Server device, program, and refund method for in-game currency

The server device and program enhance gameplay by allowing in-game currency deposits and refunds based on user behavior and actions, improving engagement through dynamic banking features.

JP2025161503AActive Publication Date: 2025-10-24LY CORP
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Patent Information

Application Number
JP2024064749
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-12
Publication Date
2025-10-24
Estimated Expiration
2044-04-12

AI Technical Summary

Technical Problem

Existing gaming technologies do not effectively enhance gameplay through banking functions.

Method used

A server device and program that allow users to deposit and refund in-game currency based on the amount deposited, interest rate, and user behavior, with interest rates fluctuating based on in-game actions, and providing rewards or bonuses.

Benefits of technology

Enhances gameplay experience by incorporating dynamic banking functions that reward user engagement and behavior, thereby increasing player interaction and satisfaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a server device, program, and refund method for in-game currency that can enhance gameplay by utilizing banking functions.SOLUTION: One embodiment of the server device disclosed in the present application is equipped with: a receiving unit that accepts deposits of in-game currency from a user; and a refund unit that determines the amount of in-game currency to refund to the user based on the amount of deposited in-game currency, the interest rate applicable to the deposited in-game currency, and the user's in-game activities, and refunds the determined amount.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present disclosure relates to a server device, a program, and an in-game currency refund method. [Background technology]

[0002] Games with banking functions have been known for some time. For example, Patent Document 1 discloses a technology in which a player borrows money from an in-game bank, and interest is collected from the in-game currency held by the user. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-282375 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the above-mentioned conventional techniques leave room for improvement in terms of enhancing the gameplay by utilizing banking functions.

[0005] The present disclosure has been made in consideration of the above circumstances, and aims to provide a server device, a program, and an in-game currency refund method that can enhance the gaming experience by utilizing banking functions. [Means for solving the problem]

[0006] One aspect of the server device of the present disclosure includes a receiving unit that receives deposits of in-game currency from a user, and a refund unit that determines the amount of in-game currency to be refunded to the user based on the amount of the deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game behavior, and refunds the determined amount.

[0007] One aspect of the program of the present disclosure is to cause a computer to function as a reception unit that receives deposits of in-game currency from a user, and a refund unit that determines the amount of in-game currency to be refunded to the user based on the amount of the deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game behavior, and refunds the determined amount.

[0008] One aspect of the in-game currency refund method of the present disclosure includes a receiving step in which a receiving unit receives a deposit of in-game currency from a user, and a refund step in which a refund unit determines the amount of in-game currency to refund to the user based on the amount of the deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game behavior, and refunds the determined amount. [Effects of the Invention]

[0009] According to the present disclosure, it is possible to provide a server device, a program, and an in-game currency refund method that can enhance the gaming experience by utilizing bank functions. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 1 is a block diagram showing an example of the configuration of a game system according to this embodiment. [Figure 2] FIG. 2 is a block diagram showing an example of the hardware configuration of the server device and the information processing device of this embodiment. [Figure 3] FIG. 3 is a block diagram showing an example of the functional configuration of the server device and the information processing device according to this embodiment. [Figure 4] FIG. 4 is a diagram showing an example of the account selection screen of this embodiment. [Figure 5] FIG. 5 is a diagram showing an example of the account selection screen after interest rate change in this embodiment. [Figure 6] FIG. 6 is a flowchart showing an example of a deposit process carried out in the game system of this embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, an embodiment of the present disclosure (hereinafter simply referred to as "the present embodiment") will be described in detail with reference to the drawings. Note that the present disclosure is not limited to the following embodiment. Furthermore, the following embodiment and modified examples can be combined as appropriate.

[0012] First, the configuration of the game system of this embodiment will be described.

[0013] Fig. 1 is a block diagram showing an example of the configuration of a game system 1 according to this embodiment. As shown in Fig. 1, the game system 1 includes a server device 10 and information processing devices 20-1 to 20-n (n is a natural number). The server device 10 and the information processing devices 20-1 to 20-n are connected via a network 2. The network 2 can be realized by, for example, the Internet or a LAN (Local Area Network). In the following description, when it is not necessary to distinguish between the information processing devices 20-1 to 20-n, they may be simply referred to as information processing devices 20.

[0014] The server device 10 is a game server device that manages a game (hereinafter, sometimes referred to as "the game of this embodiment") realized by the game system 1. Specifically, the server device 10 manages game programs for installation and update, and transmits these game programs to the information processing device 20 in response to a request from the information processing device 20. As a result, a game application is installed on the information processing device 20, and the game becomes executable.

