Information processing device, information processing method, program, and information processing system

The information processing device addresses the uncertainty of game effect activation in multiplayer games by managing and presenting game effect status, enabling informed group selection and ensuring all players benefit from activated effects.

JP2025186832APending Publication Date: 2025-12-24MIXI INC
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024095225
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-12
Publication Date
2025-12-24

AI Technical Summary

Technical Problem

Current multiplayer games do not allow players to know the activation status and details of game effects until immediately before the start of multiplayer play, leading to uncertainty in selecting a room for multiplayer participation.

Method used

An information processing device with a management unit, control unit, and presentation unit that manages groups of players, controls game effect activation based on consumed value, and identifies the activation status of game effects on a screen for selecting multiplayer groups.

Benefits of technology

Enables players to identify the activation status and details of game effects before selecting a multiplayer group, allowing informed decisions and ensuring all members of the group can enjoy the effects regardless of the activating player's participation.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025186832000001_ABST
    Figure 2025186832000001_ABST
Patent Text Reader

Abstract

To provide an information processing device capable of identifying an activation situation of a game effect before selecting a group used for multi-play.SOLUTION: An information processing device comprises a management section, a control section, and a presentation section. The management section manages at least one group to which multiple users can belong. The control section performs control so as to enable multi-play by users who belong to the groups, and performs control so as to enable activation of a game effect to multi-play by optional users who belong to the groups according to consumption of value by a first user who belongs to a group. The presentation section performs presentation so as to enable identification of an activation situation of a game effect for each group on a screen for selecting a group used for multi-play.SELECTED DRAWING: Figure 7
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] Multiplayer is a form of game play. Multiplayer is when multiple players form a team and play a game as a team. Some games have a system in place to pool players who will participate in multiplayer. A group of players formed using this system is called a ROOM, for example. Users within a ROOM can recruit other users to participate in multiplayer within the ROOM. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7231875 Summary of the Invention [Problem to be solved by the invention]

[0004] When a user in a room consumes a predetermined value, a game effect is activated for all users in the same room. However, in current games, it is not possible to know whether a game effect will be activated and the details of the activated game effect (hereinafter referred to as the "activation status of the game effect") until after a team is formed, i.e., immediately before the start of multiplayer play.

[0005] An object of the present invention is to provide an information processing device, an information processing method, a program, and an information processing system that are capable of identifying the activation status of a game effect in a group used in multiplay. [Means for solving the problem]

[0006] One form of the present invention is an information processing device having a management unit, a control unit, and a presentation unit, wherein the management unit manages one or more groups to which multiple users can belong, the control unit controls multiplayer play by users belonging to the group, the control unit controls the activation of game effects in multiplayer play by any user belonging to the group in accordance with the consumption of value by a first user belonging to the group, and the presentation unit identifiably presents the activation status of game effects for each group on a screen for selecting a group to be used for multiplayer play. [Effects of the Invention]

[0007] According to one aspect of the present invention, the activation status of the game effect in each group can be identified before selecting a group to be used in multiplay. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of the configuration of an information processing system assumed in a first embodiment. [Figure 2] FIG. 2 is a diagram illustrating an example of the functional configuration of a server according to the first embodiment. [Figure 3] 10 is a table illustrating an example of data of player information and an example of data of room information. [Figure 4] 10A and 10B are diagrams illustrating an example of quest information data and an example of multiplayer information data. [Figure 5] 4 is a diagram illustrating an example of a processing operation of a control unit in the first embodiment. FIG. [Figure 6] 10 is a diagram illustrating another example of processing operation of the control unit in the first embodiment. FIG. [Figure 7] 4 is a diagram illustrating an example of a processing operation of a presentation unit according to the first embodiment. FIG. [Figure 8] FIG. 10 is a diagram illustrating a screen in the first embodiment that is presented to the player who will be the host of the multiplayer game. [Figure 9] FIG. 10 is a diagram illustrating a screen in the first embodiment that is presented to a player participating in a multiplayer game as a guest. [Figure 10] 10 is a diagram illustrating an example of a processing operation of a presentation unit in the second embodiment. FIG. [Figure 11] FIG. 10 is a diagram illustrating a screen in the second embodiment that is presented to the player who will be the host of the multiplayer game. [Figure 12] FIG. 10 is a diagram illustrating a screen in the second embodiment that is presented to a player participating in a multiplayer game as a guest. [Figure 13] FIG. 11 is a diagram illustrating an example of a processing operation of a presentation unit in the third embodiment. [Figure 14] FIG. 10 is a diagram illustrating functions employed in the third embodiment. [Figure 15] 13 is a diagram illustrating an example of processing operations of a control unit and a presentation unit in the fourth embodiment. FIG. [Figure 16] FIG. 10 is a diagram illustrating a screen in the fourth embodiment that is presented to the player who will be the host of the multiplayer game. [Figure 17] FIG. 10 is a diagram illustrating a screen in the fourth embodiment that is presented to a player participating in a multiplayer game as a guest. [Figure 18] FIG. 13 is a diagram illustrating an example of a processing operation of a presentation unit in the fifth embodiment. [Figure 19] FIG. 11 is a diagram illustrating a screen in the fifth embodiment that is presented to the player at the end of a multiplayer game. [Figure 20] FIG. 20 is a diagram illustrating an example of a processing operation of a presentation unit in the sixth embodiment. [Figure 21] FIG. 13 is a diagram illustrating a screen in the sixth embodiment that is presented to the player at the end of a multiplayer game. [Figure 22] FIG. 20 is a diagram illustrating an example of a processing operation of a presentation unit in the sixth embodiment. [Figure 23] FIG. 13 is a diagram illustrating a screen in the seventh embodiment that is presented to the player at the end of a multiplayer game. [Figure 24] FIG. 20 is a diagram illustrating an example of a processing operation of a presentation unit in the eighth embodiment. [Figure 25] FIG. 20 is a diagram illustrating a recommendation message in the eighth embodiment. [Figure 26]FIG. 20 is a diagram illustrating an example of a processing operation of a presentation unit in the ninth embodiment. [Figure 27] FIG. 20 is a diagram illustrating a recommendation message in the ninth embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. The embodiment described below is merely an example of a form for carrying out the present invention, and the embodiment of the present invention is not limited to the embodiment described below. Therefore, the technical scope of the present invention is not limited to the scope described in the following embodiments. For example, various modifications or improvements to the contents described in the embodiments are also included in the technical scope of the present invention. The various functional units described below are realized through the execution of programs by processors such as a CPU (Central Processing Unit), MPU (Micro Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), and other processors.

