Program, information processing device, and information processing method

By setting lottery probabilities for each content and granting bonuses at maximum play or point consumption, the system ensures fairness in lottery games by allowing users to play until their limits are reached and select desired content, addressing the inequality in acquiring rare content.

JP2025169997AActive Publication Date: 2025-11-14SEGA CORP
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Patent Information

Application Number
JP2025140837
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-26
Publication Date
2025-11-14
Estimated Expiration
2036-03-09

AI Technical Summary

Technical Problem

In lottery games, the low probability of winning highly rare content makes it difficult for users to acquire such content, leading to inequality among users with varying play capabilities.

Method used

Implementing a content information storage unit that sets lottery probabilities for each content, a lottery game execution unit to determine content based on these probabilities, and a bonus granting unit that awards content as a bonus when the maximum play or point consumption limit is reached, allowing users to play until these limits are met and select desired content from a set group.

Benefits of technology

This approach enhances fairness among users by ensuring they can play until their individual limits are reached, receiving content based on those limits, thereby reducing inequality.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance fairness among users who perform a lottery game.SOLUTION: An information processing device includes: a contents information storage unit that stores content information for which a lottery probability is set for each content; a lottery game performing unit that determines the content to be acquired by a user based on the lottery probability of each content set in the content information every time the user performs a game operation; and a benefit granting unit that provides the user with the content defined based on a maximum play count as a benefit when a count of play of the lottery game by the user reaches the maximum play count set for each user.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] BACKGROUND ART There is known an information processing device that executes a lottery game in which a user is awarded one of a plurality of contents selected based on a lottery probability set for each content (character) (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5745682 Summary of the Invention [Problem to be solved by the invention]

[0004] In such lottery games, the probability of winning highly rare content is generally set low, making it difficult for users to acquire highly rare content even if they play the lottery game repeatedly.

[0005] In response to this, it is possible to set a play limit for the lottery game, and users who play up to that limit can be given a special bonus such as rare content. However, if a uniform play limit is set, inequality will arise between users who can easily play up to that limit (such as working adults) and users who cannot (such as students).

[0006] The present invention has been made in view of the above circumstances, and its object is to improve fairness among users playing lottery games. [Means for solving the problem]

[0007] The main invention of the present invention to solve the above problems is: a content information storage unit that stores content information in which a lottery probability is set for each content; a lottery game execution unit that determines a content to be acquired by the user based on the lottery probability of each content set in the content information each time the user performs a game operation; a bonus granting unit that grants content set according to the maximum number of plays to the user as a bonus when the number of plays of the lottery game by the user reaches the maximum number of plays set for the user; The information processing device is characterized by comprising: With this information processing device, a user can play the lottery game until the maximum number of plays set for each user is reached, and thereby win content set according to that maximum number of plays, thereby improving fairness among users playing the lottery game.

[0008] Furthermore, it is desirable that when the number of times the user has played the lottery game reaches the maximum number of plays, the bonus awarding unit awards as a bonus content selected by the user from a group of contents set according to the maximum number of plays. This allows the user to play the lottery game until the maximum number of plays is reached, and then select the content that the user desires from a content group set according to the maximum number of plays.

[0009] Furthermore, it is desirable that the smaller the maximum number of plays that the user can play the lottery game, the more the benefit granting unit grants content set according to the maximum number of plays with content settings that are disadvantageous to the user. This will further increase fairness between users with different maximum play counts.

[0010] It is also preferable that the bonus awarding unit varies the number of contents to be awarded as a bonus depending on the maximum number of times the user is allowed to play the lottery game. This will further increase fairness between users with different maximum play counts.

[0011] a content information storage unit that stores content information in which a lottery probability is set for each content; a lottery game execution unit that determines content to be acquired by the user based on the lottery probability for each content set in the content information each time the user consumes game points; a bonus granting unit that grants content set according to the maximum point consumption amount to the user as a bonus when the amount of points consumed by the user in the lottery game reaches the maximum point consumption amount set for the user; The information processing device is characterized by comprising: With this information processing device, users can play the lottery game by consuming points up to the maximum point consumption limit set for each user, and can acquire content set according to that maximum point consumption limit, thereby improving fairness among users playing the lottery game.

[0012] Furthermore, it is desirable that the bonus awarding unit awards as a bonus content selected by the user from a content group set according to the maximum point consumption amount when the amount of points consumed by the user in the lottery game reaches the maximum point consumption amount. This allows the user to play the lottery game by consuming points until the maximum point consumption amount is reached, and select the content he or she desires from a group of contents set according to the maximum point consumption amount.

[0013] Furthermore, it is desirable that the smaller the maximum number of points that the user can consume in the lottery game, the more the benefit granting unit grants content set according to the maximum number of points that can be consumed with content settings that are disadvantageous to the user. This further enhances fairness among users with different maximum point consumption amounts.

[0014] It is also preferable that the bonus awarding unit varies the number of contents to be awarded as a bonus depending on the maximum number of points that the user can consume in the lottery game. This further enhances fairness among users with different maximum point consumption amounts.

[0015] Also, the computer a content information storage means for storing content information in which a lottery probability is set for each content; a lottery game execution means for determining a content to be acquired by the user based on the lottery probability for each content set in the content information each time the user performs a game operation; a bonus granting means for granting a bonus to a user, when the number of times the user has played the lottery game reaches a maximum number of times set for each user, content set in accordance with the maximum number of times the user has played the lottery game; This is a program that functions as a Such a program makes it possible to improve fairness among users playing the lottery game.

[0016] Also, the computer a content information storage means for storing content information in which a lottery probability is set for each content; a lottery game execution means for determining a content to be acquired by the user based on the lottery probability of each content set in the content information each time the user consumes game points; a bonus granting means for granting to the user, as a bonus, content set in accordance with the maximum point consumption amount when the amount of points consumed by the user in the lottery game reaches the maximum point consumption amount set for each user; This is a program that functions as a Such a program makes it possible to improve fairness among users playing the lottery game. [Brief explanation of the drawings]

[0017] [Figure 1] 1 is a configuration diagram illustrating an example of an information processing system according to a first embodiment. [Figure 2] FIG. 2 is a hardware configuration diagram illustrating an example of a computer according to the first embodiment. [Figure 3] FIG. 2 is a functional block diagram illustrating an example of a server device according to the first embodiment. [Figure 4] FIG. 2 is a functional block diagram illustrating an example of a client terminal according to the first embodiment. [Figure 5] FIG. 10 is a diagram showing a first specific example of acquired character information. [Figure 6] FIG. 10 is a diagram showing a second specific example of acquired character information. [Figure 7] FIG. 10 is a diagram illustrating an example of character information. [Figure 8] FIG. 10 is a diagram illustrating an example of evolution information. [Figure 9] FIG. 10 is an image diagram showing a first specific example of a setting operation screen. [Figure 10] FIG. 10 is a diagram illustrating an example of user information. [Figure 11] FIG. 10 is an image diagram showing a second specific example of a setting operation screen. [Figure 12] FIG. 10 is an image diagram showing a third specific example of a setting operation screen. [Figure 13] FIG. 10 is an image diagram showing a fourth specific example of a setting operation screen. [Figure 14] 4 is a flowchart illustrating an example of the operation of the information processing system according to the first embodiment. [Figure 15] FIG. 10 is a diagram showing a third specific example of acquired character information. [Figure 16] FIG. 10 is a diagram showing a fourth specific example of acquired character information. [Figure 17] 10 is a flowchart illustrating an example of the operation of the information processing system according to the second embodiment. [Figure 18] FIG. 10 is a functional block diagram illustrating an example of a server device 20 according to a third embodiment. [Figure 19] FIG. 10 is a configuration diagram showing a first specific example of lottery game information. [Figure 20] FIG. 10 is a configuration diagram showing a second specific example of lottery game information. [Figure 21] 10 is a flowchart illustrating an example of the operation of the information processing system 1 according to the third embodiment. [Figure 22] FIG. 10 is an image diagram showing an example of a first operation screen. [Figure 23] FIG. 10 is an image diagram showing an example of a second operation screen. [Figure 24] FIG. 10 is a configuration diagram showing a third specific example of lottery game information. [Figure 25] 13 is a flowchart illustrating an example of the operation of the information processing system 1 according to the fifth embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0018] The following describes in detail an information processing device, a program, and an information processing system according to an embodiment of the present invention. The present invention can be widely applied to information processing devices, programs, information processing systems, etc. that employ a mechanism for granting content to users based on the lottery probability of each content.

