Information processing device and program

The information processing apparatus addresses the burden of playing multiple games by linking game parameters and items, enabling automatic enhancements across games, thus saving time and reducing monotony.

JP2025113356APending Publication Date: 2025-08-01SEGA CORP

Patent Information

Application Number
JP2025083769
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-05-20
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

Users playing multiple games in parallel face a burden due to limited daily playtime and repetitive tasks such as character collection and rank-up, which can be monotonous.

Method used

An information processing apparatus that stores correspondence information linking parameters and items across games, allowing mutual influence and support between games, such as automatically increasing parameters or acquiring items in one game for associated games.

Benefits of technology

Reduces the burden on users by saving playtime and eliminating repetitive tasks across multiple games, enhancing gameplay efficiency and reducing monotony.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To reduce a burden on a user who plays a plurality of games concurrently.SOLUTION: The information processing device comprises: a correspondence information storage unit which stores correspondence information obtained by setting a user's first parameter in a first game and a user's second parameter in a second game in association with each other; and a user assistance unit which, when the user's first parameter rises in the first game, raises the user's second parameter in the second game associated with the first parameter.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] Application programs for various games (game apps) are provided to users by various game providers (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Even when such a variety of games are provided, since the time that can be spent on game play in a day is limited, it may be a burden for users to play many games in parallel. The present invention has been made in view of such circumstances, and an object thereof is to reduce the burden on users who play a plurality of games in parallel.

Means for Solving the Problems

[0005] The main invention of the present invention for solving the above problems is a correspondence information storage unit that stores correspondence information in which a first parameter of a user in a first game and a second parameter of the user in a second game are set in association with each other; a user support unit that increases the second parameter of the user in the second game associated with the first parameter when the first parameter of the user in the first game increases; an information processing apparatus including the above. Other features of the present invention will be clarified by the description in this specification and the accompanying drawings.

Brief Description of the Drawings

[0006]

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Embodiments for Carrying Out the Invention

[0007] At least the following matters become clear from the descriptions in this specification and the attached drawings. That is, a correspondence information storage unit that stores correspondence information in which the first parameter of the user in the first game and the second parameter of the user in the second game are set in association with each other, A user support unit that increases the second parameter of the user in the second game associated with the first parameter when the first parameter of the user increases in the first game, An information processing apparatus including According to such an information processing apparatus, if the user plays the first game and the first parameter increases, the second parameter of the corresponding second game also increases. Therefore, compared with the case of separately playing the first game to increase the first parameter and playing the second game to increase the second parameter, the play time can be saved. As a result, it is possible to reduce the burden on users who play multiple games in parallel.

[0008] Also, such an information processing apparatus The user support unit may increase the user's first parameter in the first game associated with the second parameter when the user's second parameter increases in the second game. According to such an information processing apparatus, when playing one of a plurality of games, the time for playing the other game can be saved. Also, if the user tries hard in the first game, it will be reflected in the second game by the amount of effort, and if the user tries hard in the second game, it will be reflected in the first game by the amount of effort. By reflecting the gameplay mutually between games in this way, it becomes possible to reduce the burden on the user even in a gameplay that repeats a monotonous operation of increasing parameters.

[0009] Also, a user information storage unit that stores user information in which the user's possessions are set, A correspondence information storage unit that stores correspondence information in which a first acquisition item consumed in the first game and a second acquisition item consumed in the second game are set in association with each other, A user support unit that, when the user acquires a first acquisition item in the first game, sets the first acquisition item and the second acquisition item associated with the first acquisition item as the user's possessions in the user information, It is an information processing apparatus provided with. According to such an information processing apparatus, if the user plays the first game and acquires the first acquisition item, the user can also acquire the second acquisition item of the second game. Therefore, compared to the case of playing the first game and collecting the first acquisition items and playing the second game and collecting the second acquisition items respectively, the play time can be saved. Thereby, it becomes possible to reduce the burden on users who play a plurality of games in parallel.

[0010] Also, such an information processing apparatus, The user support unit may set the second acquisition item and the first acquisition item associated with the second acquisition item as the user's possessions in the user information when the user acquires the second acquisition item in the second game. According to such an information processing apparatus, if a user is playing one of a plurality of games, the time for playing the other game can be saved. Also, if the user tries hard in the first game, it will be reflected in the second game by the amount of effort put in, and if the user tries hard in the second game, it will be reflected in the first game by the amount of effort put in. By reflecting the gameplay between games in this way, even in a gameplay where a monotonous task such as collecting acquired items is repeated, it becomes possible to reduce the burden on the user.

[0011] Also, a correspondence information storage unit that stores correspondence information in which the first friend user of the first game and the second friend user of the second game are set to correspond to each other for each user, a user support unit that is set so that when a user selects a first friend user and plays the first game, the user can select the second friend user of the second game corresponding to the first friend user and play the second game, An information processing apparatus comprising: According to such an information processing apparatus, if a user selects a first friend user in the first game, the user can automatically select a second friend user in the second game. Therefore, the time for playing the second game and applying for a friend can be saved. As a result, it becomes possible to reduce the burden on users who play multiple games in parallel.

[0012] Also, such an information processing apparatus, the user support unit may be set so that when a user selects a second friend user and plays the second game, the user can select the first friend user of the first game corresponding to the second friend user and play the first game. According to such an information processing apparatus, by being able to select friends mutually between games, even if it is necessary to repeat searching for friends, it becomes possible to reduce the burden on the user.

[0013] Next, the computer is made to function as correspondence information storage means for storing correspondence information in which the first parameter of the user in the first game and the second parameter of the user in the second game are set in association with each other. user support means for increasing the second parameter of the user in the second game associated with the first parameter when the first parameter of the user increases in the first game. This is a program for causing the computer to function as such. According to such a program, it is possible to reduce the burden on a user who plays a plurality of games in parallel.

[0014] Also, the computer is made to function as user information storage means for storing user information in which the possessions of the user are set. correspondence information storage means for storing correspondence information in which the first acquisition item consumed in the first game and the second acquisition item consumed in the second game are set in association with each other. user support means for setting, as the possessions of the user, the first acquisition item and the second acquisition item associated with the first acquisition item in the user information when the user acquires the first acquisition item in the first game. This is a program for causing the computer to function as such. According to such a program, it is possible to reduce the burden on a user who plays a plurality of games in parallel.

[0015] Also, the computer is made to function as correspondence information storage means for storing correspondence information in which the first friend user in the first game and the second friend user in the second game are set in association with each other for each user. user support means for setting so that when the user selects the first friend user and plays the first game, the user can select the second friend user in the second game associated with the first friend user and play the second game. [[ID=3,2]]This is a program for causing the computer to function as such. According to such a program, it becomes possible to reduce the burden on users who play multiple games in parallel.

[0016] ===Embodiment=== Hereinafter, an information processing apparatus, a program, and an information processing system according to an embodiment of the present invention will be described in detail. Note that the present invention can be widely applied to an information processing apparatus, a program, an information processing system, etc. that can allow a user to play multiple games in parallel.

[0017] <<System Configuration>> FIG. 1 is a configuration diagram showing an example of an information processing system 1 according to the present embodiment. As shown in FIG. 1, in the information processing system 1 according to the present embodiment, one or more client terminals 10 and a server device 20 are connected via a network N.

[0018] The client terminal 10 is a terminal device such as a smartphone, a tablet, a PC, etc. operated by a user, or a terminal device such as a dedicated game device for home or business use. The server device 20 performs management and control of games performed by the user on the client terminal 10, charging processing in the game, and the like. The network N is the Internet or the like and includes a mobile radio base station or the like.

