Information processing program, information processing method, and information processing system

By linking bonuses to player IDs with limits and using multiple lotteries with varying probabilities and periods, the system ensures fair and balanced distribution of high-value items, improving gameplay satisfaction and maintaining game balance.

JP2025123175APending Publication Date: 2025-08-22CYGAMES INC
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Patent Information

Application Number
JP2024219569
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-12-16
Publication Date
2025-08-22

AI Technical Summary

Technical Problem

The awarding of high-value bonuses through lotteries in games can disrupt game balance, and players may become dissatisfied if they cannot receive special benefits in specific lotteries, leading to gameplay dissatisfaction.

Method used

Implementing a system where bonuses are linked to player identification information, with limits on the number of times they can be awarded, and using multiple lotteries with varying probabilities and periods to ensure fair distribution.

Benefits of technology

This approach enhances gameplay satisfaction by ensuring fair and balanced distribution of bonuses, preventing unlimited awards and maintaining game balance.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025123175000001_ABST
    Figure 2025123175000001_ABST
Patent Text Reader

Abstract

To improve game properties.SOLUTION: An information processing program allows a computer to execute processing for executing a first lottery for determining at least one game medium from among multiple game media including a specific game medium by a lottery, processing for executing a second lottery that differs from the first lottery and determines at least one game medium from among multiple game media including a specific game medium by a lottery, processing for associating player identification information with privilege information when a specific game medium is won and a specific condition is satisfied, and processing for updating the number of association times of privilege information associated with the player identification information according to association of privilege information with the player identification information, the specific condition is that the number of association times of privilege information is less than a predetermined number of times, and processing for updating the number of association times of privilege information associated with player identification information updates a common association count when updating the number of association times of privilege information by the first lottery and the second lottery.SELECTED DRAWING: Figure 18
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Description

[Technical Field]

[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there has been an information processing system in which items, characters, etc. to be used in a game can be acquired by executing a lottery called a gacha.

[0003] Non-Patent Document 1 discloses that when a specific character is selected by lottery, a special benefit that can be used in the game is given to the player only once. [Prior art documents] [Non-patent literature]

[0004] [Non-Patent Document 1] "Tower of Sky", [online], November 14, 2023, MIXI, Inc., [Retrieved February 2, 2024], Internet<URL:https: / / tower-of-sky.com / news / 0041e3e14962ef9405a76390cc408aef61f19810.html> Summary of the Invention [Problem to be solved by the invention]

[0005] However, the bonuses awarded to players by lottery may be highly useful items in the game. In such cases, allowing unlimited bonuses to be awarded to players by lottery may upset the game balance. Therefore, it is necessary to set a limit on the number of times a bonus can be awarded to a player by lottery.

[0006] Furthermore, there are multiple types of lotteries, and a specific character may be won in each of the multiple types of lotteries. In this case, if a player is only able to receive a special benefit in a specific lottery among the multiple types of lotteries, even if a specific character is won in a lottery other than the specific lottery, the special benefit may not be given to the player, which may lead to dissatisfaction among the player. As such, there is room for improvement in the gameplay of lotteries, and there is a desire to improve the gameplay.

[0007] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve the playability of a game. [Means for solving the problem]

[0008] In order to solve the above problem, an information processing program a process of executing a first lottery to determine at least one game medium from among a plurality of game media including a specific game medium; a process of executing a second lottery, different from the first lottery, to determine at least one game medium from among the plurality of game media including the specific game medium by lottery; a process of linking bonus information to player identification information when the specific game medium is won and specific conditions are satisfied; updating the number of times the special benefit information is associated with the player identification information in response to the association of the special benefit information with the player identification information; The computer executes the following. the specific condition is that the number of times the special benefit information is linked is less than a predetermined number of times; The process of updating the number of times of association of the benefit information associated with the player identification information updates the common number of times of association when updating the number of times of association of the benefit information by the first lottery and the second lottery.

[0009] The information processing program a process of linking points to the player identification information according to the number of times the first lottery has been executed and the number of times the second lottery has been executed; The computer executes the following. The process of linking the bonus information to the player identification information includes: if the points associated with the player identification information are equal to or greater than a predetermined value, a process is executed to associate the specific game medium with the player identification information, and to associate the bonus information with the player identification information in accordance with the association of the specific game medium; The process of updating the number of times the privilege information associated with the player identification information is associated includes: The specific game medium may be linked to the player identification information, and the number of times the bonus information linked to the player identification information is linked may be updated in response to the bonus information being linked to the player identification information.

[0010] The probability of winning the specific game medium through the first lottery may be different from the probability of winning the specific game medium through the second lottery.

[0011] The first lottery is conducted within a specific period, The second lottery is conducted during and outside the specific period, The process of linking the bonus information to the player identification information includes: If the specific game medium is won in the second lottery within the specific period, the bonus information may be linked to the player identification information.

[0012] In order to solve the above problem, an information processing method includes: One or more computers a process of executing a first lottery to determine at least one game medium from among a plurality of game media including a specific game medium; a process of executing a second lottery, different from the first lottery, to determine at least one game medium from among the plurality of game media including the specific game medium by lottery; a process of linking bonus information to player identification information when the specific game medium is won and specific conditions are satisfied; updating the number of times the special benefit information is associated with the player identification information in response to the association of the special benefit information with the player identification information; and the specific condition is that the number of times the special benefit information is linked is less than a predetermined number of times; The process of updating the number of times of association of the benefit information associated with the player identification information updates the common number of times of association when updating the number of times of association of the benefit information by the first lottery and the second lottery.

[0013] In order to solve the above problem, the information processing system includes: one or more computers; The computer a process of executing a first lottery to determine at least one game medium from among a plurality of game media including a specific game medium; a process of executing a second lottery, different from the first lottery, to determine at least one game medium from among the plurality of game media including the specific game medium by lottery; a process of linking bonus information to player identification information when the specific game medium is won and specific conditions are satisfied; updating the number of times the special benefit information is associated with the player identification information in response to the association of the special benefit information with the player identification information; and the specific condition is that the number of times the special benefit information is linked is less than a predetermined number of times; The process of updating the number of times of association of the benefit information associated with the player identification information updates the common number of times of association when updating the number of times of association of the benefit information by the first lottery and the second lottery. [Effects of the Invention]

[0014] According to the present invention, it is possible to improve the playability of the game. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram showing an example of a My Page screen, Fig. 3B is a first diagram explaining an example of an ally character confirmation screen, and Fig. 3C is a second diagram explaining an example of an ally character confirmation screen. [Figure 4] 4A is a diagram illustrating an example of a gacha screen for a pickup gacha. FIG. 4B is a diagram illustrating an example of an exchange lineup pop-up. [Figure 5] FIG. 5 is a diagram illustrating an example of the gacha confirmation pop-up. [Figure 6] FIG. 6 is a diagram illustrating an example of a winning screen when a target character is won by a gacha lottery. [Figure 7] FIG. 7 is a diagram illustrating an example of an item acquisition pop-up that appears when an item is acquired. [Figure 8] Fig. 8A is a first diagram for explaining an example of a gacha result screen, and Fig. 8B is a second diagram for explaining an example of the gacha result screen. [Figure 9] FIG. 9 is a diagram illustrating an example of a gacha screen for a character gacha. [Figure 10] FIG. 10 is a diagram illustrating an example of a gacha screen for a confirmed 3-star gacha. [Figure 11] FIG. 11 is a third diagram illustrating an example of the gacha result screen. [Figure 12] Fig. 12A is a diagram illustrating an example of an enhancement screen, and Fig. 12B is a diagram illustrating an example of an enhancement medium details pop-up. [Figure 13] FIG. 13 is a diagram illustrating an example of player information managed by the server. [Figure 14]FIG. 14 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 15] FIG. 15 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 16] FIG. 16 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 17] FIG. 17 is a flowchart illustrating the gacha screen display process. [Figure 18] FIG. 18 is a flowchart illustrating the lottery process. [Figure 19] FIG. 19 is a flowchart illustrating the point exchange process. DETAILED DESCRIPTION OF THE INVENTION

[0016] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values ​​and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0017] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1, a server 100, and a communication network N having a communication base station Na. The information processing program is a variety of programs executed in the information processing system S.

[0018] The player terminal 1 can establish communication with the server 100 via a communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 100. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0019] The server 100 is connected for communication with a plurality of player terminals 1. The server 100 manages the game and accumulates various information (player information) for each player playing the game. Furthermore, the server 100 updates the accumulated information and controls the progress of the game based on operations input from the player terminals 1.

[0020] The communication base station Na is connected to the communication network N. The communication base station Na transmits and receives information wirelessly to and from the player terminal 1. The server 100 is connected to the communication network N. The communication network N is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc. The communication network N realizes a wireless or wired communication connection between the player terminal 1 and the server 100.

[0021] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 100.

[0022] (Hardware Configuration of Player Terminal 1 and Server 100) Fig. 2A is a diagram illustrating the hardware configuration of a player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of a server 100. As shown in Fig. 2A, the player terminal 1 is configured to include one or more CPUs (Central Processing Units) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0023] As shown in FIG. 2B, the server 100 includes one or more CPUs 110, a storage device 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.

[0024] The configurations and functions of the CPU 110, storage device 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 100 will be omitted.

[0025] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.

[0026] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0027] The storage unit 18 is configured with a ROM or RAM, and stores various programs and data. In the player terminal 1, the programs or data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.