[0019] [First embodiment] <System configuration> Fig. 1 is a configuration diagram showing an example of an information processing system 1 according to the first embodiment. As shown in Fig. 1, the information processing system 1 according to the first embodiment has one or more client terminals 10 and a server device 20 connected via a network N.

[0020] The client terminal 10 is a terminal device operated by a user, such as a PC, smartphone, or tablet, or a terminal device such as a dedicated game machine for home or commercial use. The server device 20 manages and controls the game played by the user on the client terminal 10, and performs in-game billing processing, etc. The network N is the Internet, etc., and includes a mobile wireless base station, etc.

[0021] In addition to the client-server information processing system 1 shown in Figure 1, the present invention can also be applied to a standalone game device by providing a separate mechanism for in-game billing processing. The information processing system 1 in Figure 1 is just one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Figure 1 may be configured as a distributed system across multiple computers.

[0022] <Hardware configuration> <<Client terminal and server device>> Fig. 2 is a hardware configuration diagram showing an example of a computer 50 according to the first embodiment. The client terminal 10 and the server device 20 according to the first embodiment are realized by, for example, a computer 50 having the hardware configuration shown in Fig. 2. The computer 50 is an example of an information processing device.

[0023] 2, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and an HDD 58, all of which are interconnected by a bus line B. The input device 55 and the display device 56 may be connected and used when necessary.

[0024] The CPU 51 is a computing device that controls the entire computer and realizes its functions by reading programs and data from storage devices such as the ROM 53 and HDD 58 onto the RAM 52 and executing various processes based on the read programs and data.

[0025] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily storing programs and data, and is also used as a work area when the CPU 51 executes various processes.

[0026] The ROM 53 is an example of a non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. The ROM 53 stores programs and data such as the BIOS, OS settings, and network settings that are executed when the computer 50 starts up.

[0027] The communication interface 54 is an interface for connecting the computer 50 to the network N. This allows the computer 50 to perform data communication via the communication interface 54.

[0028] The input device 55 is a device used by a user or an administrator to input various signals, and is, for example, an operating device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.

[0029] The display device 56 is a device for displaying various information on a screen to a user or an administrator. The display device 56 is, for example, a liquid crystal or organic EL display.

[0030] The external interface 57 is an interface for connecting to an external device so as to enable data communication, thereby allowing the computer 50 to read and / or write data from and to a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, a CD, a DVD, an SD memory card, or a USB memory.

[0031] The HDD 58 is an example of a non-volatile storage device that stores programs and data, such as the operating system (OS), which is the basic software that controls the entire computer, and applications that provide various functions on the OS.

[0032] Instead of the HDD 58, a drive device that uses a flash memory as a storage medium (for example, a solid state drive (SSD)) may be used.

[0033] The client terminal 10 and the server device 20 according to this embodiment can realize various processes, which will be described later, by executing a program on the computer 50 having the hardware configuration described above.

[0034] <Software configuration> Server device 3 is a functional block diagram showing an example of the server device 20 according to the first embodiment. The server device 20 according to the first embodiment is realized by, for example, the functional blocks shown in FIG.

[0035] The server device 20 according to the first embodiment implements a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.

[0036] The server control unit 200 has a function of executing processes related to various games. The server control unit 200 includes a lottery game execution unit 201, a bonus awarding unit 202, a combined game execution unit 203, a competitive game execution unit 204, and a display control unit 205.

[0037] The lottery game execution unit 201 executes a lottery game that determines by lottery the content that the user is to acquire, based on the game operation that the client terminal 10 has received from the user.

[0038] The reward offering unit 202 offers a reward to a user who has played the lottery game up to the play limit.

[0039] For example, when the number of times a user plays a lottery game reaches a maximum number of times set for each user, a benefit set according to the maximum number of times is given to the user.

[0040] Also, for example, when the amount of points consumed by a user in a lottery game reaches the maximum amount of points that is set for each user, the user is given a benefit that is set according to that maximum amount of points that is consumed.

[0041] The composite game execution unit 203 executes a composite game in which two or more pieces of content possessed by the user are combined, based on a game operation accepted by the client terminal 10 from the user.

[0042] The competitive game execution unit 204 progresses a competitive game using content owned by the user, based on operations received by the client terminal 10 from the user.

[0043] The display control unit 205 controls the screen display of the client terminal 10 according to the progress of the lottery game, the combination game, and the battle game.

[0044] The server storage unit 220 has a function of storing information related to various games. The server storage unit 220 includes a character information storage unit 221, an acquired character information storage unit 222, and a user information storage unit 223.

[0045] The character information storage unit 221 stores character information (content information) relating to characters as an example of content. The character information stored in the character information storage unit 221 includes various characters used in lottery games and compositing games.

[0046] The acquired character information storage unit 222 stores acquired character information related to characters that can be acquired by the user. The acquired character information stored in the acquired character information storage unit 222 includes characters that can be acquired in a lottery game, characters that can be acquired as a bonus, etc., set according to the maximum number of plays or the maximum amount of points that can be consumed.

[0047] The user information storage unit 223 stores user information about users. The user information stored in the user information storage unit 223 includes the maximum number of plays and the maximum amount of points consumed set for each user, the number of plays and the amount of points consumed by the user, the game points and various characters owned by the user, the number of times the user has executed the lottery process, and the like.

[0048] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.

[0049] Client terminal 4 is a functional block diagram showing an example of the client terminal 10 according to the first embodiment. The client terminal 10 according to the first embodiment is realized by, for example, the functional blocks shown in FIG.

[0050] The client terminal 10 according to the first embodiment executes a program to implement a client control unit 100, a client storage unit 120, a client communication unit 140, an operation reception unit 150, and a screen display unit 160. The client control unit 100 includes a request transmission unit 101 and a response reception unit 102.

[0051] The operation receiving unit 150 receives operations from a user who operates the client terminal 10. The client control unit 100 also performs processing related to the game on the client terminal 10. The request sending unit 101 sends a request to the server device 20 based on the content of the operation received from the user by the operation receiving unit 150. The response receiving unit 102 receives a response such as a processing result in response to the request sent by the request sending unit 101 to the server device 20.

[0052] Furthermore, the client storage unit 120 stores information required by the client terminal 10. The client communication unit 140 communicates with the server device 20. The screen display unit 160 displays the screen of the client terminal 10 under control of the server device 20.

[0053] As described above, in the information processing system 1 according to the first embodiment, the server device 20 controls the progress and display of various games, but this may also be done by the client terminal 10. Specifically, at least one of the game execution unit and the display control unit of the various games may not be provided in the server control unit 200 of the server device 20, but may be provided in the client control unit 100 of the client terminal 10.

[0054] The client control unit 100 of the client terminal 10 may be of a browser type that receives page data written in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs game-related processing. The client control unit 100 of the client terminal 10 may be of an application type that performs game-related processing based on an installed application.

[0055] <Game Overview> Here, an outline of the games in the first embodiment will be described. The games in the first embodiment include at least a lottery game, a combined game, and a battle game.

[0056] The lottery game in the first embodiment is a game in which, when an operation to execute a character lottery is received from a user, a character selected from a group of characters to be selected based on lottery probability is awarded to the user.

[0057] In this lottery game, the maximum number of times a user can play the lottery game is set for each user, which prevents unfairness among users compared to when a uniform maximum number of times is set.

[0058] A user can repeatedly play the lottery game until the maximum number of plays set for each user is reached. Each time a user plays the lottery game, a predetermined amount of the user's game points is consumed.

[0059] That is, when the user plays the lottery game until the maximum number of plays is reached, the number of points consumed by the user in the lottery game reaches the maximum number of points that the user can consume in the lottery game.

[0060] In other words, the play limit of the lottery game in this embodiment is when the number of times the user plays reaches the maximum number of times, and also when the number of points consumed by the user reaches the maximum point consumption amount.

[0061] Then, when the user reaches the maximum number of plays as a result of repeatedly playing the lottery game, the user can acquire a character set according to the maximum number of plays as a bonus.

[0062] In this embodiment, the fewer the maximum number of plays, the more disadvantageous the character settings of the bonus character are to the user, thereby preventing unfairness between users with a large number of plays and users with a small number of plays.

[0063] The number of times a user has played the lottery game is reset when the maximum number of times has been reached. Even if the number of times a user has played has been reset, the user can still try the lottery game again.

[0064] The synthesis game in the first embodiment is a game in which, upon receiving an operation from the user to execute character synthesis, the player combines a base character (base character) with a material character (material character) to strengthen the base character's abilities (strengthening synthesis) or to grow the base character to the next stage and evolve it into another character (evolved character) (evolutionary synthesis).

[0065] Users can select a base character and a material character from among the characters they own (such as characters acquired through a lottery game) and perform strengthening synthesis or evolution synthesis.