[0010] <Terminology> First, the terms used in the embodiments will be explained. "Program" is used as a general term for the OS (=Operating System) and application programs. "Game" means a game program or a computer game. Both game programs and computer games are examples of application programs.

[0011] "User" refers to a natural person who operates a terminal connected to a network. A "player" refers to a user who plays a game by operating a terminal. A player may include not only a user who is currently playing a game, but also a user who is currently viewing a screen related to the game. For example, a player may include a user who is currently organizing a deck, a user who is currently recruiting guests, or a user who is currently applying to be a guest. "Terminals" include terminals operated by users (hereinafter also referred to as "player terminals"), as well as servers located on the Internet or other networks.

[0012] The game is run on a player terminal or on a server. When a game is executed on a server, the player terminals are used as so-called input / output devices, i.e., they are used to display images related to the game and to input operations. The images are generally moving images. Games that are run on a server are called online games. Online games that use SNS (Social Networking Service) as a platform are called social games.

[0013] There are two ways to play a game: solo play by one player (hereinafter referred to as "single play"), and cooperative play by multiple players (hereinafter referred to as "multiplayer"). Depending on the game, there may be cases where only single play is possible, only multiplayer is possible, or the option to play either single play or multiplayer is available. There are two ways to participate in multiplayer: as a host or as a guest. A host player is a player who invites guests. On the other hand, a guest player is a player who responds to an invitation from a host player.

[0014] Games can be divided into in-game and out-game. In-game is the main part of the game. The in-game is made up of sub-games called "quests." In many cases, the difficulty of the quest and the enemy characters that appear in the quest (hereafter referred to as "enemy characters") vary from quest to quest. For example, conditions for clearing a quest are set, and players who achieve the conditions are awarded a bonus.

[0015] The out-game is the portion other than the in-game. In the out-game, for example, acquisition, development, and selection of game contents to be used in play are performed. The out-game may also be composed of one or more quests. There are two types of quests: quests that can be played at any time, and quests that can only be played for a limited time or on a limited occasion (hereinafter referred to as "event quests").

[0016] "Clearing conditions" may include, for example, defeating all enemy characters in the quest, defeating a specific enemy character, arriving at a specific location or point, or obtaining a specific item. A specific enemy character may be, for example, a boss character. A specific item may be, for example, coins, equipment, weapons, treasure chests, etc. Achieving the clearing conditions is also called "clearing a quest" or "clearing a mission." "Mission" may be set in association with playing a quest, or may be set independently of playing a quest. Missions set in association with playing a quest include, for example, arriving at a specific location or point, or obtaining a specific item. Note that missions set in association with playing a quest may also be set across multiple quests. Missions set independently of quests include answering surveys or posting.

[0017] "Perks" include permission to play the next quest (including specially prepared quests), granting a boss character for a cleared quest, granting points such as experience points and physical strength (also known as stamina), granting items to be used in the game, granting currency or other value to be used in the game, granting the right to enter a lottery held in the game, etc., permission to evolve the character owned by the player (hereinafter referred to as "player character"), upgrading the abilities etc. of the player character, increasing experience points and rewards, granting a title, granting magic or other special powers, granting special gestures, increasing the lottery probability for player characters or items, permission to activate special abilities etc., granting currency or other value to be used in the game, etc.

[0018] Currency and other values ​​used in the game include, for example, electronic money, crypto assets, in-game currency, legal currency, points, and other information that can be exchanged on the network. In this embodiment, the in-game currency is also referred to as “coins,” “medals,” or “orbs.” Medals and orbs are examples of items, and have different uses in the game. A benefit may have a limit on the quests that can be used or activated, a limit on the number of times it can be used or activated (including once), a maximum time during which it can be used or activated (for example, 24 hours), a time period during which it can be used or activated (for example, until 3:59 the next day), or a reason for it to expire (for example, after the maximum time or time period has passed, or when a quest begins to be played).

