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

The system addresses the inflexibility of automatic reward granting by allowing users to select rewards based on earned points and game conditions, enhancing engagement and variety in gameplay experiences.

JP2025132660APending Publication Date: 2025-09-10NINTENDO CO LTD
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Patent Information

Application Number
JP2024030373
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-29
Publication Date
2025-09-10

AI Technical Summary

Technical Problem

Existing gaming systems automatically grant reward items regardless of user preference, lacking flexibility and motivation for users to engage with specific games.

Method used

An information processing system that awards points to users upon fulfilling predetermined conditions and allows users to select rewards from a variety of options, including setting first rewards as initial non-selectable states that become selectable upon meeting specific game-related conditions, with periodic updates and varied reward structures to encourage gameplay variety.

Benefits of technology

Enhances user engagement by providing flexible reward options and motivating players to play specific games, broadening the range of rewards and gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing system capable of expanding the width of selection of a reward acquirable by accomplishment of a granting condition.SOLUTION: An information processing system imparts points to a user when one of multiple granting conditions is accomplished by a user, and imparts a reward selected by the user to the user from among multiple rewards in exchange for points possessed by the user. The multiple granting conditions include a first granting condition accomplished when a specific game is played, and the multiple rewards include a first reward set to an initial state that cannot be selected and a second reward that is selectable without accomplishing the first granting condition. When the first granting condition is accomplished, a first reward corresponding to a specific game in the first rewards is updated to a state selectable from an initial state that cannot be selected by a user.SELECTED DRAWING: Figure 12
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Description

[Technical Field]

[0001] The present disclosure relates to information processing that can award points to a user upon fulfillment of a predetermined awarding condition and can award a reward in exchange for the points. [Background technology]

[0002] Conventionally, there has been known a technique in which play conditions for acquiring items are set for each game, and when the play conditions are met, a reward item corresponding to the condition is given to the user (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-187209 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned games, when a certain play condition was met, the reward item corresponding to that condition was granted to the user, regardless of whether the user wanted it or not. In other words, even if a user wanted a different reward item, the above-mentioned reward item was automatically granted. [Means for solving the problem]

[0005] In view of the above, the following configuration example is disclosed.

[0006] (Configuration 1) Configuration 1 is an information processing system comprising: a point granting means for granting points to a user when any of a plurality of granting conditions is achieved by the user; and a reward granting means for granting a reward selected by the user from a plurality of rewards to the user in exchange for points held by the user, wherein the plurality of granting conditions include a first granting condition that is achieved when a specific game is played, and the plurality of rewards include a first reward that is set to an initial state that is not selectable and a second reward that is selectable without the first granting condition being achieved, and further comprising a state update means for updating, when the first granting condition is achieved, the first reward corresponding to the specific game among the first rewards from an initial state that is not selectable by the user to a selectable state.

[0007] According to the above configuration, it is possible to increase the ways in which the points acquired by the user can be used. Furthermore, it is possible to provide a structure in which the first reward can be acquired by playing a specific game, for example, and to provide the user with an incentive to play the specific game.

[0008] (Configuration 2) In configuration 2, in configuration 1, the first awarding condition is set as an awarding period, the point awarding means awards points if the first awarding condition is met within the awarding period, and the state update means updates the first reward from an initial state selectable by the user to a selectable state if the first awarding condition is met within the awarding period.

[0009] According to the above configuration, a period is set during which a reward can be earned, thereby encouraging the user to play the game actively during that period.

[0010] (Configuration 3) In configuration 3, in configuration 2 above, when the awarding period has elapsed, an arbitrary game may be newly set as the specific game, and a new first reward may be set corresponding to the newly set game.

[0011] According to the above configuration, the first awarding condition and the corresponding game and reward are switched periodically or irregularly, which encourages the user to play a variety of games.

[0012] (Configuration 4) In a fourth aspect of the first aspect, the amount of points awarded when the first awarding condition is met may be equal to or greater than the amount of points required in exchange for the awarding of the first reward.

[0013] According to the above configuration, the minimum number of points awarded is a number that can be exchanged for at least one first reward, so a user who wants a first reward can exchange that first reward simply by playing a specific game.

[0014] (Configuration 5) In configuration 5, in configuration 4, a plurality of rewards including at least a first reward may be set for one specific game. The amount of points awarded when the first awarding condition is met may be less than the amount of points required to award all of the plurality of rewards.

[0015] According to the above configuration, if multiple rewards are set for a specific game, the user cannot obtain the points necessary to obtain all of the rewards simply by achieving the first reward condition, so the user can be encouraged to obtain points in other ways, such as by playing another game.

[0016] (Configuration 6) In configuration 6, in the above configuration 5, at least one first awarding condition and one second awarding condition may be set for one specific game, in which a predetermined second reward that is set to an initial state where it is not selectable is updated to a selectable state.

[0017] According to the above configuration, when there are multiple rewards corresponding to a specific game, the user can be provided with a path to earn rewards, whereby all rewards can be earned by first fulfilling the first condition, then fulfilling the second condition, etc. This can provide the user with motivation to thoroughly play a specific game.

[0018] (Configuration 7) In configuration 7, in configuration 1, a plurality of first awarding conditions and first rewards corresponding to the respective first awarding conditions may be set for one specific game. Then, the state update means may update the first reward corresponding to the first awarding condition from an initial state to a selectable state each time the first awarding condition is achieved.

[0019] According to the above configuration, the user can be provided with the understanding that in order to acquire all the rewards corresponding to a particular game, it is necessary to play the game to a certain extent, thereby providing the user with motivation to play the particular game to a certain extent.

[0020] (Configuration 8) In an eighth aspect of the present invention, in the first aspect, the first reward may be a non-game item that cannot be used in the game.

[0021] According to the above configuration, rather than items that can be used directly in the game, users can be provided with rewards that can be used throughout the system, such as images of user icons. Therefore, various reward conditions can be set and presented to users regardless of the specific content of each game. This can provide users with motivation to play various games.

[0022] (Configuration 9) In a ninth aspect of the present invention, in any one of the first to eighth aspects, the information processing system may further include another user's reward confirmation means for displaying the first reward given to another user.