[0066] In strengthening synthesis, the material character is removed from the user's possession, but the ability values ​​of the base character that the user continues to possess can be improved.

[0067] In evolutionary synthesis, all characters (related characters) that are pre-associated with a base character are used as material characters, and in exchange for losing all related characters from the user's possession, the user can possess an evolved character that has been developed from the base character.

[0068] The fighting game in the first embodiment is a game in which an opponent character appears against the user, and the opponent character battles a character owned by the user.

[0069] Users can select one of the characters they own (such as characters acquired in a lottery game or evolved in a synthesis game) and challenge the opponent character to a battle.

[0070] <Operation> 《Setting the maximum number of plays》 (Example 1) Before the lottery game starts, the lottery game execution unit 201 of the server device 20 requests the display control unit 205 to execute screen display control so as to display on the client terminal 10 a setting operation screen for setting the maximum number of plays for the user.

[0071] When the display control unit 205 is requested by the lottery game execution unit 201 to execute screen display control, it controls the display of a setting operation screen on the screen display unit 160 of the client terminal 10 based on the acquired character information stored in the acquired character information storage unit 222.

[0072] Fig. 5 is a diagram showing a first specific example of acquired character information. The acquired character information shown in Fig. 5 includes items such as the maximum number of plays, the maximum amount of points consumed, characters that are bonuses, the character level at the time of acquisition, and characters that can be acquired in the lottery game.

[0073] The maximum number of plays is information indicating the maximum number of times a user can play the lottery game. The maximum point consumption is information indicating the maximum number of game points a user can consume in the lottery game. In this case, 100 points are consumed per lottery game, so the point consumption amount is set to the maximum number of plays.

[0074] The bonus character is information indicating a character that the user can acquire as a bonus. Here, one or more bonus characters are set for each maximum number of plays.

[0075] Furthermore, each bonus character is associated with a rarity (depicted by the number of stars). Rarity is information indicating scarcity, and is set in multiple stages (for example, 10 stages).

[0076] The character level at the time of acquisition is information indicating the level set for the character that will be a special benefit when the user acquires it. The characters that can be acquired in the lottery game are information indicating a group of characters that are the subject of the lottery. In this case, the special benefit character is included in this group of characters.

[0077] In the lottery game of this embodiment, one of the characters included in this character group will be given to the user. Note that each character constituting the character group is set based on the character information stored in the character information storage unit 221.

[0078] Figure 6 is a diagram showing a second specific example of acquired character information. The items included in the acquired character information shown in Figure 6 are the same as those in the acquired character information shown in Figure 5. However, the acquired character information shown in Figure 6 is set so that the character level at the time of acquisition becomes lower as the maximum number of plays decreases.

[0079] When the acquired character information is configured in this way, the fewer the maximum number of plays, the more disadvantageous the character settings that are given to the user as a bonus, which maintains fairness between users with a high maximum number of plays and users with a low maximum number of plays.

[0080] In addition to lowering the character level of the bonus character, character settings that are disadvantageous to the user may also be lowering the rarity of the bonus character. Also, as the maximum number of plays increases, evolved characters that have been developed to the next stage may be set as bonus characters.

[0081] Fig. 7 is a diagram showing an example of character information. The character information shown in Fig. 7 includes items such as character ID, name, rarity, lottery probability, evolution information, maximum level, initial attack power, maximum attack power, initial HP, and maximum HP.

[0082] The character ID is information for uniquely identifying a character. The name is information indicating the character's name. The rarity is information indicating the rarity of the character.

[0083] The lottery probability is information indicating the probability that a user can win a character in a lottery game. Here, the higher the rarity of a character, the lower the lottery probability is set. The evolution information is information about the evolved character.

[0084] Maximum level is information indicating the maximum level of a character. Initial attack power is information indicating the initial value of a character's attack power. Maximum attack power is information indicating the maximum value of a character's attack power. Initial HP is information indicating the initial value of a character's HP. Maximum HP is information indicating the maximum value of a character's HP.

[0085] Fig. 8 is a diagram showing an example of evolution information. The evolution information shown in Fig. 8 has at least evolved characters and material characters as items. The evolved characters are information indicating characters that have evolved through evolutionary synthesis. The material characters are information indicating material characters that are required during evolutionary synthesis.

[0086] 9 is an image diagram showing a first specific example of a setting operation screen. This setting operation screen 500 displays a list of the maximum number of plays that the user can set based on the acquired character information, along with the maximum point consumption amount and the rarity and number of characters that will be given as bonuses.

[0087] When the setting operation screen 500 is displayed, the user selects one of the operation buttons 501 to perform a game operation on the client terminal 10 to set the maximum number of plays that the user desires.

[0088] In addition to the case where the user selects the maximum number of plays from a list, the setting operation screen 500 may also be configured so that the user can input a number for the maximum number of plays.

[0089] When the user performs a game operation on the setting operation screen 500 in this manner, the operation accepting unit 150 of the client terminal 10 accepts the operation content based on the user's game operation.

[0090] The request sending unit 101 of the client terminal 10 requests the server device 20 to perform setting processing based on the operation content accepted by the operation accepting unit 150 from the user.

[0091] Thereafter, when the lottery game execution unit 201 of the server device 20 receives the operation content from the client terminal 10, it sets and registers the maximum number of plays, etc. selected by the user on the setting operation screen 500 in the user information stored in the user information storage unit 223.

[0092] Fig. 10 is a diagram showing an example of user information. The user information shown in Fig. 10 includes items such as user ID, name, rank, age, number of plays, maximum number of plays, owned points, owned characters, and past point consumption (pt / month).

[0093] The user ID is information for uniquely identifying a user. The name is information indicating the user name. The rank is information indicating the user's game level. The age is information indicating the user's age.

[0094] The number of plays is information that indicates the number of times the user has played at the current time. Here, the amount of points to be consumed corresponding to the number of plays is also set. The maximum number of plays is information that indicates the maximum number of plays set for the user himself / herself. Here, the maximum amount of points to be consumed corresponding to the maximum number of plays is also set.

[0095] Possessed points is information indicating the amount of points the user possesses. Possessed characters is information indicating the various characters the user possesses. Past point consumption (pt / month) is information indicating the amount of points consumed in the past month.

[0096] (Example 2) Fig. 11 is an image diagram showing a second specific example of the setting operation screen. On the setting operation screen 510 shown in Fig. 11, a list of characters that will be given as benefits is displayed based on the acquired character information.

[0097] When the setting operation screen 510 is displayed, the user selects one of the operation buttons 511 to perform a game operation on the client terminal 10 to set the maximum number of plays that can be made to acquire a desired character as a bonus.

[0098] That is, in the case of the setting operation screen 510 shown in FIG. 11, the maximum number of plays is set indirectly, unlike when the user directly sets the maximum number of plays on the setting operation screen 500 shown in FIG.

[0099] When the user performs a game operation on this setting operation screen 510, the operation accepting unit 150 of the client terminal 10 accepts the operation content based on the user's game operation.

[0100] The request sending unit 101 of the client terminal 10 requests the server device 20 to perform setting processing based on the operation content accepted by the operation accepting unit 150 from the user.

[0101] Thereafter, when the lottery game execution unit 201 of the server device 20 receives the operation content from the client terminal 10, it selects and registers one of the maximum numbers of plays from the maximum numbers of plays that allow the user to acquire the special character selected by the user on the setting operation screen 510 in the user information stored in the user information storage unit 223.

[0102] The user may be allowed to select multiple characters as desired bonuses on the setting operation screen 510. In this case, the number of plays may be set to be less than the maximum number of plays set in the acquired character information.

[0103] For example, if the user selects character A and character B individually and the user's maximum number of plays is set to 300 times based on the acquired character information, then when the user selects both character A and character B, the user's maximum number of plays may be set to 600 times, or may be set to 500 times, which is less than 600 times.

[0104] Furthermore, the maximum number of plays set for the user may be different depending on whether the bonus character selected by the user on the setting operation screen 510 is the same as a character already owned or a different character. For example, if a character different from a character already owned is specified as a bonus, the maximum number of plays may be set to 300, and if the same character as a character already owned is specified as a bonus, the maximum number of plays may be set to 350. On the other hand, if the bonus character selected by the user is the same as a character already owned, the maximum number of plays may be set depending on the level of the character already owned, the current number of characters owned, the total number of times it has been acquired, the number of times it has been strengthened and combined, the number of times it has evolved, etc.

[0105] (Example 3) Fig. 12 is an image diagram showing a third specific example of the setting operation screen. The setting operation screen 520 shown in Fig. 12 lists the range of the maximum number of plays based on the acquired character information, along with the corresponding range of the maximum point consumption amount.

