example and not limitation, in the battle, the victory or defeat may be determined based on the parameter values of the characters, or the battle may progress and the victory or defeat may be determined by the player operating the characters. In addition, by way of example and not limitation, when winning a battle, in-game value may be granted.

[0159] By way of example and not limitation, the in-game value may include at least any one of the following. · Points · In-game currency · Parameter values · Support cards · Items · Objects related to other characters (by way of example and not limitation, other characters themselves, eggs from which other characters will be born in the future, etc.)

[0160] In this game, it is possible for one player to possess a plurality of characters. In this case, among the characters possessed by the player, one monster displayed on the home screen described below is referred to as the "main character", and among the characters possessed by the player, a character that is not displayed on the home screen and is different from the main character is referred to as the "sub character". By way of example and not limitation, the main character can be switched to another character on the home screen or the battle screen.

[0161] (3) Strengthen the skills of in-game content In this game, skills are set for each character. Specifically, as an example rather than a limitation, there are "attack skills" for attacking enemy characters during battles, "defense skills" for defending against enemy character attacks during battles, and "healing skills" for healing one's own character during battles.

[0162] Also, by strengthening skills, the levels of these skills can be increased. Specifically, a strengthening menu for increasing the skill levels is provided. There are "attack skill strengthening" for increasing the level of attack skills, "defense skill strengthening" for increasing the level of defense skills, and "healing skill strengthening" for increasing the level of healing skills. Players can increase the skill levels by strengthening the skills of any character.

[0163] It is assumed that the effects of skills improve as the skill levels increase. Specifically, as the level of an attack skill increases, the attack power of the attack skill increases; as the level of a defense skill increases, the defense power of the defense skill increases; and as the level of a healing skill increases, the amount of recovery of the healing skill increases.

[0164] Note that for skill strengthening in this game, as an example rather than a limitation, there are a successful pattern where skill strengthening succeeds and a failed pattern where skill strengthening fails. Successful skill strengthening means that the skill strengthening is successful and the level of the skill corresponding to the skill strengthening increases. Failed skill strengthening means that the skill strengthening fails and the level of the skill corresponding to the skill strengthening does not increase.

[0165] As an example rather than a limitation, which pattern of skill strengthening, either the successful pattern or the failed pattern, is executed (hereinafter, appropriately referred to as "skill strengthening success or failure") is determined by lottery at the timing when the decision to perform skill strengthening is made. Note that, not limited to this timing, the determination of whether to perform a special enhancement may be made at other timings. By way of example and not limitation, a player participation type (requiring player operation) mini-game may be installed during the performance of the special enhancement, and whether to perform the special enhancement may be determined according to the result of the mini-game at the end of the mini-game.

[0166] Also, in this game, when a player performs a special enhancement, the player may improve the effect of the special enhancement by using a support item. Specifically, there are support items such as an item that increases the probability of success of the special enhancement and an item that adds additional value in addition to level increase when the special enhancement is successful. By performing the special enhancement using one or more of these support items, the effect of the special enhancement can be further improved.

[0167] This support item may be, by way of example and not limitation, purchasable using in-game currency or may be acquirable in an expedition described later. Also, it may be purchasable by paying a consideration other than in-game currency.

[0168] (4) Character and Expedition In this game, it is possible to go on an expedition to an arbitrary area together with a character. Specifically, in the performance, more efficient training than normal training or special enhancement can be performed in the expedition area, battles with other characters or making other characters as companions can be done, and rare items that can only be obtained in the expedition area can be obtained. As the expedition areas, by way of example and not limitation, Area A, Area B, Area C, etc. are set.

[0169] (5) Saving Points with a Point Card In this game, each player holds one point card, and any mission can be set in the slot of this point card. Then, when any one of the missions set on the point card is completed, the points corresponding to that mission are awarded to the player. The points thus awarded can be stored in the point card up to the above-mentioned upper limit of the number of points.

[0170] Also, every time any one of the missions set on the point card is completed, the points corresponding to that mission are awarded to the player, and those points can be stored in the point card. Specifically, when the first mission among the missions set on the point card is completed, the first points corresponding to that first mission are awarded to the player, and those first points can be stored in the point card. After that, when the first mission among the missions set on the point card is completed again, the first points corresponding to that first mission are awarded to the player, and those first points can be further stored in the point card.

[0171] Note that an example was shown where when the first mission among the missions set on the point card is repeatedly completed, the first points corresponding to that first mission are repeatedly awarded to the player. Here, the number of points of the first points is not limited, and as an example, it may be a common (constant) number of points regardless of the number of times the first mission is completed, or as an example without limitation, it may be a different number of points according to the number of times the first mission is completed.

[0172] By way of example rather than limitation, if the number of points for the first point varies according to the number of times the first mission is completed, then by way of example rather than limitation, when the first mission is completed for the first time in this game, 10pt is given to the player as the first point, when the second time the first mission is completed in this game, 9pt is given to the player as the first point, and when the third time the first mission is completed in this game, 8pt is given to the player as the first point. A configuration may be adopted such that the number of points given each time a mission is completed decreases.

[0173] In this case, among the missions set on the point card, the number of points given corresponding to the mission completed for the first time is the largest, and the number of points given corresponding to the missions completed after the second time is small. Therefore, setting a new mission on the point card allows the player to proceed with the game more advantageously in terms of point efficiency. According to such a configuration, it is possible to improve the player's motivation regarding mission setting, and it is also possible to improve the player's motivation regarding the gameplay for achieving various missions set by those players, and it is possible to improve the player's motivation for the entire game.

[0174] Conversely, among the missions set on the point card, the number of points given corresponding to the mission completed for the first time may be the smallest, and the number of points given corresponding to the missions completed after the second time may be increased.

[0175] Also, in at least one of these cases, rather than having the number of points added vary each time, there may be times when the same number of points is added.

[0176] In this game, the points (in-game currency) stored with this point card are used for item exchanges and the like. Specifically, there are patterns such as consuming points at any timing from the points stored on the point card to obtain any item (ordinary item) (see Fig. 1-15), or consuming all the points stored on the point card at the timing when the points stored on the point card reach the upper limit point (MAX) to obtain a predetermined item (rare item) (see Fig. 1-16).

[0177] Note that the elements (1) to (5) shown above are only part of the elements constituting this game, and elements other than the elements (1) to (5) shown above may also be included. By way of example and not limitation, as elements of this game, at least any one of the following elements may be included. · Display of setting-related information (notices, menus (settings such as volume, BGM, language, etc.), information about the player) · Draws (such as gacha) in which in-game content is discharged · Mini-games other than battles using in-game content (such as quests)

[0178] <Display screen> Hereinafter, an example of the display screen in this embodiment will be described. First, in the game application, a case where settings regarding the point card are made from the home screen will be exemplified.

[0179] Hereinafter, by way of example and not limitation, a case will be exemplified where the terminal 20A is positioned such that the display unit 24 of the display provided in the terminal 20A becomes a horizontally long display screen.

[0180] Note that the transition of the display screen described below is only an example of the transition of the display screen for realizing the method of the present disclosure. Regarding the transition of the display screen exemplified below, the display of some display screens may be omitted, or another display screen may be added.

[0181] FIG. 1-11 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in the present embodiment. Here, an example of a screen (home screen, point card setting screen) displayed on the display unit 24 of the terminal 20A of user A.A is illustrated.

[0182] FIG. 1-11(1) is a home screen of the game application, and at the left part of the uppermost part of the screen, an icon including the characters "GA" and the characters "Game App" as the name of the game application are displayed.

[0183] Also, at the right part of the uppermost part of the screen, a home button HBT for returning to the home screen in the game application, a notice button NBT for checking notices in the game application, a menu button MBT for displaying a menu in the game application, and an icon image (in this example, "user A.A") of the user of this terminal 20A in the game application are displayed.

[0184] Also, below that, a region for indicating the currently displayed page or the like within the game application (hereinafter referred to as the "in-application position display region") is configured, and since this screen is the home screen, it is displayed as "Home".

[0185] Also, below that, a game information display region for displaying various types of information (hereinafter referred to as "game information") in the game application is configured. Here, the game information is, by way of example and not limitation, information related to the home screen, point card setting screen (mission setting screen, grade-up setting screen), breeding screen, item acquisition screen described later (by way of example and not limitation, characters, ability value information, point cards, missions, mission candidates, various buttons, etc.).

[0186] In this example, in the game information display area, there are a character (in this example, character A), information indicating the gold held by the current player (in this example, "2000 G"), parameter value information regarding the parameter values of this character (in this example, the name of the character is "character A", and the respective ability values are "HP|50", "strength|40", "defense|30", "speed|40"), a character change button CBT for switching the character to be displayed on the home screen (main character), an item button IBT for viewing the items held by the current player, a training button TBT for training the character, a battle button BBT for having the character battle, a skill enhancement button SBT for enhancing the character's skills, an expedition button EBT for going on an expedition with the character, a point card button PBT for transitioning to the point card setting screen, and an item acquisition button IGBT for consuming points to acquire items are displayed.

[0187] As an example and not a limitation, when the point card button PBT is touched by the user as shown in Figure 1-11(1), a display as shown in Figure 1-11(2) is made as an example and not a limitation. This screen is a point card setting screen for performing settings regarding the point card, and the characters "point card" are displayed in the in-app position display area.

[0188] In this example, in the game information display area, there is point card confirmation information regarding the point card that is valid for the current player (in this example, the characters "Normal Card", slots 1 to 4 in a state where no missions are set, information regarding the expiration date (the characters "until ○ month × day"), information regarding the total point number and the upper limit point number of the point card (total point number: 1000pt, upper limit point number: 3000pt, a point bar indicating these values)), a mission setting screen movement button TMSBT (in this example, a button including the characters "Mission Setting") for transitioning to a mission setting screen for setting missions in this point card, a grade-up setting screen movement button TGUBT (in this example, a button including the characters "Grade Up") for transitioning to a grade-up setting screen for upgrading this point card, and a back button BCBT (in this example, the characters "Back") for returning from this screen to the previous screen are displayed.

[0189] As an example rather than a limitation, when the mission setting screen movement button TMSBT is touched by the user, as an example rather than a limitation, a mission setting screen such as that shown in FIG. 1-12 is displayed. Also, as an example rather than a limitation, when the grade-up setting screen movement button TGUBT is touched by the user, as an example rather than a limitation, a grade-up setting screen such as that shown in FIG. 1-14 is displayed.

[0190] In the following, in the description of the display screen, it is assumed that the description of parts that are the same as the above-described content may be omitted.

[0191] FIG. 1-12 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of a screen (mission setting screen) displayed on the display unit 24 of the terminal 20A of user A.A when the mission setting screen movement button TMSBT is touched in the point card setting screen shown in FIG. 1-11(2) is illustrated.

[0192] By way of example and not limitation, when the mission setting screen movement button TMSBT is touched by the user on the point card setting screen shown in FIG. 1-11(2), by way of example and not limitation, the mission setting screen shown in FIG. 1-12(1) is displayed. This screen is the first mission setting screen among the mission setting screens for setting missions on the point card, and the characters "Point Card > Mission Setting" are displayed in the in-app position display area.

[0193] In this example, in the game information display area, point card confirmation information and mission candidate information regarding mission candidates that are candidates for missions that can be set on the point card (in this example, the characters "Mission Candidate", mission candidate icons (icons of mission candidates corresponding to missions such as MIID: A0001, A0002, A0003, B0001, C0001, D0001, etc.), the characters "Please select a mission", a decision button DBT for determining the selected mission candidate, a return button BCBT, and a slot addition screen movement button TSABT for transitioning to the slot addition screen for adding slots to this point card are displayed.

[0194] In this example, by dragging each mission candidate icon and moving it to the slot where the player wants to place it, the mission candidate can be selected.

[0195] By way of example and not limitation, when a mission candidate icon is dragged by the user, by way of example and not limitation, a display such as that in FIG. 1-12(2) is made. On this screen, in the point card confirmation information, mission candidate icons of MIID: A0001 in slot 1, MIID: A0002 in slot 2, MIID: A0003 in slot 3, and MIID: C0001 in slot 4 are displayed.

[0196] At this time, each area of the mission candidate information in which the mission candidate icons that have moved to each slot are displayed is displayed in a manner (in this example, a black blank manner) that makes it easy to recognize that the mission candidate icons have moved.

[0197] By way of example and not limitation, when the decision button DBT is touched by the user as shown in FIG. 1-12(2), a display as shown in FIG. 1-12(3) is made by way of example and not limitation. This screen is the second mission setting screen among the mission setting screens, and the characters "Point Card > Mission Setting" are continuously displayed in the in-app position display area.

