Program and information processing system

The processor-controlled system adjusts game media acquisition and trading to manage scarcity and balance user rewards, addressing monopolization and fairness issues in game media management.

JP2025137724APending Publication Date: 2025-09-19COLOPL
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Patent Information

Application Number
JP2025123120
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-23
Publication Date
2025-09-19

AI Technical Summary

Technical Problem

Existing game media management systems fail to properly manage game assets with limited issuance, leading to potential monopolization and imbalance in user rewards and profits.

Method used

A processor-controlled system that adjusts game media acquisition and trading based on user relationships, time of game start, and issuance, using non-fungible tokens (NFTs) and blockchain technology to maintain scarcity and balance user rewards.

Benefits of technology

The system effectively manages game media, preventing monopolization, balancing user rewards, and maintaining game excitement by promoting healthy trading and scarcity, ensuring fairness among users starting the game at different times.

✦ Generated by Eureka AI based on patent content.

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Abstract

To appropriately manage a game medium.SOLUTION: A program allows a processor to acquire a game medium when a user satisfies a predetermined condition during a specific period and to report a guidance for pressing transactions of the game medium along with information regarding a period when the game medium is not used to a terminal that the user uses when a period when the game medium is not used in a game after acquisition of the game medium exceeds a predetermined threshold.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present disclosure relates to a program and an information processing system. [Background technology]

[0002] Various technologies have been developed for game media with limited issuance. For example, Patent Document 1 discloses a system that, when a game user trades a game asset such as a weapon with another user, grants the user a benefit associated with the game asset. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-156191 Summary of the Invention [Problem to be solved by the invention]

[0004] The present disclosure aims to properly manage game media. [Means for solving the problem]

[0005] A program according to an embodiment of the present disclosure includes: The processor changes control related to the acquisition or trading of the game medium depending on the relationship between the game medium, which can be traded with other users and has a limited number of issues, and the user who acquires the game medium.

[0006] An information processing device according to another embodiment of the present disclosure includes: a processor; The processor changes the control related to the acquisition or trading of the game medium depending on the relationship between the game medium, which can be traded with other users and has a limited number of issues, and the user acquiring the game medium.

[0007] An information processing method according to another embodiment of the present disclosure includes: The processor changes the control related to the acquisition or trading of the game medium depending on the relationship between the game medium, which can be traded with other users and has a limited number of issues, and the user who acquires the game medium. [Effects of the Invention]

[0008] According to one embodiment of the present disclosure, game content can be appropriately managed. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram showing a configuration of an information processing system according to a first embodiment of the present disclosure. [Figure 2] FIG. 2 is a block diagram showing the configuration of the server according to the first embodiment of the present disclosure. [Figure 3] FIG. 3 is a diagram illustrating a transaction of game content between multiple users. [Figure 4] FIG. 4 is a diagram (part 1) showing an example of a screen displayed on the monitor of the terminal shown in FIG. [Figure 5] FIG. 5 is a diagram (part 2) showing an example of a screen displayed on the monitor of the terminal shown in FIG. [Figure 6] FIG. 6 is a diagram (part 3) showing an example of a screen displayed on the monitor of the terminal shown in FIG. [Figure 7] FIG. 7 is a diagram illustrating changes in the price of game content in a game provided by the information processing system shown in FIG. [Figure 8] FIG. 8 is a diagram for explaining a method for determining a remuneration by the remuneration determination unit shown in FIG. [Figure 9] FIG. 9 is a diagram showing an example of a screen displayed on a user's terminal for encouraging the user to put up a game medium for sale. [Figure 10] FIG. 10 is a diagram illustrating a process for maintaining the rarity of game media issued in a game provided by the information processing system shown in FIG. [Figure 11] FIG. 11 is a sequence diagram for explaining the flow of operations when game content-related control is performed by the server according to the first embodiment of the present disclosure. [Figure 12] FIG. 12 is a diagram illustrating differences in profits from trading game content between multiple users who start the game at different times. [Figure 13] FIG. 13 is a sequence diagram for explaining the flow of operations when the server according to the second embodiment of the present disclosure controls the obtainable number of game contents. [Figure 14] FIG. 14 is a diagram showing an example of a notification screen that notifies the user that the game medium cannot be acquired because the number of game mediums owned to be acquired has reached the maximum number that can be acquired. [Figure 15] FIG. 15 is a diagram for explaining a re-acquisition unavailable period set for each user by the server according to the third embodiment of the present disclosure. [Figure 16] FIG. 16 is a diagram for explaining the effect of setting a re-acquisition unavailable period by the server according to the third embodiment of the present disclosure. [Figure 17] FIG. 17 is a sequence diagram for explaining the flow of operations when a server according to the third embodiment of the present disclosure controls a period during which game content cannot be reacquired. [Figure 18] FIG. 18 is a diagram showing an example of a notification screen that notifies the user that the game content to be acquired cannot be acquired because the period during which the game content cannot be reacquired has not yet elapsed. [Figure 19] FIG. 19 is a diagram showing an example of a notification screen that notifies the user that the game content cannot be granted to everyone. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, embodiments of this technical idea will be described in detail with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions thereof will not be repeated. In one or more embodiments shown in this disclosure, elements included in each embodiment can be combined with each other, and the combined result also forms part of the embodiment shown in this disclosure.

[0011] First Embodiment [Configuration of information processing system] Fig. 1 is a diagram showing the configuration of an information processing system 1 according to a first embodiment of the present disclosure. As shown in Fig. 1, the information processing system 1 includes a plurality of terminals 10 used by a plurality of users, respectively, and a server 20, and these devices are connected to each other via a network 13 so as to be able to communicate with each other.