[0106] When the setting operation screen 520 is displayed, the user selects one of the operation buttons 521 to perform a game operation on the client terminal 10 to set any one of the maximum number of plays included in the range of the maximum number of plays.

[0107] That is, in the case of the setting operation screen 520 shown in FIG. 12, the maximum number of plays is set accidentally, unlike when the user deliberately sets the maximum number of plays on the setting operation screen 500 shown in FIG. 9.

[0108] When the user performs a game operation on this setting operation screen 520, the operation accepting unit 150 of the client terminal 10 accepts the operation content based on the user's game operation.

[0109] The request sending unit 101 of the client terminal 10 requests the server device 20 to perform setting processing based on the operation content accepted by the operation accepting unit 150 from the user.

[0110] Thereafter, upon receiving the operation content from the client terminal 10, the lottery game executing unit 201 of the server device 20 selects and registers, in the user information stored in the user information storage unit 223, one of the maximum number of plays from within the range of the maximum number of plays selected by the user on the setting operation screen 520. Note that this set and registered maximum number of plays may be notified to the client terminal 10 immediately after the set and registration, or may not be notified until a predetermined condition is met. For example, the maximum number of plays may be notified to the client terminal 10 when the number of plays reaches 40% of the maximum number of plays.

[0111] (Example 4) Fig. 13 is an image diagram showing a fourth specific example of the setting operation screen. On the setting operation screen 530 shown in Fig. 13, the ages of users are displayed in a list sorted by rank based on the acquired character information.

[0112] In this case, the user's age class will be added as an item for each maximum number of plays to the acquired character information shown in FIG. 5 or FIG.

[0113] When the setting operation screen 530 is displayed, the user selects one of the operation buttons 531 to perform a game operation on the client terminal 10 to set the maximum number of plays corresponding to the rank that includes the user's age.

[0114] That is, in the case of the setting operation screen 530 shown in FIG. 13, the maximum number of plays is set indirectly, unlike when the user directly sets the maximum number of plays on the setting operation screen 500 shown in FIG.

[0115] When the user performs a game operation on this setting operation screen 530, the operation accepting unit 150 of the client terminal 10 accepts the operation content based on the user's game operation.

[0116] The request sending unit 101 of the client terminal 10 requests the server device 20 to perform setting processing based on the operation content accepted by the operation accepting unit 150 from the user.

[0117] Thereafter, when the lottery game execution unit 201 of the server device 20 receives the operation content from the client terminal 10, it sets and registers the maximum number of plays corresponding to the age class selected by the user on the setting operation screen 530 in the user information stored in the user information storage unit 223.

[0118] In addition, on this setting operation screen 530, instead of listing the user's age by class, it is also possible to list the user's rank, the user's past point consumption (pt / month), the number of days the user has logged in, etc. by class.

[0119] (others) In addition to the specific examples described above, the maximum number of plays may be set based on the average rarity of the characters owned by the user, or based on whether the user already owns the bonus character.

[0120] Furthermore, the setting of the maximum number of plays does not have to be limited to before the start of the lottery game. For example, the user may be allowed to change the setting to a new maximum number of plays after the lottery game has started but before the current maximum number of plays is reached.

[0121] 《Benefits Granted》 FIG. 14 is a flowchart illustrating an example of the operation of the information processing system 1 in this embodiment.

[0122] When the lottery game executing unit 201 of the server device 20 receives a request from the client terminal 10, it requests the display control unit 205 to execute screen display control so as to display a lottery game screen on the client terminal 10 (step S11).

[0123] Next, when the display control unit 205 is requested by the lottery game executing unit 201 to execute screen display control, the display control unit 205 performs control to display the lottery game screen on the screen display unit 160 of the client terminal 10.

[0124] When the lottery game screen is displayed on the screen display unit 160 of the client terminal 10, the user performs a game operation on the client terminal 10 to start the lottery game.

[0125] When the user performs a game operation on the lottery game screen in this way, the operation accepting unit 150 of the client terminal 10 accepts the operation content based on the user's game operation (step S12).

[0126] The request sending unit 101 of the client terminal 10 requests the server device 20 to perform lottery processing based on the operation content accepted by the operation accepting unit 150 from the user.

[0127] Next, when the lottery game executing unit 201 of the server device 20 receives the operation content from the client terminal 10, it updates the user information stored in the user information storage unit 223 and consumes a predetermined amount of game points owned by the user (step S13).

[0128] Next, the lottery game executing unit 201 of the server device 20 executes a lottery process to determine the character that the user will acquire based on the lottery probability of each character set in the character information (step S14).

[0129] Specifically, the lottery game executing unit 201 acquires the maximum number of plays set for the user from the user information shown in Fig. 10. Then, the lottery game executing unit 201 acquires a group of characters to be selected by lottery that corresponds to the acquired maximum number of plays for the user from the acquired character information shown in Fig. 5 or 6. Here, each of the "characters that can be acquired in the lottery game" set in the acquired character information is acquired.

[0130] Thereafter, the lottery game execution unit 201 refers to the character information shown in FIG. 7 and, based on the lottery probability set for each character constituting the acquired character group, determines and grants a character to the user from the character group.

[0131] At this time, the lottery game executing unit 201 updates the user information shown in FIG. 10 and sets the character granted by lottery as the character possessed by the user.

[0132] Next, the lottery game executing unit 201 of the server device 20 updates the user information stored in the user information storage unit 223, and counts up the number of plays of the user by one due to the execution of one lottery process (step S15).

[0133] In addition, as the number of plays is counted up, the user's points consumption is also counted up by a predetermined amount (for example, 100 points).

[0134] Next, the lottery game executing unit 201 of the server device 20 refers to the user information stored in the user information storage unit 223 and determines whether the number of plays by the user has reached the maximum number of plays (step S16).

[0135] If the result of this determination is that the number of plays by the user has not reached the maximum number of plays, the process returns to the processing of step S11 described above, and the user's game operation is again accepted on the lottery game screen.On the other hand, if the number of plays by the user has reached the maximum number of plays, the process proceeds to the next step S17.

[0136] Next, when the number of plays by the user reaches the maximum number of plays, the lottery game executing unit 201 of the server device 20 requests the bonus awarding unit 202 to execute a bonus awarding process (step S17).

[0137] When the lottery game executing unit 201 requests the execution of awarding a bonus, the bonus awarding unit 202 of the server device 20 obtains the maximum number of plays set for the user from the user information shown in Fig. 10. Then, the lottery game executing unit 201 refers to the acquired character information shown in Fig. 5 or 6, and awards to the user a bonus character corresponding to the obtained maximum number of plays for the user.

[0138] Here, it is also possible to give the user a special character using the acquired character information shown below.

[0139] Fig. 15 is a diagram showing a third specific example of acquired character information. The acquired character information shown in Fig. 15 includes items such as the maximum number of plays, the maximum amount of points consumed, characters that can be acquired through bonuses and lottery games, the highest rarity of characters that can be acquired as bonuses, and the number of characters that can be selected.

[0140] The acquired character information shown in FIG. 15 differs from the acquired character information shown in FIG. 5 or 6 in that "characters that can be acquired through benefits and lottery games" are set for each maximum number of plays.

[0141] Here, the characters that can be acquired as a bonus and the characters that can be acquired in the lottery game are the same, and are composed of a character group consisting of multiple characters set in the character information.

[0142] Furthermore, the acquired character information shown in FIG. 15 differs from the acquired character information shown in FIG. 5 or FIG. 6 in that the "highest rarity of characters that can be acquired as a bonus" and "selectable number" are set for each maximum number of plays.

[0143] The "maximum rarity of characters that can be acquired as a bonus" is information that indicates the upper limit of rarity set for each character that can be acquired as a bonus. The "number of selectable characters" is information that indicates the number of characters that the user can select as a bonus from the character group.

[0144] Fig. 16 is a diagram showing a fourth specific example of acquired character information. The items included in the acquired character information shown in Fig. 16 are the same as those in the acquired character information shown in Fig. 15. However, the acquired character information shown in Fig. 16 is set so that the number of selectable characters that can be awarded as a bonus increases as the maximum number of plays increases.

[0145] Therefore, the number of characters that can be acquired as a bonus can be varied depending on the maximum number of plays, which maintains fairness between users with a high maximum number of plays and those with a low maximum number of plays.

[0146] In addition, the acquired character information shown in Figure 15 has the same "characters that can be acquired through bonuses and lottery games" (character group) for each maximum number of plays, but the acquired character information shown in Figure 16 can have different "characters that can be acquired through bonuses and lottery games" (character group) for each maximum number of plays.