[0198] In this example, in the game information display area, point card setting completion information (in this example, information similar to the point card confirmation information displayed on the first mission setting screen and an icon including the character "A mission has been set on the point card") for which the mission setting has been completed is displayed.

[0199] According to such a configuration, the player can set an arbitrary mission from a plurality of mission candidates on the point card, can provide a game using a point card that suits the player's preference, and can improve the motivation for the game.

[0200] FIG. 1-13 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in the present embodiment. Here, an example of a screen (slot addition screen) displayed on the display unit 24 of the terminal 20A of user A.A. when the slot addition screen movement button TSABT is touched by the user on the mission setting screen shown in FIG. 1-12(1) is illustrated.

[0201] By way of example and not limitation, when the slot addition screen movement button TSABT is touched by the user on the mission setting screen shown in FIG. 1-12(1), the first slot addition screen among the mislot addition screens shown in FIG. 1-13(1) is displayed by way of example and not limitation. This screen is a slot addition screen for adding slots to a point card, and the characters "Point Card > Mission Settings > Slot Addition" are displayed in the in-app position display area.

[0202] In this example, in the game information display area, information regarding the current number of slots of the point card (in this example, the characters "Current Point Card", information indicating that the number of slots is 4 (thumbnail image of the point card showing that the number of slots is 4, the characters "Number of Slots: 4")), an arrow object, and information regarding the number of slots of the point card after slot addition (in this example, information indicating that the number of slots becomes 5 (thumbnail image of the point card showing that the number of slots becomes 5)), a slot addition button SABT for adding slots as described above (in this example, a button including the characters "Add Slots"), and a back button BCBT are displayed.

[0203] As an example, not by way of limitation, when the slot addition button SABT is touched by the user as shown in Fig. 1-13(1), a display as shown in Fig. 1-13(2) is made, not by way of limitation. This screen is the second slot addition screen among the slot addition screens, and the characters "Point Card > Mission Settings > Slot Addition" continue to be displayed in the in-app position display area.

[0204] In this example, in the game information display area, an image similar to the thumbnail image of the point card showing that the number of slots is 5, which was displayed on the first slot addition screen, the characters "Slots have been added", a first point card button PBT1 for transitioning to the point card settings screen to check the point card after slot addition (in this example, a button including the characters "View Point Card"), and a back button BCBT are displayed.

[0205] By way of example and not limitation, when the first point card button PBT1 is touched by the user as shown in Fig. 1-13(2), a display as shown in Fig. 1-13(3) is made by way of example and not limitation. Explanation of parts of this screen that are the same as those in Fig. 1-11(2) described above is omitted.

[0206] In this example, in the game information display area, point card confirmation information after slot addition (in this example, slots 1 to 5 etc. in a state where no mission is set) is displayed.

[0207] Fig. 1-14 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of a screen (grade-up setting screen) displayed on the display unit 24 of the terminal 20A of user A.A when the grade-up setting screen movement button TGUBT is touched by the user on the point card setting screen shown in Fig. 1-11(2) is illustrated.

[0208] By way of example and not limitation, when the grade-up setting screen movement button TGUBT is touched by the user on the point card setting screen shown in Fig. 1-11(2), a grade-up setting screen as shown in Fig. 1-14(1) is displayed by way of example and not limitation. This screen is the first grade-up setting screen among the grade-up setting screens for upgrading the point card, and the characters "Point Card > Grade-up" are displayed in the in-app position display area.

[0209] In this example, in the game information display area, there is information indicating the gold currently held by the current player (in this example, "2000 G"), information regarding the point card before the upgrade (in this example, the characters "current point card" and a thumbnail image indicating that the point card is a normal card), an arrow object, information regarding the point card after the upgrade (in this example, the characters "new point card", a thumbnail image indicating that the point card becomes a silver card, and information regarding the gold required to upgrade the point card ("1500 G" characters)), a grade-up button GUBT for upgrading the point card as described above (in this example, a button including the characters "upgrade"), and a back button BCBT are displayed.

[0210] By way of example and not limitation, as shown in FIG. 1-14(1), when the grade-up button GUBT is touched by the user, a display as shown in FIG. 1-14(2) is made by way of example and not limitation. This screen is the second grade-up setting screen among the grade-up setting screens, and the characters "Point Card > Grade-up" are continuously displayed in the in-app position display area.

[0211] In this example, in the game information display area, there is an image similar to the thumbnail image indicating that the point card displayed on the first grade-up setting screen becomes a silver card, the characters "Upgraded to silver card", a second point card button PBT2 for transitioning to the point card setting screen to view the point card after the upgrade (in this example, a button including the characters "View point card"), and a back button BCBT are displayed.

[0212] By way of example and not limitation, as shown in FIG. 1-14(2), when the second point card button PBT2 is touched by the user, a display as shown in FIG. 1-14(3) is made by way of example and not limitation. The description of the part that is the same as that of FIG. 1-11(2) described above is omitted for this screen.

[0213] In this example, in the game information display area, point card confirmation information corresponding to the fact that the point card after the level-up is a silver card is displayed.

[0214] FIG. 1-15 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of a screen (item acquisition screen) displayed on the display unit 24 of the terminal 20A of user A.A when an item acquisition button IGBT for consuming points to acquire an item is touched by the user on the home screen shown in FIG. 1-11(1) is illustrated.

[0215] In this example, a case is illustrated in which when the total number of points of the point card has not reached the upper limit number of points, the screen transitions to an item acquisition screen, and the player consumes some points of the point card to acquire a normal item.

[0216] By way of example and not limitation, when the item acquisition button IGBT is touched by the user on the home screen shown in FIG. 1-11(1), an item acquisition screen shown in FIG. 1-15(1) is displayed by way of example and not limitation. This screen is the first A item acquisition screen among the item acquisition screens, and the characters "ITEM GET" are displayed in the in-app position display area.

[0217] In this example, in the game information display area, the characters "Please select an item to GET using points", information regarding the current total number of points of the point card (in this example, the characters "Owned Points: 1000pt"), and normal item list information regarding normal items that the player can acquire (in this example, first normal item information (healing potion, 10pt, item selection button ICBT (button including the characters "Select this")), second normal item information (HP growth gyps, 200pt, item selection button ICBT), etc.) are displayed.

[0218] By way of example and not limitation, when the item selection button ICBT of the first normal item information is touched by the user as shown in Fig. 1-15(1), a display as shown in Fig. 1-15(2) is made by way of example and not limitation. This screen is the second A item acquisition screen among the item acquisition screens, and the characters "ITEM GET" are continuously displayed in the in-app position display area.

[0219] In this example, in the game information display area, information regarding the normal item selected by the player in the first A item acquisition screen and given to the player (in this example, the characters "HEALING GET!!" and an image imitating a healing item), information regarding the total number of points of the current point card (in this example, the characters "POINTS IN HAND: 990pt"), and a home screen movement button THBT for transitioning to the home screen are displayed.

[0220] Fig. 1-16 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example is given of a screen (item acquisition screen) displayed on the display unit 24 of the terminal 20A of user A.A. when the item acquisition button IGBT for consuming points to acquire an item is touched by the user on the home screen shown in Fig. 1-11(1).

[0221] In this example, when the total number of points of the point card reaches the upper limit number of points, it is notified on the home screen that the total number of points of the point card has reached the upper limit number of points, and an example is given of the case where the player consumes all the points of the point card to acquire a rare item and transitions to the item acquisition screen.

[0222] Explanation of the parts where the screen in Fig. 1-16(1) is the same as the screen in Fig. 1-11(1) is omitted. In this example, based on the fact that the total number of points on the point card has reached the upper limit number of points, the item acquisition button IGBT is displayed in an emphasized manner (in this example, the characters "POINT MAX" and the object of a rightward arrow to the left of the item acquisition button, the frame line of the item acquisition button is a thick line, etc.).

[0223] As an example rather than a limitation, when the emphasized item acquisition button IGBT shown in the home screen shown in FIG. 1-16(1) is touched by the user, an item acquisition screen shown in FIG. 1-16(2) is displayed as an example rather than a limitation. This screen is the first B item acquisition screen among the item acquisition screens, and the characters "ITEM GET" are displayed in the in-app position display area.

[0224] In this example, in the game information display area, the characters "Your points have reached the maximum. Please receive a special item.", information regarding the current total number of points on the point card (in this example, the characters "Points in hand: 3000pt (MAX)"), rare item information regarding the rare item given to the player (in this example, the characters "Special item", the characters "Skill enhancement candy", the rare item reception button IRBT (a button including the characters "Receive")), etc. are displayed.

[0225] As an example rather than a limitation, when the rare item reception button IRBT is touched by the user as shown in FIG. 1-16(2), a display as shown in FIG. 1-16(3) is made as an example rather than a limitation. This screen is the second B item acquisition screen among the item acquisition screens, and the characters "ITEM GET" continue to be displayed in the in-app position display area.

[0226] In this example, in the game information display area, information regarding the awarding of a rare item to the player (in this example, the characters "Skill Enhancement Candy GET!!" and an image imitating the candy), information regarding the total number of points on the current point card (in this example, the characters "Owned Points: 0pt"), and the home screen movement button THBT for transitioning to the home screen are displayed.

[0227] FIG. 1-17 and FIG. 1-18 are diagrams showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example is given of a screen (a screen showing the state where points are awarded when a mission is completed on the training screen) displayed on the display unit 24 of the terminal 20A of user A.A.

[0228] In this example, a case is exemplified where when a mission of MIID: A0001 (raising character A) is set on the point card, the raising of character A (successful pattern) is performed and points are awarded.

[0229] By way of example and not limitation, when the training button TBT is touched by the user on the home screen shown in FIG. 1-11(1), by way of example and not limitation, the training screen shown in FIG. 1-17(1) is displayed. This screen is the first training screen among the training screens, and the characters "Training Stage" are displayed in the in-app position display area.

[0230] In this example, in the game information display area, there is first training information (in this example, the characters "Which training should you do?", the first training button TIC1 corresponding to HPUP training (in this example, an icon including the characters "HPUP"), the second training button corresponding to strength UP training (in this example, an icon including the characters "strength UP"), the third training button corresponding to defense UP training (in this example, an icon including the characters "defense UP"), the fourth training button corresponding to speed UP training (in this example, an icon including the characters "speed UP"), a rest button for resting the monster without performing any training (in this example, an icon including the characters "rest"), a return button BCBT, and the character (in this example, character A) that performs this training) are displayed.

[0231] By way of example and not limitation, when the first training icon TIC1 is touched by the user as shown in FIG. 1-17(1), a display as shown in FIG. 1-17(2) is made by way of example and not limitation. This screen is the second training screen among the training screens for raising a monster, and the characters "training stage" are continuously displayed in the in-app position display area.

[0232] In this example, in the game information display area, there is second training information (in this example, the characters "training start" and the training content selected by the player on the first training screen) is displayed.

[0233] By way of example and not limitation, when it is time to notify the success or failure of training, a display as shown in FIG. 1-17(3A) or FIG. 1-17(3B) is made by way of example and not limitation. By way of example and not limitation, in the case of a success pattern, a display as shown in FIG. 1-17(3A) is made, and in the case of a failure pattern, it is notified that the training has failed (not shown). In this case, since none of the missions have been completed, after it is notified that the training has failed, the screen transitions to the home screen.

[0234] (Successful pattern) The screen of Fig. 1-17(3A) is the 3A cultivation screen among the cultivation screens, and the characters of "Cultivation Stage" are continuously displayed in the in-app position display area. In this example, in the game information display area, 3A cultivation information (in this example, the characters of "Training Success", the character A with a happy expression, and the increased value information of the parameter value in this training (in this example, the characters of "HP|+3")) is displayed.

[0235] As an example rather than a limitation, when it is time to transition from the 3A cultivation screen to the 4A cultivation screen, as an example rather than a limitation, a display as shown in Fig. 1-18(4) is made. This screen is the 4A cultivation screen (point awarding screen) among the cultivation screens, and the characters of "Cultivation Stage" are continuously displayed in the in-app position display area. Also, the description of the parts similar to Fig. 1-12(3) is omitted.

[0236] In this example, in the game information display area, an icon including the characters of "Mission Accomplished" is superimposed on the point card confirmation information similar to the point card confirmation information displayed on the 1st mission setting screen.

[0237] As an example rather than a limitation, when it is time to transition from the 4A cultivation screen to the 5A cultivation screen, as an example rather than a limitation, a display as shown in Fig. 1-18(5) is made. This screen is the 5A cultivation screen (point awarding screen) among the cultivation screens, and the characters of "Cultivation Stage" are continuously displayed in the in-app position display area. Also, the description of the parts similar to Fig. 1-18(4) is omitted.