[0023] According to the above configuration, it is possible to inform other users of the status of one's own reward. Conversely, it is possible to know the status of other users' rewards, providing an opportunity to make them aware of the existence of the first reward condition that oneself is not aware of. [Effects of the Invention]

[0024] According to the present disclosure, it is possible to increase the ways in which users can use their earned points and to broaden the range of rewards that can be earned by fulfilling the reward conditions, and it is also possible to provide users with motivation to play specific games. [Brief explanation of the drawings]

[0025] [Figure 1] FIG. 1 is a schematic diagram showing an overall view of a game system according to the present embodiment. [Figure 2] Block diagram showing the hardware configuration of the server 1000 [Figure 3] An example of the appearance of the game device 1 [Figure 4] An example of the hardware configuration of the game device 1 [Figure 5] FIG. 1 is a diagram illustrating the flow of point exchange in this embodiment. [Figure 6] FIG. 1 is a diagram illustrating the flow of point exchange in this embodiment. [Figure 7] FIG. 1 is a diagram for explaining an outline of processing in this embodiment. [Figure 8] A memory map showing an example of various data stored in the storage unit 1002 of the server 1000. [Figure 9] An example of the data structure of the user management database 302 [Figure 10] An example of the data structure of the mission management database 303 [Figure 11] An example of the data structure of the compensation management database 304 [Figure 12] A memory map showing an example of various data stored in the storage unit 82 of the game device 1. [Figure 13] Flowchart showing details of mission-related processing [Figure 14] Flowchart showing details of achievement determination processing [Figure 15] Flowchart showing details of the points shop process [Figure 16] Flowchart showing details of reward granting process DETAILED DESCRIPTION OF THE INVENTION

[0026] An embodiment will be described below. Fig. 1 is a schematic diagram showing an overall image of an information processing system according to this embodiment. The information processing system according to this embodiment includes at least one game device 1 and a server 1000. The server 1000 and the game device 1 are configured to be able to communicate with each other via a network such as the Internet.

[0027] [Server hardware configuration] Next, the hardware configuration of the server 1000 will be described. FIG. 2 is a block diagram showing the hardware configuration of the server 1000. The server 1000 includes at least a processor 1001, a storage unit 1002, and a communication unit 1003. The processor 1001 executes various programs for controlling the server 1000. The storage unit 1002 stores various programs executed by the processor 1001 and various data used by the processor 1001. The communication unit 1003 is connected to a network via wired or wireless communication, and transmits and receives predetermined data to and from the game device 1. Note that while the present embodiment illustrates an example in which there is one server 1000, the server 1000 may be a single server or may be configured as a group of servers performing distributed processing.

[0028] [Game device hardware configuration] Next, the game device 1 will be described. FIG. 3 shows an example of the appearance of the game device 1 according to this embodiment. The game device 1 includes an operation input unit 4 and a display unit 5 (e.g., a liquid crystal display). FIG. 4 is a block diagram showing an example of the hardware configuration of the game device 1 according to this embodiment. In FIG. 4, the game device 1 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the game device 1, and may be composed of, for example, only a CPU (Central Processing Unit), or may be composed of an SoC (System-on-a-Chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing information processing programs stored in a storage unit 82. The storage unit 82 may be, for example, an internal storage medium such as a flash memory or a DRAM (Dynamic Random Access Memory), or may be configured to use an external storage medium inserted into a slot (not shown).

[0029] Furthermore, the processor 81 outputs to the display unit 5, for example, images and sounds generated by executing the above information processing.

[0030] The game device 1 also includes a wireless communication unit 83 for wireless communication between the game device 1 and other game devices 3 and the server 1000. For example, internet communication or short-distance wireless communication may be used as the wireless communication.

[0031] The game device 1 also includes an operation input unit 4. The operation input unit 4 is, for example, a direction input device or a plurality of operation buttons.

[0032] [Outline of information processing in this embodiment] Next, an overview of information processing according to this embodiment will be described. This embodiment relates to a method for acquiring a "reward" provided as part of a service available by subscribing to a predetermined subscription service. Specifically, by subscribing to the subscription service, a user is provided with a game that can be played without paying an additional fee. Furthermore, predetermined "reward conditions" related to the predetermined game that is the subject of the subscription service are presented to the user on the game device 1. The reward conditions are presented to the user, for example, as "missions." In the following description, the reward conditions will also be referred to as "missions." The missions are not presented as part of game processing within a predetermined game application, but are presented outside of game processing, such as by the system software of the game device 1. For example, the missions may be "clear up to stage 3 in game title A." The content of the missions is set to involve gameplay related to the predetermined game that is the subject of the subscription service. In this embodiment, points are awarded to the user upon completing the presented missions. The awarded users can exchange their points for the predetermined rewards. In other words, by subscribing to the subscription service, users can play a specified number of games as much as they want. In addition, missions related to these games are presented, and by completing the missions, points that can be exchanged for specified rewards are awarded. Therefore, by playing games covered by the subscription service, users have the opportunity to earn the above-mentioned rewards.

[0033] FIG. 5 shows an overview of the flow of reward acquisition in this embodiment. In this embodiment, the above mission is presented to the user, and when the user completes the mission using the game device 1, a predetermined amount of points is awarded to the user. The user can exchange the points for a predetermined reward, for example, via a point shop app (hereinafter referred to as the point shop) executed on the game device 1. There are multiple types of rewards, and the amount of points required for exchange is set in advance for each type of reward.

[0034] In the present embodiment, the information processing system described above further performs the following processing. First, some of the rewards are preset as rewards that cannot be exchanged unless the user is granted not only the points but also a predetermined "item exchange right." Hereinafter, rewards that require both "points" and an "item exchange right" to acquire are referred to as "Type 1 rewards," and rewards that can be exchanged only with "points" are referred to as "Type 2 rewards." Furthermore, multiple rewards may be set as Type 1 rewards, and the item exchange rights are set to correspond to each Type 1 reward. For example, Type 1 reward A requires item exchange right A, and Type 1 reward B requires item exchange right B. In this example, a user who has only been granted item exchange right B can exchange Type 1 reward B if he or she has the required points, but cannot exchange Type 1 reward A even if he or she has the required points.