[0147] In addition, in this acquired character information, instead of the "highest rarity of a character that can be acquired as a bonus," the average value or expected value of the rarity set for characters that can be acquired as a bonus may be used.

[0148] When the acquired character information shown in Figure 15 or Figure 16 is used, the bonus granting unit 202 of the server device 20 acquires the "characters that can be acquired through bonuses and lottery games" (character group) corresponding to the user's maximum number of plays, and grants one of the characters from this character group to the user as a bonus.

[0149] Here, the bonus granting unit 202 may grant a bonus to a character selected by the user from this character group. Alternatively, the bonus granting unit 202 may grant a bonus to a character selected based on a lottery probability from among the characters of the highest rarity that make up the character group.

[0150] At this time, the benefit granting unit 202 updates the user information shown in FIG. 10 and sets the character granted as a benefit as a character possessed by the user.

[0151] Returning to Figure 14, when the bonus is awarded to the user by the bonus awarding unit 202 in this manner, the lottery game executing unit 201 of the server device 20 resets the number of plays of the user by returning the number of plays set in the user information shown in Figure 10 to the initial value (step S18).

[0152] In addition, in conjunction with this resetting of the number of plays, the amount of points consumed by the user set in the user information shown in FIG. 10 is reset to the initial value, thereby resetting the amount of points consumed by the user.

[0153] (others) In the process of step S16 described above, the benefit granting unit 202 may determine whether the user's point consumption has reached the maximum point consumption amount, instead of determining whether the user's number of plays has reached the maximum number of plays. If the result of this determination is that the user's number of plays has not reached the maximum number of plays, the process returns to the process of step S11 described above, and the user's game operation is again accepted on the lottery game screen. On the other hand, if the user's number of plays has reached the maximum number of plays, the process proceeds to the next step S17.

[0154] [Second embodiment] In the first embodiment, as explained in the process of step S15, the number of plays of the user is counted up by one when one lottery process is executed.

[0155] However, even if a user repeatedly plays the lottery game after setting the maximum number of plays for each user, the number of plays may not reach the maximum number of plays, which may discourage the user from playing.

[0156] Therefore, in the second embodiment, the count of the number of plays to be increased is changed by executing one lottery process, thereby reducing the number of plays until the maximum number of plays is reached, and increasing the user's motivation to play.

[0157] <Operation> 《Benefits Granted》 FIG. 17 is a flowchart illustrating an example of the operation of the information processing system 1 in the second embodiment.

[0158] The processing in steps S21 to S24 in the flowchart shown in Fig. 17 is the same as the processing in steps S11 to S14 in the flowchart shown in Fig. 14. Therefore, the processing from step S25 onwards will be explained below.

[0159] The lottery game executing unit 201 of the server device 20 determines the number of counts to be increased by executing one lottery process in the process of step S24 (step S25).

[0160] Specifically, the lottery game executing unit 201 determines the count number of the number of plays to be increased by lottery. For example, possible count numbers (1 to 10) may be set in advance, and the number of plays may be increased by the count number determined by lottery. As a result, execution of one lottery process may increase the number of plays of the user by one, or may increase the number of plays by two or more.

[0161] The lottery game executing unit 201 can also determine the number of times the user has played to be counted, depending on the character that has been assigned to the user as a result of executing one lottery process. For example, if a character with high rarity has been assigned to the user as a result of the lottery, the number of times the user has played may be counted up by one. On the other hand, if a character with low rarity has been assigned to the user, the number of times the user has played may be counted up by two.

[0162] Conversely, for characters with low rarity, the number of times played may be counted up by one, and for characters with high rarity, the number of times played may be counted up by two.

[0163] The lottery game executing unit 201 can also determine the count of the number of plays to be increased depending on the number of plays at the time the lottery process is executed or the number of times the lottery process has been executed up to the time the lottery process is executed. For example, if the number of plays at the time the lottery process is executed is 0 or if the lottery process is executed for the first time, the number of plays by the user may be counted up by 10, and if the number of plays at the time the lottery process is executed is 10 or if the lottery process has been executed for the tenth time, the number of plays by the user may be counted up by one. Conversely, the number of plays to be increased may be increased depending on the number of plays at the time the lottery process is executed or the number of times the lottery process has been executed up to the time the lottery process is executed.

[0164] Furthermore, if the lottery game execution unit 201 is awarded a character with the highest rarity from among a group of characters as a result of the lottery process, in subsequent lottery processes, the user's number of plays may be counted up by two or more instead of counting up by one for each lottery process executed.

[0165] Next, when the count number of the number of plays to be increased is determined in this manner, the lottery game executing unit 201 of the server device 20 updates the user information stored in the user information storage unit 223 and sets the number of plays after the count-up.

[0166] At this time, the number of points consumed by the user is also counted up in accordance with the count up of the number of plays. Here, in both cases where the number of plays is counted up by one as a result of one lottery process being executed, and where the number of plays is counted up by two or more as a result of one lottery process being executed, the number of points consumed by the user is counted up by a predetermined amount (for example, 100 points).

[0167] It should be noted that, when the number of plays is counted up by two or more as a result of one lottery process being executed, the count number of points consumed may be changed accordingly.

[0168] Next, the lottery game executing unit 201 of the server device 20 refers to the user information stored in the user information storage unit 223 and determines whether the number of plays by the user has reached or exceeded the maximum number of plays (step S26).

[0169] If the result of this determination is that the number of plays by the user has not reached the maximum number of plays, the process returns to the processing of step S21 described above, and the user's game operation is again accepted on the lottery game screen.On the other hand, if the number of plays by the user has reached the maximum number of plays, the process proceeds to the next step S27.

[0170] Next, when the number of plays by the user reaches the maximum number of plays, the lottery game executing unit 201 of the server device 20 requests the bonus awarding unit 202 to execute a bonus awarding process (step S27).

[0171] When the lottery game execution unit 201 requests the awarding of a bonus, the bonus awarding unit 202 of the server device 20 awards a character as a bonus to the user according to the maximum number of plays by the user.

[0172] Next, when the bonus is awarded to the user by the bonus awarding unit 202, the lottery game executing unit 201 of the server device 20 resets the number of plays of the user by returning the number of plays set in the user information shown in Figure 10 to the initial value (step S28).

[0173] At this time, if the lottery game executing unit 201 counts up the number of plays of the user and the number of plays exceeds the maximum number of plays, the excess number of plays may be carried over to the next game.

[0174] In addition, in conjunction with this resetting of the number of plays, the amount of points consumed by the user set in the user information shown in FIG. 10 is reset to the initial value, thereby resetting the amount of points consumed by the user.

[0175] (others) The lottery game executing unit 201 may vary the count of the number of plays to be increased depending on factors other than the lottery game, rather than on the execution of one lottery process. For example, the count of the number of plays to be increased may be increased as a login bonus. Also, for example, the count of the number of plays to be increased may be increased by winning a competitive game. Also, for example, the count of the number of plays to be increased may be varied depending on interactions with friends (other users).

[0176] The lottery game executing unit 201 can also vary the number of plays counted according to the amount of points consumed by the user. For example, when 100 points are consumed to play one lottery game, the number of plays of the user is counted up by one, but when 50 points are consumed to play one lottery game, the number of plays may be counted up by 0.5. Note that even when 50 points are consumed to play one lottery game, the number of plays can also be counted up by one.

[0177] Furthermore, when multiple characters are awarded in one lottery, the lottery game executing unit 201 may count up the number of plays of the user by more than the number of characters, rather than by multiple characters. For example, when 10 characters are awarded in one lottery, the number of plays may be counted up by 12 characters, rather than by 10 characters.

[0178] Furthermore, if the lottery result is that the user is awarded the character with the highest rarity from among the group of characters, the lottery game execution unit 201 may, in subsequent lottery processes, increment the user's number of plays by two or more instead of incrementing the number of plays by one for each lottery process executed.

[0179] In addition, the lottery game execution unit 201 can also increase the number of plays counted for users who have acquired many characters with low rarity in the lottery game (or users whose characters acquired in the lottery game have a low average rarity).

[0180] In addition, the lottery game execution unit 201 can also increase the number of plays count for users who have used characters acquired in lottery games as material characters many times (users who have sold characters acquired in the previous lottery game many times).

[0181] [Third embodiment] In the third embodiment, a case will be described in which a user can play each of a plurality of types of lottery games.

[0182] In the first embodiment described above, the number of times a user plays one lottery game is counted, and when the number of plays reaches the user's maximum number of plays for that one lottery game, a bonus is awarded to the user.