[0019] Note that the present invention is applicable not only to the client-server type information processing system 1 shown in FIG. 1 but also to a single game device by separately providing a mechanism for performing charging processing in the game. The information processing system 1 in FIG. 1 is an example, and it goes without saying that there are various system configuration examples according to the application and purpose. For example, the server device 20 in FIG. 1 may be configured to be distributed among a plurality of computers.

[0020] <<Hardware Configuration>> <Client Terminal and Server Device> Figure 2 is a hardware configuration diagram showing an example of the computer 50 according to the present embodiment. The client terminal 10 and the server device 20 according to the present embodiment are realized by, for example, a computer 50 having the hardware configuration shown in Figure 2. Note that the computer 50 is an example of an information processing device.

[0021] As shown in Figure 2, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and an HDD 58, etc., and each is interconnected by a bus line B. Note that the input device 55 and the display device 56 may be connected and used when necessary.

[0022] The CPU 51 is an arithmetic unit that realizes the control and functions of the entire computer by reading programs and data from storage devices such as the ROM 53 and the HDD 58 onto the RAM 52 and executing various processes based on the read programs and data.

[0023] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily holding programs and data, and is also used as a work area when the CPU 51 executes various processes.

[0024] The ROM 53 is an example of a non-volatile semiconductor memory (storage device) that can hold programs and data even when the power is turned off. Programs and data such as BIOS, OS settings, and network settings that are executed when the computer 50 is started are stored in the ROM 53.

[0025] The communication interface 54 is an interface for connecting the computer 5 to the network N. Thereby, the computer 50 can perform data communication via the communication interface 54.

[0026] The input device 55 is a device used by a user or an administrator to input various signals. The input device 55 in the present embodiment is, for example, an operating device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.

[0027] The client terminal 10 in the present embodiment has at least a touch panel. The touch panel is constituted by, for example, a pressure-sensitive or electrostatic panel laminated on the display device 56, and detects an instruction position (contact position) on the screen by a touch operation with a user's finger, a touch pen, or the like.

[0028] The display device 56 is a device for displaying various information on a screen for a user or an administrator. The display device 56 in the present embodiment is, for example, a display such as a liquid crystal or an organic EL.

[0029] The external interface 57 is an interface for connectably communicating data with an external device. Thereby, the computer 50 can read and / or write a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, a CD, a DVD, an SD memory card, or a USB memory.

[0030] The HDD 58 is an example of a nonvolatile storage device that stores programs and data. The stored programs and data include an OS which is basic software for controlling the entire computer, and applications that provide various functions on the OS.

[0031] Note that instead of the HDD 58, a drive device (for example, a solid state drive: SSD) using a flash memory as a storage medium may be used.

[0032] The client terminal 10 and the server device 20 according to the present embodiment can realize various processes as described later by executing a program on the computer 50 having the above-described hardware configuration.

[0033] <<Software Configuration>> <Server Device> Figure 3 is a functional block diagram showing an example of the server device 20 according to the present embodiment. The server device 20 according to the present embodiment is realized by, for example, the functional blocks shown in FIG. 3.

[0034] The server device 20 according to the present embodiment realizes a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.

[0035] The server control unit 200 has a function of executing processes related to various games. The server control unit 200 includes a request processing unit 201 and a user support unit 202.

[0036] The request processing unit 201 receives a request from the client terminal 10, performs a process corresponding to the request, and transmits a processing result or the like to the client terminal 10 as a response. The user support unit 202 performs various processes for supporting users who play a plurality of games in parallel.

[0037] The server storage unit 220 has a function of storing information related to various games. The server storage unit 220 includes a game information storage unit 221, a correspondence information storage unit 222, and a user information storage unit 223.

[0038] The game information storage unit 221 stores game information related to various games. The configuration of the game information stored in the game information storage unit 221 is as follows.

[0039] Figure 4 is a configuration diagram showing an example of game information. The game information shown in FIG. 4 has, as items, a game ID, a title, a game provider, a genre, character information, item information, quest information, lottery information, synthesis information, and the like.

[0040] The title is information indicating the name of the game. The game provider is information indicating a company or the like that provides the game. The genre is information indicating the type of game, such as RPG, puzzle, soccer, etc. Character information is information regarding the characters used in the game. Item information is information regarding the items used in the game. Quest information is information regarding the game stages. Note that quests may have play tasks or objectives defined. Lottery information is information regarding the lottery conducted to determine the characters to be acquired by the user. Synthesis information is information regarding the synthesis conducted to evolve the characters to be synthesized by the user.

[0041] Figure 5 is a configuration diagram showing an example of character information. The character information shown in Figure 5 has, as items, a character ID, name, attribute, rarity, ability parameters, etc.

[0042] The character ID is information for uniquely identifying various characters. The name is information indicating the character name. The rarity is information indicating the rarity (scarcity value) of the character. Here, one of the multiple classes of rarity is initially set. In this embodiment, a five - stage setting from rarity "1" to "5" is possible. Note that the class of rarity is not limited to five stages and may be four stages or less or six stages or more. The ability parameters are information indicating the abilities of the character. Here, ability values such as attack, defense, and HP (hit point) are initially set.

[0043] Figure 6 is a configuration diagram showing an example of item information. The item information shown in Figure 6 has, as items, an item ID, name, item effect, etc.

[0044] The item ID is information for uniquely identifying various items. The name is information indicating the item name. The item effect is information indicating the effect exerted when the item is used.

[0045] FIG. 7 is a configuration diagram showing an example of quest information. The quest information shown in FIG. 7 has, as items, a quest ID, a name, required points, play tasks, enemy characters, acquirable characters, and the like.

[0046] The quest ID is information for uniquely identifying a quest. The name is information indicating the quest name. The required points are information indicating the quantity of game points required to play the quest. The play tasks are information indicating the missions that the player should achieve. The enemy characters are information indicating the characters that appear as opponents in the quest among the plurality of characters set in the character information stored in the game information storage unit 221. The acquirable characters are information indicating one or more characters that can be acquired based on a predetermined probability when the user clears the quest among the plurality of characters set in the character information stored in the game information storage unit 221. The acquirable items are information indicating one or more items that can be acquired when the user clears the quest among the plurality of items set in the item information stored in the game information storage unit 221.

[0047] FIG. 8 is a configuration diagram showing an example of lottery information. The lottery information shown in FIG. 8 has, as items, a lottery ID, required points, acquirable characters, winning probabilities, and the like.

[0048] The lottery ID is information for uniquely identifying a lottery pattern. The required tickets are information indicating the quantity of tickets required for the lottery. The acquirable characters are information indicating one or more characters that the user can acquire in the lottery among the plurality of characters set in the character information stored in the game information storage unit 221. The winning probability is information indicating the probability that an acquirable character is drawn. Here, the lower the winning probability is set for characters with a higher rarity.

[0049] FIG. 9 is a configuration diagram showing an example of composite information. The composite information shown in FIG. 9 has, as items, a composite ID, a source character, a composite material character, an evolved character, and the like.

[0050] The composite ID is information for uniquely identifying a composite pattern. The source character is information indicating the character that serves as the source (i.e., the character before evolution) among the plurality of characters set in the character information stored in the game information storage unit 221. The composite material character is information indicating the character that serves as the composite material among the plurality of characters set in the character information stored in the game information storage unit 221. The evolved character is information indicating the character after the source character has evolved as a result of synthesizing all the composite material characters among the plurality of characters set in the character information stored in the game information storage unit 221.

[0051] The correspondence information storage unit 222 stores correspondence information regarding at least two games that are associated in advance. The configuration of the correspondence information stored in this correspondence information storage unit 222 is as follows.

[0052] FIG. 10 is a configuration diagram showing an example of correspondence information. The correspondence information shown in FIG. 10 has, as items, a correspondence ID, associated games, and correspondence content data.