[0012] The terminal 10 is a smartphone, a phablet, a tablet, or the like. The terminal 10 may be a portable terminal, a wearable device worn on the body, or a stationary terminal such as a PC (Personal Computer) or a game console. When the terminal 10 is operated by a user, game-related data is transmitted and received between the server 20 and the terminal 10. This allows the user to play the game.

[0013] The server 20 manages various data related to the game of each user playing the game, and transmits images, sounds, text, and other data to the terminal 10 according to the progress of each user's game. In addition, the server 20 can, for example, identify multiple users participating in multiplay and communicate with each user's terminal 10, thereby providing each user with an environment for playing the game in multiplay.

[0014] [Server Configuration] (Schematic configuration) 2 is a block diagram showing the configuration of the server 20 according to the first embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit (processor) 22, a storage unit 23, and a memory 24.

[0015] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when image data of the game space is generated by the control unit 22, the communication unit 21 receives the image data from the control unit 22 and transmits it to the terminal 10. Furthermore, when the communication unit 21 receives operation information indicating the content of a user's operation on the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.

[0016] The storage unit 23 includes a storage device such as a hard disk drive (HDD) or a flash memory. Specifically, the storage unit 23 stores a program 41, game information 42, and user information 43.

[0017] The program 41 is a program for executing various processes by the server 20. The game information 42 includes information used to generate the game space, information used to generate various objects to be placed in the game space, and the like.

[0018] The user information 43 includes information about the user who plays the game. Specifically, the user information 43 includes identification information of the terminal 10, identification information of the user, and other information.

[0019] The memory 24 includes a storage device such as a ROM (Read Only Memory) or a RAM (Random Access Memory). The memory 24 temporarily stores various data generated in accordance with the operation of the control unit 22. For example, the memory 24 stores game media information related to the user's various game media, such as items and virtual currency equipped to a character controlled by the user.

[0020] The control unit 22 includes, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit), etc. The control unit 22 operates in accordance with a program 41 to fulfill the functions of a game progression unit 31, a medium granting unit 32, a reward determination unit 33, and a notification unit 34.

[0021] The game progression unit 31 performs various processes related to the progression of the game based on operation information of terminal 10 received via the communication unit 21. For example, the game progression unit 31 moves the character controlled by the user, progresses events, generates and controls other characters, buildings, and other objects that appear in the game, and generates image data for the game space.

[0022] The medium providing unit 32 provides game media such as items and virtual currency to the character. The game media provided by the medium providing unit 32 may be game media with a limited number of issues, or may be game media with no limited number of issues. For example, when a user clears an event in a game or participates in a lottery, an item such as a weapon that can be used in the game is provided to the user as game media.

[0023] (Acquisition or trading of game media) Game content is traded as, for example, non-fungible tokens (NFTs), and data on the game content is managed using blockchain technology. There is a limit to the number of such game content that can be issued within a game, and issuance is restricted when the limit is reached.

[0024] For example, in a game market, a user can purchase game media that are listed on the market in exchange for the virtual currency that the user owns. Also, a user can list game media that the user owns on the market and sell them to other users.

[0025] 3 is a diagram illustrating a transaction of game content between multiple users. For example, as shown in FIG. 3, assume that user U1 acquires item A, which is a game content, by clearing event E in a game at time t1. Then, assume that user U1 plays the game with item A equipped to his / her character, and then acquires another item at time t2, which is later than time t1, and no longer needs item A.

[0026] Then, assume that user U1 puts item A up for sale on the market at time t3, which is later than time t2, and user U2 purchases item A on the market at time t4. In this case, item A, which user U1 owned until time t3, is owned by user U2 from time t4 onwards. That is, user U2 can use item A in game play, for example by equipping his / her character with item A.

[0027] Note that game contents are not limited to items equipped to characters, but may also be consumable items, items to be developed, etc. Even if the game contents are items to be consumed by a user, the user can retain the game contents without consuming them. Furthermore, if the game contents are items to be developed, the user can trade the developed game contents with other users.

[0028] 4 to 6 are diagrams showing examples of screens displayed on the monitor of the terminal 10 shown in Fig. 1. For example, suppose that a user performs an operation on their own terminal 10 (see Fig. 1) to select item A from a list of game media they own. In this case, as shown in Fig. 4, an item details screen G1 for the selected item A is displayed on the monitor of the terminal 10.

[0029] The item details screen G1 includes information such as the management number of item A, whether item A is a campaign-eligible item, a graph showing the price fluctuations of item A, the average price and current price, and the degree of recommendation for listing the item.

[0030] The item details screen G1 also includes a trading status button B11 for instructing the user to check the trading status of item A in the market, and a selling button B12 for instructing the user to sell item A. When the user performs an operation on the terminal 10 to select the trading status button B11, a trading status screen G2 as shown in FIG.

[0031] 5, the transaction status screen G2 includes information such as the site where item A is currently being listed, the listing format, the number of buy offers, the number of offers for sale, and the balance between buyers and sellers. The transaction status screen G2 also includes, for example, a buy button B21 for indicating a buy offer for item A and a sell button B22 for indicating the listing of item A.

[0032] When the user performs an operation on the terminal 10 to select the buy button B21, for example, a list of the auctioned items A is displayed on the monitor of the terminal 10. Then, the user can make a buy offer for item A by selecting item A for which to make a buy offer from the list.

[0033] Furthermore, when the user performs an operation on the terminal 10 to select the sell button B22, a listing setting screen G3 as shown in Fig. 6 is displayed on the monitor of the terminal 10. The listing setting screen G3 includes information such as the item name of the item to be listed, the control number, whether or not a campaign is applied, the benefits of applying the campaign (campaign rewards), the listing price, the listing period, and the selling format.

[0034] The user can set the listing price, listing period, selling format, etc. Also, Figure 6 shows, as an example, that by listing item A, which is the campaign target, item B will be awarded as a campaign reward.