[0035] Furthermore, in this embodiment, some of the missions are configured so that, upon completion, the user is granted the item exchange right in addition to the points. In other words, in order for the user to obtain the item exchange right, the user must complete the missions. Furthermore, for the missions, a specific completion condition is set, which is a condition related to playing a specific game. In this embodiment, the condition related to playing the specific game is described as "launching a specific game title (when actually presented to the user, this is expressed as "playing a specific game"). In other words, in order for the user to obtain a specific first-type reward, the user must complete the mission that grants the item exchange right corresponding to the specific first-type reward. In other words, the user is required to launch the game title specified in the mission. Hereinafter, missions for which completion conditions related to playing a specific game title are set and for which points and an item exchange right are granted upon completion are referred to as "first-type missions." Missions other than the first-type missions, i.e., missions for which only points are granted upon completion, are referred to as "second-type missions."

[0036] FIG. 6 shows an overview of the flow of point exchange based on the above-mentioned first-type mission according to this embodiment. First, a plurality of missions, including the above-mentioned first-type mission and second-type mission, are presented to the user. If the user completes the second-type mission, only points are awarded. On the other hand, if the user clears a predetermined first-type mission, for example, by starting up "Game Title A," the above-mentioned points and an item exchange right corresponding to, for example, the first-type reward A are awarded. Then, the user can exchange for the second-type reward at the point shop simply by spending the points they own. Furthermore, since the user has the item exchange right corresponding to the first-type reward A, they can also acquire the first-type reward A by spending the points required for the first-type reward A.

[0037] In this embodiment, the first-type reward corresponding to the item exchange right granted in the first-type mission is a reward corresponding to the "specific game title" set as a condition for the first-type mission. For example, the first-type reward is an "icon image" that can be used as a user icon on a profile screen or the like, and is a facial image of the protagonist of the specific game title A. In this case, "play game title A" is presented as the first-type mission, and the user can complete the first-type mission by starting game title A. The user can then exchange the required points for an icon image of the facial image of the protagonist of game title A at a point shop. In other words, by playing game title A, the user can exchange for a first-type reward corresponding to game title A.

[0038] In this embodiment, a points exchange system is provided that utilizes the above-described first-class missions and first-class rewards. This encourages players to play specific game titles associated with specific first-class missions in order to acquire specific first-class rewards, i.e., provides motivation for playing specific game titles. Furthermore, by providing multiple such first-class missions and first-class rewards, it is possible to provide an opportunity for players to play a variety of games.

[0039] Below, we will explain the details and specific examples of the above rewards and missions.

[0040] [Reward Details] First, the above-mentioned rewards will be explained in more detail. As described above, the first-type rewards are rewards that require the necessary points and the corresponding item exchange right in order to be exchanged. Therefore, in the initial state where the corresponding first-type mission has not been completed, the first-type rewards cannot be selected as a reward by the user (even if the user has the necessary points). On the other hand, the second-type rewards are rewards that do not have exchange requirements other than the above-mentioned points. Furthermore, the above-mentioned required point amounts are set for both the first-type rewards and the second-type rewards.

[0041] Furthermore, regarding the specific content of the reward, in this embodiment, both the first type reward and the second type reward are not "in-game items" that can be used in a predetermined game process (during game play), but "non-in-game items" that cannot be used in the game. For example, these are various images that can be used as material for the user icon that can be displayed on the home screen of the game device 1, wallpaper that can be set on the home screen, etc. Note that images that can be used as material for the user icon are, for example, a face image of a predetermined character, a background image, and a frame image. A single user icon image can be generated by combining these three types of images. Furthermore, physical items such as various goods, such as stuffed toys, may also be set as rewards.

[0042] In this embodiment, the first type reward is related to a specific game title designated in the first type mission for which the corresponding item exchange right is granted, as described above, whereas the second type reward may or may not be related to a specific game title.

[0043] Furthermore, as described above, the first-class reward is a reward that essentially requires the completion of a first-class mission in order to be exchanged. In contrast, the second-class reward may be a reward that can be exchanged without completing a specific mission, as long as the player has the required points. Alternatively, the second-class reward may be configured to be exchangeable upon the completion of a second-class mission that has a different condition from the first-class mission. An example of the second-class mission in this case is, for example, "playing a predetermined number of games or more." In other words, the mission may not have a condition that specifies any specific game title.

[0044] [Mission Details] Next, the above-mentioned missions will be described in more detail. As described above, a first-class mission is a mission that, when completed, grants the above-mentioned points and an item exchange right corresponding to a predetermined first-class reward. Furthermore, as described above, a condition related to playing a specific game is set. Here, the "condition related to playing a game" refers to a condition that can be achieved as a result of some game processing, including at least starting a game title. For example, in addition to starting the above-mentioned game, other conditions may be set, such as clearing a predetermined stage in a specific game title or defeating a predetermined number of enemy characters.

[0045] Furthermore, as described above, the second-class mission is a mission for which only points are awarded when the mission is completed. The mission may or may not be associated with a specific game. As an example of a second-class mission associated with a specific game, for example, a condition such as "defeat enemy character X in game title A" may be set. Furthermore, as an example of a condition not associated with a specific game title, a predetermined genre, such as playing an online game, or playing an action game a specified number of times may be set.

[0046] Furthermore, both the first-type missions and the second-type missions may be set so that the period during which they are presented to the user is limited. In other words, a validity period may be set for each mission. In this embodiment, the game titles that are the targets of at least the first-type missions are changed every month, and the missions are presented to the user as "monthly missions" in a manner that changes the content of the missions each month. For example, a first-type mission of "play game title A" is presented as the "April mission." In May, this mission is deleted, and a first-type mission of "play game title B" is presented as the "May mission." In addition, with such a change in the game titles that are targets of the first-type missions, i.e., with a change in the first-type missions, the corresponding first-type rewards also change monthly. This configuration can provide motivation to play specific game titles within the validity period. Furthermore, a mixture of missions with a set validity period and missions with no time limit may be presented to the user. For example, the user may be able to acquire the above points at any time by completing a second type mission (a permanent mission) that is not included in the "monthly mission."