[0053] The correspondence ID is information for uniquely identifying a correspondence pattern. The associated games are information indicating at least two or more games that are associated with each other so as to affect each other among the plurality of games stored in the game information storage unit 221. The correspondence content data is information indicating data contents (for example, character information, item information, quest information, lottery information, composite information, etc.) that are mutually associated between the associated games. In the present embodiment, for example, among a plurality of games that are associated with each other, characters of one game and characters of another game are set in association with each other.

[0054] The user information storage unit 223 stores user information regarding the user. The user information stored in the user information storage unit 223 is composed of various types of data shown below.

[0055] Figure 11 is a configuration diagram showing an example of user information. The user information shown in Figure 11 has items such as user ID, user name, play information, etc.

[0056] The user ID is information for uniquely identifying the user. The user name is information indicating the user's name, nickname, etc. The play information is information regarding the games that the user is playing (including games that the user has played before) among the multiple games stored in the game information storage unit 221.

[0057] Figure 12 is a configuration diagram showing an example of play information. The play information shown in Figure 12 has items such as game ID, rank, owned characters, owned items, party, owned points, owned tickets, etc.

[0058] The game ID is information for uniquely identifying the game that the user is playing. The rank is information indicating the current game level of the user. The possessed characters are information indicating one or more various characters currently possessed by the user among the multiple characters set in the character information stored in the game information storage unit 221. Here, as shown in parentheses in the figure, the ability values (level, attack power, defense power, HP, etc.) of the currently possessed characters are also set. The possessed items are information indicating one or more various items currently possessed by the user among the multiple items set in the item information stored in the game information storage unit 221. Here, as shown in parentheses in the figure, the number of currently possessed items is also set. The party is information indicating each character constituting the user's party. The possessed points are information indicating the quantity of game points currently possessed by the user. Here, as shown in parentheses in the figure, its maximum value is also set. Note that these possessed points are consumed when playing quests but recover over time. They can also be recovered by using items with a recovery effect or by leveling up. The possessed tickets are information indicating the number of tickets currently possessed by the user. These possessed tickets are consumed during lottery draws but can be replenished by login rewards, etc. Note that paid tickets consumed in paid lottery draws and free tickets consumed in free lottery draws may be prepared in advance and set individually.

[0059] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.

[0060] <Client Terminal> FIG. 13 is a functional block diagram showing an example of the client terminal 10 according to the present embodiment. The client terminal 10 according to the present embodiment is realized by, for example, the functional blocks shown in FIG. 13.

[0061] The client terminal 10 according to this embodiment realizes a client control unit 100, a client storage unit 120, a client communication unit 140, an operation reception unit 150, and a screen display unit 160 by executing a program. The client control unit 100 includes a game execution unit 101, a server access unit 102, and a display control unit 103.

[0062] The game execution unit 101 controls the progress of various games based on the game operations received by the client terminal 10 from the user.

[0063] When access to the server device 20 is required during the process of the processing by the game execution unit 101, etc., the server access unit 102 transmits requests for various processes to the server device 20 and receives responses such as processing results from the server device 20.

[0064] The display control unit 103 controls the screen display of the client terminal 10 according to the progress of various games by the game execution unit 101, for example.

[0065] The operation reception unit 150 receives operations from the user who operates the client terminal 10. Since the client terminal 10 according to this embodiment is provided with a touch panel, it can receive operations specific to the touch panel such as tap, swipe, and flick operations from the user.

[0066] The client storage unit 120 stores various programs and various data (for example, similar to the server device 20, character information, item information, quest information, lottery information, synthesis information, user information, etc.) required in the client terminal 10 for each installed application (such as a game application).

[0067] The client communication unit 140 communicates with the server device 20. The screen display unit 160 performs the screen display of the client terminal 10 according to the control from the display control unit 103.

[0068] Note that the client control unit 100 of the client terminal 10 has a browser type that receives page data described in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs processing related to the game. Further, the client control unit 100 of the client terminal 10 has an application type that performs processing related to the game based on the installed application. FIG. 13 shows an example of the application type.

[0069] Also, although an example in which the information processing system 1 shown in FIG. 1 is composed of a plurality of client terminals 10 and one server device 20 has been described, the present invention is not limited to this system configuration. Further, the configurations of the functional blocks of the server device 20 shown in FIG. 3 and the functional blocks of the client terminal 10 shown in FIG. 13 are also examples. For example, a part of the functions of the client terminal 10 may be realized by the server device 20. Also, a part of the functions of the server device 20 may be realized by the client terminal 10.

[0070] Further, other devices other than the client terminal 10 and the server device 20 may be configured to undertake a part of the functions of the client terminal 10 and the server device 20. Note that, overall, the collection of the respective functions of the server device 20 shown in FIG. 3 and the respective functions of the client terminal 10 shown in FIG. 9 can also be grasped as one information processing device. How to distribute the plurality of functions necessary for realizing the present invention to one or a plurality of hardware can be appropriately determined in consideration of the processing capabilities of each hardware and the specifications required for the system.

[0071] <<System Overview>> Here, the overview of the system in the present embodiment will be described. In the information processing system 1 according to this embodiment, a user can select a favorite game from a variety of games provided by this information processing system 1 and install it one by one on his / her client terminal 10, so that a plurality of games can be played in parallel. Conventionally, a user who plays a plurality of games in parallel has to advance each game on his / her client terminal 10 while shifting the play time.

[0072] For example, when a user plays "Game A" and "Game B" belonging to the same or different genres in parallel, first start "Game A" and go around (play repeatedly) "Lottery A" and "Quest A" to strengthen his / her "Character A" by synthesis and collect "Synthesis Material Character A", etc. Next, when "Game A" is finished, start "Game B" and go around "Lottery B" and "Quest B" to strengthen his / her "Character B" by synthesis and collect "Synthesis Material Character B", etc.

[0073] Thus, even if the game rules, the way of progress, the types of characters and quests that appear, etc. are different from each other between games belonging to the same or different genres, what users have to do in the games often approximates each other (that is, the game configurations such as lottery, synthesis, and repetitive quests often approximate each other).

[0074] Therefore, for users, although the time that can be spent on game play in a day is limited, they have to perform similar plays in each game, which may make them feel a waste of time. In particular, going around quests for the purpose of collecting characters, etc. becomes a monotonous task for users, and playing a plurality of games in parallel may become a burden.

[0075] For example, when a user plays "Game C" and "Game D" belonging to the same or different genres in parallel, first start "Game C" and cycle through "Quest C" to raise their "Rank C". Next, when "Game C" is finished, start "Game D" and cycle through "Quest D" to raise their "Rank D".

[0076] In this way, regardless of the genre, even if the game rules, progression methods, and the types of characters and quests that appear are different between games, what the user should do within the games often approximates each other (that is, the game configurations such as rank up, level up, and cycling through quests often approximate each other).

[0077] Therefore, for the user, even though the time that can be spent on game play in a day is limited, they have to perform similar play in each game, which may make them feel a waste of time. In particular, cycling through quests for the purpose of raising one's rank, etc., becomes a monotonous task for the user, and playing multiple games in parallel can sometimes be a burden.

[0078] Therefore, in this embodiment, by presetting information that should be associated with each other between games (for example, character information, item information, quest information, lottery information, synthesis information, user play information, etc.), multiple games are linked so that each game play affects each other.

[0079] For example, when a user is playing "Game A" and "Game B" belonging to the same or different genres in parallel and "Game A" and "Game B" are linked, when the user plays "Game A" and obtains "Synthesis Material Character A", even if they are not playing "Game B" at that time, it becomes possible to automatically obtain "Synthesis Material Character B" of "Game B" that is pre-associated with that "Synthesis Material Character A".

[0080] This enables saving play time compared to the case of separately playing "Game A" to collect characters exclusive to "Game A" and playing "Game B" to collect characters exclusive to "Game B". As a result, the burden on users who play multiple games in parallel can be reduced.