[0015] When a game is executed on the information processing device 20 side, the server device 10 appropriately transmits data necessary for the progress of the game to the information processing device 20. The server device 10 also manages user game data on an account-by-account basis. An account may be issued for each information processing device 20, such as a device ID (IDentification) of the information processing device 20, or may be issued independently of the information processing device 20, such as a user ID that identifies a user. In the former case, the device ID is used as an ID that identifies a user who owns the information processing device 20. An account may be configured as a pair of the above-mentioned ID and password.

[0016] The information processing device 20 is a computer for executing a game realized by the game system 1. The information processing device 20 may be any computer capable of executing a game. The information processing device 20 is, for example, an information processing device capable of executing multiple types of applications including a game application. The multiple types of applications may include not only game applications for games realized by the game system 1, but also game applications for games realized by a game system different from the game system 1. In this embodiment, the information processing device 20 is described as an electronic device such as a smartphone or a tablet, but is not limited to this.

[0017] For example, the information processing device 20 may be a gaming PC or a general-purpose PC, or may be a dedicated stationary or portable game console. If the information processing device 20 is a dedicated game console, the game can be executed by using a storage medium in which the game program is stored, instead of transmitting the game program from the server device 10 described above.

[0018] The information processing device 20 executes a game based on user operations. The information processing device 20 appropriately receives data necessary for the progress of the game from the server device 10. The information processing device 20 also appropriately communicates with the server device 10 and transmits the user's game data. This allows the server device 10 to manage the user's game data.

[0019] FIG. 2 is a block diagram showing an example of the hardware configuration of the server device 10 and the information processing device 20 of this embodiment.

[0020] First, a description will be given of the hardware configuration of the server device 10. As shown in Fig. 2, the server device 10 includes a control device 11, a main memory device 12, an auxiliary memory device 13, a communication device 14, and various buses 15. The control device 11, the main memory device 12, the auxiliary memory device 13, and the communication device 14 are connected via the various buses 15. As described above, the server device 10 of this embodiment has a general hardware configuration using a normal computer.

[0021] The control device 11 controls the overall operation of the server device 10. The control device 11 may be, for example, at least one of a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit), but is not limited to these. There may be any number of CPUs or GPUs as long as they are one or more, and they may be single-core or multi-core.

[0022] Examples of the main memory device 12 include, but are not limited to, a ROM (Read Only Memory) and a RAM (Random Access Memory). The ROM stores various programs, such as a program for controlling the server device 10 and a program for managing the game of this embodiment. The RAM is used as a working area when the control device 11 performs various controls based on the programs stored in the ROM.

[0023] The auxiliary storage device 13 stores various data, such as the various programs described above, game programs for installing and updating the game of this embodiment, data necessary for game progress, and user game data. The various programs described above may be stored in at least one of the main storage device 12 and the auxiliary storage device 13. Examples of the auxiliary storage device 13 include, but are not limited to, existing storage devices capable of magnetic, electrical, or optical storage, such as a hard disk drive (HDD), a solid state drive (SSD), and a digital versatile disc (DVD). The auxiliary storage device 13 may be built into the information processing device 10 or may be externally connected to the information processing device 10 via an interface such as a universal serial bus (USB). The auxiliary storage device 13 may also be a network-attached storage (NAS) connected via a network, such as a local area network (LAN) or a wide area network (WAN).

[0024] The communication device 14 is used to communicate with the information processing device 20 via the network 2. Examples of the communication device 14 include, but are not limited to, a communication device for a wired LAN and a wireless communication device for a wireless LAN. The communication device 16 transmits the above-mentioned game programs for installation and update and data necessary for game progress to the information processing device 20, and receives user game data from the information processing device 20.

[0025] In addition to the above configuration, the server device 10 may further include hardwired circuits such as an IC (Integrated Circuit), an ASIC (Application Specific Integrated Circuit), and an FPGA (Field-Programmable Gate Array) that are specific to the information processing server device 10 in order to realize the game management function.

[0026] Next, the hardware configuration of the information processing device 20 will be described. As shown in Fig. 2, the information processing device 20 includes a control device 21, a main memory device 22, an auxiliary memory device 23, a communication device 24, a display device 25A, an input device 25B, an audio output device 26, a group of sensors 27, and various buses 28. The display device 25A and the input device 25B constitute a touch panel display 25. The control device 21, the main memory device 22, the auxiliary memory device 23, the communication device 24, the display device 25A, the input device 25B, the audio output device 26, and the group of sensors 27 are connected via various buses 29. As described above, the information processing device 20 of this embodiment has a general hardware configuration of electronic devices such as smartphones and tablets.

[0027] The control device 21 controls the overall operation of the information processing device 20. The method of realizing the control device 21 is the same as that of the control device 11. However, in order to perform drawing processing of the game space realized by CG (Computer Graphics) processing, playing and synthesizing game sounds, and the like, the control device 21 may further include hardwired circuits such as ICs, ASICs, and FPGAs specific to the above processing in addition to the control device 21.