[0238] In this example, since points (1pt) are awarded to the player when the mission (MIID: A0001) is completed, in the game information display area, the mission icon MIIC1 corresponding to MIID: A0001 in slot 1 of the point card confirmation information is displayed in an emphasized manner (in this example, the effect image near the icon and the thick line of the icon outer frame), and information regarding the total number of points and the maximum number of points on the point card (total number of points: 1001pt, maximum number of points: 3000pt, point bar indicating these values) is displayed in an updated manner.

[0239] By way of example and not limitation, as shown in Fig. 1-18(3), after points are awarded based on the completion of a mission, if the mission is completed again at any timing, by way of example and not limitation, it transitions to either Fig. 1-18(A): consecutive completion of the same mission, or Fig. 1-18(B): completion of different missions.

[0240] By way of example and not limitation, when the same mission is consecutively completed, the displays as shown in Figs. 1-19 and 1-20 are made, and when different missions are completed, the displays as shown in Figs. 1-21 and 1-22 are made.

[0241] Figs. 1-19 and 1-20 are diagrams showing an example of the screen of the game application displayed on the display unit 24 of the terminal 20A in the present embodiment. Here, an example of the screen (a screen showing the state where points are awarded by consecutively completing the same mission) displayed on the display unit 24 of the terminal 20A of user A.A is illustrated.

[0242] In this example, as shown in Figs. 1-17 and 1-18, when the mission of MIID: A0001 (raising character A) is set on the point card, after the raising of character A (success pattern) is performed and points are awarded, an example is illustrated where, with the point card having the same mission set, the raising of character A (success pattern) is performed again and points are awarded.

[0243] Regarding the display screens in FIGS. 1-19(6A) to (8A), since they are the same as those in FIGS. 1-17(1) to (3) described above, the description thereof is omitted.

[0244] By way of example and not limitation, when it is time to transition from the 3A breeding screen to the 4A breeding screen, by way of example and not limitation, a display as shown in FIG. 1-20(9A) is made. Regarding this screen, the description of the parts that are the same as those in FIG. 1-18(4) described above is omitted.

[0245] In this example, in the game information display area, information regarding the total number of points and the upper limit number of points of the point card (total number of points: 1001pt, upper limit number of points: 3000pt, a point bar indicating these values) is displayed.

[0246] By way of example and not limitation, when it is time to transition from the 4A breeding screen to the 5A breeding screen, by way of example and not limitation, a display as shown in FIG. 1-20(10A) is made. Regarding this screen, the description of the parts that are the same as those in FIG. 1-18(5) described above is omitted.

[0247] In this example, since a point (1pt) is given to the player when the mission (MIID: A0001) is completed, in the game information display area, the mission icon MIIC4 corresponding to MIID: A0001 in slot 1 of the point card confirmation information is displayed in an emphasized manner (in this example, an effect image near the icon, a thick line for the outer frame of the icon), and information regarding the total number of points and the upper limit number of points of the point card (total number of points: 2999pt, upper limit number of points: 3000pt, a point bar indicating these values) is displayed in a mode where it is not updated.

[0248] Figures 1-21 and 1-22 are diagrams showing an example of the screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of the screen displayed on the display unit 24 of the terminal 20A of user A.A (a screen showing the state where points are awarded by achieving different missions) is illustrated.

[0249] In this example, as shown in FIGS. 1-17 and 1-18, when missions such as MIID: A0001 (raising character A) and A0002 (raising character B) are set on the point card, after the raising of character A (success pattern) is performed and points are awarded, the main character is changed from character A to character B, and while the same mission is set on the point card, an example where the raising of character B (success pattern) is performed and points are awarded is illustrated.

[0250] Regarding the display screens in FIGS. 1-21(6B) to (8B), the description of the parts that are the same as those in FIGS. 1-17(1) to (3) described above is omitted. In the screens shown in FIGS. 1-21(6B) and (8B), character B is displayed in the game information display area instead of character A.

[0251] As an example rather than a limitation, when it is time to transition from the 3A raising screen to the 4A raising screen, as an example rather than a limitation, a display as shown in FIG. 1-22(9B) is made. Since this screen is the same as FIG. 1-20(9A) described above, the description is omitted.

[0252] As an example rather than a limitation, when it is time to transition from the 4A raising screen to the 5A raising screen, as an example rather than a limitation, a display as shown in FIG. 1-22(10B) is made. Regarding this screen, the description of the parts that are the same as those in FIG. 1-20(10A) described above is omitted.

[0253] In this example, since the mission (MIID:A0002) is completed and points (1pt) are awarded to the player, in the game information display area, the mission icon MIIC2 corresponding to MIID:A0002 in slot 2 of the point card confirmation information is displayed in an emphasized manner (in this example, an effect image near the icon and a thick outer frame of the icon), and information regarding the total number of points and the upper limit of points on the point card (total number of points: 1002pt, upper limit of points: 3000pt, and a point bar indicating these values) is displayed in an updated manner.

[0254] FIG. 1-23 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of a screen is illustrated in the case where the total points exceed the upper limit of points due to points awarded for mission completion.

[0255] In this example, the total number of points on the point card is 2999 points, and an example is illustrated in the case where when a mission such as MIID:C0001 (attack technique strengthening) is set on the point card and attack technique strengthening (success pattern: 1 level up) is to be performed and points are to be awarded.

[0256] By way of example and not limitation, when it is time to transition from the 3A training screen to the 4A training screen, by way of example and not limitation, a display as shown in FIG. 1-23(1) is made. This screen is the 4A training screen (point awarding screen) among the training screens. Also, the description of the parts that are the same as in FIG. 1-18(4) is omitted.

[0257] In this example, in the game information display area, information regarding the total number of points and the upper limit of points on the point card (total number of points: 2999pt, upper limit of points: 3000pt, and a point bar indicating these values) is displayed.

[0258] By way of example and not limitation, when it is time to transition from the 4A breeding screen to the 5B breeding screen, a display as shown in Fig. 1-23(2) is made by way of example and not limitation. This screen is the 5B breeding screen (point awarding branch screen) among the breeding screens, and the characters "Breeding Stage" are continuously displayed in the in-app position display area. Also, the description of the parts that are the same as in Fig. 1-23(1) is omitted.

[0259] In this example, since points (2pt) are awarded to the player by achieving the mission (MIID: C0001), in the game information display area, the mission icon MIIC4 corresponding to MIID: C0001 in slot 4 of the point card confirmation information is displayed in an emphasized manner (in this example, the effect image near the icon, the thick line of the icon outer frame), and information regarding the total number of points and the upper limit number of points of the point card (total number of points: 2999pt, upper limit number of points: 3000pt, point bar indicating these values) is displayed in a mode where it is not updated. Also, in the center of the game information display area, information exceeding the upper limit (in this example, the characters "The total points exceed the upper limit points", the grade-up setting screen movement button TGUBT1 for transitioning to the grade-up setting screen (in this example, the button including the characters "Grade up the card"), the surplus point discard button for discarding the points exceeding the upper limit (in this example, the button including the characters "Discard the extra points")) is superimposed and displayed.

[0260] Here, for players who do not want to waste the remaining points, an option to grade up the point card to increase the upper limit points can be presented, and for players who are willing to discard the remaining points, an option to do so can be presented, enabling the provision of a game that meets the needs of the players.

[0261] <Timing Chart> FIG. 1-24 is a timing chart showing an example of the execution timing of each effect when the mission is achieved in this embodiment.

[0262] First, when the total number of points is 2990 pt, the game part corresponding to the mission of MIID: A0001 (awarded points: 1 pt) is started (at the timing of T1). When this game part ends (at the timing of T2), 1 pt is added to the total number of points, which becomes 2991 pt.

[0263] Next, when the total number of points is 2991 pt, when the game part corresponding to the mission of MIID: B0002 (awarded points: 15 pt) is started (at the timing of T3), the pre-exceeding notification information (in this example, "If you complete this mission, the points will exceed the upper limit.") described later is displayed on the display unit 24. Then, when this game part ends (at the timing of T4), 9 pt out of the awarded points of the mission (15 pt) is added to the total number of points, which becomes the upper limit of 3000 pt. At this time, an excess point number of 6 pt has occurred.

[0264] Although an example in which the pre-exceeding notification information is displayed on the display unit 24 at the start of a mission whose awarded points will exceed the upper limit has been shown, it is not limited to such an example, and the pre-exceeding notification information may be displayed on the display unit 24 at the timing before the mission starts or at the timing after the mission starts.

[0265] <Process> FIGS. 1-25 to 1-26 are flowcharts showing an example of the flow of game application processing and game application management processing executed by each device in this embodiment. In this figure, an example of the processing executed by the control unit 21 of the terminal 20A (the terminal 20 of user A.A) is shown on the left side, and an example of the processing executed by the control unit 11 of the server 10 is shown on the right side.

[0266] Note that this process is only an example of the process for implementing the method of the present disclosure and is not limited to this process. Another step may be added to this process, or some steps may be omitted (deleted) from this process. This is the same for each flowchart (process) described below.

[0267] First, a game process is started between the terminal 20A and the server 10 (A110, S110). The game process described in this specification includes, but is not limited to, as an example, the processes for realizing each game part (cultivation, battle, skill enhancement, expedition, saving points, ···) in this game as described above.

[0268] Here, for the sake of convenience, the steps related to the mission settings in the point card are illustrated and described in FIGS. 1-25 to 1-26 as the steps after the game process is started. However, the steps related to the mission settings in this point card can also be regarded as part of the game process. The same can be said for the process of FIG. 1-27 described later.

[0269] In the game process, the control unit 11 of the server 10 updates the player management data of this player in the player management database 153 of the storage unit 15 according to the progress of the game, for example, but not limited to.

[0270] After the game process is started, the control unit 21 of the terminal 20A determines whether to perform the setting of the point card by determining whether a user input (for example, an operation by the player on the point card button PBT on the home screen, but not limited to) for setting the point card on the home screen or the like is made via the input / output unit 23 (A120). If it is determined not to perform the setting of the point card (A120: NO), the control unit 21 of the terminal 20A advances the process to the step of A200, for example, but not limited to.

[0271] If it is determined that the point card is to be set (A120: YES), the control unit 21 of the terminal 20A reads out information regarding the point card (in this example, information regarding the type of the point card, information regarding missions already set on the point card, information regarding the total number of points of the point card, etc.) that was previously acquired from the server 10 and stored in the storage unit 28, from the storage unit 28. Then, the control unit 21 of the terminal 20A causes the display unit 24 to display a point card setting screen (A130) including, by way of example and not limitation, information regarding the currently valid point card etc.

[0272] Next, the control unit 21 of the terminal 20A determines whether to set a mission (A140) by, for example and not limitation, determining whether a user input for setting a mission (operation by the player on the mission setting screen movement button TMSBT on the point card setting screen) has been made via the input / output unit 23. If it is determined not to set a mission (A140: NO), the control unit 21 of the terminal 20A advances the process to A210, by way of example and not limitation.

[0273] If it is determined to set a mission (A140: YES), the control unit 21 of the terminal 20A transmits, by way of example and not limitation, mission candidate request information including information requesting information regarding mission candidates to be displayed on the mission setting screen, to the server 10 via the communication I / F 22 (A150).

[0274] After the step of S110, when the server 10 receives the mission candidate request information from the terminal 20A via the communication I / F 14, the control unit 11 of the server 10 performs mission candidate generation processing (S120). Specifically, by way of example and not limitation, based on the game progress status of the player (such as save data, play history data, mission candidates already generated, etc.) included in the aforementioned player management data, mission candidates are generated according to the mission candidate generation program. Then, information regarding the generated mission candidates is stored in the player management data in which the player ID of user A.A is stored.

[0275] After the step of S120, the control unit 11 of the server 10 transmits mission candidate information including information regarding the mission candidates generated in the step of S120 to the terminal 20A via the communication I / F 14 (S130).

[0276] After the step of A150, when the mission candidate information is received from the server 10 by the communication I / F 22, the control unit 21 of the terminal 20A causes the display unit 24 to display the mission candidate information based on the received mission candidate information (A160).

[0277] In this example, the mission candidate information transmitted from the control unit 11 of the server 10 may also include information regarding the mission type corresponding to each mission (candidate). When receiving the mission candidate information, the control unit 21 of the terminal 20A may acquire the mission type of each mission candidate from the received mission candidate information and make it displayable. In this case, the user can grasp the mission type of each mission candidate.