[0047] Here, when setting a validity period for the Type 1 missions, an exchangeable period may be set for the Type 1 rewards corresponding to each Type 1 mission. In this case, the exchangeable period for the Type 1 rewards may be the same as or longer than the validity period of the Type 1 missions. In either case, the exchangeable period itself may be limited. For example, the exchangeable period for a Type 1 reward corresponding to a Type 1 mission presented as an "April mission" may be the entire month of April. In this case, if the "April mission" is switched to a "May mission," the Type 1 reward corresponding to the Type 1 mission presented as the "April mission" becomes unavailable in the point shop. In other words, even if the Type 1 mission is completed in April, the corresponding Type 1 reward will be removed from the exchange lineup in May. Furthermore, for example, the exchangeable period for a Type 1 reward corresponding to a Type 1 mission presented as an "April mission" may be the entire month of May. In this case, when the "April Mission" is switched to the "May Mission," users who have completed the Type 1 mission during April and meet the first award conditions will continue to be able to select the Type 1 reward in the point shop throughout May. In other words, if the Type 1 mission is completed during April, the Type 1 reward will not immediately disappear from the exchange lineup even when the month changes. In this case, for users who did not complete the Type 1 mission during April, the corresponding Type 1 reward will no longer be presented in the point shop once May arrives. This is because the user does not have the item exchange right for the Type 1 reward, and the expiration date for the corresponding Type 1 mission has passed, meaning that the opportunity to obtain the item exchange right has expired. Therefore, even if the user plays the game corresponding to the Type 1 mission during May, points and item exchange rights will not be awarded for completing the Type 1 mission.In other words, if the exchange period is set to be longer than the validity period of the Type 1 mission, the lineup of rewards presented in the point shop after the validity period has elapsed will be controlled so that the corresponding Type 1 reward will only be presented if the user has been granted the corresponding item exchange right.

[0048] Furthermore, multiple missions may be set for one game title, rather than just one. In other words, game titles that users are particularly desired to play are determined in advance for each month, and first-type missions and second-type missions are set for each game title. These may then be presented to the user as "monthly missions" by being distributed from the server 1000 to the game device 1. In particular, when multiple missions for a certain game title are presented to the user as "monthly missions," at least one of the first-type missions may be included.

[0049] Next, the relationship between the amount of points awarded for completing a mission and the amount of points required for each reward will be described. The amount of points awarded to a user for completing a first-class mission may be the same as or greater than the amount of points required to exchange one first-class reward. For example, suppose that only one first-class reward is provided for a certain first-class mission. If the required number of points is 10, the amount of points awarded for completing the first-class mission may be 10 or more. Also, suppose that five first-class rewards are provided for a certain game title. Assume that each of these five first-class rewards requires 10 points, and 50 points are required to exchange them all. In this case, completing one first-class mission may grant item exchange rights for these five first-class rewards. In this case, the amount of points earned from the first-class mission may be greater than or equal to the amount of points required to exchange one first-class reward but less than the total number of points required to exchange them all. For example, the number of points that can be earned from the first-type mission may be set to 10 points. In this case, assuming that the user has 0 points, completing the first-type mission will grant only 10 points. As a result, only one of the five first-type rewards can be exchanged. In this case, in order to obtain all of the first-type rewards, the user must earn the missing points by completing other missions. This can provide the user with an incentive to complete missions other than the first-type mission (e.g., second-type missions) and ultimately to play various games.

[0050] Next, the information processing according to this embodiment will be described in detail.

[0051] First, an overall outline of the processing related to the game device 1 and the server 1000 for the above-mentioned first-class mission and first-class reward will be described with reference to Fig. 7. In Fig. 7, an outline of the main processing in the game device 1 is shown on the left side, and an outline of the main processing in the server 1000 is shown on the right side. In addition, in this embodiment, an example will be described in which the specific content of the first-class mission is "launching a specific game title" as described above.

[0052] 7, first, a predetermined game title (here, a game title associated with a first-class mission) is launched on the game device 1 (P1). At this time, the game device 1 transmits to the server 1000 information called a "game launch event" including information identifying the launched game title (e.g., a game title ID), the launch date and time, and a user ID. The server 1000 receives the "game launch event" and records it as a launch history of the game title associated with the corresponding user (P2). Next, the server 1000 determines whether any of the first-class missions within the validity period have been completed based on the history of the "game launch event" and data stored in the server 1000 that sets the contents of the "monthly missions" (P3). Furthermore, if any first-class missions have been completed, the server 1000 performs a process of granting the points set for the first-class missions and the exchange right to the user (P4). Specifically, the content of the user data stored in the server item library 1000, which will be described later, is updated to reflect the addition.

[0053] Next, the predetermined game title is ended on the game device 1 (P5), and then the point shop is launched (P6). When the point shop is launched, the game device 1 requests the server 1000 for a list of rewards offered at the point shop. In response to the request, the server 1000 generates and transmits a shop reward list tailored to the requesting user (P7). For example, if a user has completed a first-class mission, a shop reward list indicating that the corresponding first-class reward is exchangeable is transmitted. The shop reward list includes, for example, lineup information (e.g., reward ID 342, described below) identifying each first-class reward offered as a lineup at the point shop that month, and exchangeability information indicating whether the first-class reward is exchangeable or not. The exchangeability information may be set differently for each user based on the points owned by each user and whether or not the user has an item exchange right.

[0054] The game device 1 generates and displays a screen related to the point shop based on the shop reward list (P8). At this time, the non-exchangeable first-class rewards are presented as being included in the reward lineup, but are presented to the user in a manner that makes it clear that they cannot be exchanged, for example by being grayed out. Then, an exchange instruction operation is accepted from the user, and information on the first-class reward selected by the user is transmitted to the server 1000 (P9). The server 1000 performs a process of granting the selected first-class reward to the user (updating the user data) (P10).

[0055] In this manner, in this embodiment, for determining whether a first-class mission has been completed, the launch date and time of the game title is stored as history in the server 1000. The server then determines whether the first-class mission has been completed based on the game title and its validity period specified in the first-class mission and the history information, and performs processing to grant points and item exchange rights to the user.