[0028] The implementation method of the main memory device 22 is the same as that of the main memory device 12, and therefore detailed description thereof will be omitted. The ROM of the main memory device 22 stores various programs such as a program for controlling the information processing device 20.

[0029] The auxiliary storage device 23 stores various data such as the above-mentioned various programs, the game program transmitted from the server device 10, data necessary for game progress, and game data of the user of the information processing device 20. The above-mentioned various programs may be stored in at least one of the main storage device 22 and the auxiliary storage device 23. The method for realizing the auxiliary storage device 23 is the same as that for the auxiliary storage device 13, and therefore a detailed description thereof will be omitted.

[0030] The communication device 24 is used to communicate with the server device 10 via the network 2. The method of implementing the communication device 24 is similar to that of the communication device 14, and therefore a detailed description thereof will be omitted. The communication device 24 receives the above-mentioned game programs for installation and update and data necessary for game progress from the server device 10, and transmits the user's game data to the server device 10.

[0031] The display device 25A displays various screens, such as a game screen, generated by the control device 21, and serves as a user interface with the user. The input device 25B is used for inputting various operations, such as game operations, on the information processing device 10, and serves as a user interface with the user. In this embodiment, as described above, the display device 25A and the input device 25B are implemented as touch panel displays, but the present invention is not limited to this. In the following, unless otherwise specified, it is assumed that the display of various screens, such as a game screen, is performed on the display device 25A, and that user requests and operations for a game executed on the information processing device 10 are performed using the input device 25B.

[0032] The audio output device 26 outputs game sounds generated by the control device 21, and can be realized by, for example, a speaker.

[0033] The sensor group 27 detects various information related to the information processing device 20 and the user who uses the information processing device 20. Examples of the sensor group 27 include, but are not limited to, a GPS (Global Positioning System) sensor that detects the position of the information processing device 20, an acceleration sensor or gyro sensor that detects the tilt, acceleration, etc. of the information processing device 20, an image sensor (digital camera) that captures images and videos around the information processing device 20, and a biosensor that detects biometric information of the user.

[0034] 3 is a block diagram showing an example of the functional configuration of the server device 10 and the information processing device 20 of this embodiment. As shown in FIG. 3, the server device 10 includes a game management unit 101, and the information processing device 20 includes a game control unit 201. The game management unit 101 includes a variation unit 111, a reception unit 113, a payout unit 115, and a reward granting unit 117.

[0035] The game control unit 201 can be realized, for example, by the control device 21 and main memory device 22 described in FIG. 1 . For example, the control device 21 reads a game program distributed from the server device 10, acquired by the communication device 24, and loads it into the main memory device 23 (RAM). The control device 21 realizes the above-mentioned game control unit 201 by executing various processes in accordance with the loaded program. Here, an example has been described in which the above-mentioned game control unit 201 is realized as software, but at least a part of the above-mentioned game control unit 201 may also be realized as hardware. In this case, the functional units realized as hardware may be realized, for example, by the above-mentioned hardwired circuit. The above-mentioned game control unit 201 may also be realized by a combination of software and hardware.

[0036] The game management unit 101, the variation unit 111, the reception unit 113, the payout unit 115, and the reward granting unit 117 can be realized by, for example, the control device 11 and the main memory device 12 described in FIG. 1 . For example, the control device 11 reads out a program for managing the game of this embodiment stored in the main memory device 12 (ROM) or the auxiliary memory device 13, and loads it into the main memory device 13 (RAM). The control device 11 realizes each of the above-mentioned functional units by executing various processes in accordance with the loaded program. Here, an example has been described in which each of the above-mentioned functional units is realized as software, but at least a part of each of the above-mentioned functional units may be realized as hardware, or may be realized by a combination of software and hardware.

[0037] In this embodiment, it is not necessary to configure all of the above-described functional units as essential components, and at least some of the functional units can be omitted. For example, the reward granting unit 117 may be omitted, or the variation unit 111 may be omitted instead of the reward granting unit 117.

[0038] The game of this embodiment is mainly realized by the cooperation of the game management unit 101 and the game control unit 201. In the following, the game of this embodiment will be described taking as an example a game consisting of an in-game and an out-game, but is not limited to this.

[0039] The in-game portion refers to the portion of the game that the user actually plays, including, but not limited to, action games, puzzle games, simulation games, role-playing games (RPGs), shooting games, racing games, music games, and card games.

[0040] In addition, in this embodiment, the in-game is described as a quest part consisting of multiple quests, but the present invention is not limited to this. A quest corresponds to a stage, which is a structural unit of a game, but one quest does not necessarily have to be one stage, and one quest may be made up of multiple stages. Therefore, a quest may be one stage of a game in each of the above game genres, or it may be multiple stages.