[0035] The listing setting screen G3 also includes a decision button B31 for deciding to list the item A. When the user performs an operation on the terminal 10 to select the decision button B31, the item A can be listed on the market.

[0036] [Game media related controls] (overview) Figure 7 is a diagram illustrating changes in the value (price) of game media in a game provided by the information processing system 1 shown in Figure 1. As shown in Figure 7, game media that can be traded between multiple characters and are issued in limited quantities increase in value as trading activity in the game increases. The higher the value of the game media, the more exciting the game tends to become.

[0037] For this reason, in the information processing system 1, for example, when a user sells game media to another user, the game operator provides a reward to the user. The reward may include providing game media other than the game media being traded, or reducing the transaction fee the user must pay when trading. By providing such rewards, it is possible to stimulate trading of game media and increase the excitement of the game, and further, it is possible to provide a healthy gaming environment by preventing specific users from monopolizing game media.

[0038] Referring again to FIG. 2, the control unit 22 controls the content of rewards and the like when game media are acquired or traded. Such control by the control unit 22 is hereinafter referred to as "game media-related control." Acquisition and trading of game media is not limited to selling game media, but also includes acquiring game media by participating in an event and purchasing game media in a market. Furthermore, this is not limited to the first acquisition of game media, but also includes subsequent acquisitions.

[0039] More specifically, the control unit 22 changes the content of game content-related control depending on the relationship between the game content and the user who acquires or trades the game content. For example, the reward determination unit 33 in the control unit 22 increases the amount of virtual currency awarded as a reward for a transaction or decreases the transaction fee depending on the period from when the user acquires the game content to when the transaction for the game content between the user and another user is completed. Details are explained below.

[0040] (Controlling compensation based on the time until a game media transaction is concluded) Figure 8 is a diagram illustrating a method for determining a reward by the reward determination unit 33 shown in Figure 2. Specifically, as shown in Figure 8, it is assumed that a user acquires item A, which is a game medium, at timing t11. It is also assumed that the user puts item A up for sale at timing t12, and that a transaction for item A is concluded with another user at timing t13. In this case, the reward determination unit 33 determines a reward such that the shorter the length of the period TA13 from timing t11 to timing t13, the greater the reward granted to the user.

[0041] The reward determination unit 33 may determine the reward so that the shorter the period TA12 from timing t11 to timing t12, instead of the period TA13 from the acquisition of the game medium to the completion of the transaction, the greater the reward to be granted to the user. Also, the reward determination unit 33 may determine the reward so that the shorter the period TA23 from timing t12 to timing t13, instead of the period TA12 until item A is put up for sale or the period TA13 until the transaction is completed, the greater the reward to be granted to the user.

[0042] (Controlling rewards according to game media transaction status) 2 may control the reward according to the transaction status of the game media, in addition to or instead of controlling the reward according to the period from the acquisition of the game media to the completion of the transaction, as a game media-related control. For example, the reward determination unit 33 may determine the reward such that the more game media a user makes available for trading (i.e., puts up for sale), the greater the reward that the user will receive.

[0043] The reward determination unit 33 may also control the reward granted to the user based on the circulation volume of the traded game medium and the transaction price set by the user. For example, the reward determination unit 33 may control the amount of reward granted to the user so that the smaller the circulation volume of the traded game medium, the greater the reward. The reward determination unit 33 may also control the amount of reward granted so that the lower the transaction price of the traded game medium, the greater the reward.

[0044] Furthermore, as a game medium-related control, the reward determination unit 33 may change the reward depending on the relationship between the user selling the game medium and the other user to whom the game medium is sold. For example, the reward determination unit 33 may determine that the reward will be higher when the buyer of the game medium sold by a user is a friend or follower of the user than when the buyer is a friend or follower of the user. This allows the game medium to be distributed to a wider range of users.

[0045] The above-described control of rewards by the reward determination unit 33 is executed when a predetermined condition regarding the game medium being traded is met, such as when a value indicating the trading status of the game medium in the game falls below a predetermined value, and does not have to be executed when the predetermined condition is not met.

[0046] The predetermined value indicating the trading status is the number of game contents in the market, the number of people who wish to acquire the game contents, etc. The people who wish to acquire the game contents include the number of users who have placed buy orders on the order book, and people who wish to purchase items (auction participants) that are being offered in an auction or bidding format.

[0047] Furthermore, the reward determination unit 33 may be configured not to control the reward as described above for game media whose acquisition is a condition for the progress of the game.

[0048] (Controlling notifications encouraging game media transactions) The notification unit 34 in the control unit 22 shown in FIG. 2 may perform game medium-related control by issuing a notification to encourage a game medium transaction depending on the relationship between the game medium owned by the user and the user.

[0049] For example, suppose that the game media owned by a user is an item that can be equipped by a character. In such a case, suppose that the period of non-use during which the item has not been equipped by the user since the time the user acquired the item exceeds a threshold. In this case, the notification unit 34 generates, for example, text data or image data prompting the user to trade the item, and transmits the generated data to the user's terminal 10 via the communication unit 21.

[0050] When the terminal 10 operated by the user receives the above data from the server 20, it displays, based on the data, for example, text or an image encouraging the user to put the item on the market on the monitor of the terminal 10. This allows the user to know which game media have not been used for a long period of time.

[0051] 9 is a diagram showing an example of a screen displayed on a user's terminal to prompt the user to put up a game medium. When the period of non-use of the game medium exceeds the threshold as described above, a listing prompt screen G4 as shown in FIG. 9 is displayed on the monitor of the terminal 10. For example, the listing prompt screen G4 displays text indicating that item A, which is a game medium, has not been used for one month, and text asking the user to put up item A.