[0056] Next, various data used by the server 1000 and the game device 1, and the processes performed by each, will be described in more detail.

[0057] [Data used by Server 1000] First, a description will be given of the data used by the server 1000. Fig. 8 is a memory map showing an example of various data stored in the storage unit 1002 of the server 1000. The storage unit 1002 of the server 1000 stores at least a server program 301, a user management database 302, a mission management database 303, and a reward management database 304.

[0058] The server program 301 is a program for executing various server processes such as determining whether the above missions have been accomplished.

[0059] The user management database 302 is a database for managing the above users. Fig. 9 shows an example of the data configuration of the user management database 302. The user management database 302 includes a plurality of user records 311. Each user record 311 includes a user ID 312, owned point information 313, owned exchange right information 314, reward exchange status 315, start-up history information 316, mission completion status 317, owned item information 318, user icon data 319, etc.

[0060] The user ID 312 is an ID for uniquely identifying each user. The owned point information 313 is data indicating the amount of points owned by the user. The owned exchange right information 314 is data indicating the item exchange right (exchange right ID 337, described later) granted to the user. The reward exchange status 315 records the reward exchange history of the user. The achievement event history information 316 records various "achievement events" achieved by the user as a history. The achievement events include not only the above-mentioned "game launch event" but also the achieved results of predetermined game processing other than game launch events, such as "defeating a predetermined number of enemy characters in a predetermined game" or "advancing to a predetermined stage in a predetermined game." In other words, the various "achievements" achieved by the user through predetermined game play are recorded as a history. Note that if the "achievement event" is a "game launch event," the launch history of game titles launched by the user (or the game device associated with the user) is ultimately recorded. Furthermore, the "achievement event" may or may not be set as one of the various missions described above. It simply records any "achievements" achieved on the game device 1 as a history. Furthermore, the accomplished event history information 316 is configured to retain data for a period at least longer than the validity period of the mission or the exchange period for the reward, for example, to retain a history of "achievement events" for the past several months. The mission achievement status 317 is data recording the specific missions achieved by the user and the dates and times of their completion as a history. In other words, it is information indicating missions that have already been achieved. The owned item information 318 is data indicating the rewards owned by the user, in other words, rewards that have already been exchanged. The user icon data 319 is data of an image currently used by the user as a user icon.

[0061] Returning to FIG. 8 , the mission management database 303 is a database for managing the various missions described above. FIG. 10 shows an example of the data configuration of the mission management database 303. The mission management database 303 includes multiple mission records 331. Each mission record 331 includes a mission ID 332, a mission type 333, mission content information 334, validity period information 335, an amount of awarded points 336, an exchange right ID 337, and the like. The mission ID 332 is an ID for uniquely identifying each mission. The mission type 333 is information for distinguishing whether the mission is a Type 1 mission or a Type 2 mission. The mission content information 334 is data that sets the specific conditions of the mission. The validity period information 335 is data that indicates the validity period of the mission, i.e., the period presented to the user. The amount of awarded points 336 is data that indicates the amount of exchange points awarded when the mission is completed. The exchange right ID 337 is an ID for identifying the exchange right granted to the user when the mission is a first-class mission.

[0062] Returning to FIG. 8, the reward management database 304 is a database for managing the various rewards described above. FIG. 11 shows an example of the data configuration of the reward management database 304. The reward management database 304 contains multiple reward records 341. Each reward record 341 contains a reward ID 342, a reward type 343, reward content information 344, exchange period information 345, a corresponding exchange right ID 346, and exchange count information 347. The reward ID 342 is an ID for uniquely identifying each reward. The reward type 343 is information for distinguishing whether the reward is the above-mentioned Type 1 reward or the above-mentioned Type 2 reward. The reward content information 344 is data indicating the specific content of the reward. The exchange period information 345 is data indicating the period during which the reward can be exchanged. For rewards without a specified exchange period, information indicating this is set. The corresponding exchange right ID 346 is set to the above-mentioned exchange right ID 337 required for exchange if the reward is a Type 1 reward. That is, it is information that links the first-class reward with the first-class mission. The exchange count information 347 is data that indicates the number of times (number) that one user can exchange the reward.

[0063] The contents of the mission management database 303 and the reward management database 304 may be updated as appropriate. For example, assuming the "monthly missions" described above, the mission management database 303 is updated with the contents indicating the missions for each month each time a new month is released. Similarly, the reward management database 304 is updated to include the rewards corresponding to the missions for the new month.

[0064] In addition, although not shown in the figure, various transmission data to be sent to the game device 1, such as the above-mentioned shop reward list, and other temporary data required for server processing, are also generated as appropriate and stored in the memory unit 1002.

[0065] [Data used in game device 1] Next, a description will be given of the data used in the game device 1. Fig. 12 is a memory map showing an example of various data stored in the storage unit 82 of the game device 1. The storage unit 82 of the game device 1 stores, for example, a system software program 401, a game application program 402, a point shop application program 403, server transmission data 404, user data 405, mission data 406, operation data 407, and the like.

[0066] The system software program 401 is a program for controlling the system of the game device 1. It is also called an operation system or firmware.

[0067] Game app program 402 is a program for a predetermined game application. Game app program 402 may be installed in game device 1, or may be read and stored from a predetermined external storage medium such as a game card. Furthermore, multiple game app programs 402 may be stored. In other words, multiple game applications may be installed.

[0068] The point shop application program 403 is a program for executing the point shop. The point shop application program 403 is assumed to be pre-installed as one of the initial applications of the game device 1.

[0069] The server transmission data 404 is a temporarily stored data for transmission to the server 1000 .

[0070] The user data 405 is various data relating to the user acquired from the server 1000. For example, it is data in which the contents of the user record 311 are copied.

[0071] The mission data 406 is data relating to the missions acquired from the server 1000. In this embodiment, the mission data 406 includes data on the "monthly mission" for the current month and data on permanent missions.

[0072] The operation data 407 is data obtained from the controller operated by the user, that is, data indicating the operation performed by the user.

[0073] Next, an example of a flowchart of information processing in this embodiment will be described.

