Game system, method, and program
The game system addresses the inconvenience of manual payment by implementing an auto-charge feature that automatically increases in-game currency based on predefined conditions, improving user convenience and efficiency.
Patent Information
- Application Number
- JP2024069874
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-23
- Publication Date
- 2025-11-05
- Estimated Expiration
- 2044-04-23
AI Technical Summary
Existing game systems require users to manually initiate payment processes for in-game currency, which can be cumbersome, especially for frequent users, and often necessitate switching between external services.
A game system that automatically increases the amount of in-game currency through an auto-charge process triggered by predefined conditions, eliminating the need for user intervention during payment.
The system reduces user effort by automatically managing in-game currency balances, enhancing convenience and efficiency in maintaining game media amounts.
Smart Images

Figure 2025165664000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a method, and a program. [Background technology]
[0002] There is in-game currency that can be exchanged for various items within the game. These can be obtained by progressing through the game, such as as a reward for clearing event missions, but can also be obtained through payment.
[0003] When a user performs an operation to purchase in-game currency, the user obtains the in-game currency through payment by credit card or other means. Because an external service that provides payment services outside of the game is used, the user must launch an external service separate from the game they are using, or switch between external services, which can be a hassle. This can be particularly cumbersome for users who consume a lot of in-game currency, as they often have to make purchases.
[0004] Patent Document 1 describes a technology that automatically adds electronic value to a balance when payment cannot be made due to insufficient balance. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Publication No. 2023-99067 Summary of the Invention [Problem to be solved by the invention]
[0006] However, as in Patent Document 1, instead of replenishment when the balance of in-game currency is less than the amount required when using a desired in-game service, a payment process is carried out in which purchases are made based on the amount set by the user, and building a system that includes a payment process that requires less effort from the user would also contribute to user convenience.
[0007] One aspect of the present invention aims to realize a technology for providing a game system that includes a payment process for maintaining the amount of game media, such as in-game currency, associated with a user, which payment process requires less effort on the user's part. [Means for solving the problem]
[0008] In order to solve the above problem, a game system according to one embodiment of the present invention includes: a quantity change processing unit that executes a first quantity change process in which at least some of the game media used in the progress of the game and the amount of the game media are associated with a user, and that executes a first quantity change process in which the amount changes as the game progresses; and a payment processing unit that executes a payment process to make a payment by having the quantity change processing unit execute a second quantity change process in which the amount increases by a first predetermined amount in exchange for consumption of a valuable medium associated with the user, wherein the payment processing unit starts execution of the payment process without any operation by the user in response to satisfaction of a payment start condition including a setting condition set by the user, and the setting condition includes a condition regarding the relationship between the amount associated with the user for the game media corresponding to the payment process and a second predetermined amount set in advance by the user.
[0009] In order to solve the above problem, a method according to one embodiment of the present invention is a method executed by one or more computers, in which at least some of the game media used in the progress of the game and the amount of the game media are associated with a user, and includes: a quantity change processing step in which the one or more computers execute a first quantity change processing to change the amount as the game progresses; and a payment processing step in which the one or more computers execute a payment processing to make a payment in which a second quantity change processing to increase the amount by a first predetermined amount is executed in the quantity change processing step in exchange for consumption of a valuable medium associated with the user, in which in the payment processing step, the one or more computers start executing the payment processing without the intervention of the user in response to satisfaction of a payment start condition including a set condition set by the user, and the set condition includes a condition regarding the relationship between the amount associated with the user for the game media corresponding to the payment processing and a second predetermined amount set in advance by the user.
[0010] In order to solve the above problem, one embodiment of the present invention provides a program that causes one or more computers to execute a quantity change processing step in which at least some of the game media used to progress a game and the amount of the game media are associated with a user, and that causes one or more computers to execute a first quantity change processing step that changes the amount as the game progresses, and a payment processing step that causes one or more computers to execute a payment processing step in which a second quantity change processing step that increases the amount by a first predetermined amount is executed in the quantity change processing step in exchange for consumption of a valuable medium associated with the user, wherein in the payment processing step, the one or more computers start executing the payment processing without the user's operation in response to satisfaction of a payment start condition including a set condition set by the user, and the set condition includes a condition regarding the relationship between the amount associated with the user for the game media corresponding to the payment processing and a second predetermined amount set in advance by the user. [Effects of the Invention]
[0011] According to one aspect of the present invention, a game system can be provided that includes a payment process for maintaining the amount of game media, such as in-game currency, associated with a user, which payment process requires less effort from the user. [Brief explanation of the drawings]
[0012] [Figure 1] 1 is a block diagram showing an example of the configuration of a game system according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of a store server according to the first embodiment of the present invention. [Figure 3] 1 is a block diagram showing the functional configuration of a game server according to a first embodiment of the present invention. [Figure 4] FIG. 2 is a block diagram showing the functional configuration of a user terminal according to the first embodiment of the present invention. [Figure 5] FIG. 2 is a diagram showing an example of product information according to the first embodiment of the present invention. [Figure 6] FIG. 1 is a diagram showing an example of a screen on which game content can be purchased according to the first embodiment of the present invention. [Figure 7] FIG. 3 is a diagram showing an example of setting management information according to the first embodiment of the present invention. [Figure 8] FIG. 3 is a diagram showing an example of a screen on which setting conditions can be set according to the first embodiment of the present invention. [Figure 9] 10 is a diagram showing a schematic diagram illustrating a change in the amount of game media when the setting management information according to the first embodiment of the present invention includes a third predetermined amount. FIG. [Figure 10] 1 is a flowchart showing the flow of a method according to a first embodiment of the present invention. [Figure 11] FIG. 10 is a diagram showing an example of a screen including information indicating that an upper limit value will be exceeded according to the first embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0013] [Embodiment 1] The game system 1 according to this embodiment will be described in detail below. At least some of the game media used by the game system 1 to progress the game, and the amount of the game media, are associated with the user.
[0014] <Configuration of Game System 1> FIG. 1 is a block diagram showing an example of the configuration of a game system 1. As shown in FIG. 1, the game system 1 includes a store server 10, game servers 30-1 and 30-2, user terminals 50-1 and 50-2, and a payment server 90. These devices are communicatively connected via a network NW. The network NW includes, for example, but is not limited to, the Internet. When it is not necessary to distinguish between the game servers 30-1 and 30-2, each of them will be referred to as a game server 30. When it is not necessary to distinguish between the user terminals 50-1 and 50-2, each of them will be referred to as a user terminal 50. The number of devices included in the game system 1 is not limited to the number shown in FIG. 1. For example, the number of store servers 10 is not limited to one, and may be multiple. The number of game servers 30 is not limited to two, and may be one, or three or more. The number of user terminals 50 is not limited to two, and may be one, or three or more. The number of payment servers 90 is not limited to one, and may be multiple. Instead of or in addition to including the payment server 90, the game system 1 may be connected to an external payment server.