[0052] The selling prompt screen G4 also includes a selling button B41 for instructing the user to sell item A, and a keep button B42 for instructing the user to keep item A. When the user performs an operation on the terminal 10 to select the selling button B41, a selling setting screen G3 as shown in Fig. 6 is displayed on the monitor of the terminal 10. When the user performs an operation on the terminal 10 to select the keep button B42, a normal game screen is displayed on the monitor of the terminal 10, and the user continues to keep item A.

[0053] [Granting rewards] The reward determination unit 33 grants a reward to a user after a transaction of game media between the user and another user is completed. More specifically, for example, the reward determination unit 33 refers to the user information 43 stored in the storage unit 23 to identify the identification information of the user who conducted the transaction of game media, and grants a reward to the user. In this way, granting a reward after a transaction of game media is completed can prevent fraudulent behavior, such as withdrawing a listing for a game media before the transaction is completed and only obtaining the reward.

[0054] Furthermore, when a transaction of game media is completed, the game progression unit 31 shown in Figure 2 deducts, for example, a certain amount of virtual currency held by the user as a transaction fee to the game operator. By deducting a transaction fee when a game media transaction is made in this way, it is possible to prevent fraudulent activity in which a user with multiple accounts attempts to obtain rewards from the game operator by trading game media between these multiple accounts.

[0055] [Controls to maintain scarcity] As described above, when trading of a game medium becomes active, the value of the game medium increases. On the other hand, when trading of a game medium becomes active, the scarcity of the game medium may decrease. For this reason, the server 20 shown in FIG. 2 can perform control to maintain the scarcity of the game medium.

[0056] Fig. 10 is a diagram illustrating a process for maintaining the scarcity of game media issued in a game provided by the information processing system 1 shown in Fig. 1. As shown in Fig. 10, the server 20 manages, for example, multiple game media of the same type by dividing them into game media (first game media) for which the reward increases the sooner they are sold, and game media (second game media) for which the reward does not increase even if they are sold early.

[0057] Specifically, suppose 120 game media of the same type are issued, each assigned an issue number ranging from "1" to "120." In such a case, the reward determination unit 33 shown in Fig. 2 can change the reward to be granted to a user in a game media transaction according to the issue number assigned to the game media.

[0058] For example, suppose the issue number of a game medium traded between users falls within the range of "1" to "30." In this case, the reward determination unit 33 increases the reward granted to the user within one month from the time of issuance of the game medium, as described above, the shorter the period from acquisition of the game medium to the completion of the transaction. After one month has passed since the time of issuance, the reward is not increased according to the period.

[0059] This allows the circulation of the game medium to be promoted for one month from the time of issuance of the game medium, and after one month has passed from the time of issuance, the circulation of the game medium is not promoted, thereby maintaining the rarity of the game medium.

[0060] Also, suppose the issue number of the traded game media falls within the range of "31" to "100." In this case, the reward determination unit 33 does not increase the reward according to the period from the acquisition of the game media to the completion of the trade. This prevents the distribution of the game media from being promoted, and maintains the scarcity of the game media.

[0061] Also, suppose the issue number of the traded game media falls within the range of "101" to "120." In this case, the reward determination unit 33 adjusts the reward according to the period from the acquisition of the game media to the completion of the transaction, i.e., increases the reward for early transactions, without imposing any restrictions on the control period after the issuance of the game media. This encourages the circulation of the game media and prevents situations in which the game media cannot be obtained at all.

[0062] By performing the above-described processing to maintain the rarity of the game medium, the needs of all types of users can be met, including users who aim to increase the rarity of the game medium to make capital gains, and users who seek to acquire the game medium in order to progress through the game.

[0063] [Operation flow] FIG. 11 is a sequence diagram for explaining the flow of operations when game media-related control is performed by the server 20 according to the first embodiment of the present disclosure.

[0064] 11, first, it is assumed that user U1 has completed an event in a game (step S11). In this case, terminal 10A, which is one of the terminals 10 and is operated by user U1, transmits operation information indicating the operation content of user U1 to server 20 (step S12).

[0065] Next, upon receiving the operation information transmitted from the terminal 10A, the server 20 determines based on the operation information that the user U1 has completed the event, and grants the item A, which is a game medium, to the user U1 (step S13). As a result, the user U1 can acquire the item A.

[0066] Next, assume that the user U1 performs an operation on the terminal 10A to put the item A up for sale on the market (step SS14). In this case, the terminal 10A transmits operation information indicating the operation content of the user U1 to the server 20 (step S15).

[0067] Next, when the server 20 receives the operation information transmitted from the terminal 10A, it updates the game media information stored in the memory 24 (see FIG. 2) based on the operation information to reflect that the item A has been put up for sale on the market (step S16).

[0068] Next, assume that user U2 performs an operation on terminal 10B, which is one of the terminals 10, to purchase item A that is being put up for sale on the market (step S17). In this case, terminal 10B transmits operation information indicating the operation content of user U2 to server 20 (step S18).

[0069] Next, upon receiving the operation information transmitted from the terminal 10B, the server 20 grants the item A to the user U2 (step S19). Then, the server 20 updates the game medium information stored in the memory 24 to reflect that the item A has been purchased by the user U2 (step S20).

[0070] Next, the server 20 determines a reward to be given to the user U1 based on, for example, the length of time from when the user U1 acquires the item A until when the item A is purchased by the user U2 (step S21).Then, the server 20 gives the determined reward to the user U1 (step S22).

[0071] <Second embodiment> In the first embodiment, the rewards given to a user are changed depending on the timing and status of the game content transaction by the user. In contrast, in the second embodiment, the acquisition of game content is controlled so as to balance the profits of multiple users who start playing the game at different times.

[0072] [Problem description] 12 is a diagram illustrating the difference in profits from trading game content between multiple users who started the game at different times. As shown in FIG. 12, for example, assume that user U1 has already started the game at time t21 when item A, which is the game content, is issued. On the other hand, assume that user U2 has not yet started the game at time t21 when item A is issued.

