Information processing device, information processing method and program

The information processing device addresses unfairness in lottery draws by allowing users to determine their game score post-play and granting lottery entries based on that score, promoting fairness through replay options and adjustments.

JP2025133908APending Publication Date: 2025-09-11MIXI INC
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Patent Information

Application Number
JP2025115324
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-08
Publication Date
2025-09-11

AI Technical Summary

Technical Problem

The sense of unfairness arises among users in games where the number of lottery draws is determined, with some users winning many draws due to better gameplay and others winning only a few, leading to dissatisfaction.

Method used

An information processing device that executes a specific game based on user operations, allows users to determine their score post-game, and grants lottery entries based on the determined score, enabling replay options and score adjustments.

Benefits of technology

Prevents the perception of unfairness by ensuring users receive lottery draws proportionate to their gameplay, allowing retries and score adjustments to balance user experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique capable of suppressing development of a sense of unfairness among users in a game for determining the number of times of lottery.SOLUTION: An information processing device includes an execution section executing a specific game with which a score is determined according to operations of a user, a reception section, after termination of the specific game, receiving an instruction of necessity of confirmation of the score of the specific game, and an assignment section, when receiving the confirmation instruction of confirming the score of the specific game, assigning to the user, a right of enabling the number of times of lottery according to the confirmed score.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

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

[0002] Currently, there are known games that allow users to participate in a lottery called gacha, which allows users to obtain new characters and items.

[0003] For example, Patent Document 1 discloses a game in which the game progresses in accordance with the user's input operations, and as predetermined items are achieved through the user's game play, game points are awarded to the user according to the items achieved, and each time the game points awarded to the user reach a certain amount, the user is given the right to enter a lottery. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2018-011891 Summary of the Invention [Problem to be solved by the invention]

[0005] When users play a game to win a lottery, a sense of unfairness may arise between users who play the game well and are able to win many lottery draws, and users who do not play well and are able to win only a few lottery draws.

[0006] Therefore, an object of the present invention is to provide a technology that can prevent a sense of unfairness from arising among users in a game for determining the number of lottery draws. [Means for solving the problem]

[0007] An information processing device according to one embodiment of the present invention has an execution unit that executes a specific game in which a score is determined according to user operation, a reception unit that receives an instruction as to whether or not the score of the specific game needs to be determined after the specific game has ended, and an award unit that, when receiving a determination instruction from the user to determine the score of the specific game, grants the user the right to enter a number of lotteries according to the determined score. [Effects of the Invention]

[0008] According to the present invention, it is possible to provide a technology that can prevent a sense of unfairness from arising among users in a game for determining the number of lottery draws. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. [Figure 3] FIG. 2 is a diagram illustrating an example of a functional block configuration of a game server. [Figure 4] FIG. 10 is a diagram illustrating an example of a user management DB. [Figure 5] FIG. 2 is a diagram illustrating an example of a functional block configuration of a terminal. [Figure 6] 10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 7] FIG. 10 is a diagram illustrating an example of a screen displayed on the terminal. DETAILED DESCRIPTION OF THE INVENTION

[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings, in which the same reference numerals denote the same or similar components.

[0011] <System configuration> Fig. 1 is a diagram showing an example of the system configuration of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 (game device) and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.

[0012] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various types of information related to users and executing some of the game processing. The game server 10 may be configured using one or more information processing devices, or may be configured using a virtual server (such as a cloud server).

[0013] The terminal 20 is an information processing device that provides a game to a user, and the user can play the game according to this embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 may notify the game server 10 of its own location detected using a GPS (Global Positioning System) or the like.

[0014] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1 (hereinafter referred to as the "main game"), a user can select from a plurality of characters owned by the user to create a deck, and then use the created deck to complete quests, thereby obtaining new characters and items. In addition, the user can combine the obtained characters to make them stronger, or use items to strengthen the attributes of the characters, thereby taking on quests with higher difficulty levels.

[0015] Here, the term "quest" refers to a task that can be completed by meeting certain predetermined conditions. A quest is also commonly referred to as an exploration, a task, or a mission. A user who participates in a quest can complete the quest by meeting the certain conditions, and completing the quest will result in the user receiving a reward or progressing through the story of the game.