[0081] Also, for example, when a user is playing "Game A" and "Game B" belonging to the same or different genres in parallel and "Game A" and "Game B" are linked, if the user plays "Game A" and synthesizes "Synthetic Material Character A" with "Character A", even if the user is not playing "Game B" at that time, it is also possible to automatically synthesize "Synthetic Material Character B" of "Game B" associated in advance with "Character B" of "Game B" with respect to that "Synthetic Material Character A".

[0082] This enables saving play time compared to the case of separately playing "Game A" to synthesize characters exclusive to "Game A" and playing "Game B" to synthesize characters exclusive to "Game B". As a result, the burden on users who play multiple games in parallel can be reduced.

[0083] Also, for example, when a user is playing "Game A" and "Game B" belonging to the same or different genres in parallel and "Game A" and "Game B" are linked, if the user plays "Game A" and sells the no-longer-needed "Character A", even if the user is not playing "Game B" at that time, instead of losing that "Character A", it is also possible to automatically acquire "Character B" of "Game B" associated in advance with that "Character A".

[0084] As a result, compared with the case of playing "Game A" to sell / acquire the characters exclusive to "Game A" and playing "Game B" to sell / acquire the characters exclusive to "Game B" respectively, the playing time can be saved. As a result, the burden on users who play multiple games in parallel can be reduced.

[0085] For another example, when a user is playing "Game C" and "Game D" belonging to the same or different genres in parallel, and "Game C" and "Game D" are related, when the user plays "Game C" and raises his / her "Rank C", even if he / she is not playing "Game D" at that time, the "Rank D" of "Game D" pre-associated with that "Rank C" can also be automatically raised.

[0086] As a result, compared with the case of playing "Game C" to raise his / her "Rank C" and playing "Game D" to raise his / her "Rank D" respectively, the playing time can be saved. As a result, the burden on users who play multiple games in parallel can be reduced.

[0087] <<System Operation>> <Specific Example 1> FIG. 14 is a flowchart showing an operation example (Part 1) of the information processing system 1 in the present embodiment. In Specific Example 1, the case where the acquisition of characters or items in one game affects other games among games related to each other will be described.

[0088] When the display control unit 103 of the client terminal 10 generates a result screen 500 and displays it on the screen display unit 160 when the user starts playing a game and clears a quest for one of a plurality of games related to each other (step S11).

[0089] FIG. 15 is an image diagram showing an example of the result screen 500. This result screen 500 includes a reward display area 501 showing the clear reward and an operation button 502 for obtaining the clear reward. Here, at least the clear reward including the acquired character and the acquired item is displayed.

[0090] Next, referring back to FIG. 14, when a user who wishes to obtain the clear reward selects the operation button 502 on this result screen 500, the operation reception unit 150 of the client terminal 10 receives the operation input of that user (step S12).

[0091] Next, when the operation reception unit 150 receives the user's operation input in this way, the game execution unit 101 of the client terminal 10 requests the server access unit 102 to execute the update process of the user information, along with the fact that the user who played one game has obtained at least a character or an item as the clear reward.

[0092] When the server access unit 102 of the client terminal 10 is requested by the game execution unit 101 to execute the update process of the user information, based on the clear reward (acquired character, acquired item, etc.) that the user has obtained in one game, it sends a request regarding the update process to the server device 20 together with the user ID, game ID, character ID, item ID, etc. (step S13).

[0093] Next, when the request processing unit 201 of the server device 20 receives the request from the client terminal 10, it requests the user support unit 202 to execute the data update process.

[0094] When the user support unit 202 of the server device 20 is requested by the request processing unit 201 to execute the data update process, it refers to the user information stored in the user information storage unit 223, identifies the user information of the user corresponding to the transmitted user ID, and identifies the play information set in the identified user information (see FIG. 12).

[0095] The user support unit 202 of the server device 20 updates data for the identified play information, associates it with a single game corresponding to the transmitted game ID, sets the acquired character corresponding to the transmitted character ID as the user's possessed character, and sets the acquired item corresponding to the transmitted item ID as the user's possessed item (step S14).

[0096] Next, the user support unit 202 of the server device 20 determines whether the acquisition of a character or item in one game affects other games among games that are linked to each other (step S15).

[0097] Specifically, the user support unit 202 of the server device 20 refers to the correspondence information stored in the correspondence information storage unit 222, identifies the linked games associated with a single game corresponding to the transmitted game ID, and identifies the correspondence content data pre-associated with the identified linked games (see FIG. 10).

[0098] Then, the user support unit 202 of the server device 20 refers to the user information stored in the user information storage unit 223 and extracts other games that match the identified linked games from the games the user is playing.

[0099] Subsequently, the user support unit 202 of the server device 20 determines, based on the identified correspondence content data, whether the acquisition of a character or item by the user in a single game corresponding to the transmitted game ID affects the extracted other games.

[0100] For example, when the specified corresponding content data is data in which the character information set in the game information stored in the game information storage unit 221 is associated with each other, it is determined that the influence due to the acquisition of the character is given to the other extracted games. However, when it is not data in which the character information is associated with each other, it is determined that no influence is given to the other extracted games.

[0101] Also for example, when the specified corresponding content data is data in which the item information set in the game information stored in the game information storage unit 221 is associated with each other, it is determined that the influence due to the acquisition of the item is given to the other extracted games. However, when it is not data in which the item information is associated with each other, it is determined that no influence is given to the other extracted games.

[0102] Next, when the user support unit 202 of the server device 20 determines that no influence is given to the other extracted games (step S15: NO), this process ends. On the contrary, when it is determined that an influence is given to the other extracted games (step S15: YES), even if the user is not playing the other games at this time, the user is supported by treating the user as having acquired characters and items in the other games (step S16).

[0103] Specifically, when the specified corresponding content data is data in which the character information set in the game information stored in the game information storage unit 221 is associated with each other, for example, the user support unit 202 of the server device 20 specifies the acquired characters of other games that are pre-associated with the acquired character corresponding to the transmitted character ID based on the corresponding content data.

[0104] Also, when the specified corresponding content data is data that associates, for example, item information set in game information stored in the game information storage unit 221 with each other, based on the corresponding content data, other game acquired items that are pre-associated with the acquired item corresponding to the transmitted item ID are specified.

[0105] Then, the user support unit 202 of the server device 20 updates the data regarding the play information of the user, and sets, in association with the extracted other game, the acquired characters and acquired items of the specified other game as the user's possessed characters and possessed items (see FIG. 12).

[0106] In this way, a user who is playing a plurality of mutually related games in parallel can acquire pre-associated characters and items (second content) even if they are not playing another game (second game) at that time, if they play one game (first game) and acquire characters and items (first content). Therefore, compared to the case of playing one game and another game separately to individually acquire characters and items, it is possible to save play time and reduce the burden on the user.

[0107] <Specific Example 2> FIG. 16 is a flowchart showing an operation example (part 2) of the information processing system 1 in the present embodiment. In Specific Example 2, a case where synthesizing a character in one game affects another game among mutually related games will be described.

[0108] When the user starts playing a game among a plurality of mutually related games and designates a synthesis source character and synthesis material characters for one game, the display control unit 103 of the client terminal 10 generates a synthesis screen 600 and displays it on the screen display unit 160 (step S31).

[0109] FIG. 17 is an image diagram showing an example of the composite screen 600. This composite screen 600 includes a composite source character display area 601 in which the composite source character specified by the user is shown, a composite material character display area 602 in which the composite material character specified by the user is shown, and an operation button 603 for synthesizing the composite source character and the composite material character specified by the user.

[0110] Next, returning to FIG. 16, when the operation reception unit 150 of the client terminal 10 receives a selection of the operation button 603 by a user who wishes to synthesize these characters on this composite screen 600, it receives the operation input of that user (step S32).