[0073] It is assumed that user U1 acquires item A at timing t22, which is after the issue timing t21. It is also assumed that user U2 starts the game at timing t23, which is after timing t22, and acquires item A at timing t24, which is after timing t23.

[0074] As mentioned above, the value of game media, which are issued in limited quantities, increases as trading activity increases during the game, and so the value of item A tends to gradually increase after issuance timing t21, as shown in Figure 12. Specifically, the price of item A at issuance timing t21 is set to price V1, the price of item A at timing t24 is set to price V2, and the price of item A at current timing t25 is set to price V3. In this case, the prices tend to increase in the order of V1, V2, and V3.

[0075] Furthermore, the capital gain C1 (= V3 - V1) that user U1 will obtain if he sells item A at the current timing t25 is likely to be higher than the capital gain C2 (= V3 - V2) that user U2 will obtain if he sells item A at the current timing t25.

[0076] In this way, among multiple users who own the same type of game content, users who start playing the game later are likely to be at a disadvantage in terms of rewards from selling the game content compared to users who start playing the game earlier. For this reason, the server 20 according to the second embodiment of the present disclosure performs the following control.

[0077] The configuration of the information processing system 1 according to the second embodiment is the same as that of the information processing system 1 according to the first embodiment shown in FIG. 1, except for the contents described below, and therefore detailed explanations of the similar configuration will not be repeated.

[0078] [Controlling the number of available game media] 2, the medium providing unit 32 in the control unit 22 sets the number R of game media of the same type that can be acquired for each user as a game medium-related control that is control related to the acquisition or transaction of game media. More specifically, the medium providing unit 32 sets the number R of game media that can be acquired for each user based on the time when the game media was issued and the time when the user started playing the game.

[0079] The game start time may be the time when the user joins the game, or, if the game has not been played for a predetermined period of time after joining the game, the time when the user starts playing the game again. The game start time is determined based on the user's game login history, etc.

[0080] 12, the medium providing unit 32 sets, for example, an obtainable number R1 of item A for user U1, and an obtainable number R2 of item A for user U2. The obtainable number R2 is greater than the obtainable number R1 (R2>R1).

[0081] That is, when the number of items A currently owned by users U1 and U2 reaches the obtainable number R1 and R2, respectively, users U1 and U2 are restricted from newly acquiring items A, even if they have cleared an event in the game. In this way, by setting the obtainable number R of the same type of game content to different numbers among multiple users who started the game at different times, it is possible to balance the profits from trading game content.

[0082] Note that the number of game media that can be acquired R is not limited to the number of game media currently owned, but may be the sum of the number of game media currently owned and the number of game media owned in the past.

[0083] [Operation flow] FIG. 13 is a sequence diagram for explaining the flow of operations when the server 20 according to the second embodiment of the present disclosure controls the obtainable number R of game contents.

[0084] 13, it is assumed that user U1 has completed an event in a game (step S31). In this case, terminal 10A operated by user U1 transmits operation information indicating the operation content of user U1 to server 20 (step S32).

[0085] Next, when the server 20 receives the operation information transmitted from the terminal 10A, the server 20 determines that the user U1 has completed the event based on the operation information. Then, the server 20 refers to the game medium information stored in the memory 24 (see FIG. 2) and checks the number of items A that the user U1 owns, which are granted when the event is completed (step S33).

[0086] Next, the server 20 checks, for example, the number R1 of items A that can be acquired by the user U1 stored in the memory 24, and determines whether the number of items A currently owned by the user U1 has reached the number R1 of items that can be acquired (step S34).

[0087] Next, if the number of items A currently owned by the user U1 has not reached the obtainable number R1 ("NO" in step S34), the server 20 newly grants item A to the user U1 (step S35).

[0088] On the other hand, if the number of items A currently owned by user U1 has reached the number R1 that can be acquired ("YES" in step S34), server 20 sends a notification to terminal 10A, for example, that item A cannot be acquired because the number of items owned has reached the number R1 that can be acquired (step S36).

[0089] 14 is a diagram showing an example of a notification screen G5 that notifies the user that the game medium to be acquired cannot be acquired because the number of game mediums owned has reached the maximum number R. As shown in FIG. 14, the notification screen G5 includes information such as the management number of each item A that has been acquired, the fact that item A cannot be acquired, and the maximum number R that can be acquired.

[0090] [Variations] In addition to or instead of setting the obtainable number R as described above, the control unit 22 shown in Figure 2 may, as a game medium-related control, change the reward granted by the transaction of game medium depending on the time when the user starts the game.

[0091] For example, the reward determination unit 33 in the control unit 22 can perform control so that the later a user starts playing a game, the greater the reward from trading game media. By performing such control, it is possible to balance the profits from the sale of game media among multiple users who start playing a game at different times.

[0092] <Third embodiment> In the second embodiment described above, the obtainable number R of game contents is changed depending on when the user starts playing the game. In contrast, in the third embodiment, the period until new game contents of the same type can be obtained is controlled depending on when the user starts playing the game.

[0093] [Problem description] Users who start playing the game later are less likely to acquire game media, which are limited in number, than users who start playing the game earlier, and are therefore at a disadvantage in terms of rewards from selling game media. For this reason, the server 20 according to the third embodiment of the present disclosure performs the following control.

[0094] The configuration of the information processing system 1 according to the third embodiment is similar to that of the information processing system 1 according to the first embodiment shown in FIG. 1, except for the contents described below, and therefore detailed explanations of the similar configuration will not be repeated.

[0095] [Controlling the period during which game content cannot be reacquired] Referring back to FIG. 2, the medium providing unit 32 in the control unit 22 sets, as game medium-related control, a period during which the same type of game medium cannot be newly acquired for each user.