[0278] Next, the control unit 21 of the terminal 20A determines whether or not the player has set the mission candidates selected by the player for each slot of the point card as missions by determining, for example, whether or not a user input (operation by the player on the decision button DBT of the mission setting screen) for selecting / deciding a mission on the point card has been made via the input / output unit 23 on the mission setting screen (A170).

[0279] If it is determined that the mission is not selected / decided on the point card (A170: NO), the control unit 21 of the terminal 20A returns the process to step A130 as an example, not a limitation. In this example, when it is determined that the mission is not selected / decided on the point card, as an example, not a limitation, the following patterns can be included: (1) the pattern in which the return button BCBT is touched by the player, (2) the pattern in which the slot addition screen movement button TSABT for transitioning to the slot addition screen for adding the slot of this point card is touched by the player, etc. In the case of (2), the control unit 21 of the terminal 20A can perform processing related to adding a slot to the point card (not shown) as an example, not a limitation, before returning the process to step A130 after step A170: NO.

[0280] If it is determined that the mission is selected / decided on the point card (A170: YES), the control unit 21 of the terminal 20A transmits mission setting request information including information on the mission candidates selected by the player and requesting to set these mission candidates on the point card to the server 10 via the communication I / F 22 as an example, not a limitation (A180).

[0281] After step S130, when the server 10's control unit 11 receives the mission setting request information from the terminal 20A via the communication I / F 14, it performs mission setting processing (S140). Specifically, as an example, not a limitation, based on the information on the mission candidates selected by the player included in the mission setting request information, the process of associating the mission candidates selected by the player with each slot of the point card is performed according to the mission setting processing program. Then, this information is stored in the point management data of the player management data in which the player ID of user A.A is stored.

[0282] After the step of S140, the control unit 11 of the server 10 transmits mission setting completion information including information regarding the mission setting executed in the step of S140 to the terminal 20A via the communication I / F 14 (S150).

[0283] After the step of A180, when the mission setting completion information is received from the server 10 via the communication I / F 22, the control unit 21 of the terminal 20A causes the display unit 24 to display the received mission setting completion information based on the received mission setting completion information (A190).

[0284] After the step of A190, the control unit 21 of the terminal 20A determines whether to end the processing of the game application including the processing related to the mission setting (A200). If it is determined to continue the processing (A200: NO), the control unit 21 of the terminal 20A returns the processing to the step of A120 as an example, not as a limitation. On the other hand, if it is determined to end the processing (A200: YES), the control unit 21 of the terminal 20A ends the ongoing game processing and ends the processing of the game application.

[0285] In the case of A140: NO, the control unit 21 of the terminal 20A determines whether to perform a grade-up of the point card (as an example, not as a limitation, an operation by the player on the grade-up setting screen movement button TGUBT of the point card setting screen and an operation by the player on the grade-up button GUBT of the grade-up setting screen described above) is made via the input / output unit 23, etc., to determine whether to perform a grade-up of the point card (A210). If it is determined not to perform a grade-up of the point card (A210: NO), the control unit 21 of the terminal 20A returns the processing to the step of A130 as an example, not as a limitation.

[0286] If it is determined that the point card is to be upgraded (A210: YES), the control unit 21 of the terminal 20A transmits, as an example not by way of limitation, point card upgrade request information for requesting the upgrade of the point card to the server 10 via the communication I / F 22 (A220).

[0287] After the step of S150, when the server 10's control unit 11 receives the point card upgrade request information from the terminal 20A via the communication I / F 14, it performs the point card upgrade process (S160). Specifically, as an example not by way of limitation, based on the player management data, in accordance with the point card upgrade process program, a process for upgrading the point card (as an example not by way of limitation, subtracting the possessed gold in the player management data and setting the valid flag of CA01 of the point card in the point card management data to OFF and the valid flag of CA02 to ON) is performed. Then, this information is stored in the player management data in which the player ID of user A.A is stored. Here, the case where the point card is upgraded by consuming gold is shown, but it may also be realized by paying other considerations.

[0288] After the step of S160, the control unit 11 of the server 10 transmits point card upgrade completion information including information regarding the upgrade of the point card executed in the step of S150 to the terminal 20A via the communication I / F 14 (S170).

[0289] After the step of A220, when the control unit 21 of the terminal 20A receives the point card upgrade completion information from the server 10 via the communication I / F 22, it causes the display unit 24 to display the received point card upgrade completion information (A230) and proceeds with the process to the step of A200.

[0290] After the step of S170, the control unit 11 of the server 10 determines whether to end the management process of the game application (S180). If it is determined to continue the process (S180: NO), the control unit 11 of the server 10 waits for the reception of mission candidate request information from the terminal 20A, and if received, executes the process of S120 again as an example rather than a limitation. On the other hand, if it is determined to end the process (S180: YES), the control unit 11 of the server 10 ends the ongoing game process and ends the management process of the game application.

[0291] FIG. 1-27 is a flowchart showing an example of the flow of processing related to point addition by mission achievement in the game application processing (game processing) executed by each device in this embodiment.

[0292] After the step of A110, the control unit 21 of the terminal 20A determines whether the set mission has been achieved according to the progress of the game (A310).

[0293] In this example, even when the game part corresponding to the mission set on the point card progresses, if the expiration date of the point card has passed, it is considered that the mission has not been achieved. Therefore, in the step of determining whether the mission has been achieved (A310), it is possible to also determine whether the expiration flag of the point card is ON or OFF.

[0294] This can also be the same for the process of determining whether the mission has been achieved (A310) in the process of adding the subtotal points described later (see FIG. 2-6). Specifically, even when the game part corresponding to each mission set in each slot of the point card progresses, if the expiration date of each mission has passed, it can be determined that the mission has not been completed. Therefore, in the step (A310) of determining whether a mission has been completed, it can be determined whether the expiration flag of each mission on the point card is ON or OFF.

[0295] If it is determined that the mission has not been completed (A310: NO), the control unit 21 of the terminal 20A proceeds with the process to the step of A200 as an example, not a limitation.

[0296] If it is determined that the mission has been completed (A310: YES), the control unit 21 of the terminal 20A determines whether the total point number has reached the upper limit point number (upper limit value) based on the total point number and the upper limit point number of the player stored in the storage unit 28 of the terminal 20A as an example, not a limitation (A320). If it is determined that the total point number has reached the upper limit point number (upper limit value) (A320: YES), the control unit 21 of the terminal 20A proceeds with the process to the step of A200 as an example, not a limitation.

[0297] If it is determined that the total point number has not reached the upper limit point number (upper limit value) (A320: NO), the control unit 21 of the terminal 20A requests the communication I / F22 to transmit point addition process request information for performing the process of adding the points awarded for mission completion to the total points to the server 10 as an example, not a limitation (A330).

[0298] After the step of S110, when the server 10 receives the point addition process request information from the terminal 20A via the communication I / F14, the control unit 11 of the server 10 performs the point addition process (S310). Specifically, by way of example and not limitation, based on the point addition processing data, in accordance with the point addition processing program, a process of adding the points awarded for mission completion to the total points is performed. Then, this information is stored in the player management data in which the total point count of user A.A is stored.

[0299] After the step of S310, the control unit 11 of the server 10 transmits, by means of the communication I / F 14, point addition processing completion information including information regarding the total point count updated due to the completion of the point addition processing executed in the step of S310 to the terminal 20A (S320).

[0300] Also, when the total point count exceeds the upper limit point count in the point addition processing (step of S310), the control unit 11 of the server 10, by way of example and not limitation, may perform an excess notification process after the step of S310 to include, in the aforementioned point addition processing completion information, excess notification information for notifying the player that the total point count has exceeded the upper limit point count (upper limit value). In this case, when the total point count does not exceed the upper limit point count in the point addition processing (step of S310), the control unit 11 of the server 10, by way of example and not limitation, shall not perform the excess notification process.

[0301] Note that the execution timing of the excess notification process is not limited to the timing after the point addition processing (step of S310), and it may be executed at other timings. By way of example and not limitation, the excess notification process may be executed at the following timings. · Timing before the point addition processing · Timing before the mission is started · Timing during the execution of the mission · Timing after the mission is completed

[0302] Specifically, when the over-notification process is executed at a timing before the mission starts, when the player attempts to play the game part corresponding to the mission, the control unit 11 of the server 10 performs a temporary point addition process of temporarily adding the addition points planned to be given when the mission is completed to the total points, and transmits this information (temporary point addition result information) to the terminal 20A via the communication I / F 14. Then, when receiving the temporary point addition result information from the server 10 via the communication I / F 22, the control unit 21 of the terminal 20A causes the display unit 24 to display the received temporary point addition result information based on the received temporary point addition result information.

[0303] In the temporary point addition process, if the total points exceed the upper limit points, the temporary point addition result information includes advance over-notification information for notifying the player that the total points will exceed before playing the game part. On the other hand, in the temporary point addition process, if the total points do not exceed the upper limit points, the temporary point addition result information does not include the advance over-notification information.

[0304] If the total point number exceeds the upper limit point number in the point addition process (step S310), the control unit 11 of the server 10, by way of example and not limitation, may perform a grade-up promotion process for including grade-up promotion information for grading up the point card based on the fact that the total point number exceeds the upper limit point number (upper limit value) in the point addition process completion information after step S310. In this case, if the total point number does not exceed the upper limit point number in the point addition process (step S310), the control unit 11 of the server 10, by way of example and not limitation, shall not perform the grade-up promotion process.

[0305] Note that, similar to the execution timing of the over-notification process, the execution timing of the upgrade promotion process is not limited to the timing after the point addition process (step of S310), and may be executed at other timings. By way of example and not limitation, the over-notification process may be executed at the following timings. · Timing before the point addition process · Timing before the mission starts · Timing during the execution of the mission · Timing after the mission ends

[0306] After the step of A330, when the control unit 21 of the terminal 20A receives the point addition process completion information from the server 10 via the communication I / F 22, the control unit 21 of the terminal 20A causes the display unit 24 to display the received point addition process completion information (A340), and proceeds with the process to the step of A200.

[0307] After the step of S320, the control unit 11 of the server 10 determines whether to end the process (S180). If it is determined to continue the process (S180: NO), the control unit 11 of the server 10 waits, by way of example and not limitation, for the reception of the point addition process request information from the terminal 20A, and when received, executes the process of S310 again. On the other hand, if it is determined to end the process (S180: YES), the control unit 11 of the server 10 ends the process.

[0308] <Effects of the First Embodiment> In this embodiment, the server 10 (an example of a server that communicates with a terminal that performs game-related processing, not by way of limitation) controls the control unit 11 to perform a process of causing a plurality of mission candidates, which are candidates for missions that associate points with the user of the terminal 20 when achieved, to be displayed on the display unit 24 of the terminal 20. This process may include, by way of example and not limitation, a process of transmitting mission candidate information to the terminal 20. In addition, the server 10 controls the control unit 11 to perform a process (not limited but exemplified as mission setting process) of associating a plurality of missions based on a plurality of mission candidates selected by the user of the terminal 20 among the plurality of mission candidates displayed on the display unit 24 of the terminal 20 with the user of the terminal 20. Further, the server 10 adds points based on the achievement of the first mission among the plurality of missions associated with the user of the terminal 20 to the total points associated with the user of the terminal 20, and controls the control unit 11 to perform a process of adding points based on the achievement of the second mission among the plurality of missions associated with the user of the terminal 20 to the total points. Further, the server 10 controls the control unit 11 to perform a process of adding points based on the fact that at least the first mission among the first mission and the second mission is achieved again to the total points. And the server 10 shows a configuration in which the control unit 11 performs a process of associating privilege information based on the total points with the user of the terminal 20.

[0309] Further, in this embodiment, a terminal 20 (not limited to, an example of a terminal) that communicates with a server 10 (not limited to, an example of a server) and performs processing related to a game displays a plurality of mission candidates, which are candidates for missions that associate points with the user of the terminal 20 when achieved, on a display unit 24, and information such as mission setting request information (not limited to, an example of first information) for associating a plurality of missions based on the plurality of mission candidates selected by the user of the terminal 20 among the plurality of mission candidates displayed on the display unit 24 is transmitted to the server 10 by a communication I / F 22. Further, the terminal 20 receives, by the communication I / F 22, information such as mission setting completion information (not limited to, an example of second information) regarding that a plurality of missions based on the plurality of mission candidates selected by the user of the terminal 20 have been associated with the user of the terminal 20 from the server 10. Further, the terminal 20 displays the total points on the display unit 24 based on that points based on the achievement of a first mission among the plurality of missions associated with the user of the terminal 20 have been added to the total points associated with the user of the terminal 20, and displays the total points on the display unit 24 based on that points based on the achievement of a second mission among the plurality of missions associated with the user of the terminal 20 have been added to the total points. Further, the terminal 20 displays the total points on the display unit 24 based on that points based on the achievement of at least the first mission among the first mission and the second mission have been added to the total points. And the terminal 20 shows a configuration of displaying privilege information based on the total points on the display unit 24.