[0183] However, when there are multiple lottery games and a maximum number of plays is set for each lottery game, it becomes cumbersome for the user to manage the number of plays for each lottery game.

[0184] Furthermore, because there are so many types of lottery games, users may give up on playing each lottery game before reaching the maximum number of plays, resulting in the number of plays they have accumulated going to waste.

[0185] In contrast, in the third embodiment, the number of plays of a user who plays multiple lottery games is counted together, and a bonus is awarded to the user when the total number of plays reaches the user's maximum number of plays.

[0186] This makes it easier for users to collectively manage their own play counts by standardizing the maximum play counts for each lottery game, and reduces the waste of the play counts that have been accumulated up to that point.

[0187] <Software configuration> Server device 18 is a functional block diagram showing an example of the server device 20 according to the third embodiment. The functional block diagram of the third embodiment is configured by adding a lottery game information storage unit 224 instead of the acquired character information storage unit 222 constituting the functional block diagram of the first embodiment.

[0188] The lottery game information storage unit 224 stores lottery game information relating to various lottery games. The structure of the lottery game information stored in the lottery game information storage unit 224 is as follows.

[0189] Fig. 19 is a diagram showing a first specific example of lottery game information. The lottery game information shown in Fig. 19 includes items such as a lottery game ID, a count number, bonuses and characters that can be acquired in the lottery game, points to be consumed, and the average rarity of characters that can be acquired as bonuses.

[0190] The lottery game ID is information for uniquely identifying the lottery game. The count number is information indicating the number of plays that will be increased by executing one lottery process. The count number can be used as a transfer rate.

[0191] Here, the more points consumed, the higher the count. Therefore, the more disadvantageous it is for the user, the fewer plays they can make until they reach the maximum number of plays (making it easier to reach the maximum number of plays).

[0192] The characters that can be acquired through the bonus and lottery game are information that indicates characters that can be acquired as a bonus and characters that can be acquired through the lottery game.

[0193] Here, the characters that can be acquired as a bonus and the characters that can be acquired in the lottery game are the same, and are composed of a character group consisting of multiple characters set in the character information.

[0194] The "Consumed Points" indicates the amount of points consumed when a user plays one lottery game. The "Average Rarity of Characters Acquired as Benefits" indicates the average rarity set for each character that can be acquired as a benefit.

[0195] It should be noted that instead of this average value of rarity, it is also possible to use the expected value of rarity set for each character that can be acquired as a bonus.

[0196] Fig. 20 is a configuration diagram showing a second specific example of the lottery game information. The items included in the lottery game information shown in Fig. 20 are the same as those in the lottery game information shown in Fig. 19. However, in the lottery game information shown in Fig. 20, the lower the average rarity of the characters that can be acquired as a bonus, the larger the count number.

[0197] Therefore, the easier the bonus character is to acquire and the lower its rarity, the easier it will be for the user to reach the maximum number of plays; and the harder the bonus character is to acquire and the rarer it will be for the user to reach the maximum number of plays.

[0198] <Operation> 《Benefits Granted》 FIG. 21 is a flowchart illustrating an example of the operation of the information processing system 1 in the third embodiment.

[0199] The processing of steps S31 to S34 in the flowchart shown in Fig. 21 is executed in common for any type of lottery game, and is similar to the processing of steps S21 to S24 in the flowchart shown in Fig. 17. Therefore, the processing from step S35 onwards will be explained below.

[0200] The lottery game execution unit 201 of the server device 20 executes one lottery process for any type of lottery game based on the lottery game information in the processing of step S34, and determines the count number to increase the number of plays depending on the type of lottery game for which the lottery was executed (step S35).

[0201] Specifically, the lottery game execution unit 201 obtains a count number corresponding to the type of lottery game for which the lottery was drawn by referring to the lottery game information shown in Figure 19 or Figure 20, and increases the number of plays by the user (i.e., the number of plays common to each lottery game) by the obtained count number.

[0202] In this way, regardless of which type of lottery game a user plays, the user can increase the number of plays common to all lottery games. Here, since the maximum number of plays common to all lottery games is set in the user information, it becomes easier to collectively manage the number of plays of a user.

[0203] Next, the lottery game execution unit 201 of the server device 20 refers to the user information stored in the user information storage unit 223 and determines whether the number of plays by the user (the number of plays common to each lottery game) is equal to or greater than the maximum number of plays by the user (i.e., the maximum number of plays common to each lottery game) (step S36).

[0204] If the result of this determination is that the common number of plays has not reached the common maximum number of plays, the process returns to the above-mentioned step S31, and the user's game operation is again accepted on the lottery game screen.On the other hand, if the common number of plays has reached the common maximum number of plays, the process proceeds to the next step S37.

[0205] Next, when the number of common plays reaches the maximum number of common plays, the lottery game executing unit 201 of the server device 20 requests the bonus awarding unit 202 to award a bonus (step S37).

[0206] When the lottery game executing unit 201 requests the execution of granting a bonus, the bonus granting unit 202 of the server device 20 obtains a character group corresponding to the lottery game when the common maximum number of plays is reached from the lottery game information shown in Fig. 19 or 20. Here, the "characters that can be acquired in the bonus and lottery game" set in the lottery game information are obtained as the character group.

[0207] The bonus granting unit 202 then grants a character having the average rarity set in the lottery game information from the acquired character group to the user as a bonus. At this time, the bonus granting unit 202 may grant a character selected by the user from the character group as a bonus.

[0208] Next, when the bonus is awarded to the user by the bonus awarding unit 202, the lottery game executing unit 201 of the server device 20 resets the number of plays of the user (the number of plays common to each lottery game) set in the user information shown in Figure 10 by returning it to the initial value (step S38).

[0209] (others) In the process of step S37 described above, the bonus awarding unit 202 may award, as a bonus, a special character (such as a time-limited character) that has been previously awarded in any type of lottery game.

[0210] In addition, in the processing of step S37 described above, the bonus awarding unit 202 may select a character group corresponding to any type of lottery game other than the character group corresponding to the lottery game when the maximum number of plays is reached, and award the user a character included in the selected character group as a bonus. Furthermore, from among multiple types of lottery games, the bonus awarding unit 202 may select a character group corresponding to one or more lottery games for which a lottery has been executed at least once before the maximum number of plays is reached, and award the user a character included in the selected character group as a bonus.

[0211] [Fourth embodiment] In the fourth embodiment, as in the third embodiment, a case will be described in which a user can play each of a plurality of types of lottery games.

[0212] In the third embodiment, when a user plays a plurality of types of lottery games, the number of times the user has played each of the games is shared and managed collectively. In contrast, in the fourth embodiment, when a user plays a plurality of types of lottery games, the number of times the user has played each of the games is managed individually for each lottery game.

[0213] However, when the number of times a user has played a lottery game is managed individually for each lottery game, the user may wish to collectively manage the number of times the user has played each lottery game in accordance with the lottery situation or the like.

[0214] Therefore, in the fourth embodiment, the number of plays of a user counted in one type of lottery game can be transferred to the number of plays of a user counted in another type of lottery game, allowing the user to combine the number of plays accumulated in each lottery game as needed.

[0215] <Operation> 《Transfer of number of plays》 The lottery game executing unit 201 of the server device 20 requests the display control unit 205 to execute screen display control so as to cause the client terminal 10 to display a first operation screen for shifting the number of plays of the lottery game.

[0216] When the display control unit 205 is requested by the lottery game execution unit 201 to execute screen display control, the display control unit 205 controls the display of the first operation screen on the screen display unit 160 of the client terminal 10 based on the lottery game information stored in the lottery game information storage unit 224.

[0217] 22 is an image diagram showing an example of the first operation screen 550. On the first operation screen 550, an operation is performed to shift the number of plays of any one of the lottery games B to D among the lottery games A to D to the number of plays of the lottery game A.

[0218] Based on the user information, the first operation screen 550 displays the number of plays and the maximum number of plays of the user for each of the lottery games A to D. In the user information in this embodiment, the number of plays and the maximum number of plays for each lottery game are set in association with the user.

[0219] Here, it is shown that lottery game A can be played 82 times and the maximum number of times is 300. Lottery game B can be played 25 times and the maximum number of times is 200. Lottery game C can be played 80 times and the maximum number of times is 300. Lottery game D can be played 16 times and the maximum number of times is 100.

[0220] Furthermore, based on the lottery game information, the first operation screen 550 displays a transition rate for each of the lottery games B to D. In this embodiment, the count number set in the lottery game information is used as the transition rate.

[0221] Here, it is shown that the transfer rate for lottery game B is 2.0, the transfer rate for lottery game C is 3.0, and the transfer rate for lottery game D is 0.5.