[0015] The game server 30 and the user terminal 50 cooperate with each other to execute a game program to progress the game. When the game system 1 includes multiple game servers 30, at least two of the game servers 30 may be servers that progress different types of games. The store server 10 uses the payment server 90 to execute a payment process to increase the amount of game media associated with a user in exchange for the consumption of valuable media associated with the user. When at least two game servers 30 progress different types of games, the store server 10 may execute a payment process to increase the amount of game media used in the different types of games. The payment server 90 executes a process to consume valuable media associated with a user in accordance with instructions from the store server 10. The payment server 90 may be a payment agent server that collectively handles payments via multiple payment methods, such as credit card payments, convenience store payments, account transfer payments, and electronic money payments.
[0016] (Hardware configuration of store server 10) The store server 10 is a computer that can communicate with the game server 30 and the user terminal 50. As shown in Fig. 1, for example, the store server 10 includes a processor 11, a memory 12, and a communication interface 13. These components are connected via a bus 19.
[0017] The processor 11 controls each part of the store server 10 by executing a program stored in the memory 12. The processor 11 is configured by an integrated circuit such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit), for example.
[0018] The memory 12 stores programs executed by the processor 11 and various data used by the processor 11. The memory 12 may be configured, for example, with a hard disk drive (HDD), a solid state drive (SSD), an electrically erasable programmable read-only memory (EEPROM (registered trademark)), a read-only memory (ROM), a random access memory (RAM), or a combination thereof. Note that part or all of the memory 12 need not necessarily be built into the store server 10, but may be externally attached via an input / output interface (not shown) such as a universal serial bus (USB). Also, part or all of the memory 12 may be connected to the store server 10 via a network as a device independent of the store server 10.
[0019] The communication interface 13 is an interface for connecting to the network NW. The communication interface 13 is configured by, for example, a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).
[0020] (Hardware configuration of game server 30) The game server 30 is a computer capable of communicating with the store server 10 and the user terminal 50. As shown in FIG. 1, the game server 30 includes, for example, a processor 31, a memory 32, and a communication interface 33. These components are connected via a bus 39. The processor 31, the memory 32, and the communication interface 33 will be described in the same manner as the components of the same name provided in the store server 10, and therefore detailed description thereof will not be repeated.
[0021] (Hardware configuration of user terminal 50) The user terminal 50 is a terminal used by a user to play a game using game content associated with the user. The user terminal 50 is also a terminal used by a user to change the amount of game content associated with the user. Examples of the user terminal 50 include, but are not limited to, a home game console, a personal computer, a smartphone, a tablet, a smart TV, or a commercial game console. As shown in FIG. 1 , the user terminal 50 includes, for example, a processor 51, a memory 52, a communication interface 53, an input device 54, and a display device 55. These components are connected via a bus 59. The processor 51, the memory 52, and the communication interface 53 are described in the same manner as the components of the same name provided in the store server 10, and therefore will not be described in detail again.
[0022] The input device 54 is a device that accepts user operations and is configured, for example, by a controller, keyboard, mouse, touchpad, microphone, or a combination of some or all of these. The display device 55 may be a device that displays a screen for progressing through the game, a screen for changing the amount of game media associated with the display device 55, etc., and is configured, for example, by a display. The input device 54 and the display device 55 may be separate devices, or at least a part of the input device 54 may be formed integrally with the display device 55 as a touch panel or the like. The input device 54 and a part or all of the display device 55 are not necessarily built into the user terminal 50, but may be externally connected as peripheral devices.
[0023] (Functional configuration of each device) Fig. 2 is a block diagram showing the functional configuration of the store server 10. As shown in Fig. 2, the store server 10 includes a control unit 110 and a storage unit 130. The control unit 110 is realized by the processor 11 of the store server 10 executing a program. The storage unit 130 is configured by the memory 12 of the store server 10. As shown in Fig. 2, the control unit 110 includes a payment processing unit 111. In addition, the storage unit 130 stores setting management information and possession information.
[0024] FIG. 3 is a block diagram showing the functional configuration of the game server 30. As shown in FIG. 3, the game server 30 includes a control unit 310 and a storage unit 330. The control unit 310 is realized by a processor 31 of the game server 30 executing a program. The storage unit 330 is configured by a memory 32 of the game server 30. As shown in FIG. 3, the control unit 310 includes a game progression unit 311, a quantity change processing unit 312, and a user interface (hereinafter also referred to as UI) unit 313. In addition, the storage unit 330 stores product information and possession information.
[0025] Fig. 4 is a block diagram showing the functional configuration of the user terminal 50. As shown in Fig. 4, the user terminal 50 includes a control unit 510 and a storage unit 530. The control unit 510 is realized by the processor 51 of the user terminal 50 executing a program. The storage unit 530 is configured by the memory 52 of the user terminal 50. As shown in Fig. 4, the control unit 510 includes a game progression unit 511 and a UI unit 512. In addition, the storage unit 530 stores possession information.
[0026] Note that some or all of the functions of the control unit 110 of the store server 10 may be included in the control unit 310 of the game server 30. Also, some or all of the information stored in the storage unit 130 of the store server 10 may be stored in the storage unit 330 of the game server 30. Note that all of the functions of the control unit 110 and all of the information stored in the storage unit 130 may be included in the game server 30, that is, the game server 30 may be configured to include the functions of the store server 10.
[0027] (Game progression unit 311 and game progression unit 511) The game progression unit 311 of the game server 30 and the game progression unit 511 of the user terminal 50 cooperate to execute various processes to progress the game played by the user. These various processes include processes that involve changes in the amount of game content.
[0028] (Amount change processing unit 312) The quantity change processing unit 312 executes a first quantity change process that changes the quantity of game media associated with a user as the game progresses. Note that, hereinafter, in this embodiment, when a game media is associated with a user, it is also referred to as the user "possessing" the game media. Possession includes, for example, permanent possession until consumed by the user, temporary possession by rental, etc. The state of being in the user's possession is also referred to as being granted to the user.
[0029] Here, "game media" refers to media used in the progression of a game. Specific examples of game media include game objects such as characters appearing in a game or character cards corresponding to characters, various items used in a game (e.g., items that exert a predetermined effect when equipped to a character or used on a character), in-game currency, and media possessed by a user that is separate from the game terminal (e.g., recording media such as cards on which data to be read by a game terminal is recorded). Furthermore, for example, game media is a unit that can be possessed by a user. A possessable unit is, for example, the smallest unit when consumed or acquired.
[0030] In-game currency refers to game media necessary to utilize certain in-game functions. Examples of such functions include exchanging game media such as characters, items, and avatars, drawing lots for game media to be awarded to users such as "gacha," and recovering parameters necessary to progress through the game (e.g., sometimes referred to as "stamina" in some games). Examples of in-game currency include points associated with users in exchange for valuable media, which will be described later. Furthermore, if the valuable media, which will be described later, can be used in the game, the in-game currency also falls under the category of "in-game currency."
[0031] The game content may be associated with a non-fungible token whose holder is managed on the blockchain.
[0032] The first amount change process is a process of changing the amount of game media associated with a user as the game progresses. The first amount change process includes a process of decreasing the amount. The first amount change process may also include a process of increasing the amount. Increasing the amount of game media, i.e., associating game media with a user, is also referred to as "charging game media," but is not limited to such a term.