[0019] Hereinafter, the benefit that is activated when playing a game will be referred to as a “game effect.” The time when playing a game refers to the period from the start to the end of play, for example. The game effect is not limited to one, but may be multiple. In this embodiment, the degree (ie, level) of the game effect changes according to the number of orbs consumed. A "deck" refers to a collection of multiple characters used to play a quest. Note that a deck may consist of only one player character (hereinafter referred to as "one character").

[0020] The game contents that make up the deck may be organized by the player, or may be randomly organized by the game. Hereinafter, the task of organizing the player characters that make up the deck will also be referred to as "organizing a deck" or "organizing a deck." When a player organizes a deck, the player may select one player character at a time, or may select multiple characters at once. The player characters that make up the deck are selected from the player characters owned by the player, but player characters owned by other players may also be allowed to be included.

[0021] The player character that a player possesses may be selected by the player at the start of a quest, acquired by lottery, purchased using the currency used within the quest, granted as a reward for completing a quest, or obtained as a result of evolution. The deck may be registered after it has been organized. If the deck is registered, the process of organizing the deck each time a player plays can be omitted. In many cases, there is a limit to the number of player characters that can be included in a deck, for example, four.

[0022] "Objects" are elements that make up the game space, and include, for example, player characters, enemy characters, coins used in quests, and other items. "Character" is a general term for player characters and enemy characters. Characters include living things (people, animals, plants, etc.), machines (vehicles, robots, etc.), and fictional objects that resemble these. Note that enemy characters assigned to a player are considered player characters. "Items" are objects other than characters that can be used or consumed during gameplay to give players an advantage. "Game media" includes characters and items. "Game elements" include game content and game effects.

[0023] <First Embodiment> <System configuration> FIG. 1 is a diagram showing an example of the configuration of an information processing system 1 assumed in the first embodiment. The information processing system 1 shown in the first embodiment is intended for games played over a network. Games of this type are called net games, online games, social games, and the like. The information processing system 1 is composed of a server 10 that manages the progress of the game, a player terminal 20A operated by player A, a player terminal 20B operated by player B, and a player terminal 20C operated by player C, and a network N that connects these so that they can communicate with each other.

[0024] Although FIG. 1 shows only three players, players A, B, and C, the number of players is arbitrary. For example, it may be one, two, or four or more. When players A, B, and C are not distinguished from each other, they are referred to as "players." Similarly, when player terminals 20A, 20B, and 20C are not distinguished from each other, they are referred to as player terminals 20. The server 10 is a computer that manages the progress of the game and provides various services through the execution of a game program. The server 10 may be an on-premise server or a cloud server. Examples of cloud servers include IaaS (Infrastructure as a Service), PaaS (Platform as a Service), and SaaS (Software as a Service).

[0025] The server 10 does not have to be configured by one computer, but may be configured by multiple computers that cooperate with each other. When the server 10 is operated by multiple computers, the multiple computers cooperate with each other via a network N. The server 10 in this embodiment is an example of an information processing device. The player terminal 20 is an information terminal operated by a player. Examples of the player terminal 20 include a smartphone, a tablet computer, a notebook computer, a desktop computer, a game terminal, a head-mounted computer (a so-called headset), and a glasses-type computer (a so-called smart glass or AR (Augmented Reality) glass).

[0026] The player terminal 20 has a function for communicating with the network N. The player terminal 20 in Fig. 1 is a smartphone. One player is associated with one player terminal 20. In other words, one user account is associated with one player terminal 20. Therefore, in Fig. 1, player A is associated with player terminal 20A, player B is associated with player terminal 20B, and player C is associated with player terminal 20C.

[0027] The network N is assumed to be, for example, the Internet, a LAN (Local Area Network), or a mobile communication system such as 4G or 5G. The network N may be a wired network, a wireless network, or a combination of a wired network and a wireless network. For example, the network N may be a 5G or other mobile communication system.

[0028] <Server hardware configuration> The server 10 comprises a processor 11 that executes a game program, a memory 12, an auxiliary storage device 13, and a communication interface 14. The processor 11 and each device are connected to one another via a bus or other signal lines. The processor 11 is, for example, a CPU. The memory 12 is composed of a ROM (Read Only Memory) that stores a UEFI (Unified Extensible Firmware Interface) and the like, and a RAM (Random Access Memory) that is used as a work area for the processor 11.

[0029] The auxiliary storage device 13 is, for example, a hard disk drive or semiconductor storage. In addition to the game program, the auxiliary storage device 13 stores data relating to the progress of the game, data relating to transactions, and the like. The communication interface 14 is a device that enables communication with external terminals such as the player terminal 20. The communication interface 14 is required to have a communication function that is compatible with the network N used for communication.

[0030] <Hardware configuration of player terminal> The player terminal 20 comprises a processor 21 that controls the overall operation of the terminal, a memory 22, an auxiliary storage device 23, a display 24, and a communication interface 25. The processor 21 is, for example, a CPU. The memory 22 is configured with a ROM in which UEFI and the like are stored and a RAM used as a work area for the processor 21.