[0016] A deck is a term that refers to a group of multiple characters. When a user performs a quest, the user selects characters with the appropriate abilities to complete the quest, organizes a deck, and performs the quest. In this embodiment, the user's "performing" a quest or the like may also be referred to as "playing" the quest or the like.

[0017] A quest can be performed jointly by multiple users. Hereinafter, performing a quest jointly by multiple users will be referred to as "multiplayer." In multiplayer, each user controls a character assigned to them from among the multiple characters that make up the deck. The user who convenes a multiplayer game is called the host.

[0018] Users can obtain characters in various situations during the main game (for example, when clearing a quest). Users can also enter a lottery (draw a lottery ticket) to win any character or item during the main game. By entering the lottery, users can receive (acquire) any character or item. Entering a lottery (drawing a lottery ticket) to win any character or item is also called "gacha." Users can enter the lottery by paying a fee or by consuming a lottery ticket.

[0019] By using challenge tickets received in the main game, users can play a game (hereinafter referred to as a "sub-game") in which the score is determined according to the user's operations. Depending on the score obtained in the sub-game, users can obtain the right to take part in one or more lottery draws (the right to draw lots). Note that the sub-game can be played repeatedly if the user is not satisfied with the score.

[0020] For example, assume that in the sub game, a user is granted the right to enter a lottery once per score. Suppose a user achieves a score of 100 by playing the sub game. In this case, the user is granted the right to enter a lottery 100 times in the main game. Note that granting a user the right to enter a lottery may mean that the user is given lottery tickets, each of which allows the user to enter a lottery once. For example, a user who achieves a score of 100 may be given 100 lottery tickets. Furthermore, the score itself may be synonymous with a lottery ticket. Furthermore, in this embodiment, the right obtained according to the score is not limited to a lottery ticket. For example, an item or a character may be obtained according to the score, or a character's status may be increased or restored according to the score.

[0021] Regardless of the above explanation, the main game and the sub game in this embodiment may be any type of game. Furthermore, the main game and the sub game may have one or more of the following differences: 1. In the main game, the user can use characters received by lottery, but in the sub game, the user cannot use characters received by lottery. 2. In the main game, there are characters that the user can control, but in the sub game, there are no characters that the user can control. Alternatively, the number of characters that the user can control in the main game is smaller than the number of characters that the user can control in the sub game. 3. The main game is a game that the user normally plays, and the sub game is a game that can only be executed when a specific condition is met in the main game (for example, by using a challenge ticket).

[0022] <Hardware configuration> 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 each include a processor 11 such as a CPU (Central Processing Unit) or GPU (Graphical Processing Unit), a storage device 12 such as a memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (Interface) 13 for wired or wireless communication, an input device 14 for accepting input operations, and an output device 15 for outputting information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display, a touch panel, and / or a speaker.

[0023] <Function block configuration> FIG. 3 is a diagram showing an example of the functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a game control unit 110. The storage unit 100 can be realized using a storage unit 12 provided in the game server 10. The game control unit 110 can be realized by the processor 11 of the game server 10 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0024] The storage unit 100 stores a user management DB 100a.

[0025] 4 is a diagram showing an example of the user management DB 100a. The user management DB 100a manages game data for each user. The user management DB stores, for example, an ID (user ID) that uniquely identifies the user, the user's nickname, the current location of the terminal 20 used by the user, information indicating characters possessed by the user (possessed character information), information indicating characters set in each user's deck (deck information), the number of sub-game challenge tickets possessed by the user, and the number of lottery tickets possessed by the user.

[0026] Returning to Figure 3, the explanation will continue. The game control unit 110 provides various functions necessary to execute the game. The game control unit 110 includes an execution unit 111, a reception unit 112, an assignment unit 113, and a display control unit 114.

[0027] The execution unit 111 executes a main game and a sub game (specific game) in response to a user's operation.

[0028] The receiving unit 112 receives various selections and the like from the user. Furthermore, the receiving unit 112 receives an instruction as to whether or not the score of the sub game needs to be determined after the sub game has ended. Furthermore, the receiving unit 112 may receive an instruction from the user to replay the sub game without determining the score of the sub game (hereinafter referred to as a "replay instruction") as an instruction as to whether or not the score of the sub game needs to be determined. When the replay instruction is received, the executing unit 111 re-executes the sub game.