[0028] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network N. In the player terminal 1, the program or data received from the server 100 is stored in the storage device 12 or the storage unit 18.

[0029] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.

[0030] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0031] (Game content) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which ally characters battle against enemy characters. Specifically, in the game of this embodiment, multiple ally characters are provided. A player selects multiple ally characters (here, five) from the provided ally characters to form a party. In addition, a player can play multiple types of battle games with different enemy characters and difficulty levels. In a battle game, the objective is for the ally characters formed into a party to defeat (clear) the enemy characters and earn a reward.

[0032] 3A is a diagram illustrating an example of a home screen. The game starts when the player terminal 1 accesses the server 100 and enters a logged-in state. When the game starts, the home screen shown in FIG. 3A is displayed on the display 26 of the player terminal 1.

[0033] As shown in FIG. 3A, the home screen displays a menu bar 30, a header display area 31, a home menu 32, and a banner 33. The menu bar 30 is provided at the bottom of the home screen. The menu bar 30 has a plurality of operation sections that the player can operate (tap). The menu bar 30 has a home screen selection operation section 30a marked "HOME"; an ally character confirmation screen selection operation section 30b marked "CHARACTER"; an enhancement screen selection operation section 30c marked "ENHANCE"; a quest screen selection operation section 30d marked "QUEST"; a gacha screen selection operation section 30e marked "GACHA"; and a menu screen selection operation section 30f marked "MENU."

[0034] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 30b is tapped, the ally character confirmation screens shown in FIGS. 3B and 3C are displayed on the display 26. When the enhancement screen selection operation unit 30c is tapped, the enhancement screen shown in FIG. 12A is displayed on the display 26. When the quest screen selection operation unit 30d is tapped, a quest screen (not shown) is displayed on the display 26. When the gacha screen selection operation unit 30e is tapped, the gacha screens shown in FIGS. 4A, 9, and 10 are displayed on the display 26. When the menu screen selection operation unit 30f is tapped, a menu screen (not shown) is displayed on the display 26. Although a detailed description will be omitted, the game settings and various information can be confirmed on the menu screen.

[0035] In the menu bar 30, the operation sections corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be identified.

[0036] The header display area 31 is provided at the top of the home screen. The header display area 31 displays level information 31a, a stamina display bar 31b, and the amount of owned first currency (indicated by "○" in the figure) and second currency (indicated by "◇" in the figure). The level information 31a is information indicating the player level, which is the player's current level. The stamina display bar 31b is a bar indicating the player's current amount of stamina. The first currency and second currency are currencies that can only be used in the game. The player level, the player's stamina, and the amount of first currency and second currency owned by the player are linked to a player ID, which is player identification information. The player ID is an ID assigned to each player to identify each player playing the game. A different ID is assigned to each player.

[0037] Stamina is a parameter required to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required to play, a number of challenges per day, etc. When playing a battle game in which a stamina consumption value required to play is set, the player consumes stamina to play the battle game, and therefore, if the player does not have enough stamina, the player cannot play the battle game.

[0038] Although detailed explanations are omitted, when a player clears a battle game, the player can acquire a predetermined value as player experience points. For example, the player selects one battle game from among multiple types of battle games on a quest screen that is displayed by tapping the quest screen selection operation unit 30d, and by clearing the selected battle game, the player can acquire player experience points, rewards, and the like. Each time the player experience points reach a certain value, the player level increases. A stamina upper limit is set for the player level, and as the player level increases, the stamina upper limit also increases. Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit. The stamina display bar 31b displays the current remaining stamina relative to the stamina upper limit so that the player can visually grasp it.

[0039] For example, when a battle game is cleared, a predetermined amount of the first currency can be acquired according to the number of battle games cleared. The second currency can be acquired free of charge or for a fee.

[0040] The home menu 32 is displayed on the home screen between the menu bar 30 and the header display area 31. The home menu 32 has a shop screen selection operation section 32a labeled "Shop" and a gift screen selection operation section 32b labeled "Gifts."

[0041] When the shop screen selection operation section 32a is tapped, a shop screen (not shown) where items can be purchased is displayed. When the gift screen selection operation section 32b is tapped, a gift screen (not shown) displaying items distributed by the game operator, for example, is displayed on the display 26.

[0042] The banner 33 is displayed to the left of the home menu 32 on the home screen. Various images are displayed on the banner 33, and if there are multiple images that can be displayed as the banner 33, one of the multiple images will be switched and displayed as the banner 33 in response to a swipe operation by the player.

[0043] Fig. 3B is a first diagram illustrating an example of an ally character confirmation screen. Fig. 3C is a second diagram illustrating an example of an ally character confirmation screen. When the ally character confirmation screen selection operation unit 30b is tapped on the home screen shown in Fig. 3A, the ally character confirmation screens shown in Fig. 3B and Fig. 3C are displayed on the display 26.

[0044] As shown in FIG. 3B, the ally character confirmation screen displays all images of ally characters corresponding to the ally character IDs associated with the player ID. The ally character ID is an ID assigned to each ally character to identify each ally character, which is a game medium used in the game. A different ID is assigned to each ally character.

[0045] The ally character confirmation screen displays all ally characters owned by the player. When a player acquires a new ally character through, for example, a gacha lottery, the ally character ID of the acquired ally character is linked to the player ID of the player.

[0046] On the ally character confirmation screen, images of ally characters are scrolled by a scrolling operation performed by the player. Then, on the ally character confirmation screen, images of ally characters not possessed by the player are displayed as unreleased characters below images of ally characters possessed by the player, as shown in FIG. 3C. That is, on the ally character confirmation screen, images of ally character IDs not linked to a player ID are displayed as unreleased characters below images of ally character IDs linked to a player ID. In FIG. 3C, images of ally characters not possessed by the player are displayed in a different display mode (indicated by hatching in the figure) from images of ally characters possessed by the player. Here, the ally characters displayed as unreleased characters are only ally characters that can be acquired in a gacha lottery, which will be described in detail later, and ally characters that cannot be acquired in a gacha lottery are not displayed as unreleased characters.

[0047] A party screen selection operation section 34 labeled "Party" is displayed on the right edge of the ally character confirmation screen. When the party screen selection operation section 34 is tapped, a party organization screen (not shown) is displayed on the display 26, and a party consisting of up to five ally characters can be organized and saved.

[0048] Each ally character is stored with a star (rank), experience points, and level associated with it. Experience points increase when a character wins a battle game or when a predetermined item is used. Each ally character is initially assigned a star (rank) of 1 to 3. The level is set corresponding to the experience points, and increases each time the experience points reach a predetermined value. Each ally character has a level upper limit set according to the player level, and the level increases only up to the upper limit. As an example, if the player level is 50, the upper limit of the ally character's level is 50. However, this is not limited to this, and the upper limit of the ally character's level may exceed the player level under certain conditions.

[0049] Furthermore, base values ​​of combat power, such as life points, attack power, and defense power, are set for each ally character based on their stars and level. The higher the combat power of an ally character, the more advantageously the player can progress through the battle game. Furthermore, the base values ​​set for each ally character increase as the number of stars increases and the level increases.

[0050] Furthermore, allied characters can be equipped (set) with weapons and armor. Each piece of equipment has an additional value set for attack power, defense power, etc. When equipment is equipped, the additional value of each piece of equipment is added to the above base value, thereby increasing the combat power of the allied character.

[0051] 4A is a diagram illustrating an example of a gacha screen for a pickup gacha. FIG. 4B is a diagram illustrating an example of an exchange lineup pop-up 43.

[0052] When the gacha screen selection operation unit 30e or the banner 33 on the home screen shown in FIG. 3A is tapped, the gacha screen shown in FIG. 4A is displayed on the display 26. A gacha type selection bar 40 is displayed at the top of the gacha screen. The gacha type selection bar 40 displays a gacha type operation unit that indicates the type of gacha currently being held. By selecting and operating the gacha type operation unit, the gacha screen for the selected gacha type can be displayed on the display 26. In other words, by selecting and operating the gacha type operation unit, it is possible to switch between multiple types of gacha screens. This allows the player to switch the type of gacha lottery to be held.

[0053] In this embodiment, the gacha types include a "character gacha," a "pickup gacha," and a "3-star fixed gacha," in which ally characters can be acquired. In the gacha types in which ally characters can be acquired, a lottery can be held by consuming a predetermined amount of second currency. Furthermore, in each gacha type, the ally characters to be selected or at least one of the selection probabilities (winning probabilities) for each ally character differ from one another. That is, the "character gacha," the "pickup gacha," and the "3-star fixed gacha" are gachas in which the ally characters to be selected or at least one of the selection probabilities (winning probabilities) for each ally character differ from one another. The winning probability of an ally character differs depending on the type of star (rank) of the ally character. For example, the winning probability of an ally character decreases as the star (rank) increases. Specifically, the winning probability of a 1-star ally character is higher than the winning probability of a 2-star or 3-star ally character. Furthermore, the winning probability of a 2-star ally character is higher than the winning probability of a 3-star ally character. In other words, in the gacha lottery, the probability of winning is set to be highest for a 1-star ally character and lowest for a 3-star ally character. Furthermore, some gacha types have a set period during which the lottery can be held.