[0096] More specifically, the medium providing unit 32 stores the timing of the user's acquisition of the game medium in the memory 24. The medium providing unit 32 also sets a re-acquisition unavailable period Tx during which the user cannot newly acquire the same type of game medium as the game medium. The length of the re-acquisition unavailable period Tx is determined based on the time of issuance of the game medium and the time the user starts playing the game.

[0097] 15 is a diagram illustrating a re-acquisition unavailable period Tx set for each user by the server 20 according to the third embodiment of the present disclosure. With reference to Fig. 15, for example, assume that user U1, who has already started the game at issue timing t31 of item A, which is a game medium, completes event E and acquires item A at timing t32.

[0098] In this case, the medium providing unit 32 sets a re-acquisition unavailable period Tx1 for the item A as a period during which the user U1 cannot newly acquire the item A. During the period from timing t32 until the re-acquisition unavailable period Tx1 has elapsed, the user U1 cannot acquire the item A even if he or she completes the event E.

[0099] Then, at timing t33 ​​after the re-acquisition unavailable period Tx1 has elapsed since timing t32, user U1 clears event E again and re-acquires item A. In this case, the medium providing unit 32 sets the re-acquisition unavailable period Tx1 for item A again for user U1.

[0100] Also, for example, assume that user U2 starts the game at timing t34, which is after timing t31 when item A is issued, clears event E, and acquires item A at timing t35. In this case, the medium providing unit 32 sets a re-acquisition unavailable period Tx2 for item A as a period during which user U2 cannot newly acquire item A.

[0101] At this time, the length of the non-reacquisition period Tx2 set by the medium granting unit 32 is shorter than the length of the non-reacquisition period Tx1 (Tx2 < Tx1). User U2 cannot acquire item A even if event E is cleared during the period from timing t32 until the non-reacquisition period Tx2 elapses.

[0102] And assume that user U2 clears event E again and acquires item A again at timing t36 after the timing when the non-reacquisition period Tx2 has elapsed from timing t35. In this case, the medium granting unit 32 sets the non-reacquisition period Tx2 of item A for user U2 again.

[0103] FIG. 16 is a diagram for explaining the effect of setting the non-reacquisition period Tx by the server 20 according to the third embodiment of the present disclosure. As described above, the later the user's game start time is, the shorter the length of the non-reacquisition period Tx of the same type of game medium is set. As a result, as shown in FIG. 16, for example, even when user U1 has already acquired a plurality of items A at the game start time of user U2, it is possible to gradually approach the number of items A acquired by user U1 to the number of items A acquired by user U2.

[0104] As a result, it is possible to balance the benefits from the trading of game media among a plurality of users with different game start times. Also, it is possible to prevent a user who starts the game initially from occupying the same type of game medium.

[0105] Note that the medium granting unit 32 may set the non-reacquisition period Tx of the same length for a plurality of types of game media for the same user, or may set the non-reacquisition period Tx of different lengths for each type of game media. For example, the medium granting unit 32 may set the length of the non-reacquisition period Tx of the game medium to be longer as the rarity of the game medium is higher.

[0106] [Operation flow] FIG. 17 is a sequence diagram for explaining the flow of operations when the server 20 according to the third embodiment of the present disclosure controls the period Tx during which the game content cannot be reacquired.

[0107] 17, first, it is assumed that user U1 has completed an event in a game (step S41). In this case, terminal 10A operated by user U1 transmits operation information indicating the operation content of user U1 to server 20 (step S42).

[0108] Next, upon receiving the operation information transmitted from the terminal 10A, the server 20 determines, based on the operation information, that the user U1 has completed the event. Then, the server 20 refers to the game medium information stored in the memory 24 (see FIG. 2), and checks the timing of the last acquisition of the item A by the user U1 and the period Tx1 during which the item A cannot be reacquired, for the item A granted upon completion of the event (step S43).

[0109] Next, the server 20 determines whether or not a re-acquisition impossible period Tx1 has elapsed since the previous acquisition timing (step S44).

[0110] Next, if the re-acquisition unavailable period Tx1 has elapsed since the previous acquisition timing ("YES" in step S44), the server 20 newly grants the item A to the user U1 (step S45).

[0111] On the other hand, if the re-acquisition unavailability period Tx1 has not elapsed since the previous acquisition timing ("NO" in step S44), the server 20 sends, for example, to terminal 10A, a notification that item A cannot be acquired because the re-acquisition unavailability period Tx1 for item A has not elapsed (step S46).

[0112] 18 is a diagram showing an example of a notification screen G6 that notifies the user that the game content to be acquired cannot be acquired because the re-acquisition unavailable period Tx has not yet elapsed. As shown in FIG. 18, the notification screen G6 includes information such as the management number of each acquired item A, the period during which the item A cannot be re-acquired, and the time to resume acquisition of the item A (when the re-acquisition unavailable period Tx has elapsed).

[0113] <Modifications common to the first to third embodiments> [Problem description] For example, the number of game contents issued as a reward for participating in an event during a game may be less than the number of users participating in the event. In other words, the number of users to whom game contents should be issued may be greater than the number of game contents issued. In such cases, the server 20 according to the first to third embodiments of the present disclosure may perform the following control.

[0114] [Control when the number of users to whom game content should be granted is greater than the number of game content issued] 2 notifies users who are participants in a game in advance that it is not possible to grant the game content to all users when the number of users to whom the game content should be granted is greater than the number of game content issued. That is, the notification unit 34 transmits a notification to the terminals 10 operated by each user via the communication unit 21 that it is not possible to grant the game content to all users.

[0115] 19 is a diagram showing an example of a notification screen G7 that notifies the user that the game content cannot be awarded to everyone. As shown in FIG. 19, the notification screen G7 includes, for example, the number of participants in the event (participation method), the rewards to be awarded for participating in the event, and information that rewards may not be awarded to everyone.