[0029] When the receiving unit 112 receives a determination instruction to determine the score of the sub game, the granting unit 113 grants the user the right to draw the number of times corresponding to the determined score.

[0030] The display control unit 114 causes the output device 15 (display) of the terminal 20 to display various game screens relating to the main game and the sub game.

[0031] FIG. 5 is a diagram showing an example of the functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be realized using the storage unit 12 included in the terminal 20. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0032] The storage unit 200 stores game data necessary for the game control unit 203 to execute the main game and sub-game. The game data includes image data of characters, game scenarios, and the like.

[0033] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13 .

[0034] The UI unit 202 has a function to process various inputs from the player and to display various game screens on the display. The UI unit 202 also displays game screens on the output device 15 (display) of the terminal 20 in accordance with instructions from the game server 10.

[0035] The game control unit 203 provides various functions necessary for executing the main game and the sub game by cooperating with the game server 10. For example, the game control unit 203 provides a function to acquire, from the game server 10, various information (icon image data, text data, etc.) for drawing on the screen of the main game and the sub game.

[0036] With regard to the functional block configuration described above, all or part of the execution unit 111, reception unit 112, granting unit 113, and display control unit 114 included in the game server 10 may be configured to be provided in the game control unit 203 of the terminal 20.

[0037] <Processing Procedure> Fig. 6 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in Fig. 6 shows a series of processing procedures from when a user executes a sub game until the score is determined.

[0038] In step S10, the reception unit 112 receives a request to run a sub game from the user. Receiving a request to run a sub game may be synonymous with receiving an instruction to use a challenge ticket from a user who has a challenge ticket. In other words, in this embodiment, when a user holds a challenge ticket, Possession of (price) is a condition for playing the subgame.

[0039] In step S11, the execution unit 111 executes the sub game. When the execution of the sub game is completed, the execution unit 111 transitions to step S12. The execution unit 111 may determine the score according to the number of times the user has performed an operation that satisfies a score count condition in the sub game. For example, when an operation that satisfies the score count condition has been performed, the execution unit 111 may determine that an operation that satisfies the score count condition has been performed and perform processing to increase the user's score.

[0040] An operation that satisfies the score count condition may be, for example, an operation (for example, a tap operation) performed on at least one designated area out of a plurality of areas in the game screen of the sub game.

[0041] The execution unit 111 may be configured to increase the score by 1 when an operation is performed once on at least one designated area among a plurality of areas in the game screen of the sub game. Furthermore, the ratio of the number of operations on the area and the number of score increases may be 1:1, 1:N (N is a positive integer), or N:1 (N is a positive integer). Furthermore, the execution unit 111 may determine the score according to the number of times the user operates one or more designated areas within a predetermined time period.

[0042] At least one designated area among multiple areas in the game screen of the sub game may be moved to another area when the user operates that area a predetermined number of times. Furthermore, the predetermined number of times and / or the area to which the user moves may be changed randomly. By randomly changing the predetermined number of times, the position of the area where the score is determined to be counted up is also changed at random timing. This makes it possible to prevent users from using tools or the like that automatically operate at least one designated area to unfairly increase the score of the sub game.

[0043] Furthermore, the execution unit 111 may perform processing to decrease the user's score when an operation is performed a predetermined number of times or more on an area other than at least one designated area among the multiple areas. This makes it possible to prevent the user from unfairly increasing the score of the sub game by using a tool or the like that automatically operates the area.

[0044] Furthermore, the execution unit 111 may not count the score when an operation is performed on at least one designated area among the multiple areas and on areas other than the designated area. This makes it possible to prevent a user from unfairly increasing the score of the sub game by using a tool or the like that automatically operates all of the multiple areas.

[0045] Furthermore, when a predetermined bonus condition is satisfied (for example, when the time remaining until the end of the sub game falls below a predetermined time), the execution unit 111 may increase the score that is increased when an operation is performed on at least one designated area among the multiple areas, compared to when the predetermined bonus condition is not satisfied. For example, the execution unit 111 may increase the score by 1 every time an area is operated until the time remaining until the end of the sub game falls below 10 seconds, and may increase the score by 3 every time an area is operated after the time remaining until the end of the sub game falls below 10 seconds (i.e., triple the score).