[0074] [Details of Processing Executed by Processor 81 of Game Device 1 1] First, the processing performed by the game device 1 in relation to accomplishing the above mission (hereinafter referred to as mission-related processing) will be described. Fig. 13 is a flowchart showing an example of the mission-related processing. This processing is incorporated as part of the system software program and is executed by the system processing of the game device 1. The processing loop of steps S1 to S3 in Fig. 13 is repeated at predetermined time intervals.

[0075] First, in step S1, processor 81 determines whether or not a predetermined game title, i.e., the game application program 402, has been launched (whether or not a launch event has occurred). It is not important whether the game title corresponds to the first-class mission. Regardless of whether the game title corresponds to the first-class mission, when any game title is launched, it is determined that launch has occurred. If the determination shows that launch has occurred (YES in step S1), in step S2, processor 81 transmits the "game launch event" to server 1000 as the "achievement event." Specifically, processor 81 generates "game launch event" data including information identifying the launched game title, the date and time of launch, and the user ID of the user operating game device 1. Then, processor 81 includes the generated "game launch event" in server transmission data 404 and transmits the data to server 1000 as the "achievement event."

[0076] On the other hand, if the start of the predetermined game title has not occurred (NO in step S1), the process of step S2 is skipped.

[0077] Next, in step S3, processor 81 transmits various "achievement events" other than the "game start event" to server 1000. For example, in a predetermined racing game process, when a user completes a predetermined course, processor 81 detects the completion. Any detection method may be used, for example, a game application may output information indicating the completion to the system of game device 1, and the presence of this output may be detected. If detected, processor 81 generates "achievement event" data including information indicating that the predetermined course has been completed in the racing game, the date and time of completion, a user ID, and the like. Then, processor 81 includes the data in server transmission data 404 and transmits the data to server 1000 as an "achievement event." Note that the various "achievement events" are detected and transmitted regardless of whether they correspond to a second-type mission or not.

[0078] Thereafter, the process returns to step S1 and the process is repeated.

[0079] [Details of the process executed by the processor 1001 of the server 1000 1] Next, a process (hereinafter referred to as achievement determination process) performed by server 1000 regarding the above mission will be described. FIG. 14 is a flowchart showing an example of the achievement determination process. The process loop of steps S11 to S16 in FIG. 14 is repeated at predetermined time intervals. In FIG. 14, first, in step S11, processor 1001 receives various "achievement events" transmitted from game device 1.

[0080] Next, in step S12, the processor 1001 updates the achieved event history information 316 based on the information included in the "achieved event" so as to associate it with a predetermined user.

[0081] Next, in step S13, the processor 1001 references the achieved event history information 316 and the mission management database 303 to determine whether any of the valid first-class missions for the current month have been completed. That is, it is determined whether any of the "game launch events" included in the achieved event history information 316 has a specific game title that is the same as the game title of any of the uncompleted first-class missions and whose launch date and time falls within the validity period of the first-class mission. If so, it is determined that any of the first-class missions has been completed. If the determination result indicates that any of the first-class missions has been completed (YES in step S13), in step S14, the processor 1001 identifies the amount of awarded points 336 and the exchange right ID 337 based on the mission record 331 corresponding to the first-class mission. Then, the processor 1001 updates the user record 311 so that the points indicated by the amount of awarded points 336 and the exchange right ID 337 are awarded to the user. The processor 1001 also updates the mission achievement status 317 so that it is clear that the first type mission has been achieved.

[0082] Next, in step S15, the processor 1001 refers to the accomplished event history information 316 and the mission management database 303, and determines whether any second-type missions have been accomplished. If the determination result shows that any second-type missions have been accomplished (YES in step S15), in step S16 the processor 1001 updates the user data 405 so that points corresponding to the accomplished second-type missions are awarded to the user. The processor 1001 also updates the mission accomplishment status 317 so that it is clear that the second-type missions have been accomplished. Thereafter, the process returns to step S11, and the process is repeated. On the other hand, if the second-type missions have not been accomplished (NO in step S15), step S16 is skipped, and the process returns to step S11.

[0083] [Details of Processing Executed by Processor 81 of Game Device 1 2] Next, processing of the game device 1 related to the point shop app (hereinafter referred to as point shop processing) will be described. Fig. 15 shows an example of the point shop processing. Execution of this processing is initiated, for example, when an operation to launch the point shop app is performed from a predetermined menu screen.

[0084] 15, first, in step S21, the processor 81 obtains from the server 1000 a shop reward list including the lineup of rewards being presented at that time and information about rewards that the user can exchange from that lineup. Specifically, the processor 81 transmits a shop reward list request including the user ID, etc. to the server 1000. Then, the processor 81 receives the shop reward list transmitted from the server 1000 in response to this.

[0085] Next, in step S22, processor 81 generates and displays a point shop screen based on the shop reward list. The screen displays a lineup of rewards based on the shop reward list. Rewards that cannot be exchanged are displayed in a different manner so that they can be easily identified. For example, the display portion of the reward may be grayed out. In addition, if the reward is a first reward, for example, moving the cursor to the display portion of the first reward may cause information indicating the corresponding first-type mission to pop up.

[0086] Next, in step S23, processor 81 determines whether an exchange instruction operation has been performed for any of the exchangeable rewards, based on operation data 407. If the result of this determination is that an exchange instruction operation has been performed (YES in step S23), in step S24, processor 81 generates server transmission data 404 including information specifying the reward instructed to be exchanged, and transmits this as exchange instruction information to server 1000. Thereafter, after receiving from server 1000 a notification that the reward has been awarded and an updated shop reward list to reflect this award, the process returns to step S22 and repeats.

[0087] On the other hand, if the result of the determination in step S23 above is that no exchange instruction has been issued (NO in step S23), then in step S25 processor 81 determines whether or not an operation to instruct termination of the point shop process has been issued, based on operation data 407. If the result of the determination is that no instruction has been issued (NO in step S25), the process returns to step S22 above. If an instruction has been issued (YES in step S25), processor 81 terminates the point shop process.