[0033] For example, an example of a process for reducing the amount in the first amount change process is a process for consuming at least a portion of one or more game contents associated with the user as the game progresses. The consumption of the game contents may be performed in response to a user operation. An example of a user operation involving the consumption of the game contents is, for example, an operation to instruct the use of "some in-game functions" described above when the game contents are in-game currency, but is not limited to this. Note that the consumption of the game contents may also be performed without the intervention of a user operation.
[0034] Furthermore, the process of increasing the amount in the first amount change process may or may not require the consumption of a valuable medium associated with the user. For example, game media that require the consumption of a valuable medium may be referred to as "paid" game media. The process of increasing the amount of "paid" game media in the first amount change process is performed based on a user operation. Increasing the amount of "paid" game media based on the user operation may be referred to as "manually charging," but is not limited to such a term. Game media that do not require the consumption of a valuable medium may also be referred to as "free" game media. Although this term is used in this embodiment, it is not limited to such a term. Note that an example of a method of increasing free game media is to grant the user in the form of an in-game reward.
[0035] The quantity change processing unit 312 also executes a second quantity change process that increases the quantity of game media associated with the user by a first predetermined amount. The second quantity change process is executed in exchange for the consumption of valuable media associated with the user in a payment process, which is started without user operation and will be described later. In other words, the game media whose quantity held by the user is increased by the second quantity change process is paid game media. In other words, the second quantity change process is a process that increases the quantity of "paid" game media in exchange for the completion of a payment process that is started without user operation, and is also referred to as "auto-charge" as an example, but is not limited to such a name. Note that manually charging or auto-charging paid game media is also referred to as "purchasing game media" or "selling game media," etc.
[0036] (Information held) In this embodiment, the possession information indicates the game content associated with the user and the quantity of the game content.
[0037] The possession information is updated by a first amount change process or a second amount change process. For example, the possession information is updated due to (1) the purchase of paid game media by manual charging or the like in the first amount change process, (2) the purchase of paid game media by auto-charging which is the second amount change process, (3) the provision of free game media as a reward or the like in the first amount change process, (4) the consumption of game media in the first amount change process, etc. For example, the amount of game media indicated by the possession information updated due to factors (1) to (4) is compared with a second predetermined amount described below. However, factors for updating the possession information are not limited to these. The possession information may include, but is not limited to, breakdown information that enables the user to distinguish paid game media from free game media among the game media associated with the user. Furthermore, if the possession information includes breakdown information, it may be determined whether paid game media or free game media should be prioritized when the amount is reduced in the first amount change process.
[0038] The possession information is shared by the store server 10, the game server 30, and the user terminal 50. In this embodiment, the possession information is stored in each of these devices and synchronized with each other. However, this is not limiting, and for example, the possession information may be stored in any of these devices and transmitted and received between them as needed.
[0039] (Payment processing unit 111) The payment processing unit 111 executes a payment process for making a payment in which the quantity change processing unit 312 executes a second quantity change process to increase the quantity of game media associated with a user by a first predetermined amount in exchange for consumption of valuable media associated with the user. Furthermore, the payment processing unit 111 starts execution of the payment process without user operation in response to satisfaction of a payment initiation condition, including a setting condition set by the user. The setting condition includes a condition regarding the relationship between the quantity of game media corresponding to the payment process associated with the user and a second predetermined amount set by the user in advance. This allows the payment process to be started without user operation. As a result, the user's effort can be reduced in the payment process for increasing the quantity of game media, such as in-game currency, associated with the user based on the amount set by the user.
[0040] "Valuable medium" refers to the amount a user must pay to make a payment. "Amount" refers to the medium a user must consume to make a payment. Examples of amount include money, such as legal tender or virtual currency.
[0041] The "payment process" refers to a process for making a payment. The payment process includes, for example, a process for executing a payment by the payment server 90 and a process for transmitting information necessary for the payment and instructions for executing the payment to the payment server 90. In one aspect of the present invention, when a payment is made by an external payment server managed by an external service, the payment process includes a process for transmitting information necessary for the payment and instructions for executing the payment to the external payment server. Examples of information necessary for the payment include information identifying the game content associated with the user through the payment, the amount of the game content, and the payment amount required for the payment. The payment process may also be a process for making a payment using one of a plurality of payment methods based on a priority order. For example, the priority order may be determined by a predetermined rule or may be specified by the user. If a problem occurs with a payment method based on the priority order during the payment process and the payment cannot be made, the payment may be made using the next payment method in the priority order.
[0042] The payment process may also include a process that requires a user operation after the start of the payment process. For example, the payment process may include a process that accepts a user's approval operation after the start of the payment process and before the process of consuming the payment. Here, in a payment process that is started without a user operation, if the user's approval operation is not accepted, the payment itself may not be executed.
[0043] "Payment initiation conditions" are conditions for starting the payment process. In one aspect of the present invention, they include set conditions set by the user. The payment initiation conditions only need to include the set conditions set by the user, and may also include other conditions. For example, they may include a condition related to the upper limit value, which will be described later. However, other conditions may not be included in the payment initiation conditions, but may be included as conditions for progressing the process from the start to the end of the payment process.
[0044] "Without any operation" means that no user operation is required. One aspect of the present invention is that the payment process can be started without any user operation after the payment start condition is met. In other words, user operations that are not necessary to start the payment process may be accepted. Examples of such operations include a process that notifies the user that the payment process is about to start and an operation by the user indicating that the user has confirmed the notification. Furthermore, it is sufficient that no user operation is required before the payment process can start, and as described above, a payment process that is started without user operation may include a process that requires user operation.
[0045] The conditions for proceeding with the payment process, which must be satisfied from the start of the payment process until the end of the payment process, or the payment start conditions may include an upper limit condition that the amount of valuable media consumed by the user within a specified time period is equal to or less than a predetermined upper limit. This can prevent excessive consumption of valuable media by the user. The predetermined upper limit may be a value preset by the user. This allows the user to limit the amount of valuable media consumed through the payment process of this embodiment to a desired value set by the user. The predetermined upper limit does not necessarily have to be a value preset by the user, but may be a value preset by the game system 1. The conditions for proceeding with the payment process or the payment start conditions do not necessarily have to include the upper limit condition, or neither of them may include the upper limit condition.
[0046] The payment process may also include an output process for determining whether a condition is satisfied between the amount of valuable media previously consumed and the amount of valuable media to be consumed by the payment process before the process of consuming the valuable media is executed, and, if the condition is satisfied, outputting information indicating that the condition is satisfied in a manner that is recognizable to the user. This allows the user to be notified before the user consumes more than a preset amount of valuable media.
[0047] The "condition set for the amount of valuable media consumed in the past and the amount of valuable media to be consumed in the payment process" may be, for example, "the sum of the amount of valuable media consumed in the past and the amount of valuable media to be consumed in the payment process is equal to or exceeds a value preset by the user." Furthermore, the "condition set for the amount of valuable media consumed in the past and the amount of valuable media to be consumed in the payment process" may be, for example, "the balance of valuable media is equal to or falls below a value preset by the user." However, the condition is not limited to the above example. Here, the "balance of valuable media" refers to the remaining amount obtained by subtracting the sum of the amount of valuable media consumed in the past and the amount to be consumed in the payment process from the amount preset as the upper limit of the amount of valuable media to be used as payment for the payment process. For simplicity, the following description may refer to either "equal to or greater than" or "exceeding" a threshold value, but the present embodiment can be similarly described even if the other is used. Similarly, although one of "equal to or less than" and "below" may be written, the present embodiment can be similarly explained even if this is read as the other.