[0031] The auxiliary storage device 23 is, for example, a hard disk drive or a semiconductor storage device. The auxiliary storage device 23 stores, for example, authentication information required for logging in to the server 10. The display 24 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display. The communication interface 25 is a device that enables communication with an external terminal such as the server 10. The communication interface 25 is required to have a communication function that is compatible with the network N used for communication.

[0032] <Server functional configuration> Fig. 2 is a diagram illustrating an example of the functional configuration of the server 10 according to the first embodiment. The functional configuration shown in Fig. 2 is an example of a functional unit realized through the execution of a program. The server 10 includes a management unit 101 , a control unit 102 , a presentation unit 103 , and a storage unit 110 . The storage unit 110 is realized by the memory 12 (see FIG. 1) and the auxiliary storage device 13 (see FIG. 1).

[0033] <Information stored in the memory unit> Here, an example of information stored in the storage unit 110 will be described. The storage unit 110 stores player information 111, room information 112, quest information 113, and multiplayer information 114. Fig. 2 shows only a portion of the information stored in the storage unit 110, and in reality, information not shown in the figure is also stored. Below, examples of data for each piece of information will be explained using Figures 3 and 4. Figure 3 is a diagram explaining examples of data for player information 111 and room information 112. Figure 4 is a diagram explaining examples of data for quest information 113 and multiplay information 114.

[0034] <Player Information 111> Various pieces of information about the player are stored in the player information 111. The player information 111 shown in Fig. 3 stores an account 111A, game media 111B, progress information 111C, friends 111D, "created rooms" 111E, and "currently in rooms" 111F. The account 111A is information used to identify a player, and stores, for example, a user name, a password, environment settings, and usage rights. Game media 111B stores information about game media owned by the player, including the types and numbers of characters and items (including coins, medals, orbs, etc.).

[0035] The progress information 111C is information that indicates the progress of single play or multiplayer play. The progress information 111C includes, for example, the status of each play, the number of times each quest has been played, the number of times each quest has been cleared, the number of times multiplayer play has been played, and information indicating the room that was entered during multiplayer play. The progress information 111C may also include the date and time of play and the length of each play. Friend 111D is information that identifies players registered as friends. "Created ROOM" 111E is information that identifies the ROOM created by each player. For example, the ROOM name 112A is stored. "Entered ROOM" 111F is information that identifies the ROOM each player is currently in. In the case of Figure 3, player A has entered ROOM-C.

[0036] <ROOM Information 112> ROOM Information 112 stores information about the ROOMs managed by the server 10. The ROOM Information 112 shown in Figure 3 stores the ROOM name 112A, members 112B, "Game effect status" 112C, "Game effect activator" 112D, "Game effect content" 112E, and "Remaining time of game effect" 112F. In this embodiment, "ROOM" means a room (i.e., a ROOM) for pooling players who plan to participate in multiplayer.

[0037] Incidentally, belonging to a ROOM is different from actually playing as a member of a multiplayer. ROOM is an example of a group. Each player can create two ROOMs and enter three ROOMs at a time. There is an upper limit to the number of players who can belong to one ROOM. Here, the upper limit is, for example, 20 players.

[0038] ROOM name 112A is a name used to identify a ROOM. Members 112B are information about the players who have entered. As described above, being in a room is different from participating as a player in a multiplayer. In the case of Figure 3, players A, B, C, D, etc. have entered ROOM-A. "Game Effect Status" 112C is information indicating the activation status of a game effect. In the case of FIG. 3, the game effect is activated in ROOM-A and ROOM-C. On the other hand, the game effect is not activated in ROOM-B. While the game effect is activated, it applies to all players belonging to the ROOM in which the game effect is activated. In other words, the game effect affects not only the player who activated the game effect (hereinafter referred to as the "activator"), but also other players belonging to the same ROOM.

[0039] "Game effect invoker" 112D is information identifying the player who invoked the game effect. In this embodiment, any player (i.e., member) who belongs to the ROOM can invoke the game effect. In this embodiment, the game effect is invoked when, for example, a player who belongs to the ROOM consumes one orb on the ROOM screen. "Game Effect Content" 112E is information that specifies the type of game effect currently being activated and the level of the game effect. In this embodiment, the type of game effect being activated changes depending on the number of orbs consumed. For example, if one or two orbs are consumed (including the total number of orbs consumed separately in the same room; the same applies below), 30% of the stamina at the time of clearing the quest will be granted (backed) to each player. Also, the number of medals awarded as a reward for clearing the quest will be increased by 20% compared to normal times (when no game effects are activated).

[0040] For example, if three or four orbs are consumed, 40% of the stamina at the time of clearing the quest will be given back to each player. Also, the number of medals awarded as a reward for clearing the quest will be 25% higher than usual (when no game effects are activated). Note that the consumption amounts shown here are just an example. For example, if five or more orbs are consumed, 50% of the stamina at the time of clearing the quest will be given back to each player. Also, the number of medals awarded as a reward for clearing the quest will be 30% higher than usual (when no game effects are activated). Note that the amount of consumption here is just an example.