[0222] The transfer rate is determined by the ratio between the count number of the lottery game at the transfer destination and the count number of the lottery game at the transfer source.

[0223] Therefore, if the count number of lottery game A is 2, the count number of lottery game B is 4, the count number of lottery game C is 6, and the count number of lottery game D is 1, the rate of lottery game B when transitioning from lottery game B to lottery game A is 2.0, the rate of lottery game C when transitioning from lottery game C to lottery game A is 3.0, and the rate of lottery game D when transitioning from lottery game D to lottery game A is 0.5.

[0224] When the first operation screen 550 is displayed, the user selects one of the operation buttons 551 to perform a game operation on the client terminal 10 to specify another lottery game to be transitioned to the lottery game A.

[0225] In the following, a case will be described in which lottery game D is designated by the user and the number of times that lottery game D has been played is shifted to the number of times that lottery game A has been played.

[0226] When the user performs a game operation on the first operation screen 550 in this manner, the operation accepting unit 150 of the client terminal 10 accepts the operation content based on the user's game operation.

[0227] The request sending unit 101 of the client terminal 10 requests the server device 20 to perform migration processing based on the operation content accepted by the operation accepting unit 150 from the user.

[0228] Then, when the lottery game executing unit 201 of the server device 20 receives the operation content from the client terminal 10, it executes a transition process for transitioning the number of times the lottery game D has been played to the number of times the lottery game A has been played.

[0229] In this transition process, when transitioning from lottery game D to lottery game A, the transition rate of lottery game D is 0.5, so the number of times lottery game D has been played is converted from 16 to 8, and this is added to the number of times lottery game A has been played. As a result, the number of times lottery game A has been played becomes 90, down from 82.

[0230] Thereafter, the lottery game executing unit 201 of the server device 20 requests the display control unit 205 to execute screen display control so as to display on the client terminal 10 a second operation screen for allowing the user to confirm the transfer of the number of plays.

[0231] When the display control unit 205 is requested by the lottery game executing unit 201 to execute screen display control, the display control unit 205 performs control to display the second operation screen on the screen display unit 160 of the client terminal 10 based on the result of the transition process.

[0232] 23 is an image diagram showing an example of the second operation screen. The second operation screen 560 displays that when the number of plays of lottery game D is shifted to the number of plays of lottery game A, the number of plays of lottery game A will be updated to 90.

[0233] Then, when the user presses the operation button 561, the lottery game execution unit 201 confirms the transfer of the number of plays between the lottery games, and sets in the user information that the number of plays of lottery game A has become 90 and the number of plays of lottery game D has become 0.

[0234] In this way, the user can combine the number of plays that have been accumulated separately for each lottery game as needed. Also, the user can accumulate the number of plays by playing a lottery game with a high count, and then transfer the accumulated number of plays to a lottery game with a low count.

[0235] [Fifth embodiment] In the above third and fourth embodiments, we have described the case where there are multiple lottery games for one game (game title), but in the fifth embodiment, we will describe the case where a lottery game is set for each of multiple games (game titles).

[0236] Even when a lottery game exists for each of a plurality of games, if the maximum number of plays is set for each game title, it becomes cumbersome for the user to manage the number of plays for each game title.

[0237] Therefore, in the fifth embodiment, similar to the third embodiment described above, the number of plays of users who have played the lottery game for each game title is managed collectively, and a bonus is awarded to the user when the total number of plays reaches the user's maximum number of plays.

[0238] Furthermore, in the fifth embodiment, similar to the fourth embodiment described above, when the number of plays of users who played the lottery game of each game title is managed individually, the number of plays of a user counted in the lottery game of a certain game title can be transferred (added) to the number of plays of a user counted in the lottery game of another game title.

[0239] Fig. 24 is a configuration diagram showing a third specific example of lottery game information. The lottery game information shown in Fig. 24 has various data set for each game title, and is configured by adding a game ID to the configuration of the lottery game information shown in Fig. 19. The game ID is information for uniquely identifying the game title.

[0240] <Operation> 《Benefits Granted》 FIG. 25 is a flowchart illustrating an example of the operation of the information processing system 1 in the fifth embodiment.

[0241] The processing of steps S41 to S44 in the flowchart shown in Fig. 25 is executed in common for any lottery game title, and is the same as the processing of steps S31 to S34 in the flowchart shown in Fig. 21. Therefore, the processing from step S45 onwards will be explained below.

[0242] The lottery game execution unit 201 of the server device 20 executes one lottery process for a lottery game of any game title based on the lottery game information in the processing of step S44, and determines the count number to be increased by depending on the type of game title for which the lottery was executed (step S45).

[0243] Specifically, the lottery game execution unit 201 obtains a count number corresponding to the type of game title for which the lottery was held by referring to the lottery game information shown in Figure 24, and increases the number of plays by the user (i.e., the number of plays common to all games) by the obtained count number.

[0244] In this way, regardless of the game title the user plays, the user can increase the number of plays common to all games. Here, since the maximum number of plays common to all games is set in the user information, it becomes easier to collectively manage the number of plays of the user.

[0245] Next, the lottery game execution unit 201 of the server device 20 refers to the user information stored in the user information storage unit 223 and determines whether the number of plays by the user (the number of plays common to all games) is equal to or greater than the maximum number of plays by the user (i.e., the maximum number of plays common to all games) (step S46).

[0246] If the result of this determination is that the number of plays common to all games has not reached the maximum number of plays common to all games, the process returns to the above-mentioned step S41, and the user's game operation is again accepted on the lottery game screen.On the other hand, if the number of plays common to all games has reached the maximum number of plays common to all games, the process proceeds to the next step S47.

[0247] Next, when the number of times of play common to all games reaches the maximum number of times of play common to all games, the lottery game executing unit 201 of the server device 20 requests the bonus awarding unit 202 to award a bonus (step S47).

[0248] When the lottery game executing unit 201 requests the execution of awarding a bonus, the bonus awarding unit 202 of the server device 20 obtains a character group corresponding to the game title when the maximum number of plays common to each game is reached from the lottery game information shown in Fig. 24. Here, the "characters that can be acquired through bonuses and lottery games" set in the lottery game information are obtained as the character group.

[0249] The bonus granting unit 202 then grants a character having the average rarity set in the lottery game information from the acquired character group to the user as a bonus. At this time, the bonus granting unit 202 may grant a character selected by the user from the character group as a bonus.

[0250] Next, when the bonus is awarded to the user by the bonus awarding unit 202, the lottery game executing unit 201 of the server device 20 resets the number of plays of the user (number of plays common to all games) set in the user information shown in Figure 10 by returning it to the initial value (step S48).

[0251] 《Transfer of number of plays》 In the fifth embodiment, the lottery game execution unit 201 of the server device 20 can execute a transition process similar to that of the fourth embodiment described above, thereby transitioning the number of times a lottery game with a certain game title has been played to the number of times a lottery game with another game title has been played.

[0252] This allows the user to combine the number of plays accumulated separately by playing the lottery games for each game title, as needed.

[0253] [Other embodiments] The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The present invention may be modified or improved without departing from the spirit thereof, and equivalents thereof are also included in the present invention. In particular, the following embodiments are also included in the present invention.

[0254] <Contents> In the above embodiment, the content is a character set in the character information, but the content is not limited to this. For example, the content may be various data such as items, cards, figures, avatars, images, music, scenarios, quests, or programs such as apps.

[0255] <Game Points> In the above embodiment, game points may be data that represents the quantity of items, coins, tickets, virtual currency, cash currency, etc. possessed by the user, converted into points (quantified), regardless of whether the items, etc. are paid for or free of charge.

[0256] <Next lottery game> In the above embodiment, the lottery game executing unit 201 resets the number of plays of the user, and then resets the new maximum number of plays for the user who replays the lottery game. In this case, if the same conditions as the previous time (for example, the maximum number of plays) are set again, this may be a burden for the user and may reduce their motivation to play.

[0257] Therefore, after resetting, the lottery game executing unit 201 may set the new maximum number of plays for the user to be less than the previous maximum number of plays. Also, the characters that can be acquired through the bonus or lottery game may be characters with higher rarity, or the number of characters that can be acquired through the bonus may be increased.

[0258] For example, the lottery game execution unit 201 may set a lower maximum number of plays than the previous time for a user who acquired many characters with low rarity in the previous lottery game (or a user whose characters acquired in the previous lottery game had a low average rarity), or it may increase the number of plays to be counted.

[0259] For example, for a user who has used characters acquired in the previous lottery game many times as material characters (a user who has sold characters acquired in the previous lottery game many times), the maximum number of plays may be set lower than the previous time, or the number of plays to be increased may be counted higher.