[0116] The medium providing unit 32 then randomly determines, from among the plurality of users, a user to whom the game medium will be provided, and provides the game medium to the determined user. Furthermore, the medium providing unit 32 may preferentially select a user who has not been provided with the game medium as a recipient of the game medium in another event, if the user is not provided with the game medium as a result of the random determination of the recipient of the game medium.

[0117] Furthermore, the medium providing unit 32 may change the transaction price of the game medium so that, when the game medium is put up for sale on the market, a user who has not been granted the game medium can acquire the game medium at a lower price than other users. Furthermore, the medium providing unit 32 may control so that, when the game medium is put up for sale on the market, a user who has not been granted the game medium is given priority in the right to purchase the game medium.

[0118] By performing such control, even if the number of users to whom game media should be granted is greater than the number of game media issued, it is possible to reduce a sense of unfairness among users.

[0119] The medium granting unit 32 is not limited to a configuration that randomly determines the recipient of the game medium, but may determine the recipient based on some conditions, such as, for example, as illustrated in Figure 19, giving game medium preferentially to users who have performed well (contributed highly) in the event.

[0120] The level of activity is calculated based on the score obtained in the event, the amount of damage inflicted on other characters, etc. Furthermore, when the recipient of the game media is determined based on the level of activity in the event, the media granting unit 32 may grant game media with a lower issue number to users who have performed more actively in the event.

[0121] [Additional Notes] The contents of the first, second, and third embodiments of the present disclosure are listed as follows: (Item 1) A program that causes a processor to change control related to the acquisition or trading of game media in accordance with the relationship between the game media, which can be traded with other users and has a limited number of issues, and the user acquiring the game media. In this way, acquisition of game media with limited issuance numbers can be more appropriately managed depending on the relationship between the game media and the user who acquires the game media.

[0122] (Item 2) The program described in item 1, wherein the control is control regarding rewards granted to the user through transactions of the game medium between the user and other users. This configuration can stimulate the distribution of game media and make games more exciting.

[0123] (Item 3) Item 3. The program according to item 2, wherein the reward is the granting of a game medium other than the game medium. With this configuration, when acquiring or trading game media, the provision of other game media to a user can be appropriately managed.

[0124] (Item 4) The program described in item 2, wherein the reward is a reduction in the fee paid by the user when trading the game medium. This configuration allows for appropriate control of the fees borne by the user when acquiring or trading game media.

[0125] (Item 5) 5. The program according to any one of items 1 to 4, wherein the control is executed when a predetermined condition related to the game medium is met, and is not executed when the predetermined condition is not met. With this configuration, it is possible to avoid unnecessary control being performed.

[0126] (Item 6) Item 5. The program according to item 5, wherein the specified condition is met when a value indicating the trading status of the game medium in the game falls below a specified value. With this configuration, for example, in a situation where there is a high need to stimulate trading of game media, it is possible to control trading of game media and stimulate trading of the game media.

[0127] (Item 7) Item 7. The program according to item 6, wherein the value indicating the transaction status is at least one of the number of game media traded in the game and the number of people wishing to acquire the game media. This configuration allows the trading status of game content to be determined more accurately.

[0128] (Item 8) The program described in any one of items 1 to 7, wherein the relationship is the period from when the user acquires the game medium to when a transaction for the game medium is concluded between the user and another user. This configuration encourages users to trade game media early, thereby stimulating trading of game media.

[0129] (Item 9) the game content is usable by the user in a game; The program according to any one of items 1 to 8, wherein the relationship is a period of non-use of the game medium after the user acquires the game medium. With this configuration, for example, it is possible to control the trading of game media that have not been used for a long period of time, thereby promoting the circulation of such game media.

[0130] (Item 10) Item 10. The program of item 9, which causes the processor to notify the user of instructions regarding the transaction of the game medium when the period of non-use exceeds a threshold. With this configuration, it is possible for a user to ascertain which game media have not been used for a period longer than the threshold.

[0131] (Item 11) The program according to any one of items 1 to 10, wherein the control is control regarding the timing of newly acquiring game media of the same type as the game media acquired by the user. With this configuration, for example, it is possible to impose restrictions on the timing of newly acquiring the same type of game content, thereby appropriately managing the acquisition of game content by each user.

[0132] (Item 12) causing the processor to set a re-acquisition unavailable period from the time when the user acquires the game medium to the time when the user cannot newly acquire game medium of the same type as the game medium; Item 12. The program according to item 11, wherein the period during which the game medium cannot be reacquired is changed based on the time of issuance of the game medium and the time the user starts playing the game. This configuration makes it possible to balance the transactions of game content between multiple users who start playing games at different times.

[0133] (Item 13) The program according to any one of items 1 to 12, wherein the control is control regarding the number of game media of the same type that can be acquired by each user. With this configuration, for example, it is possible to set a limit on the number of game contents of the same type that can be acquired, thereby appropriately managing the acquisition of game contents by each user.

[0134] (Item 14) Item 14. The program according to item 13, wherein the number of items that can be acquired is changed based on the time of issuance of the game medium and the time the user starts playing the game. This configuration makes it possible to balance the transactions of game content between multiple users who start playing games at different times.

[0135] (Item 15) The relationship is the period from when the user acquires the game medium to when the user makes the game medium available for trading. With this configuration, for example, by increasing the reward the shorter the period, it is possible to encourage users to make their game media tradable, i.e., to put them up on the market.

[0136] (Item 16) The relationship is the period from when the game medium acquired by the user becomes tradable to when a transaction for the game medium is concluded between the user and another user. With this configuration, for example, the shorter the period, the greater the reward, thereby encouraging the user to complete the game content transaction.