[0041] "Game Effect Remaining Time" 112F is the remaining time for which the game effect will continue to be activated. In this embodiment, the duration for which the game effect is activated is 60 minutes. For example, if 10 minutes have elapsed since activation, the remaining time is 50 minutes. If a new orb is consumed while the game effect is activated, the remaining time of the game effect is extended by 60 minutes for each orb consumed. For example, if one orb is consumed when there are 10 minutes remaining, the remaining time of the game will be 70 minutes. As mentioned above, the type of game effect is determined by the total number of orbs consumed. Therefore, even if a new orb is consumed while a game effect is activated, the content of the game effect does not necessarily change.

[0042] <Quest Information 113> The quest information 113 is various information related to a quest. The quest information 113 shown in Fig. 4 stores a quest name 113A, a difficulty level 113B, an enemy character 113C, a clear condition 113D, and a clear reward 113E. Quest name 113A is the name of the quest. The difficulty level of 113B indicates the difficulty of clearing the level. Enemy Character 113C is information about enemy characters that appear in quests. Clear condition 113D is a condition necessary to clear the quest. The clear reward 113E is a reward given for clearing a quest.

[0043] <Multiplayer Information 114> The multiplay information 114 is information relating to multiplay. The multiplay information 114 shown in Figure 4 stores a "multiplay ID" 114A, a host 114B, a "guest 1" 114C, a "guest 2" 114D, and a "guest 3" 114E. "Multiplay ID" 114A is information that identifies the multiplay. The host 114B is information about a player who participates in a multiplayer game as a host. The host invites guest players. "Guest 1" 114C, "Guest 2" 114D, and "Guest 3" 114E are information on players participating in multiplayer as guests. In this embodiment, multiplayer is played by four people. Therefore, information on three guest players is stored.

[0044] <Processing performed in the functional section> The following describes processing functions realized by the management unit 101 (see FIG. 2), the control unit 102 (see FIG. 2), and the presentation unit 103 (see FIG. 2). The detailed processing functions provided in each functional unit will be explained in conjunction with examples of expected processing operations.

[0045] The management unit 101 is a functional unit that manages one or more ROOMs (that is, groups) to which multiple players (that is, users) can belong. The players here are player A, player B, player C, etc. in FIG. The control unit 102 is a functional unit having a first sub-function and a second sub-function.

[0046] The first sub-function is a sub-function that controls the possibility of multi-play by players belonging to the ROOM. The second sub-function is a sub-function that controls the activation of game effects in multiplayer by any player belonging to the ROOM in response to the consumption of orbs (i.e., value) by the first player belonging to the ROOM.

[0047] The first player here refers to any one of the players who belong to (are currently in) a ROOM. For example, in the case of ROOM-A (see Figure 3), the first player is Player A among Player A, Player B, Player C, Player D, etc. Each player is currently in a ROOM that he or she created. Furthermore, any player who belongs to a ROOM can be any player who belongs to (is in) the ROOM. Multiplayer play by any players belonging to a ROOM means that at least one of the players participating in the multiplayer play belongs to (is in) the ROOM.

[0048] In this case, the players participating in the multiplayer game may be the player who activated the game effect, or may be players other than the player who activated the game effect. Therefore, the second sub-function can also be described as a sub-function in which the game effect is applied even if the first user (i.e., the player who activated the game effect) is not participating in a multiplayer game, as long as the multiplayer game is played by players who belong to the ROOM in which the game effect is activated.

[0049] 5 is a diagram illustrating an example of the processing operation of the control unit 102 (see FIG. 2) in Embodiment 1. The symbol S shown in the diagram means a step. Here, the control unit 102 determines whether or not consumption of the orb has been detected (step 101). If no consumption of the orb is detected, a negative result is obtained in step 101. In this case, the control unit 102 repeats the determination in step 101. On the other hand, if consumption of orbs is detected, a positive result is obtained in step 101. In this case, the control unit 102 determines whether or not the screen is a ROOM screen (step 102).

[0050] If it is a ROOM screen, a positive result is obtained in step 102. In this case, the control unit 102 activates a game effect for the ROOM corresponding to the screen (step 103). On the other hand, if the screen is not the ROOM screen, a negative result is obtained in step 102. Examples of orb consumption that result in a negative result include gacha (a so-called lottery) and stamina recovery. In this case, the control unit 102 executes processing according to the purpose of consumption (step 104). For example, gacha is executed. That is, the control unit 102 shown in FIG. 5 executes a process of activating a game effect in a target room by consuming orbs in the room.

[0051] FIG. 6 is a diagram illustrating another example of the processing operation of the control unit 102 (see FIG. 2) according to the first embodiment. The control unit 102 in FIG. 6 determines whether the mode of play is multiplay or not (step 121). In the case of single play, a negative result is obtained in step 121. In this case, the control unit 102 repeats the determination in step 121.

[0052] In the case of multiplay, a positive result is obtained in step 121. In this case, the control unit 102 determines whether or not a game effect is being activated in a room to which any player belongs (step 122). If a game effect is being activated in a room to which any of the players participating in the multiplayer game belongs, a positive result is obtained in step 122. In this case, the control unit 102 applies the activation of the game effect to the multiplayer game (step 123).

[0053] In this way, the activation of a game effect does not require the participation of the player who activated the game effect among the members of the multiplayer. Therefore, any multiplayer whose members are players who belong to the room in which the game effect is activated can enjoy the game effect. On the other hand, if the game effect has not been activated in any of the rooms to which the players participating in the multiplayer belong, a negative result is obtained in step 122. In this case, the control unit 102 does not activate the game effect for the multiplayer (step 124).