[0260] <Benefits Granted> In the above embodiment, the user may repeatedly play the lottery game, and before the user's number of plays reaches the maximum number of plays, the "bonus character" that would have been granted to the user when the number of plays reaches the maximum number of plays may be changed to a different character.

[0261] For example, if character A is to be granted as a bonus when the maximum number of plays is reached, the evolved character of character A may be changed by lottery before the maximum number of plays is reached.

[0262] Alternatively, the number of "bonus characters" may be increased or decreased without changing them. For example, an evolved version of Character A may be added, and the user may be allowed to select either Character A or the evolved version of Character A when the maximum number of plays is reached.

[0263] Furthermore, in the above embodiment, after the bonus granting unit 202 has granted a bonus character to a user because the user's number of plays has reached the maximum number of plays, it is also possible to increase the rarity of the next bonus character to be granted, or to increase the number of selectable characters to be granted next bonus character.

[0264] In addition, in the above embodiment, after the bonus granting unit 202 grants a bonus character to the user when the user's number of plays reaches the maximum number of plays, it is also possible to change the group of characters set in the acquired character information shown in Figure 15 or Figure 16 ("characters that can be acquired through bonuses and lottery games") to different content.

[0265] In addition, in the above embodiment, the bonus granting unit 202 may grant a character with a higher rarity than the previous one as a bonus to a user who acquired many characters with low rarity in the previous lottery game (or a user whose characters acquired in the previous lottery game had a low average rarity).

[0266] <Characters that will be given as bonuses> There is a lack of fairness between a user who is awarded a desired character as a result of a lottery before reaching the maximum number of plays, and a user who is awarded a desired character as a bonus after reaching the maximum number of plays.

[0267] Therefore, in the above embodiment, the bonus granting unit 202 may increase the parameters (level, experience points, etc.) set for the bonus character each time the lottery game executing unit 201 executes one lottery process before the number of plays by the user reaches the maximum number of plays. In this case, the parameters (level, experience points, etc.) are accumulated each time the lottery game is played, and the accumulated amount can be notified to the client terminal 10.

[0268] For example, if the maximum number of plays for both User A and User B is set to 300, User A acquires "Character X" on the 280th draw before reaching the maximum number of plays, while User B continues to draw up to the maximum number of plays, 300, but is unable to acquire "Character X" and instead acquires "Character X" as a bonus.

[0269] In this case, if the level increases by one point per lottery process, User B's "Character X" who has continued the lottery game 300 times will reach "Level 300," and User A's "Character X" will reach "Level 280."

[0270] Therefore, if you play the lottery up to the maximum number of times, you will consume more points, but you will be able to obtain a higher level character. This provides an incentive to play up to the maximum number of times, and also increases fairness among users.

[0271] In the example above, User A's "Character X" was acquired in the 280th draw before reaching the maximum number of plays, so instead of "Level 280," it may be set to half that, "Level 140."

[0272] Conversely, User B's "Character X" was granted as a bonus for reaching the maximum number of plays, so instead of setting it to "Level 300," it could be set to twice that, "Level 600."

[0273] In addition to increasing parameters such as experience points, users who play the maximum number of times may be given all or some of the material characters needed to evolve the bonus character.

[0274] Additionally, accumulated parameters (level, experience points, etc.) may be set to become effective only when the maximum number of plays has been reached. For example, if the maximum number of plays is 300, even if you acquire "Character X" in the 280th lottery before reaching that number, you will not be able to acquire a "Level 280" character.

[0275] <Maximum number of plays> In the above embodiment, the maximum number of times a user can play the lottery game is set for each user, but this is not limited to this. For example, a uniform maximum number of times may be set for all users, and the initial number of times played and the number of times played to be increased may be changed for each user to prevent unfairness. In other words, it is sufficient if the number of times played and the amount of points consumed to reach the maximum number of times played can be set for each user.

[0276] <The same character will be given as a bonus> In the above embodiment, when different maximum play counts are set for different users, the same character may be set as the character to be awarded as a bonus. In this case, the maximum play count required to acquire the same character differs for each user, which lacks fairness.

[0277] Therefore, in the above embodiment, the lottery game running unit 201 may set a limit on the number of times the lottery game is run per certain period.

[0278] For example, if user A's maximum number of plays is set to 100, user B's maximum number of plays to 200, and user C's maximum number of plays to 300, and all have the same "Character X" set as a bonus, the number of times user A can enter the lottery per day can be limited to 4, user B's number of times user B can enter the lottery per day to 10, and user C's number of times user C can enter the lottery per day to 30. This allows for fairness between users to be enhanced by limiting the number of days it takes to reliably acquire the same "Character X" to a lower maximum number of plays. [Explanation of symbols]

[0279] 1. Information Processing Systems 10 Client Terminal 20 Server equipment 50 computers 51 CPU 52 RAM 53 ROM 54 Communication Interface 55 Input Device 56 Display device 57 External Interface 58 HDD 100 Client control section 101 Request sending unit 102 Response receiver 120 Client Storage 140 Client Communication Section 150 Operation reception section 160 Screen display section 200 Server control unit 201 Lottery Game Execution Department 202 Benefits Granting Department 203 Synthetic Game Execution Unit 204 Competitive Game Execution Department 205 Display control unit 220 Server Storage 221 Character Information Storage Unit 222 Acquired character information storage unit 223 User information storage unit 240 Server Communication Department 500 Setting operation screen 501 Operation button 510 Setting operation screen 511 Operation button 520 Setting operation screen 521 Operation button 530 Setting operation screen 531 Operation button 530 Setting operation screen 531 Operation button 550 1st operation screen 551 Operation button 560 2nd operation screen 561 Operation button B Bus Line N Network

Claims

1. a content information storage unit that stores content information in which a lottery probability is set for each content; a lottery game execution unit that determines a content to be acquired by the user based on the lottery probability of each content set in the content information each time the user performs a game operation; a bonus granting unit that grants content set according to the maximum number of plays to the user as a bonus when the number of plays of the lottery game by the user reaches the maximum number of plays set for the user; An information processing device comprising:

2. 2. The information processing device according to claim 1, The information processing device is characterized in that, when the number of times a user has played a lottery game reaches a maximum number of plays, the bonus awarding unit awards content selected by the user as a bonus from a group of content set according to the maximum number of plays.

3. 3. The information processing device according to claim 1, The information processing device is characterized in that the lower the maximum number of times the user can play the lottery game, the more the bonus granting unit grants content set according to the maximum number of times the user can play the lottery game with content settings that are disadvantageous to the user.

4. The information processing device according to any one of claims 1 to 3, The information processing device, wherein the bonus awarding unit varies the number of contents to be awarded as a bonus depending on the maximum number of times the user can play the lottery game.

5. a content information storage unit that stores content information in which a lottery probability is set for each content; a lottery game execution unit that determines content to be acquired by the user based on the lottery probability for each content set in the content information each time the user consumes game points; a bonus granting unit that grants content set according to the maximum point consumption amount to the user as a bonus when the amount of points consumed by the user in the lottery game reaches the maximum point consumption amount set for the user; An information processing device comprising:

6. 6. The information processing device according to claim 5, The information processing device is characterized in that, when the amount of points consumed by the user in the lottery game reaches a maximum point consumption amount, the bonus awarding unit awards content selected by the user from a group of contents set according to the maximum point consumption amount as a bonus.

7. 7. The information processing device according to claim 5, The information processing device is characterized in that the smaller the maximum number of points the user can consume in a lottery game, the more the bonus granting unit grants content set according to the maximum number of points consumed with content settings that are disadvantageous to the user.

8. 3. The information processing device according to claim 1, The information processing device is characterized in that the bonus awarding unit varies the number of contents to be awarded as a bonus depending on the maximum number of points that the user can consume in the lottery game.

9. Computer, a content information storage means for storing content information in which a lottery probability is set for each content; a lottery game execution means for determining a content to be acquired by the user based on the lottery probability of each content set in the content information each time the user performs a game operation; a bonus granting means for granting a bonus to a user, when the number of times the user has played the lottery game reaches a maximum number of times set for each user, content set in accordance with the maximum number of times the user has played the lottery game; A program to function as a

10. Computer, a content information storage means for storing content information in which a lottery probability is set for each content; a lottery game execution means for determining a content to be acquired by the user based on the lottery probability of each content set in the content information each time the user consumes game points; a bonus granting means for granting to the user, as a bonus, content set in accordance with the maximum point consumption amount when the amount of points consumed by the user in the lottery game reaches the maximum point consumption amount set for each user; A program to function as a

Citation Information

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