[0088] [Details of the process executed by the processor 1001 of the server 1000 2] Next, a process of the server 1000 that can be processed in conjunction with the point shop app (hereinafter, the reward granting process) will be described. FIG. 16 is a flowchart showing an example of the reward granting process. In FIG. 16, first, in step S31, the processor 1001 determines whether or not a request for the shop reward list has been received from the game device 1. If the result of the determination is that the request has not been received (NO in step S31), the process proceeds to step S34, which will be described later. If the request has been received (YES in step S31), in step S32, the processor 1001 generates the shop reward list based on the mission achievement status 317 of the user of the game device 1 that sent the request, the mission management database 303, and the reward management database 304. Specifically, the processor 1001 determines the type 1 missions and type 2 missions that are valid for the current month, and specifies the reward lineup. Furthermore, the processor 1001 determines, for each user, the exchangeable first and second type rewards from the lineup based on the user's owned point information 313, reward exchange status 315, mission achievement status 317, and exchange count information 347 for each reward. The processor 1001 then generates the shop reward list based on the results of these determinations. As described above, the first type rewards are initially set to a non-exchangeable state, but if the user has the corresponding item exchange right (and has the required points), a shop reward list is generated in which the first type rewards are set to an exchangeable state.

[0089] Next, in step S33, the processor 1001 transmits the shop reward list to the game device 1 that has made the request.

[0090] Next, in step S34, the processor 1001 determines whether or not exchange instruction information has been received from the game device 1. If the exchange instruction information has been received (YES in step S34), in step S35, the processor 1001 executes a process of granting the user the reward specified in the exchange instruction information. Specifically, the processor 1001 executes a process of subtracting the required point amount set for the specified reward from the owned point information 313 and adding the specified reward to the owned item information 318. The processor 1001 also updates the mission completion status 317 to indicate that the currently completed mission has been completed. The processor 1001 also updates the reward exchange status 315 to record the details of the current exchange as a history. Then, once the granting is complete, the processor 1001 generates the shop reward list that reflects the current granting. For example, if a first-class reward that can only be exchanged once is granted, a shop reward list is generated in which the first-class reward is not exchangeable. Then, a notification that the granting is complete and the shop reward list are transmitted to the game device 1. Thereafter, the process returns to step S31 and the process is repeated.

[0091] On the other hand, if the result of the determination in step S34 above is that the exchange instruction information has not been received (NO in step S34), step S35 above is skipped and the process returns to step S31.

[0092] This concludes the detailed description of the processing related to the game device 1 and the server 1000 in this embodiment.

[0093] As described above, in this embodiment, by subscribing to a subscription service, a user can play a predetermined game without paying an additional fee. Furthermore, missions related to the games covered by the subscription service are presented to the user, with the content changing, for example, monthly. The user is awarded points for completing the missions, and the points are exchanged for non-game items as rewards. Two types of rewards are set for the rewards: the first-type reward and the second-type reward. Two types of missions are set: the second-type mission, which only awards points, and the first-type mission, which awards points and the right to exchange for a predetermined first-type reward. Furthermore, a condition for the first-type mission is set to be fulfilled when a specific game from among the games covered by the subscription service is played. This configuration encourages users to play various games covered by the subscription service in order to obtain the predetermined rewards. In other words, it encourages users to take advantage of the subscription service. Furthermore, by changing the specific game associated with the first-type mission, for example, monthly, it is possible to provide users with opportunities and motivations to experience a variety of games. Furthermore, points acquired by users can be exchanged for various rewards, allowing for a variety of ways to use points.

[0094] Furthermore, when multiple missions are set for a single game, as described above, mixing the above-mentioned Type 1 and Type 2 missions can encourage users to play the game more deeply. For example, suppose five missions are set for "Game Title A" as one of the monthly missions. Of these missions, one is set as a Type 1 mission and the rest are set as Type 2 missions. Furthermore, suppose one Type 1 reward and four Type 2 rewards are set for these five missions. Each reward requires 10 points, and each mission also awards 10 points. Furthermore, suppose the item exchange rights granted in the above Type 1 missions are item exchange rights for these five rewards. Furthermore, as specific mission content, the condition set for the Type 1 mission is to launch "Game Title A." For the Type 2 missions, the conditions set, for example, are "clear stage 1," "defeat 10 enemy characters X," "obtain item Y," and "defeat boss character Z." By mixing Type 1 and Type 2 missions (Type 1 rewards and Type 2 rewards) in this way, we can encourage users to play the game more. For example, consider a user with zero points. When the user launches "Game Title A," the Type 1 mission is completed, granting them the right to exchange for items for the five rewards listed above, but only the points for one of the rewards. To obtain the remaining rewards, the user must complete Type 2 missions and earn points. This prevents a situation in which all rewards are exchangeable simply by launching the game. By awarding a minimum number of points, we also prevent a situation in which the user completes Type 1 missions but receives no rewards. Furthermore, to obtain all rewards, the user may be required to play the game to a certain extent to complete multiple Type 2 missions, such as clearing Stage 1 or defeating a specific boss character.In other words, it is possible to guide the user to not only start up the game but also to engage in more specific gameplay.

[0095] [Variations] In the above embodiment, a user icon using an image exchanged as a first-class reward may be displayed to other users, for example, in a friend list. In this case, a user icon using an image that cannot be used to complete a first-class mission may be displayed in the friend list, making it possible to understand the progress of other users in completing the first-class missions. Conversely, if an icon image that the user does not recognize is displayed in the friend list, the user may become aware that there is a first-class mission for which such an image can be exchanged.

[0096] Furthermore, when setting validity periods for the missions, different validity periods may be combined to present missions for the same game title. For example, one Type 1 mission may be set as a "monthly mission." On the other hand, multiple Type 2 missions may be set as "weekly missions" for that game title. Furthermore, only the game title may be changed in the "monthly mission," and both the Type 1 and Type 2 missions for each game title may be changed in the "weekly mission."