[0310] As an example of the effects of the embodiments obtained with such a configuration, a user of a terminal can select a plurality of missions that the user wants to achieve from among a plurality of mission candidates displayed on the terminal, and for the selected plurality of missions, can obtain points whenever any of the missions is achieved, and can also obtain points even when the same mission is repeatedly achieved. Since privilege information can be obtained based on the points thus obtained, it is possible to provide gameplay that conforms to the user's preferences.

[0311] This embodiment shows a configuration in which the server 10 controls the control unit 11 to perform a process of adding points based on the achievement of the first mission to the total points associated with the user of the terminal 20 and adding points based on the achievement of the second mission to the total points associated with the user of the terminal 20 within a range where the total points associated with the user of the terminal 20 do not exceed the upper limit value. As an example of the effects of the embodiments obtained with such a configuration, whenever either the first mission is achieved or the second mission is achieved, points are added up to the upper limit value, thereby clarifying the results of mission achievement and increasing the motivation to achieve a plurality of set missions.

[0312] Further, in this embodiment, the server 10 adds the first points based on the achievement of the first mission to the total points within a range where the total points associated with the user of the terminal 20 do not exceed the upper limit value, and adds the second points based on the achievement of the second mission to the total points. Then, when the total points have not reached the upper limit value and the value obtained by adding the first points to the total points exceeds the upper limit value, the server 10 controls the control unit 11 to perform a notification process for notifying the terminal 20 of the upper limit value before the first mission is achieved, and when the total points have not reached the upper limit value and the value obtained by adding the second points to the total points exceeds the upper limit value, the server 10 controls the control unit 11 to perform the notification process before the second mission is achieved. This embodiment shows such a configuration. As an example of the effects of the embodiments obtained by such a configuration, when the points that can be obtained vary depending on the mission achieved, at the stage before each mission is achieved, even if the mission is hypothetically achieved, it is possible to notify the user that at least a part of the points that could originally be obtained may not be obtained due to the upper limit value.

[0313] Further, in this embodiment, when the total points associated with the user of the terminal 20 have not reached the upper limit value, the value obtained by adding the first points to the total points does not exceed the upper limit value, and the value obtained by adding the second points to the total points exceeds the upper limit value, the notification process is not performed before the first mission is achieved, and the control unit 11 performs the notification process before the second mission is achieved. As an example of the effects of the embodiments obtained by such a configuration, by enabling the notification process to be executed according to the type of mission that can be achieved and the margin until the upper limit value, the notification process can be minimized and the progress of the game can be prevented from being disturbed.

[0314] Further, in this embodiment, when the total points associated with the user of the terminal 20 have not reached the upper limit value and the value obtained by adding the first points to the total points exceeds the upper limit value, when the first mission is achieved, the control unit 11 performs a process different from the process of adding the first points to the total points, and when the total points have not reached the upper limit value and the value obtained by adding the second points to the total points exceeds the upper limit value, when the second mission is achieved, the control unit 11 performs a process different from the process of adding the second points to the total points. As an example of the effects of the embodiments obtained by such a configuration, even in a situation where the total points do not increase even if the mission is achieved, the achievement of the mission itself is made possible, and by enabling the execution of processes according to the type of the achieved mission, it is possible to prevent excessive restrictions from occurring in the progress of the game due to the relationship between the total points and the upper limit value.

[0315] Further, in this embodiment, the server 10 controls the control unit 11 to add the first points based on the achievement of the first mission to the total points and add the second points based on the achievement of the second mission to the total points within a range where the total points associated with the user of the terminal 20 do not exceed the upper limit value. Also, when the first mission is achieved, if the value obtained by adding the first points to the total points exceeds the upper limit value, the server 10 controls the control unit 11 to perform a notification process for notifying the terminal 20 of the upper limit value. When the second mission is achieved, if the value obtained by adding the second points to the total points exceeds the upper limit value, the server 10 shows a configuration in which the control unit 11 performs the notification process. As an example of the effect of the embodiment obtained by such a configuration, while adding the first points based on the achievement of the first mission to the total points and adding the second points based on the achievement of the second mission to the total points within a range where the total points do not exceed the upper limit value, when the first mission is achieved, if the value obtained by adding the first points to the total points exceeds the upper limit value, a notification process for notifying the terminal of the upper limit value is performed. When the second mission is achieved, if the value obtained by adding the second points to the total points exceeds the upper limit value, by performing the above notification process, it becomes possible to inform the user that the total points exceed the upper limit value when a mission is achieved, or to prompt the user to increase the upper limit value.

[0316] Also, in this case, the server 10 may control the control unit 11 to perform a process of increasing the upper limit value based on the payment of the consideration by the user of the terminal 20. As an example of the effect of the embodiment obtained by such a configuration, the upper limit value can be increased based on the payment of the consideration by the user.

[0317] In addition, in this embodiment, when within a predetermined period, the control unit 11 performs a process of adding points based on the achievement of the first mission to the total points associated with the user of the terminal 20, and adding points based on the achievement of the second mission to the total points associated with the user of the terminal 20. As an example of the effect of the embodiment obtained by such a configuration, for a plurality of selected missions, since a common deadline for point addition is set, the achievement of the missions can be promoted.

[0318] In addition, in this embodiment, the number of missions that can be associated with the user of the terminal 20 is equal to or less than an upper limit value, and the server 10 performs a process of increasing the upper limit value by the control unit 11 based on the payment of a consideration by the user of the terminal 20. In addition, in this embodiment, the number of missions that can be associated with the user of the terminal 20 is equal to or less than an upper limit value. The terminal 20 performs a process related to the payment of a consideration by the control unit 21, and based on this process related to the payment of the consideration, displays information regarding the increased upper limit value on the display unit 24. As an example of the effect of the embodiment obtained by such a configuration, when the total points approach the upper limit value, the user can increase the upper limit value by paying a consideration, so that the total points can continue to increase by achieving the missions.

[0319] In addition, in this embodiment, the terminal 20 displays on the display unit 24 a point card (an example of an object, not limited) having a plurality of slots (an example of a first area, not limited) capable of displaying mission images corresponding to the missions associated with the user of the terminal 20, and based on the process related to the payment of a consideration, displays on the display unit 24 a point card (object) in which the number of slots (first area) is increased. As an example of the effects of the embodiments obtained by such a configuration, by displaying mission images corresponding to each of the selected plurality of missions in a plurality of first regions of the object, the user can readily grasp at a glance what missions he or she has selected, and can easily understand that he or she can select more missions by paying a consideration.

[0320] <First Modification Example> In the above embodiments, by way of example and not limitation, paid slots that were not displayed until they became valid with a point card may be displayed from before they become valid. In this modification example, paid slots that are not valid in the point card can be displayed in the invalid mode shown below. · Invalid mode: A mode indicating that the paid slot is not valid, and a mode indicating that there is a paid slot that can be validated

[0321] FIG. 1-28 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this modification example. Here, an example of the screen displayed on the display unit 24 of the terminal 20A of user A.A. when paid slots that are not valid are displayed in the invalid mode is illustrated.

[0322] For the screen of FIG. 1-28, the description of the parts that are the same as those in FIG. 1-13(1) described above is omitted. In this example, in the game information display area, based on the fact that the number of paid slots that are not valid is 2 as information regarding the current number of slots of the point card, paid slots in the invalidation mode (in this example, the outer frame of the slot is a dotted line) are displayed below the third and fourth free slots. In addition, in the game information display area, based on the fact that, as information regarding the number of slots of the point card after slot addition, one of the two paid slots that are not valid is about to be made valid (attempting to make slot 5 under slot 3 valid and not attempting to make slot 6 under slot 4 valid), a paid slot in the invalidation mode continues to be displayed under the fourth free slot.

[0323] By way of example and not limitation, when the slot addition button SABT is touched by the user as shown in Fig. 1-28(1), a display as shown in Fig. 1-28(2) is made by way of example and not limitation. Regarding this screen, the description of the parts that are the same as those in Fig. 1-13(2) described above is omitted.

[0324] In this example, in the game information display area, a thumbnail image of the point card (including slot 6 in the invalidation mode in this example) showing that the number of slots displayed on the first slot addition screen becomes 5, and the like are displayed.

[0325] By way of example and not limitation, when the first point card button PBT1 is touched by the user as shown in Fig. 1-28(2), a display as shown in Fig. 1-28(3) is made by way of example and not limitation. Regarding this screen, the description of the parts that are the same as those in Fig. 1-13(3) described above is omitted.

[0326] In this example, in the game information display area, the point card confirmation information after slot addition (in this example, slots 1 to 5 in a state where they are valid and no missions are set, slot 6 in the invalidation mode that is not valid, etc.) is displayed.

[0327] In this way, when there are slots on the point card that are not valid, by displaying the slots in the invalidation mode, the player can be made aware that there are slots that can be made valid, and the player can be encouraged to make the slots valid.

[0328] In this modified example, the terminal 20 has a plurality of first slots (an example of a first area, not limited), and displays on the display unit 24 a point card (an example of an object, not limited) that has at least one or more second slots (an example of a second area, not limited) different from the first slots. Then, based on the process related to the payment of the consideration, the terminal 20 shows a configuration in which it displays on the display unit 24 a point card (object) in which the number of the first slots (first area) has increased by a predetermined number and the number of the second slots (second area) has decreased by a predetermined number. As an example of the effect of the modified example obtained by such a configuration, it is made clear that by paying the consideration, the user can select more missions by using an area that could not be used when the consideration was not paid, and the achievements that can be obtained by paying the consideration can be emphasized.

[0329] <Second Embodiment> The second embodiment is an example, not limited, in which a user can select a plurality of missions to be achieved by the user from a plurality of pre-prepared missions, and for each of the selected plurality of missions, a unique deadline and a unique upper limit are set.

[0330] The content described in the second embodiment is applicable to any of the other embodiments and other modified examples. Also, for the same components as the existing components, the same reference numerals are given, and the repeated description is omitted.

[0331] In this embodiment, as an example, not limited, a subtotal point and a subtotal upper limit point (subtotal upper limit value) are provided for each mission of the point card. The subtotal point can include, as an example, not limited, information related to the subtotal value (subtotal point number) of the points given when the player achieves one mission in this game. In addition, the subtotal upper limit point can include, by way of example and not limitation, information regarding the upper limit value (number of subtotal upper limit points) of the subtotal points that a player can accumulate in one mission of the point card, and the like.

[0332] In this embodiment, in order to clarify the difference from the subtotal upper limit point of the subtotal points, the upper limit point of the total points shown in the first embodiment shall be referred to as the "total upper limit point".

[0333] <Data Configuration> FIG. 2-1 is a diagram showing an example of the data configuration of the point card management data 1531B in this embodiment. Descriptions of the same parts as those in FIG. 1-6 described above are omitted.

[0334] In this point card management data 1531B, by way of example and not limitation, when a mission is set in a slot, the mission ID set in that slot, the number of subtotal points of that mission, the number of subtotal upper limit points of that mission, and the like are stored in association with each other.

[0335] Specifically, in this data, by way of example and not limitation, the following contents are set. Among the point cards, the valid flag of "CA01" is ON, and the valid flags of the other point cards are OFF. The valid flags of the free slots (slots 1 to 4) are ON, and the valid flags of the paid slots (slots 5, slots 6, ···) are OFF. A mission (MIID: A0001) is set in slot 1. The subtotal points are "100 (points)", the subtotal upper limit points are "300 (points)", and no mission is set in the other slots. The total points are "100 (points)", the upper limit points are "3000 (points)", and the expiration date is set as "△ / ○ / ×" (year / month / day), etc.

[0336] FIG. 2-2 is a diagram showing an example of the data configuration of mission data 154B in this embodiment. Explanation of parts that are the same as those in FIG. 1-7 described above is omitted.

[0337] In this mission data 154B, by way of example and not limitation, a mission type, a mission ID (MIID), a mission name, a game part, mission content, awarded points, a subtotal upper limit point, and other registration information are defined in association with each other.

[0338] The subtotal upper limit point is set to the upper limit value of the subtotal of the number of points awarded to the player when the corresponding mission is completed.

[0339] Specifically, in the subtotal upper limit point in this data, by way of example and not limitation, the following content is set. For missions with mission IDs such as "A0001", "A0002", "A0003", etc., "300 (points)" is set as the subtotal upper limit point. Also, for missions with mission IDs such as "B0001", "C0001", "D0001", etc., "600 (points)" is set as the subtotal upper limit point.