[0054] The presentation unit 103 is a functional unit that presents the activation status of the game effect for each room in a identifiable manner on the screen for selecting a room to be used in multiplayer. That is, the presentation unit 103 controls the display of the selection screen for multiplayer. FIG. 7 is a diagram illustrating an example of the processing operation of the presentation unit 103 according to the first embodiment. First, the presentation unit 103 determines whether the input operation of the player is a selection of multiplay (step 131). The selection of multiplay here includes a case where the player selects multiplay as a host player and a case where the player selects multiplay as a guest player.

[0055] If multiplay is not selected, a negative result is obtained in step 131. In this case, the presentation unit 103 transitions to step 133. On the other hand, if multiplay is selected, a positive result is obtained in step 131. In this case, the presentation unit 103 determines whether or not there is a room to which the player who selected multiplay belongs (step 132). If there is no ROOM to which the selected player belongs, a negative result is obtained in step 132. In this case, the presentation unit 103 transitions to step 133. The presentation unit 103, which has transitioned to step 133, displays the ROOM column on the multi-play selection screen as blank.

[0056] On the other hand, if there is a room to which the selected player belongs, a positive result is obtained in step 132. In this case, the presentation unit 103 determines whether there is a room in which a game effect is being activated (step 134). If there is a room in which a game effect is being activated, a positive result is obtained in step 134. In this case, the presentation unit 103 displays that fact for the room in which the game effect is being activated. Note that the presentation unit 103 may display that the game effect is not being activated for a room in which the game effect is not being activated, or may not display anything. In either case, it becomes possible to identify whether or not the room is in which the game effect is being activated. If there is no room in which a game effect is being activated, a negative result is obtained in step 134. In this case, the presentation unit 103 ends the series of processing operations.

[0057] <Screen example when selecting a ROOM as the host player> FIG. 8 is a diagram illustrating screens 240 and 241 according to the first embodiment that are presented to the player who will be the host of the multiplay. The screen 240 is displayed for selecting the range of players to recruit when recruiting for multiplayer. The screen title 240A displays "Select multiplayer recruiting method." On the screen 240, a "Nearby Friends" button 240B, a "LINE (registered trademark)" button 240C, and a "ROOM" button 240D are arranged. Note that " / " indicates a line break. On the screen 240, the "ROOM" button 240D is being tapped.

[0058] Screen 241 is a screen that is displayed when "ROOM" button 240D is tapped. The screen 241 has an explanation 241A describing the operations required of the player, a "Created Room" column 241B, and a "Currently Joined Room" column 241C. In the case of FIG. 8, the explanation 241A reads, "Please select a ROOM that is looking for multiplayer." In the case of FIG. 8, one room is displayed in the "Created Room" column 241B, and two rooms are displayed in the "Currently in Room" column 241C.

[0059] The rooms displayed in the "Created Rooms" column 241B are rooms created by players who are looking for multiplayer games. In the example of Figure 8, the "Created Rooms" column 241B displays a "ROOM-A" button, and the "Current Rooms" column 241C displays a "ROOM-B" button and a "ROOM-C" button. In the case of Figure 8, the game effect is activated in "ROOM-A" and "ROOM-C." Therefore, a message indicating that the game effect is activated is displayed in these two rooms.

[0060] Specifically, for "ROOM-A" it is displayed as "30% stamina back / 20% medal acquisition P up", and for "ROOM-C" it is displayed as "40% stamina back / 25% medal acquisition P up". Although the content of the activated game effect is displayed in FIG. 8, a message such as "Game effect activated" may also be displayed. On the other hand, for "ROOM-B" where the game effect has not been activated, only the room name is displayed. Note that for "ROOM-B", a message such as "Game effect has not been activated" may be displayed.

[0061] These displays allow players to know whether game effects are active in selectable rooms before selecting a multiplayer game to recruit from. Players can also learn about the differences in the content of active game effects before selecting a room to recruit members from. In other words, unlike a situation where the host player can only find out whether or not a game effect will be activated immediately before all the members of the multiplayer game gather and start playing the multiplayer game, the host player can have a higher degree of foresight. As a result, when a player belonging to a ROOM is selecting a ROOM that is recruiting members to participate in multiplayer games, the player can select a ROOM based on the ROOM in which the game effect is activated and the content of the activated game effect.

[0062] <Screen example when selecting multiplayer in a room as a guest> FIG. 9 is a diagram illustrating a screen 242 according to the first embodiment that is presented to a player participating in a multiplay game as a guest. Screen 242 is displayed when "Multiplayer" is selected on the play type selection screen (not shown). "Multiplayer" here means playing as a guest player. For this reason, the screen title displays "Recruitment List." The screen 242 has a "ROOM" field 242B.

[0063] In the case of FIG. 9, the "ROOM" column 242B displays a "Multiplayer A (ROOM-A)" button, a "Multiplayer B (ROOM-B)" button, and a "Multiplayer C (ROOM-C)" button. As shown in Figure 9, the "Multiplayer A (ROOM-A)" button and the "Multiplayer C (ROOM-C)" button indicate that a game effect is currently active.