[0097] In addition, in the above example, the "condition related to game play" for the above-described type 1 missions was described using the condition of launching a specific game title as an example. As described above, other conditions that can be achieved by playing the game may be set. As a specific example, multiple type 1 missions may be set, with the achievement condition being not only a specific game but also the use of a specific item within the game. That is, a reward corresponding to each individual in-game item may be set, and exchange rights may be offered for each of the in-game items. For example, consider a game in which a player character can select one of multiple weapons to equip. In such a game, type 1 missions focusing on these weapons may be set as follows. That is, multiple type 1 missions may be prepared that require the use of specific weapons, such as "play a specified number of times using weapon A," "defeat a specified number of enemy characters using weapon B," or "win matches a specified number or more times using weapon C." Then, type 1 rewards may be prepared corresponding to these multiple type 1 missions. As a result, a situation can be created in which a user must complete a mission using a certain weapon in order to obtain the item exchange right for a type 1 reward corresponding to that weapon. This encourages the user to play using a variety of weapons.

[0098] Furthermore, in other embodiments, the method for determining whether the second-type mission has been completed may be processed as follows. For example, in the program of each game application, when a predetermined condition related to game play, such as clearing a predetermined stage, is satisfied, it may be determined that a predetermined "achievement" has been achieved, and data on the "achievement" may be output from the game application to the system of the game device 1. Then, as processing on the system side of the game device, it may be determined based on the mission data 406 whether the second-type mission has been completed. If the determination results in the mission being completed, information identifying the completed second-type mission may be transmitted to the server 1000. Then, the server 1000 may determine whether the second-type mission has been completed based on the information identifying the completed second-type mission.

[0099] Furthermore, in the above embodiment, an example of processing has been shown in which data called exchange right ID 337 is used. In other embodiments, such an exchange right ID 337 may not be used. For example, each of the mission record 331 and the reward record 341 may have data called "achievement condition information" that defines the achievement conditions, and the "achievement condition information" of the reward record 341 may be set to be the same as the "achievement condition information" related to a specific mission.

[0100] In the above embodiment, the game device 1 may include a plurality of storage devices and processors. The game processing may be executed by sharing the processing among these devices. The processing related to the game device 1 and the processing related to the server 1000 may be executed in a distributed system consisting of a plurality of information processing devices. [Explanation of symbols]

[0101] 1. Game device 4 Operation input section 5 Display section 81 processors 82 Memory section 83 Radio Communication Department 1000 servers 1001 processor 1002 Storage section 1003 Communications Department

Claims

1. a point granting means for granting points to a user when any one of a plurality of granting conditions is achieved by the user; a reward granting means for granting a reward selected by the user from among a plurality of rewards to the user in exchange for the points held by the user; the plurality of awarding conditions includes a first awarding condition that is achieved when a specific game is played; The plurality of rewards include a first reward set to an initial state that is not selectable and a second reward that is selectable without achieving the first granting condition, and a state update means for updating, when the first awarding condition is achieved, a first reward corresponding to the specific game among the first rewards from an initial state in which the first reward is not selectable by the user to a state in which the first reward is selectable by the user. Information processing system.

2. The first granting condition is a granting period, the point granting means grants the points when the first granting condition is met within the granting period; The state update means updates the first reward from an initial state selectable by the user to a selectable state when the first grant condition is achieved within the grant period. The information processing system according to claim 1 .

3. The information processing system according to claim 2, wherein when the awarding period has elapsed, an arbitrary game is newly set as the specific game, and the first reward corresponding to the newly set game is newly set.

4. The information processing system according to claim 1 , wherein the amount of points awarded when the first awarding condition is met is equal to or greater than the amount of points required in exchange for the awarding of the first reward.

5. a plurality of rewards including at least the first reward are set for one of the specific games; The information processing system according to claim 4 , wherein the amount of points awarded when the first awarding condition is met is less than the amount of points required in exchange for the awarding of all of the plurality of rewards.

6. The information processing system described in claim 5, wherein at least one first awarding condition and one second awarding condition are set for one specific game, in which a predetermined second reward that is set to an initial state where it cannot be selected is updated to a selectable state.

7. A plurality of first awarding conditions and the first rewards corresponding to the respective first awarding conditions are set for one of the specific games; The information processing system according to claim 1 , wherein the state update means updates the first reward corresponding to the first granting condition from the initial state to the selectable state each time the first granting condition is achieved.

8. The information processing system according to claim 1 , wherein the first reward is a non-in-game item that cannot be used in the game.

9. 9. The information processing system according to claim 1, further comprising an other user reward confirmation means for displaying the first reward granted to another user.

10. The processor of the information processing system a point granting means for granting points to a user when any one of a plurality of granting conditions is achieved by the user; a reward granting means for granting a reward selected by the user from among a plurality of rewards to the user in exchange for the points held by the user; the plurality of awarding conditions includes a first awarding condition that is achieved when a specific game is played; The plurality of rewards include a first reward set to an initial state that is not selectable and a second reward that is selectable without achieving the first granting condition, when the first awarding condition is achieved, the processor is further caused to function as a state updating means for updating a first reward corresponding to the specific game among the first rewards from an initial state in which the first reward is not selectable by the user to a state in which the first reward is selectable by the user; Information processing program.

11. The processor of the information processing system When any one of a plurality of conditions for awarding is achieved by the user, points are awarded to the user; granting a reward selected by the user from among a plurality of rewards to the user in exchange for the points held by the user; the plurality of awarding conditions includes a first awarding condition that is achieved when a specific game is played; The plurality of rewards include a first reward set to an initial state that is not selectable and a second reward that is selectable without achieving the first granting condition, When the first awarding condition is achieved, the first reward corresponding to the specific game among the first rewards is updated from an initial state in which the first reward is not selectable by the user to a state in which the first reward is selectable by the user. Information processing methods.

12. a point granting means for granting points to a user when the user achieves any one of a plurality of granting conditions; a reward granting means for granting a reward selected by the user from among a plurality of rewards to the user in exchange for the points held by the user; the plurality of awarding conditions includes a first awarding condition that is achieved when a specific game is played; The plurality of rewards include a first reward set to an initial state that is not selectable and a second reward that is selectable without achieving the first granting condition, and a state update means for updating, when the first awarding condition is achieved, a first reward corresponding to the specific game among the first rewards from an initial state in which the first reward is not selectable by the user to a state in which the first reward is selectable by the user. Information processing device.

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