[0048] The payment process may include a process of causing the quantity change processing unit 312 to execute a second quantity change process of increasing the quantity of the game medium by a first predetermined amount associated with product identification information previously specified by the user from among multiple product identification information each associated with a first predetermined amount. This allows the product associated with the user by the payment process in response to the payment start condition being satisfied to be the product desired by the user.
[0049] For example, each of the multiple pieces of product identification information may be associated with a different first predetermined amount. In this case, the amount of game content associated with the user through the payment process may be the amount associated with the product identification information, which may reduce processing time compared to, for example, accepting the amount desired by the user or calculating the amount by the game system.
[0050] Furthermore, the plurality of product identification information does not necessarily have to be associated with different first predetermined amounts. For example, the same first predetermined amount may be associated with at least two product identification information. In this case, in addition to the game media associated with the same first predetermined amount, each of the at least two product identification information may also be associated with other game media that are different from the game media and of different types. When a user purchases a game medium associated with the product identification information, not only is the game medium associated with the user, but the other game media is also associated with the user. Such other game media can be considered "bonus" accompanying the game medium that increases the first predetermined amount, but which of the game medium that increases the first predetermined amount and the other game media is treated as the "bonus" may be determined at the discretion of a game operator, etc., or may not be clearly indicated on the product as being a bonus, leaving it up to the purchasing user's discretion.
[0051] In this embodiment, the product information includes product identification information and a first predetermined amount associated with the product identification information. As described above, the product information is stored, for example, in the storage unit 330 of the game server 30. Furthermore, when part or all of the product information is needed in the store server 10, the part or all of the product information is transmitted from the game server 30 to the store server 10 as appropriate. Alternatively, the product information may also be stored in the storage unit 130 of the store server 10 and synchronized with the product information of the game server 30.
[0052] The payment process may also include a product identification process for identifying at least one product identification from among multiple product identifications, each associated with a first predetermined amount, based on a predetermined rule, and a second quantity change process for increasing the quantity of game media by the first predetermined amount associated with the product identification identified by the product identification process. This allows the product information to be identified based on the predetermined rule. As a result, the product information can be identified more quickly than, for example, when the product information is identified by generating or externally receiving rules for identifying the product information. This also eliminates the need for the user to perform the effort of specifying one of the multiple product identifications in advance.
[0053] The "predetermined rule" may be, for example, a rule based on one or both of the first predetermined amount and the amount of valuable medium. More specifically, for example, the "predetermined rule" may be a rule that identifies a product with the largest first predetermined amount. Also, for example, the "predetermined rule" may be a rule that identifies a product with the largest amount of valuable medium. Also, for example, the "predetermined rule" may be a rule that identifies a product with the smallest unit price calculated based on the first predetermined amount and the amount of valuable medium. Note that the user may have previously selected to apply a rule based on one or both of the first predetermined amount and the amount of valuable medium as the "predetermined rule."
[0054] (Product information) Product information is information that indicates products sold in a game. For example, a product may be a "first predetermined amount of game media," and the amount of valuable media that must be consumed to purchase the product is set. Multiple products are identified by product identification information, and the type of game media, the first predetermined amount, and the amount of valuable media are set for each product.
[0055] FIG. 5 is a diagram showing an example of product information. As described above, the product information is stored, for example, in the memory unit 330 of the game server 30. As shown in FIG. 5, the product information includes information such as a product ID, a sales item, a quantity, a bonus, a price, a sales period, a purchase limit, and a charge target. The product ID is an example of product identification information. The sales item is an example of a game medium. The quantity is an example of a first predetermined amount. The bonus is an example of the above-mentioned "other game medium." The price is an example of the amount of valuable medium. The sales period indicates the period during which the product is on sale. The purchase limit indicates the upper limit of the number of times the product can be purchased.
[0056] In FIG. 5, product IDs 0001 to 0005 and 0101 indicate products for which "stones" are sales items. Stones are an example of in-game currency, which is an example of game media. In this manner, multiple pieces of product information for which the same type of game media is a sales item may be stored. Furthermore, product ID 1001 indicates a product for which a "recovery item," which is an example of game media different from stones, is a sales item. A recovery item is an item that restores the functions of a character and is an example of an item that can be used by a character. In this manner, multiple pieces of product information for which different types of game media are sales items may be stored.
[0057] Here, among multiple pieces of product information for which stones are sales items, product IDs 0001 to 0004 are associated with different quantities: "500," "1050," "5500," and "12000." In the example of FIG. 5, the prices associated with product IDs 0001 to 0004 are "500 yen," "1000 yen," "5000 yen," and "10000 yen." In other words, product IDs 0001 to 0004 have different unit prices for stones. In this manner, multiple product IDs for the same type of game media may be associated with pairs of a first predetermined amount and an amount of valuable media, which may have different unit prices. This allows a user, when attempting to purchase game media, to compare the first predetermined amount and the unit price to select the desired product.
[0058] Furthermore, among the multiple pieces of product information for which stones are the sales item, the same quantity of "12,000" and the same price of "10,000 yen" are associated with product IDs 0004 to 0005. Therefore, the unit price of stones is the same for product IDs 0004 to 0005. However, different types of bonuses, "Item Y" and "Item Z," are associated with product IDs 0004 to 0005. When a user purchases "12,000 stones" indicated by product ID 0004, "Item Y" is associated with the user as a bonus. When a user purchases "12,000 stones" indicated by product ID 0005, "Item Z" is associated with the user as a bonus. This allows a user to compare the bonuses when selecting a product, even when there are multiple products with the same quantity or unit price, when attempting to purchase a game medium.
[0059] Furthermore, among the multiple product information items for which stones are sold, product IDs 0001 to 0005 are associated with a sales period of "unlimited," a purchase limit of "unlimited," and a charge target of "eligible." Product ID 0101 is associated with a sales period of "until y / m / d," a purchase limit of "up to 3 times," and a charge target of "not eligible."
[0060] Here, the "Charge Eligible" item indicates whether the product is eligible for auto-charging. Note that in the example of Figure 5, all products with an unlimited "Sales Period" have an unlimited "Purchase Limit" and an "Eligible for Charge" setting of "Eligible," but this is not limited to this. The "Charge Eligible," "Sales Period," and "Purchase Limit" items may be set independently of each other.