[0111] Next, when the operation reception unit 150 receives the operation input of the user in this way, the game execution unit 101 of the client terminal 10 increases the parameters set for the composite source character by synthesizing the composite source character and the composite material character specified by the user (step S33).

[0112] Here, it is assumed that the maximum value of the parameters set for the composite source character is increased by this synthesis. Note that the current value of the parameters set for the composite source character may be increased by this synthesis.

[0113] Next, when the composite source character and the composite material character specified by the user are synthesized in this way, the game execution unit 101 of the client terminal 10 requests the server access unit 102 to execute an update process of the user information as the parameters of the composite source character are increased in a game by such synthesis.

[0114] When the server access unit 102 of the client terminal 10 is requested by the game execution unit 101 to execute the update process of the user information, based on the characters (synthesis source character and synthesis material character) used by the user in one game for synthesis, it transmits a request regarding the update process to the server device 20 together with the user ID, game ID, character ID, various parameters, etc. (step S34).

[0115] Next, when the request processing unit 201 of the server device 20 receives the request from the client terminal 10, it requests the user support unit 202 to execute the data update process.

[0116] When the user support unit 202 of the server device 20 is requested by the request processing unit 201 to execute the data update process, it refers to the user information stored in the user information storage unit 223, specifies the user information of the user corresponding to the transmitted user ID, and specifies the play information set in the specified user information (see FIG. 12).

[0117] The user support unit 202 of the server device 20 performs data update on the specified play information, associates it with one game corresponding to the transmitted game ID, sets the increased parameters in the synthesis source character corresponding to the transmitted character ID, and excludes the synthesis material character corresponding to the transmitted character ID from the characters possessed by the user associated with one game (step S35).

[0118] Next, the user support unit 202 of the server device 20 determines whether the synthesis of characters in one game affects other games among the interrelated games (step S36).

[0119] Specifically, the user support unit 202 of the server device 20 refers to the correspondence information stored in the correspondence information storage unit 222, identifies the associated game associated with a certain game corresponding to the transmitted game ID, and identifies the correspondence content data pre-associated with the identified associated game (see FIG. 10).

[0120] Then, the user support unit 202 of the server device 20 refers to the user information stored in the user information storage unit 223, and extracts other games that match the identified associated game from the games played by the user.

[0121] Subsequently, based on the identified correspondence content data, the user support unit 202 of the server device 20 determines whether to affect the extracted other games due to the user synthesizing a character in a certain game corresponding to the transmitted game ID.

[0122] For example, when the identified correspondence content data is data in which the character information and the synthesis information set in the game information stored in the game information storage unit 221 are associated with each other, it is determined that the synthesis of the character affects the extracted other games. However, when it is not data in which the character information and the synthesis information are associated with each other, it is determined that it does not affect the extracted other games.

[0123] Next, when the user support unit 202 of the server device 20 determines that it does not affect the extracted other games (step S36: NO), this process ends. On the contrary, when it is determined that it affects the extracted other games (step S36: YES), even if the user is not playing the other game at this time, the user is supported by treating the other game as if the user has synthesized a character in the other game (step S37).

[0124] Specifically, when the identified corresponding content data is data in which, for example, the character information and the synthesis information set in the game information stored in the game information storage unit 221 are associated with each other, based on the corresponding content data, the user support unit 202 of the server device 20 identifies the source character of another game that is pre-associated with the source character of the synthesis corresponding to the transmitted character ID, and also identifies the source material character of another game that is pre-associated with the source material character of the synthesis corresponding to the transmitted character ID.

[0125] Then, the user support unit 202 of the server device 20 synthesizes the identified source character of another game and the identified source material character of another game, thereby increasing the parameters set for the identified source character of another game.

[0126] Here, it is assumed that the maximum value of the parameters set for the identified source character of another game is increased. Note that, by this synthesis, the current value of the parameters set for the identified source character of another game may be increased.

[0127] Subsequently, the user support unit 202 of the server device 20 updates the data regarding the play information of the user, associates it with the extracted other game, sets the increased parameters for the identified source character of another game, and excludes the identified source material character of another game from the characters possessed by the user (see FIG. 12).

[0128] In this way, a user who is playing a plurality of games that are related to each other in parallel can, by playing one game (the first game) and performing the synthesis of the source character (the first content), perform the synthesis of the source character (the second content) that has been pre-associated, even if they are not playing the other game (the second game) at that time. Therefore, compared to the case of playing one game and another game separately and synthesizing characters individually, it is possible to save play time and reduce the burden on the user.

[0129] (Modification Example 1) In addition, in the above specific example, the case where the parameters set for the source character are increased by synthesizing the source character specified by the user and the synthesis material character has been described as an example. However, it can also be applied to the case where the source character specified by the user is evolved into an evolved character by synthesizing the source character and the synthesis material character.

[0130] In this case, in the process of step 35 above, the user support unit 202 of the server device 20 updates the data for the specified play information, associates it with one game corresponding to the transmitted game ID, sets the evolved character as the possessed character, and excludes the source character and the synthesis material character corresponding to the transmitted character ID from the possessed characters of the user associated with the one game.

[0131] Also in this case, in the 37th process of the above steps, the user support unit 202 of the server device 20 synthesizes the synthesized source character of the other specified game and the synthesized material character of the other specified game, and based on the synthesis information shown in FIG. 9, evolves the synthesized source character of the other specified game into an evolved character. Subsequently, the user support unit 202 of the server device 20 updates the data regarding the play information of the user, and sets the evolved character as the possessed character in association with the extracted other game, and excludes the synthesized source character and the synthesized material character of the other specified game from the possessed characters of the user associated with the extracted other game (see FIG. 12).

[0132] As a result, a user who is playing a plurality of mutually related games in parallel can evolve the synthesized source character (second content) that has been pre-associated by synthesis even if he / she is not playing another game (second game) at that time, as long as he / she plays one game (first game) and evolves the synthesized source character (first content) by synthesis. Therefore, compared with the case where a user plays one game and another game separately and evolves and synthesizes characters individually, it is possible to save play time and reduce the burden on the user.

[0133] (Modification Example 2) In addition, in the above specific example, the case where the user possesses both the synthesized source character and the synthesized material character in another game has been described as an example, but it can also be applied to the case where the user possesses the synthesized source character in another game but does not possess the synthesized material character.

[0134] In this case, in the process of step 37 above, the user support unit 202 of the server device 20 updates the data on the play information of the user, associates it with the other games extracted, and sets the parameters after the increase for the synthesis source character of the other games identified. At this time, for the synthesis material characters of the other games identified, since the user does not originally possess them, there is no need to exclude them from the characters possessed by the user.

[0135] In this way, a user who is playing a plurality of games that are related to each other in parallel can, if they play one game (the first game) and perform the synthesis of the synthesis source character (the first content), perform the synthesis of the synthesis source character (the second content) that has been pre-associated even if they do not possess the material characters in the other game (the second game). Therefore, compared to the case of playing one game and another game separately and synthesizing characters individually, it is possible to save play time because there is no need to collect material characters in the other game, and the burden on the user can be reduced.

[0136] Note that even in the above Modification 1, when the user possesses the synthesis source character in another game but does not possess the synthesis material character, the process like this Modification 2 may be executed.

[0137] <Specific Example 3> FIG. 18 is a flowchart showing an operation example (the third one) of the information processing system 1 in the present embodiment. In Specific Example 3, the case where the increase in the user's rank in one game affects the other games among the games related to each other will be described.

[0138] When the display control unit 103 of the client terminal 10 generates a rank-up screen 700 and displays it on the screen display unit 160 when the user ranks up as a result of playing one of the plurality of games related to each other (step S51).