[0041] Note that various missions may be set for the quest, and when the mission is completed, the user may be given a reward for completing the mission. Missions include, but are not limited to, main missions that require the completion of the quest and sub-missions that require the completion of the quest in a specific way. For example, in an action game, main missions may include "defeat all enemy characters" or "defeat a boss character," and sub-missions may include "defeat at least one enemy character with one hit."

[0042] The out-game is a preparation part for the in-game, and examples thereof include, but are not limited to, a gacha part. The gacha part is a lottery part for game media, in which one game media is selected from multiple types of game media and given to the user. Game media are so-called in-game items used in the game, and examples thereof include, but are not limited to, player characters that can be used in the game, weapons and armor used by the player characters, and items such as various tickets that can be used in the game.

[0043] When the game of this embodiment is executed by the game control unit 201 based on the game program transmitted from the server device 10, the game management unit 101 accepts an account authentication request from the game control unit 201 and performs account authentication. The game control unit 201 receives the account authentication result from the game management unit 101, and starts the game if the authentication is successful, or ends the game if the authentication is unsuccessful.

[0044] If the game management unit 101 successfully authenticates the account and meets the conditions for granting the login bonus, it will grant the login bonus to the user of that account, manage the data as the user's game data, and notify the game control unit 201 that the login bonus has been granted.

[0045] When the game starts, the game control unit 201 receives data necessary for the game to proceed from the server device 10 and progresses the game of this embodiment based on operations by the user.

[0046] For example, when the user requests the execution of a quest part, the game control unit 201 receives display data for a quest selection screen from the game management unit 101 to allow the user to select a quest, and displays the quest selection screen. When the user selects a quest to be executed on the quest selection screen, the game control unit 201 consumes stamina to execute the selected quest and notifies the game management unit 101 of this. As a result, the game management unit 101 manages the remaining stamina after consumption as the user's game data, and delivers data for executing the selected quest to the game control unit 201. Note that stamina is a cost in the game, a parameter that is consumed to execute the game and recovers over time.

[0047] When the game control unit 201 receives data for executing a quest, it generates a game space for executing the quest, in which a player character, various objects, etc. are placed. The game control unit 201 generates and displays game images obtained by capturing the game space frame by frame from a predetermined viewpoint using a virtual camera, and controls the actions of the player character within the game space based on operations by the user to execute the quest.

[0048] For example, when a user requests execution of a gacha part, the game control unit 201 receives display data for a gacha selection screen for selecting a gacha from the game management unit 101 and displays the gacha selection screen. When the user selects a gacha to be executed and a price for executing the gacha on the gacha selection screen, the game control unit 201 consumes the price and notifies the game management unit 101 of this fact. The price for executing the gacha may be, but is not limited to, an in-game item such as a gacha ticket or in-game currency. The in-game currency may be paid or free. As a result, the game management unit 101 manages the consumption of the price as the user's game data, executes the selected gacha (lottery), and notifies the game control unit 201 of the execution result.

[0049] The control of the game management unit 101 specific to this embodiment will be explained below using the variation unit 111, the reception unit 113, the payout unit 115, and the reward granting unit 117.

[0050] The game management unit 101 provides a deposit function as a bank function for the in-game currency used in the game of this embodiment. The deposit function is a function in which a user deposits in-game currency held by the operator with the in-game currency management system, and the deposited principal and interest in the in-game currency are refunded to the user after a certain period of time has passed. Refunds may be prohibited until a certain period of time has passed, as in a fixed-term deposit, or may be refundable at any time, as in a regular savings account.

[0051] In-game currency may be any currency used in the game, and may be either paid or free. Paid and free in-game currency may be separated within the same currency type, or paid and free may be separated by currency type. In this embodiment, an example will be described in which paid and free in-game currency is separated within the same currency type. The game management unit 101 manages in-game currency as user data by separating paid and free.

[0052] The game management unit 101 prepares accounts to provide the deposit function. The accounts may be, for example, deposit accounts with set interest rates and deposit periods. A maximum deposit amount may also be set for each account. The maximum deposit amount may be set uniformly for all accounts, by the user, or for each account. It may also be set differently for each user depending on the user's user rank, billing history (history of purchasing paid in-game currency), and amount of in-game currency held. When a maximum deposit amount is set for each account, the maximum deposit amount may be set according to the interest rate for each account. For example, the higher the interest rate, the lower the maximum deposit amount may be set. The maximum deposit amount may also be set for the total amount deposited for multiple accounts. Setting a maximum deposit amount for each account is not essential, and it is not necessary to set a maximum deposit amount for each account.