[0054] Specifically, the "Pickup Gacha" and "3-star Guaranteed Gacha" each have a predetermined period during which they can be drawn (hereinafter referred to as the event period). In other words, the "Pickup Gacha" and "3-star Guaranteed Gacha" can be drawn within a specific period, but cannot be drawn outside of the specific period. In the "Pickup Gacha," a specific ally character (specific game medium) is the target character, and the winning probability of the target character is set higher than that of other ally characters. Specifically, if the target character has a star (rank) of 3, the winning probability of the target character among the 3-star ally characters is set higher than the winning probability of other 3-star ally characters. In addition, the target character in the "Pickup Gacha" changes, for example, every two weeks. Therefore, "Pickup Gacha" with different target characters or different event periods can be said to be different gacha types.

[0055] In this embodiment, if a target character is acquired (won) in the gacha, a bonus is given to the player. For example, if the target character "Character A" is won in the "Pickup Gacha" lottery, the player is given "Item A" as a bonus for winning the target character. "Item A" is an item with high utility value in the game, as will be described in detail later. In this embodiment, the target character "Character A" is set to be acquireable in any of the gacha lotteries, including the "Character Gacha," "Pickup Gacha," and "3-star Guaranteed Gacha."

[0056] However, if item A, which has high utility value in the game, were to be granted to a player by lottery without limit, it could upset the game balance. Therefore, it is necessary to set a limit on the number of times that a player can receive a bonus by lottery.

[0057] Furthermore, there are multiple types of gacha lotteries, and in this embodiment, a specific character, character A, can be won in each of the multiple types of lotteries. In this case, if a player is only able to receive a bonus in a specific lottery out of the multiple types of lotteries, even if the specific character is won in a lottery other than the specific one, the bonus will not be given to the player, which may lead to dissatisfaction on the part of the player.

[0058] Therefore, in this embodiment, a bonus is awarded to a player when the target character is acquired (won) in any type of gacha in which the target character can be acquired. Therefore, regardless of the type of gacha, a bonus is awarded to a player in response to the acquisition of the target character, which can give the player a sense of satisfaction. Furthermore, in this embodiment, a limit is placed on the number of times that a bonus (item A) can be awarded to a player in gacha. Specifically, an upper limit (for example, 2) is set on the number of times that a bonus can be awarded to a player in gacha. This makes it possible to prevent bonuses with high utility value in the game from being awarded to a player unlimitedly in gacha lotteries, thereby maintaining game balance. As a result, the playability of the game can be improved.

[0059] Unlike the "Character Gacha" and "Pickup Gacha," the "3-star Guaranteed Gacha" cannot be drawn in a single draw, but is a gacha that involves 10 draws (a so-called 10-draw gacha). With the "3-star Guaranteed Gacha," if you draw 10 draws, at least one ally character with an initial star (rank) of 3 will be determined. For example, with the "3-star Guaranteed Gacha," the final ally character of a 10-draw gacha will be an ally character with an initial star (rank) of 3.

[0060] Here, there are two types of second currency: free second currency and paid second currency. Free second currency is currency that can be used in the game and can be acquired for free by completing in-game missions and quest battle games without paying real currency. Paid second currency is currency that can be used in the game and can be acquired in exchange for paying real currency. The "3-star guaranteed gacha" is a gacha where the lottery cannot be executed with free second currency and can only be executed by consuming paid second currency. On the other hand, the "character gacha" and "pickup gacha" are gacha where the lottery can be executed by consuming either free second currency or paid second currency. The header display area 31 in FIG. 3A displays the total amount of free second currency and paid second currency owned.

[0061] The server 100 stores a lottery table for each gacha type, which sets the probability of winning an ally character, as well as event period information (information indicating the period during which the lottery table can be referenced), and the lottery is held by referring to the lottery table for the selected gacha type.

[0062] The gacha type selection bar 40 displays a gacha type operation section corresponding to the currently held gacha type. For example, in the example of Fig. 4A, a pickup gacha operation section 40a corresponding to the "pickup gacha," a character gacha operation section 40b corresponding to the "character gacha," and a 3-star confirmed gacha operation section 40c corresponding to the "3-star confirmed gacha" are displayed.

[0063] In the gacha type selection bar 40, the gacha type operation section corresponding to the selected gacha type is highlighted so that the selected gacha type can be identified.

[0064] As shown in FIG. 4A, when the pickup gacha operation unit 40a is selected, a gacha screen corresponding to the "Pickup Gacha" is displayed on the display 26. Specifically, the gacha screen displays an image labeled "Pickup Gacha," and an image of a specific ally character (e.g., character A) that is the target character in the "Pickup Gacha." The ally characters that can be drawn in the "Pickup Gacha" include the target character, "Character A." The gacha screen also displays the second currency owned by the player and exchange points (exchange pts), which will be described later.

[0065] Furthermore, a lottery operation unit for conducting a lottery is displayed on the gacha screen. Specifically, a first lottery operation unit 41a, a second lottery operation unit 41b, and a third lottery operation unit 41c are displayed on the gacha screen. The first lottery operation unit 41a is an operation unit for conducting one lottery, limited to once per day, by consuming 50 of the second currency. The second lottery operation unit 41b is an operation unit for conducting one lottery by consuming 150 of the second currency. The third lottery operation unit 41c is an operation unit for conducting 10 lotteries in a row by consuming 1,500 of the second currency.

[0066] In addition, an exchange lineup operation section 42 is displayed on the gacha screen. When the exchange lineup operation section 42 is tapped, an exchange lineup pop-up 43 shown in FIG. 4B is displayed. The exchange lineup pop-up 43 displays a target character (character A) that can be exchanged for exchange points, and an exchange operation section 43a for exchanging the target character for exchange points is displayed. In addition, the exchange lineup pop-up 43 displays a close operation section 44 for closing the exchange lineup pop-up 43.

[0067] Here, in the "Pickup Gacha" or "Character Gacha," 1 point is added for each drawing, and 10 points are added for 10 drawings at once. Similarly, in the "3-star Guaranteed Gacha," 10 points are added for 10 drawings at once.

[0068] As described above, in this embodiment, the target character "Character A" can be obtained in any of the gacha lotteries, including the "Pickup Gacha," the "Character Gacha," and the "3-star Confirmed Gacha." Therefore, the exchange points awarded in the gacha lotteries of the "Pickup Gacha," the "Character Gacha," and the "3-star Confirmed Gacha" are common points for the "Pickup Gacha," the "Character Gacha," and the "3-star Confirmed Gacha." In other words, the value of the exchange points displayed on the gacha screens of the "Pickup Gacha," the "Character Gacha," and the "3-star Confirmed Gacha" is the total value of the exchange points awarded in the lotteries of the "Pickup Gacha," the "Character Gacha," and the "3-star Confirmed Gacha."

[0069] When the exchange points reach 200 points, the exchange operation unit 43a becomes active, and when the exchange operation unit 43a is tapped, 200 points are subtracted from the exchange points and the ally character is granted to the player (the ally character ID is stored linked to the player ID). In this embodiment, when a target character is acquired (exchanged) in gacha, a benefit is granted to the player. For example, when the target character "Character A" is acquired by consuming exchange points in the "Pickup Gacha," "Item A" is granted to the player as a benefit for winning the target character. When the currently held "Pickup Gacha" ends, the exchange points are changed (reset) to 0 points.

[0070] As shown in Figure 4A, the gacha screen corresponding to the "Pickup Gacha" displays an image that reads "Increased appearance rate of Character A." This notifies the player that the winning probability of the target character, "Character A," in the "Pickup Gacha" is set higher than that of other ally characters.

[0071] Additionally, the gacha screen corresponding to the "Pickup Gacha" displays an image that reads "Get target character and get 2x item A." This notifies the player that if the target character "Character A" is won in the gacha lottery, the player can acquire "Item A" as a bonus for winning the target character. Note that, here, item A will be used as an example of a bonus for winning the target character. However, the bonus is not limited to this, and may be something other than "Item A," such as a first currency, a second currency, an ally character, or a gacha ticket, which are in-game currencies.

[0072] Furthermore, the gacha screen corresponding to the "Pickup Gacha" displays an image indicating "2 attempts remaining" as the remaining number of times the player can acquire a bonus. Here, the remaining number of times the player can acquire a bonus displayed on the gacha screen is the number (value) obtained by subtracting the number of times the bonus has been awarded to the player from the maximum number of times the bonus can be awarded to the player (the maximum number of times the bonus can be awarded). For example, if the number of times the bonus can be awarded to the player is "2" and the number of times the bonus has been awarded to the player is "0," the gacha screen displays "2" (in FIG. 4A, "2 attempts remaining") as the remaining number of times the bonus can be awarded. This allows the player to be notified of the remaining number of times to acquire "Item A," which can be acquired as a bonus for winning the target character. Note that information such as the number of times the bonus has been awarded to the player and the number of times the bonus can be awarded is linked to the player ID and managed by the server 100, as will be described in detail in FIG. 13. Here, for example, if a target character is won in a gacha lottery and a bonus is awarded to a player, information on the number of times to be awarded linked to the player ID of the player is updated. The player terminal 1 controls information on the remaining number of times to be acquired, which is displayed on the gacha screen, based on the updated information on the number of times to be awarded linked to the player ID. Specifically, if the number of times to be awarded is "2" and the number of times to be awarded is "1," the value "1" obtained by subtracting the number of times to be awarded "1" from the number of times to be awarded "2" is derived as the remaining number of times to be acquired. Then, the player terminal 1 displays, for example, an image saying "1 time remaining to be acquired" on the gacha screen based on the derived remaining number of times to be awarded "1." In this way, the information on the remaining number of times to be acquired changes according to the information on the number of times to be awarded of the bonus awarded to the player.