[0064] Specifically, "Multiplayer A (ROOM-A)" displays "30% stamina back / 20% medal acquisition P up." "Multiplayer C (ROOM-C)" displays "40% stamina back / 25% medal acquisition P up." In the case of FIG. 9, the content of the game effect that is being activated is also displayed, but it may also be displayed as "Game effect in progress" or the like. For "Multiplayer B (ROOM-B)" where the game effect has not been activated, only the ROOM name is displayed. Note that "Multiplayer B (ROOM-B)" may also display "Game effect has not been activated" or similar.

[0065] These displays allow players to know in advance whether they will receive the benefit of game effects for selectable multiplayer games before accepting a multiplayer game invitation. Players can also know the differences in the content of activated game effects before selecting a multiplayer game to participate in. In other words, unlike a case where players can only know whether a game effect is in effect immediately before all the members of a multiplayer game gather and start playing a multiplayer game, this allows players to have a higher degree of predictability. As a result, players belonging to a ROOM can select a multiplayer game to participate in after knowing whether or not a game effect will be activated and the content of the activated game effect.

[0066] <Summary> The information processing system 1 (see FIG. 1) according to this embodiment employs a mechanism that enables each player to distinguish whether or not a game effect is activated in a selectable room on a room selection screen to be used in multiplayer play. Furthermore, the information processing system 1 according to the present embodiment employs a mechanism for displaying the content of the activated game effect in an identifiable manner in the display. These mechanisms allow players who belong to a ROOM to know whether or not a game effect will be activated and the details of the activated game effect when selecting the ROOM to use for recruiting or participating in a multiplayer game. Furthermore, in the case of the information processing system 1 according to this embodiment, in a multiplayer game between players belonging to a room in which a game effect is being activated, the game effect can be enjoyed even if the player who activated the game effect is not included.

[0067] <Embodiment 2> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the first embodiment.

[0068] In this embodiment, the presentation unit 103 (see Figure 2) is added with a function to present a multiplay game hosted by the first user (i.e., the player who activated the game effect) at the top of a selection screen of multiplay candidates viewed by other users of the ROOM to which the first user belongs, when the game effect activated by the first user (i.e., the player who activated the game effect) is continuing. That is, in this embodiment, a mechanism is added to the presenting unit 103 to give preferential treatment to a player who has activated a game effect over other players.

[0069] Fig. 10 is a diagram illustrating an example of the processing operation of the presentation unit 103 in Embodiment 2. In Fig. 10, parts corresponding to those in Fig. 7 are assigned the same reference numerals. Of the processing operations shown in FIG. 10, steps 131 to 135 are the same as the processing operations shown in FIG. In the case of FIG. 10, after executing step 135, the presentation unit 103 determines whether the host of the room in which the game effect is being activated is the player who activated the game effect (that is, the first user) (step 136).

[0070] If the host of the room in which the game effect is being activated does not match the player who activated the game effect, a negative result is obtained in step 136. In this case, the presentation unit 103 ends the series of processes, just as if a negative result was obtained in step 134. On the other hand, if the host of the room in which the game effect is being activated is the same as the player who activated the game effect, a positive result is obtained in step 136. In this case, the presentation unit 103 presents the corresponding room higher than other room candidates (step 137).

[0071] In this embodiment, "top" refers to the leading position in the "ROOM" column 242B (see FIG. 9), i.e., the top position. In other words, "top" is a position that stands out to players viewing room candidates. Furthermore, "top" is also a position that is easily visible to players without scrolling, even when the number of selectable rooms is large relative to the display size of the "ROOM" column 242B. However, if there are other rooms that should be given priority, it is possible that they will not be displayed on the initial screen of the "ROOM" column 242B. Even in this case, the rooms associated with "higher" will be displayed in a position that is immediately visible to the player when scrolling.

[0072] As mentioned above, there is a possibility that the other room candidates may include a room that should be displayed at a higher level (i.e., with priority). For example, the other room candidates may include a room hosted by the player who activated the game effect (who may not necessarily be the same player who obtained a positive result in step 136). In this case, the presentation unit 103 determines the presentation position in step 137 based on a predetermined rule. For example, the presentation unit 103 determines the display position of the rooms corresponding to the most recent recruitment date and time. For example, if the recruitment date and time of ROOM-A is newer than the recruitment date and time of ROOM-B, the "ROOM-A" button is displayed at the top, and the "ROOM-B" button is displayed in the second position from the top.

[0073] For example, the presentation unit 103 determines the display positions of the rooms corresponding to the shortest remaining time of the activated game effect. For example, if the remaining time of the game effect of ROOM-A is 15 minutes and the remaining time of the game effect of ROOM-B is 30 minutes, the "ROOM-A" button is displayed at the top, and the "ROOM-B" button is displayed in the second position from the top. On the other hand, the display positions of the rooms may be determined in order of the remaining time of the activated game effect. For example, if the remaining time of the game effect of ROOM-A is 15 minutes and the remaining time of the game effect of ROOM-B is 30 minutes, the "ROOM-B" button will be displayed at the top and the "ROOM-A" button will be displayed in the second position from the top.