[0061] (Example of purchase screen) FIG. 6 is a diagram showing an example of a screen on which a product corresponding to product information can be purchased. Screen example G1 shown in FIG. 6 is displayed on the display device 55 of the user terminal 50. In screen example G1, object G13a indicating the sales item and quantity and object G14a indicating the price correspond to the product (500 stones) indicated by product ID 0001 shown in FIG. 5. Operator G15a accepts an operation to instruct the purchase of the product indicated by product ID 0001. Similarly, objects G13b to G13e and G14b to G14e correspond to the products indicated by product IDs 0002 to 0005 shown in FIG. 5, respectively. Operators G15b to G15e accept an operation to instruct the purchase of the corresponding product. Operator G16 accepts an instruction to cancel the purchase operation. The user selects the product they wish to purchase by operating one of operators G15a to G15e. For example, by operating the operator G15a, a product (500 stones) indicated by product ID 0001 is selected, and a purchase request including the product ID 0001 is sent to the store server 10 via the game server 30. When the payment of 500 yen associated with product ID 0001 is completed, the quantity change processing unit 312 of the game server 30 associates 500 stones with the user. The payment of 500 yen is executed by being notified from the game server 30 to the payment server 90 via the store server 10. As a result, the amount of stones associated with the user increases by 500. The process of increasing the amount of game media associated with a user through the user's purchase operation is an example of a first quantity change process.
[0062] (Settings management information) The setting management information is information including setting conditions set by a user and associated with the user. As described above, the setting conditions indicate a condition regarding the relationship between the amount of game content associated with the user and a second predetermined amount set by the user in advance. For example, the setting condition may be a condition that the amount is less than the second predetermined amount. In other words, the user can enable auto-charge by setting the second predetermined amount in advance.
[0063] The setting management information is stored, for example, in 330 of the store server 10. If a user is associated with multiple types of game media that can be acquired by exchanging some in-game currency, such as a valuable medium, setting management information may be stored for each type of game media. Alternatively, multiple types of setting management information may be stored for the same type of game media. In such an embodiment, the user may select which setting management information to use to perform auto-charge from among the multiple types of setting management information. For example, in this embodiment, multiple types of setting management information for auto-charge may be stored for a certain type of game media. In this manner, the user may be able to select the setting management information for the auto-charge to actually be performed from multiple types of setting information registered by the user in advance. Alternatively, for example, multiple types of setting management information to be applied for non-overlapping periods may be stored, and the setting management information for the auto-charge to actually be performed may be changed depending on the period.
[0064] FIG. 7 is a diagram showing an example of setting management information. As shown in FIG. 7, the setting management information includes an auto-charge ID, a product ID, a minimum number, and a current number of items owned. The auto-charge ID is information that identifies the setting management information. The product ID and minimum number indicate setting conditions. In other words, the setting management information includes setting conditions set by the user. In other words, the auto-charge ID is information that identifies an auto-charge that can be performed when the setting conditions included in the setting management information are met.
[0065] The product ID indicates the product that is the target of the auto-charge, and is an example of product identification information identified in the product identification process. Note that the product ID is set to any product ID for which the "Charge target" item shown in Figure 5 is set to "Target." The "Lower limit number" is an example of a second predetermined amount. The current possession quantity is the amount currently associated with the user regarding the game medium, which is a sales item associated with the product ID. Note that the current possession quantity is information synchronized with the "amount of game medium" indicated by the possession information.
[0066] 7, one setting condition is set for each type of game content associated with the user. The setting management information indicated by auto-charge ID01 includes setting conditions set for stones. The setting management information indicated by auto-charge ID02 includes setting conditions set for recovery items.
[0067] For example, the setting management information indicated by auto-charge ID01 includes a setting condition that the number of stones falls below a minimum of 2,000. The setting management information also indicates that, when a payment initiation condition, including the setting condition, is met, the payment processing unit 111 will initiate payment processing to purchase the product corresponding to product ID0003 without user intervention. The setting management information also indicates that the current number of stones is 3,000. For example, suppose that a player consumes 1,200 stones in a game, reducing the current number from 3,000 to 1,800. Let us assume that the payment initiation condition only includes the setting condition. In this case, since the current number of stones, 1,800, falls below the minimum of 2,000, a payment process of 5,000 yen to purchase "5,500 stones" for product ID0003 is initiated. When the payment process is completed, the current number of stones increases to 7,300, adding 5,500 to 1,800.
[0068] (Example of setting screen) FIG. 8 is a diagram showing an example of a screen on which setting conditions can be set. Screen example G2 shown in FIG. 8 is displayed on the display device 55 of the user terminal 50. In screen example G2, objects G21a and G21b accept an operation to select game media to be auto-charged. When object G21a is selected, stones become the auto-charge target. Also, when object G21b is selected, recovery items become the auto-charge target. Either one of objects G21a and G21b may be selected, or both may be selected. In the example of FIG. 8, both stones and recovery items are selected as the auto-charge targets.
[0069] When stones are to be auto-charged, the objects G22a and G22b accept a selection operation regarding the amount to be compared with the lower limit number (an example of a second predetermined amount). When the object G22a is selected, only the amount of paid stones is applied as the amount to be compared with the lower limit number. When the object G22b is selected, the total amount of paid and free stones is applied as the amount to be compared with the lower limit number. Either the object G22a or G22b can be selected. In the example of FIG. 8, only paid stones are selected.
[0070] For example, if only paid stones are selected, the amount of paid stones is more likely to be maintained at or above the second predetermined amount. In this case, for example, in a game mode in which at least some of the functions available by consuming stones differ between paid and free stones, there is an advantage that functions that require the consumption of paid stones are more easily accessible. On the other hand, if the total amount of paid and free stones is selected, the total amount is more likely to be maintained at or above the second predetermined amount. In this case, there is an advantage that the frequency of auto-charge can be reduced compared to when only paid stones are selected. Furthermore, by being able to select either "paid only" or "paid and free," there is an advantage that auto-charge can be tailored to the user's consumption needs, for example, in a game mode in which at least some of the functions available by consuming stones differ between paid and free stones.
[0071] Object G23a accepts input of a lower limit number when only paid items are selected as the amount to be compared with the lower limit number. In the example of FIG. 8, 2000 is input. Object G23b accepts input of a lower limit number when the total amount of paid and free items is selected as the amount to be compared with the lower limit number. Note that in the example of FIG. 8, the total amount of paid and free items is not selected, so object G23b cannot accept input. Object G23c accepts input of a lower limit number for recovery items. In the example of FIG. 8, 100 is input.
[0072] The object G24a accepts an operation to select a product to purchase to replenish the stone amount associated with the user when the amount of stones associated with the user falls below a minimum number. For example, when an operation on the object G24a is accepted, a selection list G25 may be displayed in place of the example screen G2 or superimposed on the example screen G2. The selection list G25 includes selectable products eligible for auto-charge. In the example of FIG. 8, each option included in the selection list G25 corresponds to a product for which the charge target is "eligible" among the products for sale that use stones as a stone item as shown in FIG. 5. When a choice is selected in the selection list G25, the quantity associated with the product ID is displayed within the area of the object G24a. The same applies to the object G24b. However, in the example of FIG. 8, the total amount of paid and free stones has not been selected, so the object G24b cannot accept any operations.
[0073] Furthermore, the object G24c accepts an operation to select a product to be used for replenishing when the amount of recovery items associated with the user falls below a minimum number. A specific example of when an operation on the object G24c is accepted can be explained in the same manner as above when an operation on the object G24a is accepted, except that stones are read as recovery items.
[0074] Object G26 accepts input of the upper limit of the amount of valuable media that the user may consume within a specified time period. In the example of FIG. 8, 30,000 yen (yen) is input as the upper limit for one month. The upper limit may be set on a per-item basis. In other words, the upper limit may be information indicating the maximum number of each item that may be purchased.