[0073] FIG. 5 is a diagram illustrating an example of the gacha confirmation pop-up 45. FIG. 5 is a diagram illustrating an example of the gacha confirmation pop-up 45 when the third lottery operation unit 41c is tapped. As shown in FIG. 5, the gacha confirmation pop-up 45 displays an image stating, "Consume second currency to draw 10 gachas." The gacha confirmation pop-up 45 also displays the second currency to be consumed in the gacha lottery, the amount of second currency currently owned by the player, the amount of exchange points currently owned by the player, and the amount of exchange points that will increase after the gacha lottery is executed. By displaying this confirmation information in the gacha confirmation pop-up 45, it is possible to prevent unintended gacha lottery draws from being executed due to a player's operational error.

[0074] Additionally, the gacha confirmation pop-up 45 displays an image stating "2 remaining times that item A can be acquired." This notifies the player that if the target character "Character A" is won, "Item A" can be acquired as a bonus, and the remaining number of times that "Item A" can be acquired.

[0075] Additionally, the gacha confirmation pop-up 45 displays information about gacha types that share the same exchange points. In Figure 5, images of "Character Gacha," "Pickup Gacha," and "3-star Confirmed Gacha" are displayed as gacha types that share the same exchange points. This notifies the player that exchange points for the target character can be obtained by drawing any of the gachas: "Character Gacha," "Pickup Gacha," and "3-star Confirmed Gacha."

[0076] Also displayed in the gacha confirmation pop-up 45 are a cancel operation unit 46 for canceling the execution of the gacha lottery, and a decision operation unit 47 for deciding whether to execute the gacha lottery. When the cancel operation unit 46 is tapped, the gacha screen shown in FIG. 4A is displayed.

[0077] When the determination operation unit 47 is tapped, the server 100 executes a lottery process for the "Pickup Gacha." Specifically, the server 100 conducts a lottery by referring to a lottery table corresponding to the currently held "Pickup Gacha," and the ally character (ally character ID) determined by the lottery is stored in association with the player ID. Then, the player terminal 1 acquires lottery result information indicating the determined ally character from the server 100. Upon receiving the lottery result information, the player terminal 1 displays a gacha result screen on the display 26.

[0078] FIG. 6 is a diagram illustrating an example of a winning screen 48 when a target character is won by a gacha lottery. As shown in FIG. 6, the winning screen 48 displays an image of "character A," which is the winning target character. The winning screen 48 also displays images of "item A (black inverted triangle in the figure) x 2" and "item B (black pentagon in the figure) x 200," which are two benefits for winning the target character. Item A and item B are items used to strengthen character A here. Item A is an item that can be granted to a player a limited number of times (for example, the maximum number of times is two). On the other hand, item B is an item that can be granted to a player an unlimited number of times. Item B is an item used, for example, to increase the star (rank) of character A. Details of item A will be described later.

[0079] In addition, when the ally character determined by lottery in the server 100 is the target character, the ally character ID of the target character and the item ID (benefit ID) of the benefit item A are linked to the player ID and stored. The item ID is an ID given to each item to identify each item used in the game. A different ID is given to each item.

[0080] FIG. 7 is a diagram illustrating an example of an item acquisition pop-up 49 when item A is acquired. As shown in FIG. 7, an image that reads "Item A x 2" is displayed in the item acquisition pop-up 49. This notifies the player that they have acquired item A as a bonus for winning the target character, and the number of items acquired. In addition, a close operation unit 44 for closing the item acquisition pop-up is displayed in the item acquisition pop-up 49.

[0081] Fig. 8A is a first diagram for explaining an example of the gacha result screen 50. Fig. 8B is a second diagram for explaining an example of the gacha result screen 50. Figs. 8A and 8B are diagrams showing an example of the gacha result screen 50 when 10 lotteries are executed together.

[0082] As shown in FIG. 8A, gacha result screen 50 displays images of ten ally characters determined through ten lotteries. In the example shown in FIG. 8A, one target character, character A, was won (one time) through ten lotteries, and gacha result screen 50 includes an image of character A, the target character. Also, gacha result screen 50 displays an image that reads "Item A (black inverted triangle in the figure) × 2" and "1 time remaining." This notifies the player that they have acquired two items A as a bonus for winning the target character, and the remaining number of times they can acquire the bonus.

[0083] The gacha result screen 50 also displays the number of exchange points owned by the player before the gacha lottery (0 in the figure) and the number of exchange points owned by the player after the gacha lottery (10 in the figure). The gacha result screen 50 also displays a cancel operation unit 46 for closing the gacha result screen 50 and an execute operation unit 51 for executing the gacha lottery again. When the cancel operation unit 46 is tapped, the gacha screen shown in FIG. 4A is displayed. When the execute operation unit 51 is tapped, the gacha confirmation pop-up 45 shown in FIG. 5 is displayed.

[0084] In the example shown in Figure 8B, character A, the target character, was not selected after 10 draws, and images of ally characters other than the target character are displayed on gacha result screen 50. Gacha result screen 50 displays the number of exchange points owned by the player before the gacha draw (190 in the figure) and the number of exchange points owned by the player after the gacha draw (200 in the figure). Then, when the exchange points owned by the player reach a predetermined value (200 in this case), character exchange operation unit 52 for exchanging the target character with exchange points is displayed on gacha result screen 50.

[0085] When the character exchange operation unit 52 is tapped, the exchange lineup pop-up 43 shown in Fig. 4B is displayed. When the exchange operation unit 43a displayed in the exchange lineup pop-up 43 is tapped, 200 exchange points are subtracted and "Character A" is given to the player.

[0086] Furthermore, if the number of times a bonus has been granted to a player has not reached the maximum number of times it can be granted (the maximum number of times it can be granted), the player will be granted item A as a bonus for acquiring character A, which is the target character, by using exchange points. In other words, even if the target character is acquired by consuming exchange points, the server 100 stores the player ID, the ally character ID of the target character, and the item ID (bonus ID) of item A, which is the bonus, in association with the player ID. When a bonus is granted to a player by acquiring the target character, an item acquisition pop-up 49 shown in FIG. 7 is displayed on the display 26 of the player terminal 1, notifying the player that item A has been acquired as a bonus for acquiring the target character.

[0087] FIG. 9 is a diagram illustrating an example of a gacha screen for the character gacha. Components substantially identical to those in the gacha screen for the pick-up gacha shown in FIG. 4A are denoted by the same reference numerals, and description thereof will be omitted. As shown in FIG. 9, when the character gacha operation unit 40b is selected, a gacha screen corresponding to the "character gacha" is displayed on the display 26. Specifically, an image labeled "character gacha" is displayed on the gacha screen. In this embodiment, the ally characters that can be selected in the "character gacha" include the target character, "character A." In the "character gacha," the winning probability of the target character is set to the same as the winning probability of other ally characters with the same star (rank) as the target character. Specifically, if the target character has a star (rank) of 3, the winning probability of the target character among the 3-star ally characters is set to the same as the winning probability of other 3-star ally characters. Therefore, the winning probability of the target character in the "character gacha" is set to be lower than the winning probability of the target character in the "pick-up gacha."

[0088] As shown in Figure 9, the gacha screen for the "character gacha" displays an image stating "10 draws guarantee 1 character with 2 stars or higher." This notifies the player that if 10 draws are performed in a row in the "character gacha," it is possible to obtain at least one ally character with 2 stars (rank) or higher.

[0089] Additionally, the gacha screen for the "character gacha" displays an image that reads "Get target character and get 2x item A." This notifies the player that if the target character, "character A," is won (determined) in the gacha lottery, they will be able to acquire "item A" as a bonus for winning the target character.

[0090] Additionally, the gacha screen for the "Character Gacha" displays an image stating "2 attempts remaining." This notifies the player of the remaining number of attempts to acquire "Item A," which can be acquired as a bonus for winning the target character.

[0091] FIG. 10 is a diagram illustrating an example of a gacha screen for a 3-star confirmed gacha. Components that are substantially the same as those in the gacha screen for the pick-up gacha shown in FIG. 4A are assigned the same reference numerals and will not be described. As shown in FIG. 10, when the 3-star confirmed gacha operation unit 40c is selected, a gacha screen corresponding to the "3-star confirmed gacha" is displayed on the display 26. Specifically, an image labeled "3-star confirmed gacha" is displayed on the gacha screen. In this embodiment, the ally characters that can be drawn in the "3-star confirmed gacha" include the target character, "Character A." In the "3-star confirmed gacha," the winning probability of the target character is set to the same as the winning probability of other ally characters with the same star (rank) as the target character. Specifically, if the target character has a star (rank) of 3, the winning probability of the target character among the 3-star ally characters is set to the same as the winning probability of other 3-star ally characters. Note that the winning probability of the target character in the "3-star confirmed gacha" may be the same as the winning probability of the target character in the "character gacha." Therefore, the probability of winning the target character in the "3-star confirmed gacha" is set lower than the probability of winning the target character in the "pickup gacha."