[0137] (Item 17) The processor manages multiple game media of the same type by dividing them into first game media for which a reward is given to the user according to the holding period from when the user acquires the game media until a transaction of the game media is concluded with another user, and second game media for which a reward is not given according to the holding period. This configuration can stimulate trading of game media and increase the rarity of the game media.

[0138] (Item 18) The reward changes depending on the trading status of the game content within the game. With this configuration, for example, by increasing the reward for game media that are not actively traded, it is possible to stimulate trading of those game media.

[0139] (Item 19) The reward is given to the user after a transaction for the game medium is concluded between the user and another user. This configuration can prevent fraudulent activity by users who have multiple accounts attempting to obtain rewards from game operators by trading game content between these multiple accounts.

[0140] (Item 20) The reward varies depending on the relationship between the user and the other user to whom the game medium is sold. With this configuration, for example, the reward is determined to be higher when the buyer is someone other than the user's friends or followers than when the buyer is the user's friends or followers, allowing the game content to be distributed to a wide range of users.

[0141] (Item 21) The number of obtainable items is set to be larger for users who start the game after the time of issuance of the game medium than for users who start the game at the time of issuance of the game medium. This configuration makes it possible to balance the transactions of game content between multiple users who start playing games at different times.

[0142] (Item 22) The reward provided by the transaction of the game medium increases the later the user starts playing the game. This configuration makes it possible to balance the compensation received from the sale of game media among multiple users who start playing the game at different times.

[0143] (Item 23) The period during which the game cannot be reacquired is set to be shorter for users who start the game after the time of issuance of the game medium than for users who start the game at the time of issuance of the game medium. This configuration makes it possible to balance the transactions of game content between multiple users who start playing games at different times.

[0144] (Item 24) The later the user starts the game, the shorter the re-acquisition unavailable period is set. This configuration makes it possible to balance the compensation received from the sale of game media among multiple users who start playing the game at different times.

[0145] (Item 25) When the number of game media issued to users for participating in an event during a game is less than the number of users participating in the event, the processor randomly determines a user to be given the game media from among the multiple participating users. This configuration makes it possible to deal with situations where the number of users to whom game content should be granted is greater than the number of game content issued.

[0146] (Item 26) The processor is caused to preferentially grant game contents to users who participated in the event and were not granted the game contents in another event. This configuration can reduce the sense of unfairness among users.

[0147] (Item 27) The processor enables users who participated in the event and were not given the game medium to acquire the game medium at a lower trading price than other users when the game medium is circulated on the market. This configuration can reduce the sense of unfairness among users.

[0148] (Item 28) When the processor awards the same type of game medium to multiple users who participated in the same event, it awards the game medium with the lowest issued number to each user according to their level of performance in the event. This configuration can help create excitement for the event.

[0149] (Item 29) a processor; An information processing device in which a processor changes control related to the acquisition or trading of game media, which can be traded with other users and has a limited number of issues, depending on the relationship between the game media and the user acquiring the game media. In this way, acquisition of game media with limited issuance numbers can be more appropriately managed depending on the relationship between the game media and the user who acquires the game media.

[0150] (Item 30) An information processing method in which a processor changes control related to the acquisition or trading of game media depending on the relationship between the game media, which can be traded with other users and has a limited number of issues, and the user acquiring the game media. In this way, acquisition of game media with limited issuance numbers can be more appropriately managed depending on the relationship between the game media and the user who acquires the game media.

[0151] Note that the operations of the control unit (processor) 22 in each of the above embodiments may be executed by one processor or multiple processors. For example, some or all of the operations of the control unit 22 may be executed by the terminal 10.

[0152] Furthermore, the order of the processes in the above-described sequence diagrams may be random, and may be executed in parallel, as long as no contradictions or inconsistencies occur in the process contents.

[0153] Furthermore, the above-described embodiments are merely examples for facilitating understanding of the present invention, and are not intended to limit the present invention. The present invention can be modified or improved, some of the configurations of the embodiments can be deleted, or the configurations of multiple embodiments can be combined without departing from the spirit of the present invention, and it goes without saying that the present invention also includes equivalents thereof. [Explanation of symbols]

[0154] 1: Information processing system, 10, 10A, 10B: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progression unit, 32: Medium granting unit, 33: Reward determination unit, 34: Notification unit, 41: Program, 42: Game information, 43: User information

Claims

1. The processor a user acquires a game medium by satisfying a predetermined condition within a specific period of time, and when a period during which the game medium has not been used in a game since the acquisition of the game medium exceeds a predetermined threshold, a notification is sent to a terminal used by the user, including information regarding the period during which the game medium has not been used, and a message urging the user to trade the game medium; program.

2. As the guidance, a first button for proceeding with the transaction of the game content with another user is displayed on the terminal used by the user. The program according to claim 1.

3. When an operation of selecting the first button is performed, a setting screen regarding transactions with the other user is displayed on a terminal used by the user. The program according to claim 2.

4. the guidance includes a second button for continuing to hold the game medium; When an operation of selecting the second button is performed, the state in which the user holds the game medium continues. The program according to claim 1 or 2.

5. The program according to claim 1 or 2, wherein the number of said game media issued or the number that a user can acquire is limited.

6. 3. The program of claim 1, wherein the reward granted to the user in a transaction of the game medium between the user and the other user is changed depending on the relationship between the user and the other user with whom the game medium is traded.

7. An information processing system including one or more information processing devices, a user acquires a game medium by satisfying a predetermined condition within a specific period of time, and when a period during which the game medium has not been used in a game since the acquisition of the game medium exceeds a predetermined threshold, a notification is sent to a terminal used by the user, including information regarding the period during which the game medium has not been used, and a message urging the user to trade the game medium; Information processing system.

Citation Information

Patent Citations

  • Computer system and game system

    JP2022156191A