[0053] The accounts may be prepared with a uniform interest rate for all users, or may be prepared with different interest rates for each user. For example, the game management unit 101 may set different interest rates for each user depending on the user's user rank, billing history (history of purchasing paid in-game currency), amount of in-game currency held, etc. For example, the higher the user rank of a user, the longer the billing history, or the larger the amount of in-game currency held, the more favorable the interest rate may be.

[0054] The game control unit 201 executes a game based on a user's operation. For example, when the user requests the display of an account selection screen for selecting an account, the game control unit 201 receives display data for the account selection screen from the game management unit 101 and displays the account selection screen.

[0055] Fig. 4 is a diagram showing an example of an account selection screen 301 according to this embodiment. In the example shown in Fig. 4, the account selection screen 301 is displayed on the display device 25A, and a parameter display screen 311 is displayed superimposed on the account selection screen 301. The parameter display screen 311 includes a ruby ​​display field 313, a rank display field 315, an experience value display field 317, and a stamina display field 319. Note that each parameter displayed on the parameter display screen 311 is managed by the game management unit 101 as user data.

[0056] The in-game currency display field 313 displays the number of "rubies," an in-game currency, owned by the user. In the in-game currency display field 313, "rubies" are displayed divided into paid and free. The rank display field 315 displays the user rank. The user rank is an indicator of the user's level, and the user ranks up when the experience points, described below, reach a rank-up reference value. When the user rank is raised, the upper limit on the amount of deposits to the account is lifted, a new account that was previously unavailable (locked) becomes selectable, a new quest that was previously unavailable (locked) becomes selectable, the stamina upper limit is increased, or stamina is restored to the upper limit. The experience point display field 317 displays the user's experience points. The experience point display field 317 displays the current experience points relative to a reference experience point value, but the method of displaying the experience points is not limited to this. Experience points can be earned, for example, by clearing a quest (accomplishing a mission).

[0057] The stamina display field 319 displays the user's stamina. As mentioned above, stamina is a cost in the game, a parameter that is consumed to perform quests and recovers over time to an upper limit. The stamina display field 319 displays the current stamina value relative to the upper limit in text and bar format, but the method of displaying stamina is not limited to this. The game control unit 201 manages the consumption of stamina and the automatic recovery of stamina to the upper limit over time. The game control unit 201 automatically recovers stamina over time, regardless of whether a game application for executing the game of this embodiment is running (launched).

[0058] The game control unit 201 also manages the recovery of stamina using in-game items such as stamina tickets, recovery items purchased using in-game currency, etc. Note that, for example, when recovering stamina using in-game currency directly or indirectly, stamina may be recovered beyond the upper limit.

[0059] Account selection screen 301 displays accounts 303, 305, and 307 as accounts to be selected. Account 303 is a deposit account with a daily interest rate of 0.5% and a deposit period of 7 days. Account 305 is a deposit account with a daily interest rate of 1% and a deposit period of 14 days. Account 307 is a deposit account with a daily interest rate of 2% and a deposit period of 30 days.

[0060] The interest rate on the in-game currency deposited by the user may vary depending on the user's in-game actions. Examples of the user's in-game actions include, but are not limited to, in-game actions that require payment, in-game actions that require continuity, in-game actions that result in positive outcomes, and / or consumption of game media. Examples of in-game actions that require payment include purchasing in-game currency that requires payment and playing gacha using in-game currency that requires payment. Examples of in-game actions that require continuity include the number of consecutive days a login bonus has been received. Examples of in-game actions that result in positive outcomes include clearing a quest or completing a mission. Examples of consumption of game media include consuming preferential interest rate tickets to obtain preferential interest rates.

[0061] The fluctuation unit 111 fluctuates the interest rate on the in-game currency deposited by the user in accordance with the user's in-game actions. For example, when the user performs the in-game actions described above, the fluctuation unit 111 fluctuates the interest rate set in the account. The fluctuation of the interest rate may be preferential or not. Furthermore, the timing of the interest rate fluctuation may be before or after the user deposits the in-game currency. In other words, the fluctuation unit 111 may fluctuate the interest rate on the in-game currency that has already been deposited in accordance with an in-game action performed after the user deposits the in-game currency.

[0062] FIG. 5 is a diagram showing an example of the account selection screen 301 after an interest rate change in this embodiment. In the example shown in FIG. 5, the interest rate of account 303 is increased from 0.5% per day to 5% per day, significantly increasing the attractiveness of account 303. The accounts subject to interest rate changes by the change unit 111 may be set randomly, all accounts associated with the user may be set, or may be associated with the type of in-game action. The preferential range of interest rate changes by the change unit 111 may be set randomly or may be associated with the type of in-game action. For example, the preferential range of interest rate changes may be increased as the action involves a charge or the amount charged increases.