[0092] As described above, the "3-Star Guaranteed Gacha" is a gacha that cannot be drawn using a free secondary currency and can only be drawn by consuming a paid secondary currency. Because the consumption of a paid secondary currency is required, the "3-Star Guaranteed Gacha" differs from the "Character Gacha" and "Pickup Gacha" in that the ally character determined at the end of the drawing is a confirmed ally character with a star (rank) of 3. If the "3-Star Guaranteed Gacha" could be drawn an unlimited number of times, the player would be able to obtain an ally character with a confirmed star (rank) of 3 indefinitely. Therefore, a limit is placed on the number of times the "3-Star Guaranteed Gacha" can be drawn. Specifically, during the "3-Star Guaranteed Gacha" period, the "3-Star Guaranteed Gacha" can be drawn only once. Therefore, an image stating "Can only be drawn once" is displayed on the gacha screen corresponding to the "3-Star Guaranteed Gacha."

[0093] On the gacha screen corresponding to the "3-star confirmed gacha," an image stating "The 10th character is confirmed to be a 3-star character" is displayed. This notifies the player that when the "3-star confirmed gacha" lottery is executed, the ally character determined at the end of the lottery will be a confirmed 3-star (rank) ally character.

[0094] In the "3-star confirmed gacha," the ally character determined at the end of the lottery is a confirmed 3-star ally character, so if the target character has a star (rank) of 3, the winning probability of the target character changes at the end of the lottery. Specifically, the winning probability of the target character at the end of the lottery for the "3-star confirmed gacha" changes depending on the total number of 3-star ally characters. For example, if there are a total of 20 3-star ally characters, the winning probability of the target character at the end of the lottery for the "3-star confirmed gacha" is 100(%) ÷ 20 = 5(%). Therefore, the winning probability of the target character at the end of the lottery for the "3-star confirmed gacha" may be set higher than the winning probability of the target character in the "pickup gacha," depending on the total number of 3-star ally characters.

[0095] Furthermore, an image stating "1 x Item A can be obtained" is displayed on the gacha screen corresponding to the "3-star confirmed gacha." This notifies the player that by executing the lottery for the "3-star confirmed gacha," at least one bonus item A can be obtained, regardless of whether the target character is selected. Note that in this embodiment, if the lottery for the "3-star confirmed gacha" results in the player being awarded one bonus item "A" regardless of whether the target character is selected, the number of times the bonus has been awarded to the player is not updated. In other words, even if the target character is not selected in the lottery for the "3-star confirmed gacha" and only the bonus item "A" is awarded to the player, the number of times the bonus associated with the player ID has been awarded is not updated. In other words, the number of times the bonus has been awarded is updated only when both the target character and the bonus are awarded to the player. In other words, when both the ally character ID, which is the target character, and the item ID, which is the benefit, are linked to a player ID, the server 100 updates the information on the number of times the benefit has been awarded (number of times information) linked to the player ID, as described below.

[0096] Additionally, the gacha screen corresponding to the "3-star guaranteed gacha" displays an image that reads "Get target character and get 2x item A." This notifies the player that if the target character, "Character A," is won in the gacha lottery, they will be able to get "Item A" as a bonus for winning the target character. Furthermore, if the target character is won in the "3-star guaranteed gacha," they will be able to get three "Item A" as a bonus.

[0097] Additionally, the gacha screen for the "3-star guaranteed gacha" displays an image saying "2 attempts remaining." This notifies the player of the remaining number of attempts to acquire "Item A," which can be acquired as a bonus for winning the target character.

[0098] 11 is a third diagram for explaining an example of the gacha result screen 50. Fig. 11 is a diagram showing an example of the gacha result screen 50 when 10 lotteries are executed at once by the "3-star confirmed gacha."

[0099] 11, images of ten ally characters determined by ten lotteries are displayed on the gacha result screen 50. The amount of exchange points owned by the player before the gacha lottery (0 in the figure) and the amount of exchange points owned by the player after the gacha lottery (10 in the figure) are displayed on the gacha result screen 50.

[0100] Also, because the "3-star confirmed gacha" can only be executed once, the gacha result screen 50 does not display an operation unit for executing the "3-star confirmed gacha" again, and only displays a decision operation unit 53 for closing the gacha result screen 50. When the decision operation unit 53 is tapped, the gacha screen shown in FIG. 10 is displayed.

[0101] FIG. 12A is a diagram illustrating an example of the reinforcement screen 60. When the reinforcement screen selection operation unit 30c shown in FIG. 3A is tapped, the reinforcement screen 60 is displayed on the display 26. As shown in FIG. 12A, the reinforcement screen 60 displays a reinforcement tree 61 including a plurality of reinforcement media. In the example shown in FIG. 12A, the reinforcement tree 61 includes a first reinforcement medium 61a and a second reinforcement medium 61b, and the first reinforcement medium 61a is connected to the second reinforcement medium 61b by a line.

[0102] The first strengthening medium 61a and the second strengthening medium 61b can be strengthened by consuming the bonus "Item A." In this way, the bonus (Item A) obtained when a target character (Character A) is won in a gacha lottery and acquired is used to strengthen the strengthening medium. The player can strengthen the selected strengthening medium by tapping and selecting at least one of the first strengthening medium 61a and the second strengthening medium 61b.

[0103] FIG. 12B is a diagram illustrating an example of an enhancement medium details pop-up 62. When an enhancement medium in the enhancement tree 61 shown in FIG. 12A is tapped (selected), an enhancement medium details pop-up 62 showing details of the tapped enhancement medium is displayed on the display 26. As shown in FIG. 12B, an image that reads "All characters' physical damage increased" is displayed in the enhancement medium details pop-up 62. Specifically, an image that reads "Physical damage increased by 2% for all Lv1 characters" is displayed in the enhancement medium details pop-up 62. This allows the player to be notified of the enhancement target item, which is the status of an ally character that will increase by strengthening the enhancement medium.

[0104] The enhancement medium details pop-up 62 also displays the amount of item A (benefit) required to enhance the enhancement medium, i.e., the amount of item A consumed and the amount of item A currently owned by the player. This allows the player to be notified of the amount of item A consumed and the amount of item A owned that is required to enhance the enhancement medium.

[0105] The strengthening medium details pop-up 62 also displays a cancel operation unit 63 for canceling the strengthening of the strengthening medium, and a decision operation unit 64 for deciding whether to strengthen the strengthening medium. When the cancel operation unit 63 is tapped, the strengthening screen 60 shown in Fig. 12A is displayed. When the decision operation unit 64 is tapped, item A is consumed, and the strengthening of the strengthening medium selected by the player is executed.

[0106] Each strengthening medium included in the strengthening tree 61 strengthens a different item of the ally character's status. For example, when the first strengthening medium 61a is strengthened, the "physical damage dealt" status of the ally character is increased as shown in FIG. 12B. When the second strengthening medium 61b is strengthened, the "HP" status of the ally character is increased as well. Examples of strengthening items include "HP," "physical attack power," "magic attack power," "physical defense power," "magic defense power," "physical critical hit," "magic critical hit," "physical critical damage," "magic critical damage," "physical damage dealt," "magic damage dealt," "physical damage received," "magic damage received," "physical damage cut," "magic damage cut," "attribute bonus," "HP absorption," "recovery amount," "TP," "TP consumption reduction," and "accuracy." Note that "TP" is a numerical value required for an ally character to activate a special move in a battle game. When TP is equal to or greater than a certain value, the ally character can activate a special move.

[0107] The strengthening screen 60 shown in FIG. 12A displays an image labeled "RANK 30." The "RANK" value displayed on the strengthening screen 60 increases according to the number of strengthening media used in the strengthening tree 61. Specifically, the more strengthening media used in the strengthening tree 61, the higher the "RANK" value and the improved strengthening performance of the ally character. By checking the "RANK" value on the strengthening screen 60, the player can grasp the degree of strengthening of the strengthening media in the strengthening tree 61 and, ultimately, the degree of improvement in the strengthening performance of the ally character. Thus, the more "Item A" used as the strengthening media in the strengthening tree 61 is acquired, the more the ally character can be strengthened. Therefore, when players compete in events where they compete against each other in ally character battles or CPU battles, the status of the "Item A" awarded can easily lead to differences between players. Therefore, by adjusting the number of "Item A" awarded to each player, the game operator can appropriately adjust the balance of the gameplay.

[0108] FIG. 13 is a diagram illustrating an example of player information managed by the server 100. As shown in FIG. 13, the player information managed by the server 100 includes benefit information, number of times information, and upper limit number of times information linked to player identification information. The number of times information is information indicating the number of times a benefit has been granted to a player through gacha. In other words, the number of times information is information indicating the number of times a player ID is linked to a benefit item ID (benefit ID). The upper limit number of times information is information indicating the upper limit number of times a benefit through gacha can be granted to a player. In other words, the upper limit number of times information is information indicating the upper limit number of times a player ID can be linked to a benefit ID.

[0109] In the example shown in FIG. 13, the player information includes a player ID (PL0001) as player identification information, a bonus item ID (IT1003) as bonus information, a numerical value 1 as number-of-times information, and a numerical value 2 as upper limit number-of-times information. In this example, the bonus has been granted to the player once through the gacha lottery, and the upper limit number of times that the bonus can be granted to the player is two. The item ID (bonus ID), the numerical value 1 as number-of-times information, and the numerical value 2 as upper limit number-of-times information are linked to the player ID and stored in the server 100.