[0340] Here, an example where the subtotal upper limit point is different for each mission is shown, but it is not limited to such an example. By way of example and not limitation, the subtotal upper limit point may be made different for each mission type.

[0341] Also, in addition to this, by way of example and not limitation, although the subtotal upper limit point is provided for each mission, the subtotal upper limit points may be common. An example of the data configuration of mission data 154C in this case is shown in FIG. 2-3. In this mission data 154C, a common "300 (points)" is set for the total upper limit points of all mission IDs such as mission IDs: "A0001", "A0002", "A0003", "B0001", "C0001", "D0001", etc.

[0342] <Display screen> FIG. 2-4 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of the screen displayed on the display unit 24 of the terminal 20A of user A.A. when a total upper limit value is provided for each mission set in the point card is illustrated.

[0343] Regarding the display screen in FIG. 2-4(1), the description of the parts that are the same as those in FIG. 1-12(1) described above will be omitted. In this example, in the game information display area, mission candidate information (in this example, information regarding the total point number and total upper limit point number of each mission candidate (total point number corresponding to MIID: A0001: 0pt, total upper limit point number: 300pt, a point bar indicating these values, total point number corresponding to MIID: A0002: 0pt, total upper limit point number: 300pt, a point bar indicating these values), etc.) is displayed.

[0344] By way of example rather than limitation, when the mission candidate icon is dragged by the user, a display as shown in FIG. 2-4(2) is made by way of example rather than limitation. Regarding this screen, the description of the parts that are the same as those in FIG. 1-12(2) described above will be omitted.

[0345] In this example, as point card confirmation information, mission candidate icons of MIID: A0001 in slot 1, MIID: A0002 in slot 2, MIID: A0003 in slot 3, and MIID: C0001 in slot 4, and information regarding the total point number and total upper limit point number of each mission candidate are displayed.

[0346] At this time, each area of the mission candidate information in which the mission candidate icons that have moved to each slot are displayed is displayed in a manner (in this example, a black blank manner) that makes it easy to recognize that the mission candidate icons have moved.

[0347] As an example and not by way of limitation, when the decision button DBT is touched by the user as shown in FIG. 2-4(2), a display as shown in FIG. 2-4(3) is made as an example and not by way of limitation. Regarding this screen, the description will be omitted for the parts that are the same as those in FIG. 1-12(3) described above.

[0348] In this example, in the game information display area, there are displayed point card setting completion information for which the mission setting has been completed (in this example, information similar to the point card confirmation information displayed in FIG. 2-4(2)) and an icon including the character "A mission has been set on the point card").

[0349] FIG. 2-5 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of a screen displayed on the display unit 24 of the terminal 20A of user A.A is illustrated when the total point count of any one of the missions set on the point card reaches the total upper limit value.

[0350] Regarding the display screen in FIG. 2-5, the description will be omitted for the parts that are the same as those in FIGS. 1-11(2) and 2-4(2) described above.

[0351] In this example, information regarding the total point count and the total upper limit point count of each mission candidate corresponding to the mission candidate icon (MIID: A0001) in slot 1 (total point count: 300pt, total upper limit point count: 300pt, a point bar indicating these values) is displayed. In addition, a MAX icon MXIC for notifying that the total points have reached the total upper limit points is superimposed and displayed at the upper left of the mission candidate icon (MIID: A0001) in slot 1. Also, to the right of the mission setting screen movement button TMSBT (in this example, the button including the characters "Mission Settings"), mission reset promotion information (in this example, an object of a left arrow and an image including the characters "There is a mission that has reached the maximum") for promoting mission reset based on the fact that the subtotal points have reached the subtotal upper limit points is displayed.

[0352] In this way, by providing a subtotal upper limit value for each mission, the chance of reaching the upper limit value is more likely to occur than when no subtotal upper limit value is provided for each mission, so it is possible to motivate the play of the game to reach the upper limit value.

[0353] <Process> FIG. 2-6 is a flowchart showing an example of the flow of processing executed by each device in this embodiment. The way of viewing the figure can be the same as the flowchart described above. Note that, for each step of the processing, when it is the same as the step numbers described above, the description is omitted.

[0354] When it is determined as NO in the step of A320, the control unit 21 of the terminal 20A determines whether or not the subtotal point number has reached the subtotal upper limit point number (upper limit value) by referring to, for example but not limited to, the subtotal point number of the player and the subtotal upper limit point number stored in the storage unit 28 of the terminal 20A (A430). If it is determined that the subtotal point number has reached the subtotal upper limit point number (subtotal upper limit value) (A430: YES), the control unit 21 of the terminal 20A proceeds with the processing to the step of A200, for example but not limited to.

[0355] If it is determined that the total point count has not reached the total upper limit point count (total upper limit value) (A430: NO), the control unit 21 of the terminal 20A requests, as an example and not by way of limitation, the communication I / F 22 to transmit to the server 10 the total point addition process request information that requests performing a process of adding the points granted by mission achievement to the total points (A440).

[0356] After the step of S110, when the server 10's control unit 11 receives the total point addition process request information from the terminal 20A via the communication I / F 14, it performs the total point addition process (S410). Specifically, as an example and not by way of limitation, based on the total point addition process data (not shown), in accordance with the total point addition process program, a process of adding the points granted by mission achievement to the total points is performed. Then, this information is stored in the player management data in which the total point count of user A.A is stored.

[0357] After the step of S410, the control unit 11 of the server 10 transmits, via the communication I / F 14, the total point addition process completion information including information regarding the total point count updated due to the completion of the total point addition process executed in the step of S410 to the terminal 20A (S420).

[0358] After the step of A440, when the control unit 21 of the terminal 20A receives the total point addition process completion information from the server 10 via the communication I / F 22, based on the received total point addition process completion information, it causes the display unit 24 to display the total point addition process completion information (A450), and proceeds with the process to the step of A200.

[0359] Note that, as an example and not by way of limitation, an individual expiration date (hereinafter, appropriately referred to as "individual expiration date", "mission expiration date") may be set for each mission set on the point card. By way of example and not limitation, this expiration date may be set when a mission candidate is generated (by way of example and not limitation, one month after the mission candidate is generated, etc.), may be set when a mission is set on the point card (by way of example and not limitation, two weeks after the mission is set on the point card, etc.), or may be set to a predetermined deadline (by way of example and not limitation, for mission type A, the mission is on the 10th of each month, for mission type B, the mission is on the 15th of each month, for mission type C, the mission is on the 20th of each month, for mission type D, the mission is on the 25th of each month, etc.).

[0360] FIG. 2-7 is a diagram showing an example of the data configuration of the point card management data 1531C in this case. Descriptions of parts that are the same as those in FIG. 1-6 described above are omitted.

[0361] In this point card management data 1531C, by way of example and not limitation, when a mission is set in a slot, information such as the mission ID set in that slot, the expiration date of that mission, and the ON / OFF of the expiration flag corresponding to that expiration date is stored in association.

[0362] Specifically, in this data, by way of example and not limitation, the following content is set. For the point card "CA01", the valid flag is ON, and for the other point cards, the valid flag is OFF. The valid flags for the free slots (slots 1 to 4) are ON, and the valid flags for the paid slots (slots 5, 6, ···) are OFF. A mission (MIID: A0001) is set in slot 1, the expiration date of this mission is "A / B / C" (year / month / day), the expiration flag corresponding to this mission's expiration date is OFF, no mission is set in the other slots, the total points are "0 (points)", the upper limit of points is "3000 (points)", and the expiration date of the point card is set to "△ / ○ / ×" (year / month / day), etc.

[0363] FIG. 2-8 is a diagram showing an example of the data configuration of mission data 154D in this embodiment. Descriptions of parts that are the same as those in FIG. 1-7 described above are omitted.

[0364] In this mission data 154D, by way of example and not limitation, a mission type, a mission ID (MIID), a mission name, a game part, mission content, awarded points, an expiration date corresponding to each mission, and other registration information are defined in association with each other.

[0365] Specifically, the following content is set, by way of example and not limitation, as the expiration date corresponding to each mission in this data. For the mission with mission ID: "A0001", the expiration date is set as "A / B / C"; for the mission with mission ID: "A0002", the expiration date is set as "D / E / F"; for the mission with mission ID: "A0003", the expiration date is set as "G / H / I"; for the mission with mission ID: "B0001", the expiration date is set as "J / K / L"; for the mission with mission ID: "C0001", the expiration date is set as "M / N / O"; for the mission with mission ID: "D0001", the expiration date is set as "P / Q / R", etc.

[0366] FIG. 2-9 is a diagram showing an example of the screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of the screen displayed on the display unit 24 of the terminal 20A of user A.A is illustrated when an expiration date is provided for each mission set on the point card.

[0367] Regarding the display screen in FIG. 2-9(1), descriptions of parts that are the same as those in FIG. 2-4(1) described above are omitted. In this example, information regarding the expiration date of each corresponding mission (in this example, an icon including the characters "until B month C day" corresponding to the mission of MIID: A0001, an icon including the characters "until E month F day" corresponding to the mission of MIID: A0002, etc.) is displayed in the upper right corner of the mission candidate icon in the game information display area.

[0368] By way of example and not limitation, when the mission candidate icon is dragged by the user, a display as shown in FIG. 2-9(2) is made by way of example and not limitation. Regarding this screen, descriptions of parts that are the same as those in FIG. 2-4(2) described above are omitted.

[0369] In this example, information regarding the expiration date of each corresponding mission (in this example, an icon including the characters "until B month C day" corresponding to the mission of MIID: A0001, an icon including the characters "until E month F day" corresponding to the mission of MIID: A0002, an icon including the characters "until H month I day" corresponding to the mission of MIID: A0003, an icon including the characters "until N month O day" corresponding to the mission of MIID: C0001, etc.) is displayed in the upper right corner of the mission candidate icon for each slot.

[0370] By way of example and not limitation, as shown in FIG. 2-9(2), when the decision button DBT is touched by the user, a display as shown in FIG. 2-9(3) is made by way of example and not limitation. Regarding this screen, descriptions of parts that are the same as those in FIG. 2-4(3) described above are omitted.

[0371] In this example, in the game information display area, point card setting completion information indicating that the mission has been set (in this example, information similar to the point card confirmation information displayed in FIG. 2-9(2) and an icon including the characters "The mission has been set on the point card") is displayed.

[0372] FIG. 2-10 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of a screen displayed on the display unit 24 of the terminal 20A of user A.A is illustrated when the expiration date of any one of the missions set on the point card has expired.

[0373] Regarding the display screen in FIG. 2-10, the description will be omitted for parts that are the same as those in FIG. 1-11(2) and FIG. 2-9(2) described above.

[0374] In this example, an expiration exceeded icon EXIC (in this example, an icon including the characters "expired") for notifying that the expiration date has expired is superimposed and displayed at the upper left of the mission candidate icon (MIID: A0001) in slot 1. Also, to the right of the mission setting screen movement button TMSBT (in this example, a button including the characters "mission setting"), mission reset promotion information (in this example, an object of a left arrow and an image including the characters "There is a mission that has reached the MAX") for prompting the reset of the mission based on the expiration date having expired is displayed.

[0375] In this way, by providing an expiration date for each mission, the motivation for playing the game can be enhanced because players will try to complete the mission within the expiration date of each mission more than when there is no expiration date provided for each mission.

[0376] <Effect of the Second Embodiment> This embodiment shows a configuration in which the server 10 controls the control unit 11 to add the points based on the achievement of the first mission to the first subtotal points associated with the user of the terminal 20 within a range where the first subtotal points do not exceed the first upper limit value, and add the points based on the achievement of the second mission to the second subtotal points associated with the user of the terminal 20 within a range where the second subtotal points do not exceed the second upper limit value. As an example of the effects of the embodiments obtained by such a configuration, for a plurality of selected missions, since upper limit values are provided for each of them, it is possible to suppress the game from proceeding with a bias towards a specific mission.

[0377] In addition, in the present embodiment, when the server 10 is within the first predetermined period, the control unit 11 adds points based on the achievement of the first mission to the first subtotal points associated with the user of the terminal 20 within a range where the first subtotal points do not exceed the first upper limit value, and when within the second predetermined period, adds points based on the achievement of the second mission to the second subtotal points associated with the user of the terminal 20 within a range where the second subtotal points do not exceed the second upper limit value. As an example of the effects of the embodiments obtained by such a configuration, for a plurality of selected missions, since the deadlines for adding points are individually set, it is possible to promote the achievement of each mission.

[0378] <Third Embodiment> The third embodiment is an example, not a limitation, of an embodiment regarding the fact that although a user can select a plurality of missions to be achieved by themselves from a plurality of pre-prepared missions, the selection is restricted according to the type of mission.