[0075] The operator G28 accepts an operation to cancel the setting contents in the example screen G2. The operator G27 accepts an operation to set according to the setting contents in the example screen G2. When the operator G27 is operated, the setting contents in the example screen G2 are sent to the store server 10. The setting contents include products to be used to replenish stones (5,500 stones), a minimum number of 2,000 stones for paid stones only, products to be used to replenish recovery items (50 recovery items), a minimum number of 100 recovery items, and a monthly upper limit of 30,000 yen.
[0076] When the setting contents are transmitted from the user terminal 50 to the store server 10, setting management information, an example of which is shown in Fig. 7, is stored in the store server 10. If the setting contents include an upper limit value, the upper limit value is stored in the store server 10. If the setting management information and / or the upper limit value associated with the user are already stored in the store server 10, the setting management information and / or the upper limit value are updated based on the setting contents.
[0077] The setting management information may further include a third predetermined amount. The third predetermined amount indicates the amount of the game media owned by the user that should be achieved by executing the second amount change process when the payment process, which was initiated in response to the satisfaction of a payment initiation condition including the setting condition, is completed. If the setting management information includes the third predetermined amount, the payment process is executed so that the second amount change process is executed one or more times until the amount exceeds the third predetermined amount. The third predetermined amount may be set in advance by the user.
[0078] FIG. 9 is a diagram illustrating a change in the amount of game media when the setting management information includes a third predetermined amount. In FIG. 9, the vertical axis represents the number of game media owned, and the horizontal axis represents the passage of time. In FIG. 9, the target number is an example of the third predetermined amount. At time t0, the number of game media owned is greater than the lower limit, so auto-charge is not executed. At time t1, game media is consumed and the number of game media owned decreases, but since it is still greater than the lower limit, auto-charge is not executed. At time t2, game media is consumed and the number of game media owned decreases, falling below the lower limit, so auto-charge is executed. At this time, if the target number is not exceeded in a single purchase process of the identified product, additional purchase processes of that product are executed until the target number is exceeded. As a result, the number of game media owned exceeds the target number. In this way, setting the third predetermined amount has the advantage of making it easier to maintain the amount of game media at or above the third predetermined amount.
[0079] (UI section 313 and UI section 512) The UI unit 313 of the game server 30 and the UI unit 512 of the user terminal 50 cooperate to execute a process of providing various user interfaces for playing the game. The user interfaces include a user interface for instructing the execution of the second amount change process, a user interface for setting the setting conditions, and a user interface for presenting information output by the output process.
[0080] <Game System 1 Processing> The game system 1 configured as described above executes method S1. Fig. 10 is a flow diagram showing the flow of method S1. Note that, before method S1 is executed, it is assumed that one or both of paid game media and free game media are associated with the user through the first quantity change process. It is also assumed that, before method S1 is executed, setting management information is stored in the store server 10. As shown in Fig. 10, method S1 includes steps S531 to S537, S331 to S333, S131 to S145, and S931.
[0081] In step S531, the UI unit 512 of the user terminal 50 accepts an operation to consume game media from the user. For example, the operation to consume game media may be an operation to utilize a game function that is available in exchange for consuming game media. Upon accepting the operation, the UI unit 512 notifies the game server 30 of a consumption request. The consumption request may be, for example, an instruction to execute an in-game function (such as the aforementioned lottery) that involves consuming game media. Furthermore, for example, the consumption request may include information indicating the amount of game media to be consumed.
[0082] In step S331, the quantity change processing unit 312 of the game server 30 consumes game media associated with the user based on the received consumption request. The quantity of game media to be consumed is the quantity included in the consumption request. Note that if the game media associated with the user include both paid and free game media, the priority of consumption of the game media may be determined in advance. This reduces the quantity of the game media associated with the user. In other words, the process of consuming game media is an example of a first quantity change process that changes the quantity of the game media. For example, if an example of game media is stones, and an operation is received to instruct execution of gacha (an example of a function that randomly selects game media to be associated with a user) in exchange for 100 stones, 100 stones are consumed. This reduces the quantity of stones associated with the user by 100.
[0083] Furthermore, the quantity change processing unit 312 of the game server 30 updates the possession information associated with the user in accordance with the consumption of game media, and notifies the store server 10 of the updated possession information. In step S131, the control unit 110 of the store server 10 synchronizes the possession information of its own device with the notified possession information. This updates the current amount associated with the user for game media set as the target of auto-charge. As an example, the current possession quantity included in the setting management information shown in FIG. 7 is updated. Although not shown, the quantity change processing unit 312 also notifies the user terminal 50 of the updated possession information. This synchronizes the possession information of the user terminal 50 with the notified possession information.
[0084] In step S133, the payment processing unit 111 of the store server 10 determines whether the payment start condition is met based on the updated current amount. The payment start condition includes, for example, the setting conditions included in the setting management information shown in FIG. 7. For example, when the current amount of stones is updated, the setting management information for the stone auto-charge ID01 is referenced. In the setting management information, the lower limit is 2000. Therefore, if the updated current number of stones is below 2000, the answer is Yes in step S133. If the updated current number of stones is equal to or greater than 2000, the answer is No in step S133.
[0085] If the determination in step S133 is No, the method S1 ends. If the determination in step S133 is Yes, steps S135 and thereafter are executed. Note that step S133 may be executed by the game server 30 instead of the store server 10. In this case, the setting management information may be stored in the game server 30 instead of the store server 10. In this case, the store server 10 does not need to store the possession information, and for example, the process of synchronizing the possession information of the store server 10 with the possession information of the game server 30 in steps S131 and S145 (described later) etc. does not necessarily need to be executed.
[0086] In step S135, the payment processing unit 111 executes a product identification process. The product identification process is a process for identifying a product to be used to replenish game media whose current amount has fallen below a second predetermined amount. As an example, the payment processing unit 111 identifies a product ID included in the setting management information referenced in step S133. For example, the auto-charge ID01 in FIG. 7 is referenced to identify the product ID0003 for replenishing stones.
[0087] In step S137, the payment processing unit 111 determines whether the amount of valuable media to be consumed within a specified time period exceeds the upper limit based on the amount of valuable media to be consumed to purchase the identified product. For example, assume that the upper limit for one month is set to 30,000 yen, as set in screen example G2 of FIG. 8. In this case, an example of the specified time period may be from the beginning to the end of the calendar month including the current time. The payment processing unit 111 determines whether the sum of the amount of valuable media already consumed by the user within one month and the amount of valuable media to be consumed to purchase the identified product exceeds the upper limit. For example, if the user has already consumed 20,000 yen within one month, the total of 27,000 yen, including the price of product ID 0003 (5,000 yen), does not exceed the upper limit of 30,000 yen, so the result in step S137 is No. On the other hand, if 27,000 yen has already been spent in one month, the total of 32,000 yen, including the price of product ID 0003, 5,000 yen, exceeds the upper limit of 30,000 yen, so the answer is Yes in step S137.
[0088] The settlement processing unit 111 may determine whether the balance would fall below a minimum limit if the valuable medium were consumed to purchase the specified product, rather than whether the total exceeds an upper limit. In this case, a minimum limit may be set instead of an upper limit.