[0139] FIG. 19 is an image diagram showing an example of the rank-up screen 700. This rank-up screen 700 includes a display area 701 indicating that the user's rank has increased and an operation button 702 for allowing the user to confirm the rank-up.

[0140] Next, returning to FIG. 18, when the operation reception unit 150 of the client terminal 10 receives the selection of the operation button 702 by the user who has confirmed the rank-up on this rank-up screen 700, it receives the operation input of the user (step S52).

[0141] Next, when the game execution unit 101 of the client terminal 10 receives the operation input of the user in this way, it increases the rank set for the user and fully restores the points held by the user (step S53).

[0142] Next, when the user ranks up in this way, the game execution unit 101 of the client terminal 10 requests the server access unit 102 to execute the update process of the user information as the parameters such as the user's rank and the points held in one game increase.

[0143] The server access unit 102 of the client terminal 10, when requested by the game execution unit 101 to execute the update process of the user information, based on the fact that the user has ranked up in one game, transmits a request regarding the update process to the server device 20 together with the user ID, game ID, various parameters, etc. (step S54).

[0144] Next, when the request processing unit 201 of the server device 20 receives the request from the client terminal 10, it requests the user support unit 202 to execute the data update process.

[0145] When the user support unit 202 of the server device 20 is requested by the request processing unit 201 to execute data update processing, it refers to the user information stored in the user information storage unit 223, identifies the user information of the user corresponding to the transmitted user ID, and identifies the play information set in the identified user information (see FIG. 12).

[0146] The user support unit 202 of the server device 20 performs data update on the identified play information, associates it with a game corresponding to the transmitted game ID, sets the transmitted increased rank, and sets the transmitted possessed points after full recovery as the current value (step S55).

[0147] Next, the user support unit 202 of the server device 20 determines whether a rank up in one game affects other games among games that are related to each other (step S56).

[0148] Specifically, the user support unit 202 of the server device 20 refers to the correspondence information stored in the correspondence information storage unit 222, identifies the related games associated with a game corresponding to the transmitted game ID, and identifies the correspondence content data pre-associated with the identified related games (see FIG. 10).

[0149] Then, the user support unit 202 of the server device 20 refers to the user information stored in the user information storage unit 223 and extracts other games that match the identified related games from the games the user is playing.

[0150] Subsequently, the user support unit 202 of the server device 20 determines, based on the identified correspondence content data, whether it affects the extracted other games due to the user's rank up in a game corresponding to the transmitted game ID.

[0151] For example, when the specified corresponding content data is data in which play information set in the user information stored in the user information storage unit 223 is associated with each other, it is determined that the influence due to rank-up is given to the other extracted games. However, when it is not data in which play information is associated with each other, it is determined that no influence is given to the other extracted games.

[0152] Next, when the user support unit 202 of the server device 20 determines that no influence is given to the other extracted games (step S56: NO), this process ends. On the other hand, when it is determined that the other extracted games are affected (step S56: YES), even if the user is not playing the other games at this time, the user is supported by treating the user as having ranked up in the other games (step S57).

[0153] Specifically, when the specified corresponding content data is, for example, data in which play information set in the user information stored in the user information storage unit 223 is associated with each other, based on the corresponding content data, the rank of the user in other games pre-associated with the transmitted rank is specified, and the points held by the user in other games pre-associated with the transmitted points held are specified.

[0154] Then, the user support unit 202 of the server device 20 increases the rank of the user in the specified other games and fully restores the points held by the user in the specified other games.

[0155] Subsequently, the user support unit 202 of the server device 20 updates the data regarding the play information of the user, associates it with the other extracted games, sets the increased rank of the user in the specified other games, and sets the fully restored points held by the user in the specified other games as the current value (see FIG. 12).

[0156] In this way, for a user who is playing multiple related games in parallel, if they play one game (the first game) and their rank or the number of points they possess (the first parameter) increases, then even if they are not playing another game (the second game) at that time, they can increase the rank or the number of points they possess (the second parameter) that have been pre-associated. Therefore, compared to the case where they play one game and another game separately to individually level up, it is possible to save play time and reduce the burden on the user.

[0157] <Specific Example 4> FIG. 20 is a flowchart showing an operation example (No. 4) of the information processing system 1 in the present embodiment. In Specific Example 4, a case where obtaining a privilege in one game affects another game among related games will be described.

[0158] When the user logs in to one of a plurality of related games, the display control unit 103 of the client terminal 10 generates a login reward screen 800 and causes the screen display unit 160 to display it (step S71).

[0159] FIG. 21 is an image diagram showing an example of the login reward screen 800. This login reward screen 800 includes a reward display area 801 where the login reward is shown and an operation button 802 for obtaining the login reward. Here, a login reward including at least a ticket for a lottery (a paid ticket or a free ticket) is displayed.

[0160] Next, returning to FIG. 20, when a user who wishes to obtain the login reward selects the operation button 802 on this login reward screen 800, the operation reception unit 150 of the client terminal 10 receives the user's operation input (step S72).

[0161] Next, when the operation reception unit 150 of the client terminal 10 receives the user's operation input in this way, the game execution unit 101 of the client terminal 10 requests the server access unit 102 to execute the update process of the user information, along with the fact that the user who has logged in to a game has obtained at least tickets as a privilege.

[0162] When the server access unit 102 of the client terminal 10 is requested by the game execution unit 101 to execute the update process of the user information, based on the login rewards (such as tickets) obtained by the user in a game, it sends a request regarding the update process to the server device 20 together with the user ID, game ID, reward data, etc. (step S73).

[0163] Next, when the request processing unit 201 of the server device 20 receives the request from the client terminal 10, it requests the user support unit 202 to execute the data update process.

[0164] When the user support unit 202 of the server device 20 is requested by the request processing unit 201 to execute the data update process, it refers to the user information stored in the user information storage unit 223, identifies the user information of the user corresponding to the transmitted user ID, and identifies the play information set in the identified user information (see FIG. 12).

[0165] The user support unit 202 of the server device 20 performs data update on the identified play information, associates it with a game corresponding to the transmitted game ID, and adds and sets the transmitted number of tickets (step S74).

[0166] Next, the user support unit 202 of the server device 20 determines whether the acquisition of a privilege in one game affects other games among the interrelated games (step S75).

[0167] Specifically, the user support unit 202 of the server device 20 refers to the correspondence information stored in the correspondence information storage unit 222, identifies the associated game associated with a single game corresponding to the transmitted game ID, and identifies the correspondence content data pre-associated with the identified associated game (see FIG. 10).

[0168] Then, the user support unit 202 of the server device 20 refers to the user information stored in the user information storage unit 223, and extracts other games that match the identified associated game from the games being played by the user.

[0169] Subsequently, the user support unit 202 of the server device 20 determines, based on the identified correspondence content data, whether to affect the extracted other games due to the user obtaining a privilege in a single game corresponding to the transmitted game ID.

[0170] For example, when the identified correspondence content data is data that associates the play information set in the user information stored in the user information storage unit 223 with each other, it is determined that the influence due to the user obtaining a privilege is given to the extracted other games. However, when it is not data that associates the play information with each other, it is determined that there is no influence on the extracted other games.

[0171] Next, when the user support unit 202 of the server device 20 determines that there is no influence on the extracted other games (step S75: NO), this process ends. On the contrary, when it is determined that there is an influence on the extracted other games (step S75: YES), even if the user is not playing the other games at this time, the user is supported by treating the user as having obtained a privilege in the other games (step S76).

[0172] Specifically, when the correspondence content data specified by the user support unit 202 of the server device 20 is data in which, for example, play information set in the user information stored in the user information storage unit 223 is associated with each other, based on the correspondence content data, the user's ticket in another game that is pre-associated with the transmitted ticket is specified.