[0046] Furthermore, instead of increasing the score when an operation is performed on at least one designated area among the multiple areas, the execution unit 111 may increase the score according to the time it takes for the user to perform an operation on at least one designated area among the multiple areas a predetermined number of times. For example, the execution unit 111 may assign a larger score to the user the shorter the time it takes for the user to operate the designated area 100 times.

[0047] Alternatively, the operation that satisfies the score count condition may be the presence of a word in a string of characters selected by the user. For example, the execution unit 111 may increase the score by 1 if one word is present, and may increase the score by 2 if two words are present.

[0048] In step S12, the reception unit 112 receives an instruction from the user as to whether or not to confirm the score of the sub game after the sub game has ended. If an instruction to play the sub game again without confirming the score (a replay instruction) is received from the user, the process proceeds to step S13. On the other hand, if an instruction to confirm the score is received from the user, the process proceeds to step S14.

[0049] In step S13, the execution unit 111 determines whether or not the conditions for re-executing the sub game are met. If the conditions for re-executing the sub game are met, the execution unit 111 re-executes the sub game by proceeding to the processing procedure of step S11. On the other hand, if the conditions for re-executing the sub game are not met, the execution unit 111 returns to the processing procedure of step S12 without re-executing the sub game.

[0050] Here, the condition for replaying the sub game may be posting information about the sub game on a social networking service (SNS), blog, or the like. The information about the sub game may be information indicating the score obtained by the user, or may be an advertisement for the sub game, or the like. That is, the execution unit 111 may be configured to allow the sub game to be replayed when it receives a replay instruction and also receives an operation to post information about the sub game. This makes it possible to transmit information about the sub game to the outside when permitting a replay of the sub game.

[0051] The condition for replaying the sub game may be when a predetermined condition is satisfied in the main game or a game other than the main game. That is, the execution unit 111 may replay the sub game when a replay instruction is received and when the user satisfies a predetermined condition in a game other than the sub game.

[0052] "Satisfying a predetermined condition" may mean consuming game media (predetermined items) in the main game. The amount of game media consumed may also increase as the number of replays increases. For example, the execution unit 111 may consume one game media in the first replay and two game media in the second replay.

[0053] Furthermore, the execution unit 111 may change the content of the sub game so that conditions for replaying are advantageous to the user, depending on the amount of game media consumed. For example, assume that the sub game is a game in which a score is determined depending on the number of times an operation is performed on at least one designated area among multiple areas within a game screen. In this case, when the execution unit 111 receives an instruction from the user to consume one game medium, the execution unit 111 may display a game screen with four multiple areas, and when the execution unit 111 receives an instruction to consume two game media, the execution unit 111 may display a game screen with the multiple areas limited to two.

[0054] Furthermore, "satisfying a predetermined condition" may mean executing a predetermined quest (a designated quest) in the main game. Furthermore, "satisfying a predetermined condition" may mean executing a predetermined quest in the main game in multiplayer. If the predetermined condition is executing a predetermined quest in the main game in multiplayer, other users who participated in the multiplayer may also be given the right to replay the sub-game. This makes it possible to encourage multiplayer play for each user.

[0055] In step S14, the execution unit 111 determines the score of the sub game. Here, when the sub game is re-executed, the execution unit 111 may delete the score acquired by the user the previous time the sub game was executed and update it to the score acquired by the user by re-executing the sub game. In other words, the score acquired by the user may be the score acquired in the sub game last executed.

[0056] Furthermore, when the sub game is replayed (i.e., when the user plays the sub game multiple times), the execution unit 111 may determine one of the multiple scores as the score of the sub game. Here, the one score may be a score selected by the user, the highest score, or a score selected randomly. Furthermore, the execution unit 111 may determine the average value of the multiple scores as the score of the sub game.

[0057] Furthermore, the execution unit 111 may subtract a score according to the number of retries (for example, 3 times the number of retries) from the score the user has acquired by playing the sub game. In other words, the more times the sub game is played, the more difficult it becomes to acquire a high score, so the score can be determined earlier.