[0110] In this embodiment, the benefit given to the player upon winning (obtaining) the target character can be given to the player regardless of the type of gacha lottery, as long as the gacha allows the player to obtain the target character. Therefore, the benefit is given to the player not only when the target character is obtained in the "Pickup Gacha" lottery, but also when the target character is obtained in the "Character Gacha" and "3-star Guaranteed Gacha" lottery. This prevents a situation in which the player is not given a benefit when the target character is obtained in a gacha other than a specific gacha, and gives the player a sense of satisfaction.

[0111] Furthermore, the number of times a bonus can be awarded through a gacha lottery (maximum number of times it can be awarded) is the same regardless of the type of gacha. In other words, the number of times a bonus can be awarded when a target character is acquired is the same in the "Pickup Gacha," "Character Gacha," and "3-star Guaranteed Gacha," in which the target character can be acquired. This makes it possible to fix the number of times a bonus can be awarded regardless of the number of types of gacha lottery, thereby maintaining game balance.

[0112] Furthermore, even if the target character is not won in the gacha lottery, it is possible to acquire the target character by consuming exchange points. Even if the target character is acquired using exchange points, the player can be granted a benefit if the number of times the benefit is granted to the player in the gacha lottery has not reached the upper limit (if it is less than a predetermined number of times). This makes it possible to avoid a situation where the player is not granted a benefit when the target character is not won in the gacha lottery but is acquired using exchange points, and gives the player a sense of satisfaction.

[0113] Furthermore, for example, the probability of winning a target character in the "character gacha" is lower than the probability of winning a target character in the "pickup gacha." Therefore, if a player is not awarded a special benefit when a target character with a low probability is won in the "character gacha," the player may feel dissatisfied. In this embodiment, as described above, the system is configured to award a special benefit to the player regardless of the type of gacha lottery, and therefore, the player can feel satisfied.

[0114] Furthermore, even if a target character is won in a "Character Gacha" lottery outside of the "Pickup Gacha" period, the player will not receive a bonus. In other words, bonuses are only awarded to players through the "Pickup Gacha," "Character Gacha," or "3-star Guaranteed Gacha" gacha during the "Pickup Gacha" period. This prevents players from receiving unlimited amounts of highly useful bonuses in the game through gacha lotteries, thereby maintaining game balance.

[0115] The following describes the processing of the player terminal 1 and the server 100 for executing the lottery processing, as well as the functional units that perform each of these processes. Note that here, we will explain the basic communication processing for progressing the game and an example of the main communication processing related to the lottery processing, and will not explain other processing.

[0116] (Functional configuration of player terminal 1) 14 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0117] The terminal-side game control program includes a game execution control program 70 and a display control program 71. Note that the programs listed in Fig. 14 are just examples, and the terminal-side game control program includes many other programs.

[0118] The data storage area 12b is provided with, as storage units for storing data, a game information storage unit 80 and a player information storage unit 81. Note that the above-mentioned storage units are merely examples, and the data storage area 12b is provided with many other storage units.

[0119] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 70a and a display control unit 71a.

[0120] Specifically, the CPU 10 runs a game execution control program 70, causing the computer to function as a game execution control unit 70a. Similarly, the CPU 10 runs a display control program 71, causing the computer to function as a display control unit 71a.

[0121] The game execution control unit 70a controls the overall progress of the game. For example, when logging in, the game execution control unit 70a transmits login information to the server 100. Furthermore, when the overall game information for the game is updated, the game execution control unit 70a receives the game information from the server 100 and stores it in the game information storage unit 80.

[0122] The display control unit 71a generates a screen to be displayed on the display 26, and causes the display 26 to display the generated screen.

[0123] (Functional configuration of server 100) 15 is a diagram illustrating the configuration of memory 112 in server 100 and its computer functions. Memory 112 is provided with a program storage area 112a and a data storage area 112b. When a game starts, CPU 110 stores a server-side game control program (module) in program storage area 112a.

[0124] The server-side game control program includes a game execution control program 170, a lottery program 171, and a management program 172. Note that the programs listed in Fig. 15 are just examples, and the server-side game control program includes many other programs.

[0125] The data storage area 112b is provided with storage units for storing data, including a game information storage unit 180, a player information storage unit 181, and a lottery information storage unit 182. Note that the above storage units are merely examples, and the data storage area 112b is provided with many other storage units.

[0126] The CPU 110 runs each program stored in the program storage area 112a and updates data in each storage unit in the data storage area 112b. The CPU 110 runs each program stored in the program storage area 112a, causing the server 100 to function as a server control unit 100A. The server control unit 100A includes a game execution control unit 170a, a lottery unit 171a, and a management unit 172a.

[0127] Specifically, the CPU 110 runs a game execution control program 170, causing the computer to function as a game execution control unit 170a. Similarly, the CPU 110 runs a lottery program 171 and a management program 172, causing them to function as a lottery unit 171a and a management unit 172a, respectively.

[0128] The game execution control unit 170a controls the progress of the entire game. For example, when the game execution control unit 170a receives login information from the player terminal 1, it transmits the player information stored in the player information storage unit 181 to the player terminal 1. Furthermore, when the game information for the entire game is updated, the game execution control unit 170a reads the updated game information from the game information storage unit 180 and transmits it to the player terminal 1.

[0129] When lottery request information is transmitted from the player terminal 1, the lottery unit 171a performs a lottery process by referring to a lottery table selected by the management unit 172a based on the lottery request information. Specifically, the lottery unit 171a refers to the lottery table and determines at least one game medium by lottery from among a plurality of game media including a specific game medium. The game medium is, for example, an ally character that can be used in the game, and the specific game medium is character A. The lottery process also includes a process of performing a lottery (first lottery) for a "pickup gacha," a process of performing a lottery (second lottery) for a "character gacha," and a process of performing a lottery (third lottery) for a "3-star confirmed gacha." The first lottery, the second lottery, and the third lottery are different types of lotteries.

[0130] When lottery request information is transmitted from the player terminal 1, the management unit 172a selects a lottery table based on the lottery request information from a plurality of lottery tables stored in the lottery information storage unit 182 based on the lottery request information. The lottery information storage unit 182 stores a lottery table for each gacha type as well as holding period information for each gacha type. When a new gacha type is added, the lottery information storage unit 182 stores a lottery table for that gacha type as well as holding period information for that gacha type. When a lottery process is performed by the lottery unit 171a, the management unit 172a updates the exchange points corresponding to the performed lottery process.

[0131] Furthermore, when a specific game medium is selected through the lottery process and a specific condition is satisfied, the management unit 172a performs a linking process of linking bonus information to player identification information. Specifically, when "character A" is selected as the specific game medium through the lottery process and the number of times the bonus information is linked (the number of times the bonus is awarded) is less than a predetermined number of times (for example, less than two times), the management unit 172a links the bonus information to the player identification information (awarding the player a bonus). Furthermore, the management unit 172a performs an update process of updating the number of times the bonus information linked to the player identification information is linked, in accordance with the linking of the bonus information to the player identification information. At this time, the number of times the bonus information linked to the player identification information through the lottery process is linked is the same number of times for the "Pickup Gacha" lottery (first lottery), the "Character Gacha" lottery (second lottery), and the "3-star confirmed gacha" lottery (third lottery). In other words, the number of times that bonus information associated with player identification information through the lottery process is linked is the sum of the number of times that bonus information is linked with player identification information through the first lottery, the number of times that bonus information is linked with player identification information through the second lottery, and the number of times that bonus information is linked with player identification information through the third lottery. In this embodiment, an example will be described in which the number of times that bonus information associated with player identification information through the lottery process is added and updated. However, this is not limited to this, and the number of times that bonus information associated with player identification information through the lottery process may be updated by processing such as addition, subtraction, multiplication, and division. Furthermore, when updating the number of times that bonus information is linked with player identification information through the first lottery, the second lottery, and the third lottery, the processing for updating the number of times that bonus information is linked with player identification information through the lottery process by processing such as addition, subtraction, multiplication, and division updates the common number of times that bonus information is linked.

[0132] In the present embodiment, an example has been described in which "character A" is set as the target character for the gacha lottery. However, this is not limited thereto, and for example, "character B" or "character C" other than "character A" may be set as the target character for the gacha lottery. The target character may be set by the game operator or automatically by the management unit 172a of the server 100. When the management unit 172a automatically sets the target character, for example, the management unit 172a may refer to a lottery table for the "pickup gacha" and select and set the target character based on the winning probability of the ally character. Specifically, the multiple ally characters with a star (rank) of 3 that can be drawn in the "pickup gacha" include an ally character with a first winning probability and an ally character with a second winning probability that is higher than the first winning probability. In this case, the management unit 172a may select an ally character with a second winning probability and set the selected ally character as the target character. Furthermore, "Character B" and "Character C" can be acquired not only through the "Pickup Gacha" lottery but also through the "Character Gacha" and "3-star Guaranteed Gacha" lottery. In this case, if "Character B" or "Character C" is won (acquired) through the gacha lottery, the management unit 172a will grant the player the bonus "Item A," just as if "Character A" was won (acquired). Specifically, when "Character B" or "Character C" is won (acquired) as a specific game medium through the lottery process, the management unit 172a performs a process of linking bonus information to the player identification information. Furthermore, the management unit 172a performs an update process of updating the number of times bonus information linked to the player identification information is linked in accordance with the linking of bonus information to the player identification information. At this time, when the process of updating the number of times bonus information linked to the player identification information is linked to "Character A," "Character B," and "Character C" is updated, the common number of times bonus information is linked is updated. However, without being limited to this, the management unit 172a may manage and update the number of times that "Character A," "Character B," and "Character C" have been linked with the benefit information individually.In other words, the management unit 172a may set the number of times that bonus information for "character A" is linked, the number of times that bonus information for "character B" is linked, and the number of times that bonus information for "character C" is linked, and manage and update each number of times that bonus information is linked independently and separately.