[0089] If the determination in step S137 is No, steps S141 and thereafter, which will be described later, are executed. If the determination in step S137 is Yes, the next step S139 is executed.
[0090] In step S139, the payment processing unit 111 notifies the user terminal 50 to output warning information indicating that the total amount of valuable media to be consumed in one month will exceed the upper limit so that it can be recognized by the user. The processing of step S139 is an example of output processing. In step S533, the UI unit 512 of the user terminal 50 displays the received warning information on the display device 55. The UI unit 512 may also output a user interface that allows the user to select whether or not to perform auto-charge after recognizing the warning information.
[0091] Fig. 11 is a diagram showing an example of a screen including information indicating that the upper limit has been exceeded. Screen example G3 shown in Fig. 11 is displayed on display device 55 of user terminal 50 in step S533. In screen example G3, information G31 indicates that the total amount of valuable media consumed in one month and the amount of valuable media to be consumed by auto-charge is 32,000 yen, which exceeds the currently set upper limit of 30,000 yen. Any one of objects G32a to G32d can be selected.
[0092] Object G32a accepts an operation to select raising the upper limit. When object G32a is selected, object G33a accepts input of the changed upper limit. This makes it possible to execute the current auto-charge. The increased upper limit will also apply from next month onwards. Note that object G33a accepts input of the amount at which auto-charge is possible (32,000 yen or more in the example of FIG. 11), but does not accept input of the amount at which auto-charge is not possible (less than 32,000 yen in the example of FIG. 11).
[0093] Object G32b accepts an operation to select raising the limit for this month only. When object G32b is selected, object G33b accepts input of the changed limit to be applied for this month only. Note that object G33b is similar to object G33a in that it accepts input of the amount that allows auto-charge and does not accept input of the amount that does not allow auto-charge. This allows the current auto-charge to be executed. However, the limit for next month and beyond will remain the original limit.
[0094] Object G32c accepts the operation to select to perform auto-charge this time only. In this case, the upper limit amount will not be changed. Therefore, if the payment process for auto-charge is started again within this month after performing auto-charge this time, the screen will be displayed again.
[0095] Object G32d accepts an operation to select not to execute auto-charge without changing the upper limit amount. In this case, auto-charge will not be executed until the next month.
[0096] The operator G35 accepts an operation to determine the selection of one of the objects G32a to G32d.
[0097] In step S535, the UI unit 512 determines whether or not an execution operation to instruct execution of auto-charge has been accepted from the user who has recognized the warning information. For example, in the example of Fig. 11, if the operator G35 is operated while any of the objects G32a to G32c is selected on the example screen G3, it is determined that the execution operation has been accepted. Also, if the operator G35 is operated while the object G32d is selected, it is determined that the execution operation has not been accepted.
[0098] If the determination in step S535 is No, the method S1 ends. If the determination in step S535 is Yes, the next step S537 is executed.
[0099] In step S537, the UI unit 512 requests the store server 10 to execute the auto-charge.
[0100] In step S141, the payment processing unit 111 of the store server 10 requests the payment server 90 to settle the price associated with the product ID identified in step S135. The requested payment server 90 may be, but is not limited to, one that is set in advance by the user in accordance with the setting conditions. In step S931, the payment server 90 executes a process to consume the valuable medium associated with the user for the price, and notifies the store server 10 that the settlement has been completed. For example, if product ID 0003 has been identified as the product to be used to replenish stones, the payment server 90 notifies the store server 10 that the settlement of the price of 5,000 yen has been completed.
[0101] In step S143, the payment processing unit 111 of the store server 10 notifies the game server 30 that the payment process, which started without user operation in response to the satisfaction of the payment start condition, has been completed. The payment processing unit 111 also notifies the game server 30 of the product ID for which the payment process has been completed. Note that the series of processes including steps S135, S137, S139, and S141 is an example of payment processing.
[0102] In step S333, the quantity change processing unit 312 of the game server 30 references the quantity and sales item associated with the product ID for which payment processing has been completed, and associates the game content indicated by the sales item with the user by that quantity. This increases the amount of game content associated with the user. The process of associating the game content indicated by the product ID for which payment processing has been completed in this step with the user is an example of a second quantity change process.
[0103] Furthermore, the quantity change processing unit 312 of the game server 30 updates the possession information associated with the user in accordance with the association of the game media, and notifies the updated possession information to the store server 10 and the user terminal 50. As a result, in step S145, the possession information of the store server 10 is synchronized with the notified possession information. The possession information of the user terminal 50 is also synchronized with the notified possession information. This reduces the user's effort in the payment process to maintain the amount of game media they own at the second predetermined amount.
[0104] [Modification] In the above-described embodiment, an example has been described in which the game medium associated with a user in exchange for the consumption of a valuable medium associated with the user is a "paid game medium." However, this is not limiting, and paid game medium and free game medium may be associated with a user in exchange for the consumption of a valuable medium associated with the user. For example, free game medium of the same type as the sales item may be set as the "bonus" shown in FIG. 5.
[0105] [Note] From the above description, the present invention can be understood, for example, as follows: It should be noted that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.
[0106] A game system (1) according to a first aspect includes: a quantity change processing unit (312) that executes a first quantity change process to change the quantity of at least some of the game media used in the game as the game progresses; and a payment processing unit (111) that executes a payment process to cause the quantity change processing unit (312) to execute a second quantity change process to increase the quantity by a first predetermined amount in exchange for consumption of valuable media associated with the user. The payment processing unit (111) starts execution of the payment process without user operation in response to satisfaction of a payment initiation condition including a setting condition set by the user, the setting condition including a condition relating to the relationship between the quantity associated with the user for the game media corresponding to the payment process and a second predetermined amount set by the user. This configuration starts the payment process without user operation. As a result, the user's effort can be reduced in the payment process to increase the quantity of game media, such as in-game currency, associated with the user based on the amount set by the user.
[0107] In the game system (1) according to aspect 2, in aspect 1, the conditions for proceeding with the payment process that must be satisfied between the start of the payment process and the end of the payment process, or the payment initiation condition, include an upper limit condition that the amount of the valuable medium consumed by the user within a predetermined time period is equal to or less than a predetermined upper limit. Since the payment process is started without user operation, the user's effort can be reduced in the payment process, which increases the amount of game media, such as in-game currency, associated with the user based on an amount set by the user. This configuration can prevent excessive consumption of the valuable medium by the user.
[0108] In the game system (1) according to aspect 3, in aspect 2, the predetermined upper limit is a value preset by the user. With the above configuration, the user can keep the value of the valuable medium consumed through the payment process below a desired value set by the user.
[0109] A game system (1) according to aspect 4 is any one of aspects 1 to 3, wherein the payment process includes, before executing a process for consuming the valuable medium through the payment process, determining whether a condition set for the amount of the valuable medium previously consumed and the amount of the valuable medium to be consumed through the payment process is satisfied, and if the condition is satisfied, outputting information indicating that the condition is satisfied in a manner recognizable to the user. With the above configuration, the user can be notified before paying a fee exceeding a preset value.