[0063] 4 and 5, when the user performs an account selection operation on the account selection screen 301, the reception unit 113 receives a deposit of in-game currency from the user. For example, when the user selects account 303 on the account selection screen 301 and sets the deposit amount, the game control unit 201 subtracts the amount of the set deposit from the balance of the in-game currency and notifies the reception unit 113. In this way, the reception unit 113 receives a deposit of in-game currency in an amount equivalent to the deposit amount from the user, and manages it as user data.

[0064] The receiving unit 113 may accept deposits of in-game currency from a user by prioritizing the paid category, or by prioritizing the free category. For example, as shown in FIGS. 4 and 5, assume that a user has 300 paid rubies and 100 free rubies and deposits 200 rubies. In this case, if the paid category is prioritized, the receiving unit 113 accepts 200 paid rubies, and if the free category is prioritized, the receiving unit 113 accepts 100 free rubies and 100 paid rubies.

[0065] Furthermore, the receiving unit 113 may be configured to accept a deposit of in-game currency from a user by prioritizing a category different from the category in which in-game currency is preferentially consumed in in-game actions. For example, in gacha, if paid in-game currency is preferentially consumed, the receiving unit 113 may be configured to accept a deposit of in-game currency from a user by prioritizing a free category. For example, in gacha, if free in-game currency is preferentially consumed, the receiving unit 113 may be configured to accept a deposit of in-game currency from a user by prioritizing a paid category.

[0066] When the deposit period has elapsed, the refund unit 115 refunds to the user the in-game currency equivalent to the deposited amount and the in-game currency equivalent to the interest. If the interest rate is fluctuating, the in-game currency equivalent to the interest will be the in-game currency equivalent to the fluctuating interest. Note that in the case where a deposit period is not set, such as with a regular savings account, the refund unit 115 refunds to the user the in-game currency equivalent to the deposited amount and the in-game currency equivalent to the interest when the user terminates or cancels the deposit. Regardless of the classification at the time of deposit, the refund unit 115 may refund to the user the in-game currency in a paid category, may refund to the user the in-game currency in a free category, or may refund to the user the in-game currency in a mixed format of paid and free categories.

[0067] For example, the refund unit 115 may refund the in-game currency equivalent to the interest to the user in a free category, and refund the in-game currency equivalent to the deposited currency amount to the user in the category at the time of deposit. Also, for example, the refund unit 115 may refund the in-game currency equivalent to the deposited currency amount and the in-game currency equivalent to the interest to the user in a free category, regardless of the category at the time of deposit.

[0068] Also, for example, the reception unit 113 may receive in advance whether the refund will be made in the paid category or the free category, and refund to the user the in-game currency deposited in the category received by the reception unit 113. In this case, the fluctuation unit 111 may fluctuate the interest rate depending on the refund category. For example, the fluctuation unit 111 may fluctuate the interest rate so that the interest rate for a refund in the free category is higher than that for a refund in the paid category.

[0069] The reward granting unit 117 grants a reward, different from interest, to the user in accordance with the total amount of the deposited in-game currency. The total amount of the deposited in-game currency may be the amount deposited in a single account or the total amount deposited in multiple accounts. The total amount may be the total of the deposit amounts or the total amount of interest. The reward granting unit 117 grants a reward, different from interest, to the user not in accordance with the total amount of the deposited in-game currency, but in accordance with the cumulative deposit period or the amount increased by interest. The reward may be any type, including, but not limited to, game media such as in-game items. The reward granting unit 117 may also grant a reward, such as a preferential interest rate, to the user in accordance with the total amount of the deposited in-game currency.

[0070] If the deposit into the account is a fixed term deposit, the deposit may not be cancelled midway, or may be cancelled on the condition that interest is lost, or on the condition that the principal is lost. However, these disadvantages may be eliminated by using an in-game item that allows midway cancellation, such as a midway cancellation ticket.

[0071] The matters explained above (particularly interest rate fluctuations, the classification of deposits and withdrawals as paid or free, and compensation based on the total amount of deposits) can be implemented independently.

[0072] FIG. 6 is a flowchart showing an example of a deposit process carried out in the game system 1 of this embodiment.

[0073] First, the game control unit 201 causes the user to perform an action in the game (step S101).

[0074] Next, the fluctuation unit 111 fluctuates the interest rate on the in-game currency deposited by the user in accordance with the user's in-game actions (step S103).

[0075] Next, when the user selects an account and deposits in-game currency, the accepting unit 113 accepts the deposit of in-game currency from the user (step S105).

[0076] Next, the reward granting unit 117 checks whether the total amount of the deposited in-game currency satisfies the reward granting condition (step S107), and if the reward granting condition is satisfied (Yes in step S107), the reward is granted to the user (step S109). Note that if the reward granting condition is not satisfied (No in step S107), the process of step S109 is not performed.