[0173] Then, the user support unit 202 of the server device 20 updates the data regarding the user's play information, and adds and sets the specified number of tickets for the other game in association with the extracted other game (see FIG. 12).

[0174] In this way, for a user who is playing a plurality of interrelated games in parallel, if the user plays one game (the first game) and obtains a ticket (the first acquisition), even if the user is not playing another game (the second game) at that time, the pre-associated ticket (the second acquisition) can be obtained. Therefore, compared with the case of playing one game and another game separately to obtain characters and items individually, it is possible to save play time and reduce the burden on the user.

[0175] <Specific Example 5> FIG. 22 is a flowchart showing an operation example (the fifth) of the information processing system 1 in the present embodiment. In Specific Example 4, the case where the sale of a character or item in one game affects another game among interrelated games is described.

[0176] When the display control unit 103 of the client terminal 10 starts a game play for one of a plurality of interrelated games and the user designates a character or item to be sold, the sale screen 900 is generated and displayed on the screen display unit 160 (step S91).

[0177] FIG. 23 is an image diagram showing an example of the selling screen 900. This selling screen 900 includes a selling target display area 901 in which the selling characters and selling items designated by the user are shown, and operation buttons 902 for selling the selling characters and selling items designated by the user.

[0178] Next, returning to FIG. 22, when a user who wishes to sell these characters or items selects the operation button 902 on this selling screen 900, the operation reception unit 150 of the client terminal 10 receives the operation input of the user (step S92).

[0179] Next, when the operation reception unit 150 receives the operation input of the user in this way, the game execution unit 101 of the client terminal 10 requests the server access unit 102 to execute the update process of the user information as a user who has played one game has sold characters or items.

[0180] When the server access unit 102 of the client terminal 10 is requested to execute the update process of the user information from the game execution unit 101, based on the selling target (selling characters and selling items) sold by the user in one game, a request regarding the update process is transmitted to the server device 20 together with the user ID, game ID, character ID, item ID, etc. (step S93).

[0181] Next, when the request processing unit 201 of the server device 20 receives the request from the client terminal 10, it requests the user support unit 202 to execute the data update process.

[0182] When the user support unit 202 of the server device 20 is requested to execute the data update process from the request processing unit 201, it refers to the user information stored in the user information storage unit 223, identifies the user information of the user corresponding to the transmitted user ID, and identifies the play information set in the identified user information (see FIG. 12).

[0183] The user support unit 202 of the server device 20 updates data for the identified play information, excluding the sell character corresponding to the transmitted character ID from the owned characters associated with a game corresponding to the transmitted game ID, and excluding the sell item corresponding to the transmitted item ID from the owned items associated with a game (step S94).

[0184] Next, the user support unit 202 of the server device 20 determines whether the sale of a character or item in one game affects other games among games that are related to each other (step S95).

[0185] Specifically, the user support unit 202 of the server device 20 refers to the correspondence information stored in the correspondence information storage unit 222, identifies the related games associated with a game corresponding to the transmitted game ID, and identifies the correspondence content data pre-associated with the identified related games (see FIG. 10).

[0186] Then, the user support unit 202 of the server device 20 refers to the user information stored in the user information storage unit 223, and extracts other games that match the identified related games from the games played by the user.

[0187] Subsequently, the user support unit 202 of the server device 20 determines, based on the identified correspondence content data, whether the sale of a character or item by the user in a game corresponding to the transmitted game ID affects the extracted other games.

[0188] For example, when the specified corresponding content data is data that associates character information set in the game information stored in the game information storage unit 221 with each other, it is determined that the impact of selling a character is given to the other extracted games. However, when it is not data that associates character information with each other, it is determined that no impact is given to the other extracted games.

[0189] Also for example, when the specified corresponding content data is data that associates item information set in the game information stored in the game information storage unit 221 with each other, it is determined that the impact of selling an item is given to the other extracted games. However, when it is not data that associates item information with each other, it is determined that no impact is given to the other extracted games.

[0190] Next, when the user support unit 202 of the server device 20 determines that no impact is given to the other extracted games (step S95: NO), this process ends. On the contrary, when it is determined that an impact is given to the other extracted games (step S95: YES), even if the user is not playing the other games at this time, instead of selling a character or an item in one game, it is treated as if a character or an item has been acquired in the other games, thereby supporting the user (step S96).

[0191] Specifically, when the specified corresponding content data is, for example, data that associates character information set in the game information stored in the game information storage unit 221 with each other, based on the corresponding content data, the acquired character of another game that is pre-associated with the sold character corresponding to the transmitted character ID is specified.

[0192] Also, when the specified corresponding content data is data in which, for example, item information set in game information stored in the game information storage unit 221 is associated with each other, based on the corresponding content data, other games that are pre-associated with the sold item corresponding to the transmitted item ID are identified.

[0193] Then, the user support unit 202 of the server device 20 updates the data regarding the play information of the user, and sets the acquired characters and acquired items of the identified other games as the user's possessed characters and possessed items in association with the extracted other games (see FIG. 12).

[0194] In this way, a user who is playing a plurality of games related to each other in parallel, when selling a character or an item (first content) by playing one game (first game), instead of losing the sold character or item in one game, even if not playing another game (second game) at that time, can acquire pre-associated characters or items (second content). Therefore, compared to the case of playing one game and another game separately to individually acquire and sell characters and items, it is possible to save play time and reduce the burden on the user.

[0195] ===Other Embodiments=== The above-described embodiments are for facilitating the understanding of the present invention and are not for limiting the interpretation of the present invention. The present invention can be changed and improved without departing from its gist, and equivalents thereof are also included in the present invention. In particular, the following-described embodiments are also included in the present invention.

[0196] <Corresponding Content> In the above-described embodiments, the corresponding content between games related to each other does not necessarily have to be the same.

[0197] For example, in the aforementioned specific example 1, when a user who is playing a plurality of related games in parallel plays "Game A" (the first game) and obtains one "Character A" (the first content), even if they are not playing "Game B" (the second game) at that time, not only can they obtain one "Character B" (the second content) that has been pre-associated, but the corresponding content data may also be configured so that they can obtain multiple "Character Bs" (the second content).

[0198] In addition, when a user who is playing a plurality of related games in parallel plays "Game A" (the first game) and obtains multiple "Character As" (the first content), even if they are not playing "Game B" (the second game) at that time, not only can they obtain multiple "Character Bs" (the second content) that have been pre-associated, but the corresponding content data may also be configured so that they can obtain fewer "Character Bs" (the second content).

[0199] Also, for example, in the aforementioned specific example 2, when a user who is playing a plurality of related games in parallel plays "Game A" (the first game) and synthesizes the "Synthesis Source Character A" (the first content) of "Rare 3", even if they are not playing "Game B" (the second game) at that time, not only can they synthesize the pre-associated "Synthesis Source Character B" (the second content) of the same "Rare 3", but the corresponding content data may also be configured so that they can synthesize the "Synthesis Source Character B" (the second content) of a different "Rare 2" or "Rare 4".

[0200] In addition, when a user who is playing multiple related games in parallel evolves and synthesizes a "Synthesis Source Character A" (first content) into an evolved character of "Rare 4" while playing "Game A" (first game), even if they are not playing "Game B" (second game) at that time, not only can the pre-associated "Synthesis Source Character B" (second content) be evolved and synthesized into the same evolved character of "Rare 4", but the corresponding content data may also be configured so that it can be evolved and synthesized into an evolved character of a different "Rare 3" or "Rare 5".

[0201] Also, for example, in the above-mentioned specific example 3, when a user who is playing multiple related games in parallel raises the rank (first parameter) by one level while playing "Game A" (first game), even if they are not playing "Game B" (second game) at that time, not only can the pre-associated rank (second parameter) be raised by the same one level, but the corresponding content data may also be configured so that the pre-associated rank (second parameter) can be raised by two or more levels.