[0058] After receiving an operation to confirm the score of the sub game in the processing procedure of step S12, the execution unit 111 may subtract the challenge tickets (value) required to execute the sub game from the challenge tickets possessed by the user. This makes it possible to prevent the challenge tickets possessed by the user from being consumed before the score is confirmed, even if a situation occurs in which it becomes difficult to execute the sub game, such as a communication error.

[0059] <Screen display example> FIG. 7 is a diagram showing an example of a screen displayed on the terminal 10. Screen S10 is a screen that accepts execution of a sub game from the user. Window W10 displays the number of challenge tickets possessed by the user. When button B10 is tapped, the screen transitions to screen S11, and the sub game starts. Window W20 displays the time remaining until the end of the game. Window W21 displays the number of draws that can be made according to the score (number of lottery tickets). That is, the display control unit 114 displays on the screen the number of draws that can be made according to the score obtained by the user while the sub game is being executed. Window W22 displays a character string indicating an action that the user should take (please repeatedly press the illuminated button).

[0060] The display control unit 114 displays one randomly selected button (designated area) from among buttons B20 to B23 (multiple areas) in a brighter color than the other three buttons. When a tap operation is performed on an area in which a button is displayed, the execution unit 111 determines that the button has been pressed. Furthermore, when a button displayed in a bright color (designated area) is pressed, the execution unit 111 adds the number of times it has been pressed to the score. Note that the number of buttons displayed in a bright color is not limited to one, and may be two or three. Furthermore, the execution unit 111 may subtract from the score when a button other than the button displayed in a bright color (area other than the designated area) is pressed a predetermined number of times or more.

[0061] When a predetermined time has elapsed after the start of the game, window W22 disappears and the screen transitions to screen S12. When the time remaining until the end of the game becomes less than the predetermined time, the screen transitions to screen S13. On screen S13, when a button displayed in a bright color is pressed, the execution unit 111 adds to the score a number obtained by multiplying the number of times the button was pressed by a predetermined multiple. In the example of screen S13, "x2" is displayed on button B23. This indicates that the predetermined multiple is 2x.

[0062] When the time remaining until the end of the game reaches 0 (i.e., when the game ends), the screen transitions to screen S14. When button B30 is pressed on screen S14 (i.e., when the user wishes to play the game again), the screen transitions to screen S15. When button B30 is pressed on screen S14 (i.e., when the user wishes to finalize the score), the screen transitions to screen S16. When button B60 is pressed on screen S16, the score is finalized.

[0063] When button B50 is pressed on screen S15, a posting screen for SNS, blog, etc. is displayed, on which information about the sub game (for example, the number of lottery tickets acquired by the user) is automatically entered. When the information is posted to the SNS or blog, the screen transitions to screen S11, and the sub game is started again. When button B51 is pressed, the screen returns to screen S14.

[0064] Note that when the button B40 in the upper right corner of the screen S14 is pressed, information about the sub game is also posted to an SNS, blog, or the like. Here, different information may be automatically entered into the posting screen of the SNS, blog, or the like when the button B40 is pressed and when the button B50 is pressed. For example, when the button B40 (post button) on the screen S14 (score notification screen) that displays the score acquired by the user is pressed, a message promoting the sub game may be automatically entered, and when the button B50 instructing a replay of the sub game is pressed, a message indicating the score acquired by the user or the number of lottery tickets acquired may be automatically entered.

[0065] <Summary> According to the embodiment described above, it is possible to prevent a sense of unfairness from arising among users in a game for determining the number of lottery draws.

[0066] The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The flowcharts, sequences, elements included in the embodiments, and their arrangements, materials, conditions, shapes, sizes, etc., described in the embodiments are not limited to those illustrated and can be modified as appropriate. Furthermore, configurations shown in different embodiments can be partially substituted or combined with each other.

[0067] <Additional Notes> <Appendix 1> an execution unit that executes a specific game in which a score is determined in accordance with a user's operation; a receiving unit that receives an instruction as to whether or not the score of the specific game needs to be determined after the specific game has ended; an awarding unit that, when receiving a determination instruction to determine the score of the specific game from the user, grants the user a right to draw a number of times according to the determined score; An information processing device having the above.