[0133] (Communication processing between player terminal 1 and server 100) 16 is a sequence diagram illustrating basic processing of the player terminal 1 and the server 100. In the following description, processing in the player terminal 1 is represented as Pn (n is an arbitrary integer), and processing in the server 100 is represented as Sn (n is an arbitrary integer).

[0134] When a player starts a game application on the player terminal 1 (P1), the game execution control unit 70a transmits login information to the server 100. Upon receiving the login information, the game execution control unit 170a of the server 100 identifies the player ID associated with the login information and performs login processing (S1). Here, the game execution control unit 170a reads out player information corresponding to the identified player ID from the player information storage unit 181 and transmits it to the player terminal 1. In addition, the lottery management unit 183a transmits gacha information indicating the currently held gacha type to the player terminal 1 based on the holding period information for each gacha type stored in the lottery information storage unit 182.

[0135] When the display control unit 71a of the player terminal 1 receives the player information and the gacha information, it executes a home screen display process (P2) that displays a home screen based on the player information and the gacha information. In addition, when the home screen selection operation unit 30a of the menu bar 30 is tapped, the display control unit 71a executes the home screen display process (P2).

[0136] Furthermore, when the gacha screen selection operation unit 30e on the menu bar 30 is tapped, the display control unit 71a of the player terminal 1 performs a gacha screen display process (P3) that displays a gacha screen based on the player information and gacha information shown in FIG. 13. At this time, an image indicating the remaining number of times that can be acquired derived based on the number of times information linked to the player ID and the upper limit number of times information is displayed on the gacha screen. Then, when a lottery operation unit is tapped on the gacha screen, the game execution control unit 70a performs a lottery request process (P4) that transmits lottery request information to the server 100. The lottery request information is configured to be able to identify the gacha type, and the lottery request information that includes the gacha type based on the gacha type operation unit selected on the gacha type selection bar 40, the number of times of lotteries corresponding to the tapped lottery operation unit, and the amount of second currency consumed is transmitted to the server 100. Upon receiving the lottery request information, the lottery unit 171a of the server 100 performs lottery processing (S2), and the player terminal 1 acquires lottery result information indicating the lottery result from the server 100. At this time, the management unit 172a of the server 100 updates the player information as shown in FIG. 13 in accordance with the lottery result of the lottery processing. The updated player information is then transmitted from the server 100 to the player terminal 1. Upon acquiring the lottery result information, the display control unit 71a of the player terminal 1 displays the lottery result indicated in the lottery result information (P5). The gacha screen display processing (P3) and the lottery processing (S2) will be described in detail later.

[0137] Furthermore, when the exchange operation unit 43a of the exchange lineup pop-up 43 shown in FIG. 4B is tapped, the game execution control unit 70a transmits point exchange request information corresponding to the tapped operation unit to the server 100 (P6). Upon receiving the point exchange request information, the management unit 172a of the server 100 executes point exchange processing (S3) to consume exchange points and grant an ally character (ally character ID) to the player based on the received point exchange request information. The point exchange processing (S3) will be described in detail later. Furthermore, the player terminal 1 acquires exchange result information from the server 100 indicating that an ally character has been granted.

[0138] FIG. 17 is a flowchart illustrating the gacha screen display process. As shown in FIG. 17, when an operation to display the gacha screen is performed, the display control unit 71a checks the currently held gacha type based on the gacha information (P3-1). Then, the display control unit 71a displays the gacha type selection bar 40 corresponding to the currently held gacha type and the gacha screen on the display 26 (P3-2). The player terminal 1 receives player information from the server 100 at multiple times, such as during login processing and lottery processing. Then, the display control unit 71a displays the gacha screen and various information to be displayed on the gacha screen based on the player information received from the server 100. The various information to be displayed on the gacha screen includes, for example, information on the exchange points currently owned by the player and the remaining number of times that the player can obtain a bonus.

[0139] Furthermore, when a gacha type operation section is selected (operated) in the gacha type selection bar 40 (YES in P3-3), the display control section 71a displays a gacha screen corresponding to the selected gacha type operation section (P3-4).

[0140] FIG. 18 is a flowchart illustrating the lottery processing. As shown in FIG. 18, when lottery request information is received from the player terminal 1, the management unit 172a confirms the gacha type included in the lottery request information (S2-1) and selects a lottery table for the confirmed gacha type (S2-2). Then, the lottery unit 171a refers to the selected lottery table and performs a lottery execution process to determine an ally character by lottery (S2-3). The management unit 172a associates the ally character (ally character ID) determined in the lottery execution process with the player ID and stores them in the player information storage unit 181 (S2-4). That is, the lottery unit 171a stores the lottery result of the lottery execution process in the player information storage unit 181.

[0141] The management unit 172a executes an addition process to add the exchange points linked to the player ID by the number of lotteries (S2-5). The management unit 172a also stores the added exchange points in the player information storage unit 181, linked to the player ID (S2-6).

[0142] The management unit 172a determines whether the target character has been selected (determined) by the lottery execution process (S2-7). Specifically, the management unit 172a determines whether the ally character (ally character ID) determined by the lottery execution process is the ally character ID of the target character. If the target character has not been selected, the management unit 172a ends the lottery process.

[0143] If the target character is selected, the management unit 172a determines whether the number of times the bonus has been awarded to the player is less than a predetermined number (S2-8). Specifically, the management unit 172a references the number of times information and the upper limit number of times information linked to the player ID of the player information shown in FIG. 13, and determines whether the value of the number of times information is less than the value of the upper limit number of times information (predetermined number of times). If the number of times the bonus has been awarded is not less than the predetermined number (is equal to or greater than the predetermined number), the management unit 172a ends the lottery process. Note that in the present embodiment, an example has been described in which the number of times the bonus has been awarded to the player is incremented. However, this is not limited thereto, and the number of times the bonus has been awarded to the player (the value of the number of times information) may be updated by processing such as addition, subtraction, multiplication, and division. In this case, the management unit 172a determines whether the value of the number of times information linked to the player ID is within a predetermined range (S2-8). Specifically, the management unit 172a sets the predetermined range based on the value of the upper limit number of times information. For example, when the numerical value of the upper limit count information is "2", the management unit 172a sets the range of "0" to "2" as the predetermined range. Then, the management unit 172a determines whether the numerical value of the count information, which changes due to addition, subtraction, multiplication, and division, is within the predetermined range of "0" to "2".

[0144] If the number of times the benefit has been awarded is less than the predetermined number (within a predetermined range), the management unit 172a determines whether the current time is within the period in which the "Pickup Gacha" is being held (S2-9). If the current time is not within the period in which the "Pickup Gacha" is being held (outside the period in which the "Pickup Gacha" is being held), the management unit 172a ends the lottery process. In this embodiment, character A, which is the target character, can be acquired, for example, in the "character gacha" even outside the period in which the "Pickup Gacha" is being held. Therefore, the process of S2-9 is provided to avoid allowing a highly useful benefit (item A) to be awarded to a player unlimitedly. However, if the target character can be acquired only during the period in which the "Pickup Gacha" is being held and cannot be acquired outside the period in which the "Pickup Gacha" is being held, the management unit 172a does not need to determine whether the current time is within the period in which the "Pickup Gacha" is being held. In other words, in this case, the management unit 172a may omit (skip) the process of S2-9. Furthermore, when a specific ally character is set as the "target character" only during the period (implementation period) of the "Pickup Gacha," the management unit 172a may omit (skip) the process of S2-9 in response to the "target character" being selected by lottery. This is because, when a specific ally character is set as the "target character" only during the period of the "Pickup Gacha," the "target character" being selected is synonymous with the period during which the "Pickup Gacha" is being held.

[0145] If the current time is within the period of the "Pickup Gacha," the management unit 172a executes a granting process to grant a bonus to the player (S2-10). Then, the management unit 172a updates the number of times the bonus has been granted to the player, stores the number in the player information storage unit 181 (S2-11), and ends the lottery process. Specifically, the management unit 172a links the bonus item ID to the player ID, and stores the value of the number of times information with "1" added to the player ID as the number of times the bonus item ID has been linked to the player ID in the player information storage unit 181. Note that, as described above, the number of times the bonus item ID has been linked is not limited to addition, and may be updated by processes such as subtraction, multiplication, and division.

[0146] FIG. 19 is a flowchart illustrating the point exchange process. As shown in FIG. 19, the management unit 172a associates the corresponding ally character ID with the player ID based on the received point exchange request information, stores the associated ally character ID in the player information storage unit 181, and subtracts 200 from the exchange points associated with the player ID (S3-1). The management unit 172a also associates the subtracted exchange points with the player ID and stores the associated exchange points in the player information storage unit 181 (S3-2). Note that in this embodiment, an example has been described in which character A, the target character, is granted to the player by consuming (subtracting) a predetermined value (200) of exchange points owned by the player. However, the present invention is not limited to this, and character A, the target character, may be granted to the player without consuming exchange points when the exchange points owned by the player reach the predetermined value (200). Specifically, if the exchange points linked to the player ID are equal to or greater than a predetermined value (200), the management unit 172a may link the player ID to the ally character ID of the target character.