[0077] Next, the refund unit 115 waits until the deposit period has elapsed and it is time to refund (No in step S111), and when the time to refund arrives (Yes in step S111), it refunds the deposited in-game currency, including interest, to the user (step S113).

[0078] As described above, according to this embodiment, the gameplay can be enhanced by utilizing banking functions.

[0079] (Variation) In the above embodiment, the interest rate on the deposited in-game currency fluctuated depending on the user's in-game behavior, but in a modified example, the amount of in-game currency to be refunded to the user (refund amount) may be determined based on the amount of in-game currency deposited, the interest rate on the deposited in-game currency, and the user's in-game behavior.

[0080] In other words, the refund unit 115 may determine the amount of in-game currency to be refunded to the user based on the amount of deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game behavior, and may refund the determined amount. For example, the refund unit 115 may refund to the user the in-game currency equivalent to the deposited amount, the in-game currency equivalent to the interest rate, and the in-game currency equivalent to a reward based on the in-game behavior. The in-game currency equivalent to a reward based on the in-game behavior may be, for example, an amount of in-game currency equivalent to 1% of the interest rate, but is not limited to this, and the amount of in-game currency equivalent to a reward may also be determined regardless of the interest rate.

[0081] Furthermore, the variance unit 111 may provide a more favorable interest rate or provide a bonus reward the shorter the period between the user's purchase of paid in-game currency and the deposit. In this way, it is possible to encourage the user to purchase paid in-game currency.

[0082] For example, the account may be a savings account, and the shorter the period between depositing in-game currency and withdrawing and spending it, the higher the interest rate, and the interest may be paid to the user after the fact (after consumption).

[0083] For example, when a user purchases paid in-game currency, a bonus may be given that disappears or decreases in value within a short period of time.

[0084] Also, for example, if the account is a fixed-term deposit account and the deposit is not received on the scheduled date for the deposit period, the interest may be reduced.

[0085] (program) The programs executed by the server devices and information processing devices of the above embodiments and each of the above variations are provided as files in an installable or executable format stored on a computer-readable storage medium such as a CD-ROM, CD-R, memory card, DVD, or flexible disk (FD).

[0086] The programs executed by the server device and information processing device of the above embodiment and each of the above modifications may be stored on a computer connected to a network such as the Internet and provided by being downloaded via the network. The programs executed by the server device and information processing device of the above embodiment and each of the above modifications may be provided or distributed via a network such as the Internet. The programs executed by the server device and information processing device of the above embodiment and each of the above modifications may be provided by being pre-installed in a ROM or the like.

[0087] The programs executed by the server device and the information processing device of the above-mentioned embodiment and each of the above-mentioned modifications have a modular configuration for realizing the above-mentioned units on a computer. In actual hardware, for example, the CPU reads the learning program from the HDD onto the RAM and executes it, thereby realizing the above-mentioned units on a computer.

[0088] As described above, according to the above embodiment and the above modification, the playability of the game can be enhanced by utilizing bank functions.

[0089] The above-described embodiment and modifications merely illustrate examples of specific embodiments of the present disclosure, and the technical scope of the present disclosure should not be construed as being limited by these. Therefore, the present disclosure can be implemented in various forms without departing from the spirit or main features thereof. For example, the above-described embodiment and modifications may be appropriately combined in their respective constituent units. Furthermore, for example, some components may be deleted from all components in the above-described embodiment and modifications.

[0090] The present disclosure includes the following aspects.

[0091] (1) a reception unit that receives deposits of in-game currency from users; a refund unit that determines the amount of the in-game currency to be refunded to the user based on the amount of the deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game behavior, and refunds the determined amount of the in-game currency; A server device comprising:

[0092] (2) A fluctuating unit fluctuates the interest rate in response to the in-game action, the refund unit refunds to the user the in-game currency equivalent to the deposited currency amount and the in-game currency equivalent to the fluctuated interest rate; The server device according to (1) above.

[0093] (3) The fluctuation unit provides preferential treatment to the interest rate when the in-game action is at least one of an in-game action involving a charge, an in-game action having continuity, an in-game action that has produced a positive result, and consumption of game media. The server device according to (2) above.

[0094] (4) The refund unit refunds to the user the in-game currency equivalent to the deposited amount, the in-game currency equivalent to the interest, and the in-game currency equivalent to the reward corresponding to the in-game action. The server device according to (1) above.

[0095] (5) A reward granting unit that grants a reward different from the interest rate to the user according to the total amount of the deposited in-game currency. The server device according to (2) above.

[0096] (6) The in-game currency is classified as paid or free, the refund unit refunds the in-game currency corresponding to the interest to the user in a free category, and refunds the in-game currency corresponding to the amount of the deposited currency to the user in the category at the time of deposit; The server device according to (5) above.