[0202] Also, for example, in the above-mentioned specific example 4, when a user who is playing multiple related games in parallel obtains one ticket (first acquired item) while playing "Game A" (first game), even if they are not playing "Game B" (second game) at that time, not only can the pre-associated same one ticket (second acquired item) be obtained, but the corresponding content data may also be configured so that two or more of the pre-associated tickets (second acquired items) can be obtained.

[0203] In addition, when a user who is playing multiple related games in parallel plays "Game A" (the first game) and obtains two or more tickets (the first acquired items), even if the user is not playing "Game B" (the second game) at that time, the corresponding content data may be configured so that not only can two or more tickets (the second acquired items) that are pre-associated and the same be obtained, but also fewer tickets (the second acquired items) can be obtained.

[0204] Also, for example, in the aforementioned specific example 5, when a user who is playing multiple related games in parallel plays "Game A" (the first game) and sells one "Character A" (the first content), even if the user is not playing "Game B" (the second game) at that time, not only can the same one "Character B" (the second content) that is pre-associated be obtained, but the corresponding content data may be configured so that multiple "Character Bs" (the second content) can be obtained.

[0205] In addition, when a user who is playing multiple related games in parallel plays "Game A" (the first game) and sells multiple "Character As" (the first content), even if the user is not playing "Game B" (the second game) at that time, not only can multiple "Character Bs" (the second content) that are pre-associated be obtained, but the corresponding content data may be configured so that fewer "Character Bs" (the second content) can be obtained.

[0206] <User operation> In the foregoing embodiments, the case where the influence of one game is automatically reflected in another game among related games has been described as an example, but it may be reflected only by the user's operation.

[0207] For example, in the aforementioned specific example 1, when a user who is playing multiple related games in parallel plays "Game A" (the first game) and obtains "Character A" (the first content), even if the user is not playing "Game B" (the second game) at that time, not only can the user automatically obtain the pre-associated "Character B" (the second content), but also when the user logs in to "Game B" (the second game) after finishing "Game A" (the first game), the user is notified that the pre-associated "Character B" (the second content) can be obtained, and when the user performs an acquisition operation, the user may be able to obtain the "Character B" (the second content).

[0208] Similarly, in the aforementioned specific examples 2-5, when the user logs in to "Game B" (the second game) after finishing "Game A" (the first game), notifications such as synthesizability, rank-up ability, acquirability, etc. are given, and the user may be able to synthesize, rank up, and acquire by performing operations.

[0209] <Corresponding content data> In the aforementioned embodiments, the corresponding content data may be configured to be customizable by the user himself / herself.

[0210] For example, in the aforementioned specific example 1, when a user who is playing multiple related games in parallel plays "Game A" (the first game) and obtains "Character A" (the first content), even if the user is not playing "Game B" (the second game) at that time, it is also possible for the user to obtain the "Character B" (the second content) pre-associated by himself / herself.

[0211] Similarly, in the aforementioned specific examples 2-5, it is also possible to perform synthesis using the synthesis source characters and synthesis material characters pre-associated by oneself, or to obtain the acquired items pre-associated by oneself.

[0212] <Friend> In the foregoing embodiments, it is also possible to include, in the play information set in the user information, the friend users for each game, and to include data in which the friend users are associated in the correspondence information. In this case, when a user who is playing a plurality of related games in parallel sets another person as a friend user while playing one game (the first game), even if the user is not playing another game (the second game) at that time, the correspondence content data may be configured so that the other person can also be set as a friend user in the other game (the second game).

[0213] Also, in the foregoing embodiments, it is also possible to include, in the play information set in the user information, the friend users for each game, and to include data in which the friend users are associated in the correspondence information. In this case, when a user who is playing a plurality of related games in parallel selects "Friend User A" and plays "Game A" (the first game), the user support unit 202 of the server device 20 may enable the user to select "Friend User B" of "Game B" (the second game) that is pre-associated with "Friend User A" and play "Game B" (the second game). Note that "Friend User A" and "Friend User B" may or may not be the same person.

[0214] <Content> In the foregoing embodiments, the content is not limited to characters. For example, it may be an item, a card, a figure, an avatar, or the like.

Explanation of Reference Numerals

[0215] 1 Information Processing System 10 Client Terminal 20 Server Device 50 Computer 51 CPU 52 RAM 53 ROM 54 Communication Interface 55 Input Device 56 Display device 57 External interface 58 HDD 100 Client control unit 101 Game execution unit 102 Server access unit 103 Display control unit 120 Client memory unit 140 Client communication unit 150 Operation reception unit 160 Screen display unit 200 Server control unit 201 Request processing unit 202 User support unit 220 Server memory unit 221 Information memory unit 222 Information memory unit 223 Information memory unit 240 Server communication unit 500 Result screen 501 Reward display area 502 Operation button 600 Composition screen 601 Original character display area for composition 602 Composition material character display area 603 Operation button 700 Level-up screen 701 Display area 702 Operation button 800 Login reward screen 801 Reward display area 802 Operation button 900 Selling screen 901 Selling target display area 902 Operation button B Bus line N Network

Claims

1. A correspondence information storage unit that stores correspondence information in which a first parameter of a user in a first game and a second parameter of the user in a second game are set in association with each other; A user support unit that increases the second parameter of the user in the second game associated with the first parameter when the first parameter of the user increases in the first game; An information processing apparatus comprising the above.

2. The information processing apparatus according to claim 1, wherein the user support unit increases the first parameter of the user in the first game associated with the second parameter when the second parameter of the user increases in the second game. An information processing apparatus characterized by the above.

3. A user information storage unit that stores user information in which a user's possessions are set; A correspondence information storage unit that stores correspondence information in which a first acquisition item consumed in a first game and a second acquisition item consumed in a second game are set in association with each other; A user support unit that, when a user acquires a first acquisition item in a first game, sets the first acquisition item and the second acquisition item associated with the first acquisition item as the user's possessions in the user information; An information processing apparatus comprising the above.

4. The information processing apparatus according to claim 3, wherein the user support unit sets the second acquisition item and the first acquisition item associated with the second acquisition item as the user's possessions in the user information when the user acquires a second acquisition item in the second game. An information processing apparatus characterized by the above.

5. A correspondence information storage unit that stores correspondence information in which a first friend user in a first game and a second friend user in a second game are set in association with each other for each user; A user support unit that, when a user selects a first friend user and plays a first game, enables the user to select the second friend user in the second game associated with the first friend user and play the second game; An information processing apparatus comprising the above.

6. The information processing apparatus according to claim 5, wherein The user support unit is configured such that when the user selects a second friend user and plays a second game, the user can select a first friend user of the first game associated with the second friend user and play the first game. An information processing apparatus characterized by the above. **Claim 7** A program for causing a computer to function as correspondence information storage means for storing correspondence information in which a first parameter of a user in a first game and a second parameter of the user in a second game are set in association with each other; user support means for increasing the second parameter of the user in the second game associated with the first parameter when the first parameter of the user increases in the first game; as a program. **Claim 8** A program for causing a computer to function as user information storage means for storing user information in which the possessions of the user are set; correspondence information storage means for storing correspondence information in which a first acquisition item consumed in a first game and a second acquisition item consumed in a second game are set in association with each other; user support means for setting, as the possessions of the user in the user information, the first acquisition item and the second acquisition item associated with the first acquisition item when the user acquires the first acquisition item in the first game; as a program. **Claim 9** A program for causing a computer to function as correspondence information storage means for storing correspondence information in which a first friend user of a first game and a second friend user of a second game are set in association with each other for each user; user support means for setting such that when the user selects a first friend user and plays the first game, the user can select a second friend user of the second game associated with the first friend user and play the second game; as a program.

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