[0379] The content described in the third embodiment is applicable to any of the other embodiments and other modification examples. Also, the same reference numerals are given to the same components as those already described, and the repeated description is omitted.

[0380] In the present embodiment, the mission types that can be set in each slot of the point card are predetermined. Specifically, as an example, not a limitation, among the free slots, only a mission of mission type A can be set in slot 1, a mission of mission type B can be set in slot 2, a mission of mission type C can be set in slot 3, and a mission of mission type D can be set in slot 4. Also, by way of example and not limitation, among the paid slots, mission type A or mission type B missions can be set for slot 5, mission type C or mission type D missions can be set for slot 6, and so on. However, this is merely an example and is not intended to be limiting.

[0381] <Data Configuration> An example of the data configuration of the point card management data 1531D in this embodiment is shown in FIG. 3-1. In the description of FIG. 3-1, the description of the parts that are the same as those in FIGS. 1-6 described above is omitted.

[0382] Specifically, in this data, by way of example and not limitation, the following contents are set. In the point card, slot 1 is assigned as a slot for mission type A, slot 2 is assigned as a slot for mission type B, slot 3 is assigned as a slot for mission type C, and slot 4 is assigned as a slot for mission type D. Among the point cards, “CA01” has a valid flag: ON, and the valid flags of the other point cards are: OFF. The valid flags of the free slots (slots 1 to 4) are: ON, and the valid flags of the paid slots (slots 5, slots 6, ···) are: OFF. No missions are set for all slots, the total points are “0 (points)”, the upper limit of points is “3000 (points)”, and the expiration date of the point card is set as “△ / ○ / ×” (year / month / day), etc.

[0383] <Display Screen> FIG. 3-2 is a diagram showing an example of the screen of the game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of the screen displayed on the display unit 24 of the terminal 20A of user A.A is illustrated when there are restrictions on the mission types of the missions that can be set in each slot of the point card.

[0384] Regarding the display screen in Fig. 3-2(1), the description of the parts that are the same as those in the aforementioned Fig. 1-12(1) will be omitted. In this example, in the game information display area, there is point card confirmation information (in this example, corresponding to the mission type A of the mission that can be set in slot 1, the character "cultivation" is displayed in slot 1, corresponding to the mission type B of the mission that can be set in slot 2, the character "battle" is displayed in slot 2, corresponding to the mission type C of the mission that can be set in slot 3, the character "skill enhancement" is displayed in slot 3, corresponding to the mission type D of the mission that can be set in slot 4, the character "expedition" is displayed in slot 4), and the first A mission candidate information corresponding to mission type A (in this example, mission candidate icons (icons of mission candidates corresponding to missions such as MIID: A0001, A0002, A0003) are in the box containing the character "cultivation", and the first B mission candidate information corresponding to mission type B (in this example, mission candidate icons (icons of mission candidates corresponding to missions such as MIID: B0001) are in the box containing the character "battle") and so on are displayed.

[0385] As an example rather than a limitation, when the mission candidate icon of MIID: A0001 of mission type A is dragged by the user to slot 1 and the mission candidate icon of MIID: B0001 of mission type B is dragged by the user to slot 3, as an example rather than a limitation, the display as shown in Fig. 3-2(2) is made.

[0386] Regarding the display screen in Fig. 3-2(2), the description of the parts that are the same as those in the aforementioned Fig. 3-2(1) will be omitted. In this example, in the game information display area, as point card confirmation information, a mission candidate icon of MIID:A0001 is displayed in slot 1, and a mission candidate icon of MIID:B0001 that is being dragged and moved towards slot 3 by the player is displayed.

[0387] As an example rather than a limitation, when the mission candidate icon of MIID:B0001 of mission type B is dragged by the user to slot 3 and released by the player at the position of slot 3, as an example rather than a limitation, the display as shown in Fig. 3-2(3) is made.

[0388] Regarding the display screen in Fig. 3-2(3), the description of the parts that are the same as those in Fig. 3-2(2) described above is omitted. In this example, the mission candidate icon of MIID:B0001 that was being dragged by the player to slot 3 is displayed at its original position, and information (in this example, the characters "Please check the mission types that can be set in the slot" and an OK button (a button including the characters "OK") to close this window) is superimposed to indicate that a mission candidate icon not corresponding to the slot was about to be set.

[0389] In this embodiment, although the mission types that can be set in each slot of the point card are not predetermined, it is possible to induce (restrict) the mission types of the missions that the player sets in each slot of the point card by changing the efficiency (point efficiency) regarding storing points according to the mission types of the missions set in the slots of the point card. Specifically, by providing a combination of missions (hereinafter, appropriately referred to as "mission patterns") in which the point efficiency increases according to the mission types of the missions set in the point card, it is possible to make it difficult to set missions in mission patterns other than the mission patterns in which the point efficiency increases.

[0390] <Data Configuration> FIG. 3-3 is a diagram showing an example of information and the like stored in the storage unit 15 of the server 10 in this embodiment. In the description of FIG. 3-3, the description of the parts that are the same as those in FIG. 1-3 described above will be omitted. Stored in the storage unit 15, by way of example and not limitation, in addition to the application management processing program 151, player registration data 152, player management database 153, mission data 154, privilege data 155, and point addition processing data 156, mission pattern data 1541 is stored by way of example and not limitation.

[0391] Mission pattern data 1541 is, by way of example and not limitation, data related to the pattern of a mission (hereinafter referred to as the "mission pattern"), and FIG. 3-4 shows an example of the data configuration of mission pattern data 1541A, which is an example thereof. Stored in mission pattern data 1541A, by way of example and not limitation, are the pattern ID, mission pattern, mission effect, and other registration information, which are associated with each other.

[0392] The pattern ID is information used to identify the mission pattern. This pattern ID is preferably a unique value for each mission pattern, and by way of example and not limitation, a unique value (a unique value) is set and stored for each mission pattern by the server 10.

[0393] The mission pattern is information including the specific content of the mission pattern, and by way of example and not limitation, a mission pattern based on the combination of missions set on the point card is stored.

[0394] The mission effect is information regarding the effect obtained when a mission is configured with the corresponding mission pattern, and by way of example and not limitation, the mission pattern effect regarding the effect obtained when a mission is configured with the corresponding mission pattern is stored.

[0395] Other registration information may include, by way of example and not limitation, various information such as information regarding the expiration date on which the mission pattern becomes effective, information on the number of times the mission pattern is set, and the like.

[0396] Specifically, in this data, by way of example and not limitation, the following content is set. In pattern ID: MP0001, as the mission pattern, "missions of different types (4 types) are set", and as the mission effect, "the upper limit point of the mission is +10%" is set. The mission pattern of "missions of different types (4 types) are set" means the case where missions of 4 different mission types are set on the point card, and the mission effect of "the upper limit point of the mission is +10%" means that the upper limit points of those 4 different mission types of missions increase by 10%.

[0397] In pattern ID: MP0002, as the mission pattern, "missions of different types (2 types) are set", and as the mission effect, "the mission awarding point at mission completion is +5%" is set. The mission pattern of "missions of different types (2 types) are set" means the case where missions of 2 different mission types are set on the point card, and the mission effect of "the awarding point at mission completion is +5%" means that the awarding points of those 2 different mission types of missions increase by 5%.

[0398] In pattern ID: MP0003, as the mission pattern, "the same type of mission is set in all slots", and as the mission effect, "the mission point awarded at mission completion is -10%" is set. The mission pattern of "the same type of mission is set in all slots" means the case where the same mission type is set in all slots of the point card. The mission effect of "the mission point awarded at mission completion is -10%" means that the point awarded for each mission of the same mission type is reduced by 10%.

[0399] In this way, since mission effects with high point efficiency such as pattern ID: MP0001 and MP0002 are advantageous for players, players can be induced to set missions with these mission patterns. On the other hand, since mission effects with low point efficiency such as pattern ID: MP0003 are disadvantageous for players, players can be induced not to set missions with these mission patterns.

[0400] In addition, in this embodiment, when setting a mission on the point card, etc., information regarding the mission pattern including the mission effect may be displayed on the display unit so that the player can recognize the mission pattern and its mission effect.

[0401] Note that it is not limited to the above, and by way of example rather than limitation, regarding the mission types of missions that can be set in the slots of the point card, the same mission type may be limited to n types. By way of example rather than limitation, regarding the mission types of missions that can be set in the slots of the point card, the same mission type may be limited to 1 type, 2 types, or 3 types.

[0402] Also, in this embodiment, as the mission pattern, a normal mission pattern and a special mission pattern different from the normal mission pattern may be provided. Specifically, by way of example and not limitation, there may be provided a constant mission pattern that is always set as a mission pattern and a limited mission pattern that is set as a mission pattern with a limited period.

[0403] FIG. 3-5 is a diagram showing an example of the data configuration of mission pattern data 1541B, which is an example of mission pattern data 1541 in this case. Explanation of parts similar to FIG. 3-4 described above is omitted.

[0404] Specifically, in this data, by way of example and not limitation, the following contents are set. As the constant mission pattern, mission patterns such as pattern IDs: MP0001, MP0002, MP0003, etc. are provided. Also, as the limited-period mission pattern, mission patterns such as pattern IDs: MP0001T, MP0002T, etc. are provided.

[0405] In pattern ID: MP0001T, as the mission pattern, "a battle mission is set", and as the mission effect, "the mission grant point at mission completion is +20%" is set. The mission pattern of "a battle mission is set" means the case where a mission of mission type B (battle) is set on the point card, and the mission effect of "the mission grant point at mission completion is +20%" means that the mission grant point corresponding to mission type B increases by 20%.

[0406] In pattern ID: MP0002T, as the mission pattern, "an expedition mission is set", and as the mission effect, "the upper limit point of the expedition mission is +20%" is set. The mission pattern of "an expedition mission is set" means the case where a mission of mission type D (expedition) is set on the point card, and the mission effect of "the upper limit point of the expedition mission is +20%" means that the upper limit point of the mission corresponding to mission type D increases by 20%.

[0407] In addition, in the other registration information of the time-limited mission pattern, information regarding the expiration date when each time-limited mission pattern becomes valid is registered, and when this expiration date is exceeded, the time-limited mission pattern may be considered invalid.

[0408] This game may be either a sell-out type game or an operation type game. In such games, the game seller or operator may, after selling the game or while operating the game, upgrade the version to improve the functions and performance of the game. At the timing of this version upgrade, the mission pattern data may be changed from the mission pattern data 1541A to the mission pattern data 1541B.

[0409] <Process> In this embodiment, by way of example rather than limitation, in the process of FIGS. 1-25 described above, the mission pattern data 1541 may be referred to by the control unit 11 of the server 10. Here, the processing of steps S140 and S150 in FIGS. 1-25 will be described, and the description of the other steps will be omitted since they are the same as the description above.

[0410] After the step of S130, when the mission setting request information is received from the terminal 20A by the communication I / F 14, the control unit 11 of the server 10 performs mission setting processing (S140). Specifically, by way of example and not limitation, based on the information regarding the mission candidates selected by the player included in the mission setting request information, in accordance with the mission setting processing program, a process is performed to associate the mission candidates selected by the player with each slot of the point card. Also, based on the mission pattern data 1541, in accordance with the mission setting processing program, it is determined whether the combination of the mission candidates selected by the player matches any of the mission patterns. And if it matches, a process is performed to associate the corresponding mission effect with the point card. Then, these pieces of information are stored in the point management data of the player management data in which the player ID of user A.A is stored.

[0411] After the step of S140, the control unit 11 of the server 10 transmits mission setting completion information including information regarding the mission setting and mission effects executed in the step of S140 to the terminal 20A via the communication I / F 14 (S150).

[0412] <Effect of the Third Embodiment> In this embodiment, at least one or more attributes among a plurality of types of attributes are associated with the mission, and the server 10 shows a configuration in which the control unit 11 performs a process of associating a plurality of missions based on a plurality of mission candidates selected by the user of the terminal 20 with the user of the terminal 20 based on the above attributes. As an example of the effect of the embodiment obtained by such a configuration, by using the attributes, an index can be provided when the user selects a plurality of missions.

[0413] Also, in this embodiment, the game is composed of a plurality of game parts, and the attributes associated with the mission are shown to be associated with at least one of the plurality of game parts. As an example of the effect of the embodiment obtained by such a configuration, since the attributes of the mission and the progress of the game are closely related, it is possible to balance the interest in achieving the mission and the interest in advancing the game.