[0068] According to Supplementary Note 1, it is possible to prevent a sense of unfairness from arising among users in a game for determining the number of lottery draws.

[0069] <Appendix 2> the receiving unit receives from the user a replay instruction to replay the specific game without determining the score of the specific game, as an instruction as to whether or not the score of the specific game needs to be determined; the execution unit executes the specific game again when the replay instruction is received. 2. The information processing device according to claim 1.

[0070] According to Appendix 2, if a user is not satisfied with their score, they can retry a particular game.

[0071] <Appendix 3> the execution unit, when receiving the replay instruction and further receiving an operation for posting information about the specific game, enables the specific game to be executed again; 3. The information processing device according to claim 2.

[0072] According to Appendix 3, when a retry of a specific game is permitted, it becomes possible to transmit information about the specific game.

[0073] <Appendix 4> the execution unit executes the specific game again when the replay instruction is received and further when the user satisfies a predetermined condition in another game different from the specific game. 4. The information processing device according to claim 2 or 3.

[0074] According to Appendix 4, when allowing a user to retry a specific game, it is possible to allow the user to play another game.

[0075] <Appendix 5> the execution unit, after accepting an operation to confirm the score of the specific game, subtracts a fee required to execute the specific game from a fee possessed by the user; 5. The information processing device according to any one of Supplementary Notes 1 to 4.

[0076] According to Supplementary Note 5, when a situation arises in which it becomes difficult to play a specific game, it is possible to prevent the user's money from being consumed.

[0077] <Appendix 6> a display control unit that displays on a screen the number of times the lottery can be drawn, according to the score obtained by the user during execution of the specific game; 6. The information processing device according to any one of Supplementary Notes 1 to 5.

[0078] According to Supplementary Note 6, it is possible to make the user aware of how many lottery draws are currently possible while playing a specific game.

[0079] <Appendix 7> the execution unit determines a score according to the number of times the user has performed an operation that satisfies a score count condition in the specific game; 7. The information processing device according to any one of Supplementary Notes 1 to 6.

[0080] According to Supplementary Note 7, it becomes possible to give a score according to the number of operations performed by the user on the game screen.

[0081] <Appendix 8> the execution unit, when an operation is performed on at least one designated area among a plurality of areas within a game screen, determines that an operation that satisfies the score count condition has been performed, and performs a process of increasing the score of the user, and when an operation is performed a predetermined number of times or more on an area other than the at least one designated area, performs a process of decreasing the score of the user. 8. The information processing device according to claim 7.

[0082] According to Supplementary Note 8, it is possible to prevent unauthorized operations from being performed on the game screen.

[0083] <Appendix 9> An information processing method performed by an information processing device, A step of executing a specific game in which a score is determined in accordance with a user's operation; receiving an instruction as to whether or not the score of the specific game needs to be determined after the specific game has ended; When a determination instruction to determine the score of the specific game is received from the user, granting the user a right to draw a number of times according to the determined score; An information processing method including:

[0084] According to Supplementary Note 9, it is possible to prevent a sense of unfairness from arising among users in a game for determining the number of lottery draws.

[0085] <Appendix 10> A step of executing a specific game in which a score is determined in accordance with a user's operation; receiving an instruction as to whether or not the score of the specific game needs to be determined after the specific game has ended; When a determination instruction to determine the score of the specific game is received from the user, granting the user a right to draw a number of times according to the determined score; A program that causes a computer to execute the following.

[0086] According to Supplementary Note 10, it is possible to prevent a sense of unfairness from arising among users in a game for determining the number of lottery draws. [Explanation of symbols]

[0087] 1...game system, 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...storage unit, 110...game control unit, 111...execution unit, 112...reception unit, 113...assignment unit, 114...display control unit, 200...storage unit, 201...communication unit, 202...UI unit, 203...game control unit

Claims

[Claim 1] an execution unit that executes a specific game in which a score is determined in accordance with a user's operation; a receiving unit that receives an instruction as to whether or not the score of the specific game needs to be determined after the specific game has ended; an awarding unit that, when receiving a determination instruction to determine the score of the specific game from the user, grants the user a right to draw a number of times according to the determined score; An information processing device having the above.

Citation Information

Patent Citations

  • Game program, method, and information processor

    JP2018011891A