[0097] (7) The in-game currency is classified as paid or free, the refund unit refunds to the user the in-game currency equivalent to the deposited amount and the in-game currency equivalent to the interest in a free category, regardless of the category at the time of deposit; The server device according to (5) above.

[0098] (8) The in-game currency is classified as paid or free, the reception unit further receives a selection from the user as to whether to refund the in-game currency in the amount of the deposited currency in a paid category or a free category; The variable unit further varies the interest rate depending on the selection result. The server device according to (5) above.

[0099] (9) The in-game currency is classified as paid or free, the accepting unit accepts the deposit of the in-game currency from the user, giving priority to the paid category; The server device according to (6) above.

[0100] (10) The in-game currency is classified as paid or free, The receiving unit receives deposits of the in-game currency from the user, giving priority to the free category. The server device according to (6) above.

[0101] (11) The in-game currency is classified as paid or free, The receiving unit receives a deposit of the in-game currency from the user, giving priority to a category different from a category in which the in-game currency is preferentially consumed in the in-game action. The server device according to (6) above.

[0102] (12) a reception unit that receives deposits of in-game currency from users; a refund unit that determines the amount of the in-game currency to be refunded to the user based on the amount of the deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game behavior, and refunds the determined amount of the in-game currency; A program that allows a computer to function.

[0103] (13) a receiving step in which the receiving unit receives a deposit of in-game currency from a user; a refund step in which a refund unit determines the amount of the in-game currency to be refunded to the user based on the amount of the deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game behavior, and refunds the determined amount; Including in-game currency refund methods. [Explanation of symbols]

[0104] 1. 1001 Game System 2 Network 10 Server device 20, 20-1, 20-2, 20-n, 1020 Information processing device 101 Game Management Department 111 Variable section 113 Reception 115 Refund Department 117 Reward Division 201 Game control unit

Claims

1. a reception unit that receives deposits of in-game currency from users; a refund unit that determines the amount of the in-game currency to be refunded to the user based on the amount of the deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game behavior, and refunds the determined amount of the in-game currency; A server device comprising:

2. A fluctuating unit fluctuates the interest rate in accordance with the in-game action, the refund unit refunds to the user the in-game currency equivalent to the deposited currency amount and the in-game currency equivalent to the fluctuated interest rate; The server device according to claim 1 .

3. the fluctuation unit favors the interest rate when the in-game action is at least one of an in-game action involving a charge, an in-game action having continuity, an in-game action that has produced a positive result, and consumption of game media; The server device according to claim 2 .

4. the refund unit refunds to the user the in-game currency equivalent to the deposited currency amount, the in-game currency equivalent to the interest, and the in-game currency equivalent to the reward corresponding to the in-game action; The server device according to claim 1 .

5. The game device further includes a reward granting unit that grants a reward different from the interest rate to the user in accordance with the total amount of the deposited in-game currency. The server device according to claim 2 .

6. The in-game currency is classified as paid or free, the refund unit refunds the in-game currency corresponding to the interest to the user in a free category, and refunds the in-game currency corresponding to the amount of the deposited currency to the user in the category at the time of deposit; The server device according to claim 5 .

7. The in-game currency is classified as paid or free, the refund unit refunds to the user the in-game currency equivalent to the deposited amount and the in-game currency equivalent to the interest in a free category, regardless of the category at the time of deposit; The server device according to claim 5 .

8. The in-game currency is classified as paid or free, the reception unit further receives a selection from the user as to whether to refund the in-game currency in the amount of the deposited currency in a paid category or a free category; The variable unit further varies the interest rate depending on the selection result. The server device according to claim 5 .

9. The in-game currency is classified as paid or free, The receiving unit receives deposits of the in-game currency from the user, giving priority to paid categories. The server device according to claim 6.

10. The in-game currency is classified as paid or free, The receiving unit receives deposits of the in-game currency from the user, giving priority to the free category. The server device according to claim 6.

11. The in-game currency is classified as paid or free, The receiving unit receives a deposit of the in-game currency from the user, giving priority to a category different from a category in which the in-game currency is preferentially consumed in the in-game action. The server device according to claim 6.

12. a reception unit that receives deposits of in-game currency from users; a refund unit that determines the amount of the in-game currency to be refunded to the user based on the amount of the deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game behavior, and refunds the determined amount of the in-game currency; A program that allows a computer to function.

13. a receiving step in which a receiving unit receives a deposit of in-game currency from a user; a refund step in which a refund unit determines the amount of the in-game currency to be refunded to the user based on the amount of the deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game behavior, and refunds the determined amount; Including in-game currency refund methods.

Citation Information

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