[0147] The management unit 172a determines whether the ally character acquired by consuming exchange points is the target character (S3-3). Specifically, the management unit 172a determines whether the ally character (ally character ID) acquired by consuming exchange points is the ally character ID of the target character. If the target character has not been acquired, the management unit 172a ends the lottery process.

[0148] When the target character is acquired, the management unit 172a determines whether the number of times the benefit has been given to the player is less than a predetermined number of times (S3-4). Specifically, the management unit 172a refers to the number of times information and the upper limit number of times information linked to the player ID of the player information shown in Fig. 13, and determines whether the numerical value of the number of times information is less than the numerical value of the upper limit number of times information (predetermined number of times). When the number of times the benefit has been given is not less than the predetermined number of times (is equal to or greater than the predetermined number of times), the management unit 172a ends the lottery process.

[0149] If the number of times the benefit has been awarded is less than the predetermined number, the management unit 172a determines whether the current time is within the period in which the "Pickup Gacha" is being held (S3-5). If the current time is not within the period in which the "Pickup Gacha" is being held (outside the period in which the "Pickup Gacha" is being held), the management unit 172a ends the lottery process. As described above, if the target character cannot be acquired outside the period in which the "Pickup Gacha" is being held, the management unit 172a does not need to determine whether the current time is within the period in which the "Pickup Gacha" is being held. That is, in this case, the management unit 172a may omit (skip) the process of S3-5. Furthermore, if a specific ally character is set as the "target character" only during the period in which the "Pickup Gacha" is being held (implementation period), the management unit 172a may omit (skip) the process of S3-5 in response to the "target character" being won by lottery.

[0150] If the current time is within the period of the "Pickup Gacha," the management unit 172a executes a granting process to grant a bonus to the player (S3-6). Then, the management unit 172a updates the number of times the bonus has been granted to the player, stores this in the player information storage unit 181 (S3-7), and ends the lottery process. Specifically, the management unit 172a links the bonus item ID to the player ID, and stores the value of the number of times information with "1" added to it as the number of times the bonus item ID has been linked to the player ID in the player information storage unit 181.

[0151] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.

[0152] In the above embodiment, an example was described in which the player terminal 1 was a smartphone. However, the player terminal 1 is not limited to a smartphone, and may be any computer such as a personal computer.

[0153] Furthermore, the game content in the above embodiment is merely an example. Furthermore, the game genre to which the above technical matters can be applied is not particularly limited. For example, the above technical matters can be applied to any game genre, such as RPG, action games, puzzle games, training games, sports games, etc.

[0154] In the above embodiment, the player terminal 1 is provided with a game execution control program 70 and a display control program 71. The player terminal 1 also includes a game execution control unit 70a and a display control unit 71a. However, some or all of these programs and functional units may be provided in the server 100.

[0155] The server 100 is also provided with a game execution control program 170, a lottery program 171, a lottery management program 183, and a management program 172. The server 100 also includes a game execution control unit 170a, a lottery unit 171a, a lottery management unit 183a, and a management unit 172a. However, some or all of these programs and functional units may be provided in the player terminal 1.

[0156] (Computer-implemented processing) A process (S2-3, for example, in the embodiment) of executing a first lottery (a "Pickup Gacha" lottery, for example, in the embodiment) to determine at least one game medium by lottery from among multiple game media (an ally character, for example, in the embodiment) including a specific game medium (character A, for example, in the embodiment).

[0157] Unlike the first lottery, a process (S2-3 in the embodiment) is performed to execute a second lottery (in the embodiment, as an example, a "character gacha" lottery) to determine at least one game medium by lottery from among multiple game media including a specific game medium.

[0158] If a specific game medium is won and specific conditions are met, a process (S2-10, for example, in the embodiment) is performed in which bonus information (a bonus item ID, for example, in the embodiment) is linked to player identification information (a player ID, for example, in the embodiment).

[0159] A process of updating the number of times the bonus information linked to the player identification information is linked (the number of times the bonus information is given, as an example in the embodiment) in response to linking the bonus information to the player identification information (S2-11, as an example in the embodiment).

[0160] The specific condition is that the number of times the special information is linked is less than a predetermined number of times.

[0161] In the process of updating the number of times that the privilege information linked to the player identification information is associated, when the number of times that the privilege information is associated by the first lottery and the second lottery is updated, the common number of times that the privilege information is associated is updated.

[0162] The process may also include processing (S2-5, S2-6, as examples in the embodiment) of linking points (exchange points, as an example in the embodiment) to player identification information depending on the number of times the first lottery is executed and the number of times the second lottery is executed. In addition, the process of linking the bonus information to the player identification information is If the points associated with the player identification information are equal to or greater than a predetermined value (for example, 200 in the embodiment), a process may be executed in which a specific game medium is associated with the player identification information, and bonus information is associated with the player identification information in accordance with the association of the specific game medium (for example, steps S3-1 and S3-6 in the embodiment). The process of updating the number of times that the bonus information associated with the player identification information is associated with the player identification information includes: When a specific game content is linked to a player identification information and bonus information is linked to the player identification information, the number of times the bonus information is linked to the player identification information may be updated (S3-7 in the embodiment as an example).

[0163] Furthermore, the probability of winning a specific game medium in the first lottery may be different from the probability of winning a specific game medium in the second lottery.

[0164] The first lottery may be held within a specific period (in the embodiment, for example, within the period during which the "Pickup Gacha" is held).

[0165] The second lottery may also be held within or outside the specific period. In addition, the process of linking the bonus information to the player identification information is If a specific game medium is won in the second lottery within a specific period, the bonus information may be linked to the player identification information (in the embodiment, as an example, YES in S2-9 and S2-10).

[0166] In the above embodiment, the information processing system S, which is a client-server system, performs each of the above information processes. However, the functions of the server 100 in the above embodiment may be provided in the player terminal 1. Furthermore, the functions of the player terminal 1 in the above embodiment may be provided in the server 100. In other words, each of the above processes may be performed by either the player terminal 1 or the server 100.

[0167] The program in the above embodiment may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, the program may be provided as a game terminal device or information processing system including the storage medium. The above embodiment may also be an information processing method that realizes each function and step shown in the flowchart. [Explanation of symbols]

[0168] 1. Player terminal 100 servers S Information Processing System

Claims

1. a process of executing a first lottery to determine at least one game medium from a plurality of game media including a specific game medium; a process of executing a second lottery, different from the first lottery, to determine at least one game medium from among the plurality of game media including the specific game medium by lottery; a process of linking bonus information to player identification information when the specific game medium is won and specific conditions are satisfied; updating the number of times the special benefit information is associated with the player identification information in response to the association of the special benefit information with the player identification information; The computer executes the following: the specific condition is that the number of times the special benefit information is linked is less than a predetermined number of times; the process of updating the number of times of association of the benefit information associated with the player identification information includes updating a common number of times of association when updating the number of times of association of the benefit information by the first lottery and the second lottery. Information processing program.

2. a process of linking points to the player identification information according to the number of times the first lottery has been executed and the number of times the second lottery has been executed; The computer executes the following: The process of linking the bonus information to the player identification information includes: if the points associated with the player identification information are equal to or greater than a predetermined value, a process is executed to associate the specific game medium with the player identification information, and to associate the bonus information with the player identification information in accordance with the association of the specific game medium; The process of updating the number of times the privilege information associated with the player identification information is associated includes: updating the number of times of association of the special information associated with the player identification information in response to the specific game medium being associated with the player identification information and the special information being associated with the player identification information; The information processing program according to claim 1 .

3. the probability of winning the specific game medium through the first lottery is different from the probability of winning the specific game medium through the second lottery; 3. The information processing program according to claim 1.

4. The first lottery is conducted within a specific period, The second lottery is conducted during and outside the specific period; The process of linking the bonus information to the player identification information includes: If the specific game medium is won through the second lottery within the specific period, the bonus information is linked to the player identification information.

3. The information processing program according to claim 1.

5. One or more computers a process of executing a first lottery to determine at least one game medium from a plurality of game media including a specific game medium; a process of executing a second lottery, different from the first lottery, to determine at least one game medium from among the plurality of game media including the specific game medium by lottery; a process of linking bonus information to player identification information when the specific game medium is won and specific conditions are satisfied; updating the number of times the special benefit information is associated with the player identification information in response to the association of the special benefit information with the player identification information; and the specific condition is that the number of times the special benefit information is linked is less than a predetermined number of times; the process of updating the number of times of association of the privilege information associated with the player identification information updates a common number of times of association when updating the number of times of association of the privilege information by the first lottery and the second lottery; Information processing methods.

6. one or more computers; The computer a process of executing a first lottery to determine at least one game medium from a plurality of game media including a specific game medium; a process of executing a second lottery, different from the first lottery, to determine at least one game medium from among the plurality of game media including the specific game medium by lottery; a process of linking bonus information to player identification information when the specific game medium is won and specific conditions are satisfied; updating the number of times the special benefit information is associated with the player identification information in response to the association of the special benefit information with the player identification information; and the specific condition is that the number of times the special benefit information is linked is less than a predetermined number of times; the process of updating the number of times of association of the privilege information associated with the player identification information updates a common number of times of association when updating the number of times of association of the privilege information by the first lottery and the second lottery; Information processing system.

Citation Information

Cited By

  • Information processing program, information processing method, information processing system, and information processing device.

    JP7892867B1