[0414] <Example 4> Example 4, by way of example and not limitation, relates to an example in which a user can automatically select a mission from a plurality of pre-prepared missions without the player himself / herself selecting the mission.

[0415] The content described in Example 4 is applicable to any of the other examples and any of the other modified examples. Also, the same reference numerals are given to the same components as those already described, and the repeated description thereof is omitted.

[0416] In this embodiment, on a mission setting screen for selecting mission candidates to be set on a point card, an automatic setting button for automatically setting a mission is provided without the player selecting any arbitrary mission candidate. When this automatic setting button is touched by the player, a process of automatically setting a mission (automatic mission setting process) is executed by the server 10 in the mission setting process.

[0417] <Data Configuration> FIG. 4-1 is a diagram showing an example of information and the like stored in the storage unit 15 of the server 10 in this embodiment. The description of the parts that are the same as those in FIGS. 1-3 described above is omitted. The storage unit 15 stores, by way of example and not limitation, an application management processing program 151, player registration data 152, a player management database 153, mission data 154, privilege data 155, point addition processing data 156, and, by way of example and not limitation, mission automatic setting data 157.

[0418] The mission automatic setting data 157 can be data that is referred to in an automatic mission setting process, which is a kind of mission setting process, by way of example and not limitation, and stores information and the like that is referred to when performing the automatic mission setting process.

[0419] Specifically, this data can be set with the following content as an example, not a limitation, and a priority (not shown) can be set for these. In the following description, for convenience, they are described in order from the highest priority as (1), (2), ···. However, the content and priority are not limited to this example. (1) Different mission types are set (2) Missions with an approaching expiration date are set (3) Missions with a high degree of achievement are set (4) Missions newly added after version upgrade are set (5) Missions for game parts that the operator wants the player to play are set

[0420] <Display screen> FIG. 4-2 is a diagram showing an example of a screen of a game application displayed on the display unit 24 of the terminal 20A in this embodiment. Here, an example of the screen displayed on the display unit 24 of the terminal 20A of user A.A when missions are automatically set on the point card is illustrated.

[0421] Regarding the display screen in FIG. 4-2(1), the description of the parts that are the same as those in FIG. 1-12(1) described above is omitted. In this example, under the character "Please select a mission" in the game information display area, an automatic setting button ASBT (in this example, a button including the character "Automatic selection") for automatically setting missions is displayed.

[0422] As an example, not a limitation, when the automatic setting button ASBT is touched by the user as shown in FIG. 4-2(1), a display as shown in FIG. 4-2(2) is made as an example, not a limitation. Regarding this screen, the description of the parts that are the same as those in FIG. 1-12(3) described above is omitted.

[0423] In this example, in the game information display area, automatic setting confirmation information (in this example, the text "missions have been automatically set on the point card"), a button for approving this automatic setting content (a button including the text "set with this"), and a button for performing the automatic mission process again without approving this automatic setting content (a button including the text "redo") are superimposed and displayed.

[0424] <Other embodiments> (1) The process related to mission setting is not limited to being performed by the server 10, and may be performed by the terminal 20.

[0425] (2) In the above example, an example of a game in which a character appears as in-game content was shown, but it is not limited to such an example, and a game in which content different from a character appears as in-game content may also be used.

[0426] By way of example and not limitation, a game in which a vehicle appears as in-game content may also be used. In this case, the game may be, by way of example and not limitation, a game in which the vehicle is modified (grown) to perform battles (races) and the like.

[0427] By way of example and not limitation, a game in which a human (humanoid character) appears as in-game content may also be used. In this case, the game may be, by way of example and not limitation, a game in which the humanoid character is grown to advance battles and stories.

[0428] (3) In the above example, the difficulty levels (play difficulties) for the player to play each game part may be different. In this example, the difficulty levels may be different according to the game part. By way of example and not limitation, the cultivation game part has a low difficulty level, and the expedition game part has a high difficulty level. Also, within the same game part, the difficulty levels may be different according to each mission. By way of example and not limitation, in the cultivation game part, the mission of cultivating character C once has a higher difficulty level than the mission of cultivating character A once.

[0429] (4) In the above embodiments, an example is shown in which a player can select missions for all of the free slots in which missions can be set on the point card. However, the present invention is not limited to such a form, and a player may be able to select missions for some of the free slots in which missions can be set on the point card.

[0430] In this example, when there are six slots in which missions can be set on the point card, first, after missions assigned by the operator are automatically set for the first to sixth slots, a player may be able to select a mission only for the first slot. In this case, by paying a price, a player may be able to select missions for two or more slots.

[0431] (5) In the above embodiments, an example is shown in which missions can be automatically set by performing automatic mission setting processing. However, the present invention is not limited to such an example, and after a player designates a pattern (mission automatic setting pattern) for mission setting, missions may be automatically set by performing automatic mission setting processing.

[0432] In this example, the following mission automatic setting patterns are set as the mission automatic setting patterns. · Emphasis on given points (missions with a large number of given points are set) · Emphasis on difficulty (missions with a low / high difficulty are set) · Emphasis on training (missions in the training game part are set) · Emphasis on battle (missions in the battle game part are set) · Emphasis on skill enhancement (missions in the skill enhancement game part are set) · Emphasis on expedition (missions in the expedition game part are set) · Emphasis on balance (missions for each game part are set evenly) And based on the mission automatic setting pattern selected by the player among these mission automatic setting patterns, automatic mission setting processing may be performed.

[0433] (6) In the above embodiments, in the description of the mission pattern data, an example of the mission pattern was shown, but it is not limited to such an example, and other mission patterns may be provided.

[0434] In this example, by way of illustration and not limitation, mission patterns (mission effects) as shown below may be provided. · Mission for a game part not set last time (bonus points +10%) · Mission for a game part set last time (bonus points +5%) · Mission related to a newly implemented character (such as Character Z) (bonus points +20%) · Mission for a newly implemented game part (such as training) (maximum points +20%)

[0435] (7) In the above embodiments, an example where points are awarded only when the mission is completed was shown, but it is not limited to such an example, and points may be awarded even when the mission is not completed.

[0436] In this example, a step-by-step achievement line may be provided for the mission. By way of illustration and not limitation, in the game part for cultivating the character Z with a high difficulty level, as patterns of the cultivation results when cultivating the character Z, a cultivation result D pattern, a cultivation result C pattern, a cultivation result B pattern, a cultivation result A pattern, and a cultivation result S pattern are provided. The cultivation results increase in the order of cultivation result D pattern < cultivation result C pattern < cultivation result B pattern < cultivation result A pattern < cultivation result S pattern, and the parameter values that increase are high. In this case, as a result of the game part of cultivation, the cultivation result D pattern is a failure pattern, and the cultivation result C pattern, cultivation result B pattern, cultivation result A pattern, and cultivation result S pattern are success patterns.

[0437] By way of example and not limitation, regardless of whether this mission is completed (cultivation is successful), points are awarded as follows: cultivation result D pattern (1pt) < cultivation result C pattern (3pt) < cultivation result B pattern (5pt) < cultivation result A pattern (7pt) < cultivation result S pattern (10pt). That is, even in the case of failed cultivation, points are awarded.

[0438] (8) Without being limited to the above embodiments, specific items may be awarded according to the missions set on the point card.

[0439] In this example, according to the mission type of the missions set on the point card, items that make it easier for the player to complete the mission are more likely to be awarded. By way of example and not limitation, when there are many missions related to battles set on the point card, as items that can be obtained in expeditions etc. unrelated to the mission, dedicated battle items that make it easier to win when used in battles etc. are more likely to appear.

[0440] (9) Without being limited to the above embodiments, by paying a price, the upper limit value of the point card may be increased, the expiration date may be extended, the upper limit value for each mission may be increased, or the expiration date may be extended.

[0441] (10) As also described in the above embodiments, multiple point cards may be valid for one player. In this case, the handling of the multiple valid point cards in this game may be, by way of example and not limitation, as follows. · All valid point cards can be utilized with the performance of that point card · The performance of at least some of the valid point cards changes Here, among the performance of the point card, the performance set by default (number of slots, mission type, number of points granted, upper limit of points, etc.) is appropriately referred to as "initial performance". Also, the valid point cards are appropriately referred to as "valid point cards".

[0442] "All valid point cards can be used with the performance of their respective point cards" means, by way of example and not limitation, that the first valid point card and the second valid point card can be used with the initial performance of their respective point cards. Specifically, by way of example and not limitation, when a normal card and a silver card are valid, if the mission set for the normal card is completed, the number of points granted preset for the normal card is granted to the player, and if the mission set for the silver card is completed, the number of points granted preset for the silver card is granted to the player. That is, each point card may be used with the default initial performance set for the point card.

[0443] "The performance of at least some of the valid point cards changes" means, by way of example and not limitation, that at least one of the first valid point card and the second valid point card can be used with performance different from the default initial performance.

[0444] Specifically, by way of example and not limitation, when a normal card and a silver card are both active, if a mission set for the silver card that has become active by paying a consideration or the like is completed, the number of points set in advance for that silver card is given to the player. If a mission set for the normal card is completed, the number of points reduced by half (50% reduction) from the number of points set in advance for that normal card may be given to the player. That is, while the silver card can be used with its initial performance, the normal card may be used with performance lower than its initial performance.

[0445] Also, by way of example and not limitation, when a normal card and a silver card are both active, if a mission set for the silver card that has become active by paying a consideration or the like is completed, the number of points reduced (20% reduction) from the number of points set in advance for that silver card is given to the player. If a mission set for the normal card is completed, the number of points reduced (20% reduction) from the number of points set in advance for that normal card may be given to the player. That is, both the normal card and the silver card may be used with performance lower than their initial performance. In this example, the performance of both cards is lower than their initial performance, but the player has the advantage of being able to use both cards.

[0446] Here, when multiple point cards are active, a point card that can be used with its initial performance may be referred to as the "main point card", and the other point cards may be referred to as "sub-point cards".

[0447] Also, the player may be allowed to arbitrarily select which of the multiple valid point cards will be the main point card. By way of example and not limitation, on a point card setting screen (such as Fig. 1-11(2)), multiple valid point cards are displayed, and any one of these point cards can be selected / set as the main point card.

[0448] In this case, by way of example and not limitation, the point card set as the main point card may be used with its initial performance, and the point card set as the sub-point card may be used with a performance lower than the initial performance.

Description of Signs

[0449] 1 Communication system 10 Server 20 Terminal 30 Network

Claims

1. A program executed by a terminal that executes processing related to a game, Displaying a plurality of candidate missions on a display unit of the terminal, the candidate missions being candidates for which points will be awarded to the user of the terminal when the candidate missions are accomplished; displaying, on the display unit, an object having a plurality of areas capable of displaying mission images corresponding to a mission candidate selected by the user from among the plurality of mission candidates displayed on the display unit; and causing a control unit of the terminal to execute processing for associating a mission corresponding to the mission image displayed in the area with the user.

2. A program according to claim 1, the objects include a first object and a second object; a program that displays the second object on the display unit based on the completion of a mission corresponding to the mission image displayed in the area of ​​the first object;

3. A program according to claim 1, the objects include a first object and a second object; a program that changes the object to be displayed on the display unit from the first object to the second object when the number of points given to the user reaches a predetermined number of points;

4. A program according to claim 1, the objects include a first object and a second object; A program in which points awarded to the user based on the achievement of a mission corresponding to a predetermined mission candidate differ between when a mission image corresponding to the predetermined mission candidate is displayed in the area of ​​the first object and when it is displayed in the area of ​​the second object.

5. A program according to claim 1, a program that automatically displays the mission image in each of the plurality of areas based on a plurality of mission candidates displayed on the display unit;

6. A program according to claim 1, a program that displays the object with the increased number of regions on the display unit based on the user's input;

7. A program according to claim 1, a program that displays the object with an increased number of regions on the display unit based on payment by the user;

8. A method executed by a terminal that executes processing related to a game, Displaying a plurality of candidate missions on a display unit of the terminal, the candidate missions being candidates for which points will be awarded to the user of the terminal when the candidate missions are accomplished; displaying, on the display unit, an object having a plurality of areas capable of displaying mission images corresponding to a mission candidate selected by the user from among the plurality of mission candidates displayed on the display unit; and performing processing to associate a mission corresponding to the mission image displayed in the area with the user.

9. A terminal that executes processing related to a game, a display unit that displays a plurality of mission candidates that are candidates for missions for which points will be awarded to the user of the terminal when the mission candidate is achieved, and displays an object having a plurality of areas in which a mission image corresponding to a mission candidate selected by the user from the plurality of mission candidates displayed on the display unit can be displayed; A terminal comprising: a control unit that executes processing to associate a mission corresponding to the mission image displayed in the area with the user.