[0110] The game system (1) according to aspect 5 is any one of aspects 1 to 4, and includes a process of causing the quantity change processing unit (312) to execute the second quantity change process of increasing the quantity by the first predetermined amount associated with the commodity identification information specified in advance by the user from among a plurality of commodity identification information each associated with the first predetermined amount. With the above configuration, the commodity associated with the user by the payment process in response to the payment start condition being satisfied can be a commodity desired by the user.
[0111] A game system (1) according to aspect 6 is any one of aspects 1 to 4, wherein the payment process includes a product identification process for identifying at least one of multiple product identification information items, each associated with the first predetermined amount, based on a predetermined rule, and a process for executing the second amount change process for increasing the amount by the first predetermined amount associated with the product identification information identified by the product identification process. With the above configuration, product information can be identified based on the predetermined rule. As a result, product information can be identified more quickly than, for example, when identifying product information, when generating or externally receiving rules for identifying product information. This also eliminates the need for a user to perform the effort of specifying one of multiple product identification information items in advance.
[0112] A method (S1) according to aspect 7 is a method executed by one or more computers, and includes: a quantity change processing step (S331) in which at least some of the game media used in the progress of the game and the amount of the game media are associated with a user; and the one or more computers execute a first quantity change processing step to change the amount as the game progresses; and a payment processing step (S135-S141, S931) in which the one or more computers execute a payment processing to make a payment in which a second quantity change processing step (S333) to increase the amount by a first predetermined amount is executed in exchange for consumption of a valuable medium associated with the user. In the payment processing step, the one or more computers start executing the payment processing (S135-S141, S931) without the user's operation in response to satisfaction of a payment start condition including a setting condition set by the user, and the setting condition includes a condition regarding the relationship between the amount associated with the user for the game media corresponding to the payment processing and a second predetermined amount set in advance by the user. The above configuration provides the same effects as in the first aspect.
[0113] A program according to an eighth aspect of the present invention is a program that causes one or more computers to execute a quantity change processing step (S331) that executes a first quantity change processing step that changes the quantity as the game progresses, and a payment processing step (S135-S141, S931) that executes a payment processing step in exchange for consumption of valuable media associated with the user, in which at least some of the game media used in progressing the game and the amount of the game media are associated with the user, and the program causes the one or more computers to start execution of the payment processing (S135-S141, S931) without user operation in response to satisfaction of a payment initiation condition including a setting condition set by the user, the setting condition including a condition regarding the relationship between the amount associated with the user for the game media corresponding to the payment processing and a second setting amount set in advance by the user. This configuration achieves the same effect as that of the first aspect.
[0114] [Software implementation example] The functions of each device that constitutes game system 1 can be realized by a program that causes a computer to function as that device, and a program that causes a computer to function as each control block of that device (particularly each part included in control units 110, 310, 510).
[0115] In this case, the device includes a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., a memory) as hardware for executing the program. The control device and storage device execute the program, thereby realizing the functions described in each of the above embodiments.
[0116] The program may be non-transitory and may be recorded on one or more computer-readable recording media. The recording media may or may not be included in the device. In the latter case, the program may be supplied to the device via any wired or wireless transmission medium.
[0117] Furthermore, some or all of the functions of the control blocks can be realized by logic circuits. For example, an integrated circuit in which a logic circuit that functions as each of the control blocks is formed is also included in the scope of the present invention. In addition, the functions of the control blocks can also be realized by, for example, a quantum computer.
[0118] Furthermore, each process described in each of the above embodiments may be executed by AI (Artificial Intelligence). In this case, the AI may run on the control device or on another device (for example, an edge computer or a cloud server).
[0119] The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of symbols]
[0120] 1. Game System 10 Store Server 30 Game Servers 50 User Terminals 90 Payment Server 11, 31, 51 processors 12, 32, 52 memory 13, 33, 53 Communication Interface Buses 19, 39, and 59 54 Input Device 55 Display device 110, 310, 510 Control unit 130, 330, 530 storage section 111 Payment processing unit 311, 511 Game Progression Department 312 Quantity change processing unit UI department 313, UI department 512
Claims
1. At least some of the game media used in progressing the game and the amount of the game media are associated with the user; an amount change processing unit that executes a first amount change process that changes the amount as the game progresses; a payment processing unit that executes a payment process to make a payment by causing the amount change processing unit to execute a second amount change process that increases the amount by a first predetermined amount in exchange for consumption of a valuable medium associated with a user; the payment processing unit starts execution of the payment process without any operation by the user in response to satisfaction of a payment start condition including a setting condition set by the user; The set condition includes a condition regarding a relationship between the amount of the game content associated with the user corresponding to the payment process and a second predetermined amount set by the user in advance. Game system.
2. The conditions for proceeding with the payment process that must be satisfied from the start of the payment process until the end of the payment process, or the payment start conditions include an upper limit condition that the amount of the valuable medium consumed by the user within a specified time period is equal to or less than a specified upper limit value. The game system according to claim 1 .
3. The predetermined upper limit value is a value set in advance by the user. The game system according to claim 2 .
4. The payment process includes: and an output process for determining whether or not a condition set for the amount of the valuable medium previously consumed and the amount of the valuable medium to be consumed by the payment process is satisfied before the process of consuming the valuable medium is executed by the payment process, and, if the condition is satisfied, outputting information indicating that the condition is satisfied in a manner recognizable to the user. The game system according to claim 1 .
5. The settlement process includes a process of causing the quantity change processing unit to execute the second quantity change process of increasing the quantity by the first predetermined quantity associated with the commodity identification information previously specified by the user from among a plurality of commodity identification information each associated with the first predetermined quantity. The game system according to claim 1 .
6. The payment process includes: a product identification process for identifying at least one piece of product identification information from among a plurality of pieces of product identification information each associated with the first predetermined amount, based on a predetermined rule; and executing the second amount change process to increase the amount by the first predetermined amount associated with the commodity identification information identified by the commodity identification process. The game system according to claim 1 .
7. 1. A method implemented by one or more computers, comprising: At least some of the game media used in progressing the game and the amount of the game media are associated with the user; an amount change processing step in which the one or more computers execute a first amount change process to change the amount as the game progresses; a payment processing step in which the one or more computers execute a payment process to make a payment by executing a second amount change process to increase the amount by a first predetermined amount in the amount change processing step in exchange for consumption of a valuable medium associated with the user; In the payment processing step, the one or more computers start execution of the payment processing without operation by the user in response to satisfaction of a payment start condition including a setting condition set by the user; The set condition includes a condition regarding a relationship between the amount of the game content associated with the user corresponding to the payment process and a second predetermined amount set by the user in advance. method.
8. At least some of the game media used in progressing the game and the amount of the game media are associated with the user; On one or more computers, an amount change processing step of executing a first amount change processing for changing the amount as the game progresses; a payment processing step of executing a payment process for making a payment in which a second amount change process for increasing the amount by a first predetermined amount is executed in the amount change processing step in exchange for consumption of a valuable medium associated with a user, In the payment processing step, the one or more computers are caused to start execution of the payment processing without operation by the user in response to satisfaction of a payment start condition including a setting condition set by the user; The set condition includes a condition regarding a relationship between the amount of the game content associated with the user corresponding to the payment process and a second predetermined amount set by the user in advance. program.
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