[0074] For example, the presentation unit 103 determines the display positions of the rooms corresponding to the degree (i.e., level) of the activated game effect or the total amount of orb consumption in descending order. For example, if the game effect of ROOM-A is "30% stamina back / 20% medal acquisition P up" and the game effect of ROOM-B is "40% stamina back / 25% medal acquisition P up," the "ROOM-B" button is displayed at the top, and the "ROOM-A" button is displayed in the second position from the top.

[0075] On the other hand, the display positions of the rooms may be determined in ascending order of the degree (i.e., level) of the active game effect or the total amount of orbs consumed. For example, if the game effect of ROOM-A is "30% stamina back / 20% medal acquisition P increase" and the game effect of ROOM-B is "40% stamina back / 25% medal acquisition P increase," the "ROOM-A" button will be displayed at the top, and the "ROOM-B" button will be displayed in the second position from the top. After executing step 137, the presentation unit 103 ends the series of processes.

[0076] <Screen example when selecting a room to use for a multi-game as a host> Below is an example of the screen for selecting a room to use for multiplayer. <Screen example when selecting a ROOM as the host player> 11 is a diagram illustrating a screen 243 in the second embodiment that is presented to the player who will be the host of the multiplay. In Fig. 11, parts corresponding to those in Fig. 8 are assigned the same reference numerals. The layout and displayed options of the screen 243 shown in FIG. 11 are the same as those of the screen 241 shown in FIG.

[0077] In the screen 243 shown in Figure 11, it is assumed that the player (host) recruiting members to participate in the multiplayer game, the player who created ROOM-A, and the player who activated the game effect of ROOM-B are all Player A. Note that creating a room is unrelated to the activation of game effects. Also, assume that player A is currently in room B, but not in room A. 11, the player who created ROOM-A is player A who is viewing screen 243. Therefore, ROOM-A is displayed in "Created ROOM" column 241B.

[0078] Meanwhile, the "ROOM-B" button and the "ROOM-C" button are displayed in the "Currently Occupied Room" column 241C. In this embodiment, the player who activated the game effect of ROOM-C is Player A, who is inviting new players to join a multiplayer game, i.e., who will become the host. For this reason, the "ROOM-C" button is displayed above the "ROOM-B" button in the "Currently Occupied Room" column 241C. Therefore, Player A, who is the host and is inviting players to play multiplayer games, can easily find ROOM-C in which he or she has activated the game effect.

[0079] <Screen example when selecting multiplayer in a room as a guest> 12 is a diagram illustrating a screen 244 according to the second embodiment that is presented to a player participating in a multiplayer game as a guest. In FIG. 12, parts corresponding to those in FIG. 9 are denoted by the same reference numerals. The layout and displayed options of the screen 244 shown in FIG. 12 are the same as those of the screen 242 shown in FIG. In the screen 244 shown in FIG. 12, it is assumed that player A is the player who activated the game effect in ROOM-B and is also the host of the multiplay. Any player may view the screen shown in Fig. 12. Since it is optional, the viewing player may be player A or another player.

[0080] 12, the "ROOM" column 242B displays a "Multiplayer A (ROOM-A)" button, a "Multiplayer B (ROOM-B)" button, and a "Multiplayer C (ROOM-C)" button. Incidentally, player A is the host of multiplayer C and is recruiting members. In the case of FIG. 12, the "Multiplayer A (ROOM-A)" button and the "Multiplayer C (ROOM-C)" button also display a message indicating that a game effect is being activated. In the case of Figure 9 mentioned above, the "Multiplayer A (ROOM-A)" button is located at the top, the "Multiplayer B (ROOM-B)" button is located second from the top, and the "Multiplayer C (ROOM-C)" button is located third from the top.

[0081] However, in the case of FIG. 12, the "Multiplayer C (ROOM-C)" button, which is hosted by Player A who activated the game effect, is displayed at the top. Therefore, any player participating in the multiplayer game as a guest will be more likely to notice the multiplayer game hosted by Player A who activated the game effect. As a result, player A who has activated the game effect can more easily gather members for a multiplayer game to be hosted by him / her.

[0082] <Summary> In the information processing system 1 (see FIG. 1) according to this embodiment, when a player who has activated a game effect is recruiting members for a multiplayer game as a host, a mechanism is adopted in which the ROOM in which the player activated the game effect is displayed at the top of the options. Therefore, Player A, who is the host and is inviting players to play multiplayer games, can easily find ROOM-C in which he or she has activated the game effect.

[0083] In addition, the information processing system 1 according to this embodiment employs a mechanism that displays the multiplayer mode in which the player A who activated the game effect is the host at the top on a screen for selecting a multiplayer mode in which players who belong to the same room as the player A who activated the game effect can participate as guests. Therefore, player A who has activated a game effect can be found more easily than in a multiplayer game hosted by another player who has not activated a game effect. As a result, a multiplayer game hosted by player A who has activated a game effect can more easily gather members than other multiplayer games. In other words, player A who activates a game effect is given a certain kind of benefit. As a result, each player can be motivated to activate the game effect.

[0084] <Third Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the first embodiment.

[0085] In this embodiment, the presentation unit 103 (see Figure 2) is added with a function that, when a first user who has activated a game effect is viewing a selection screen for multiplayer candidates (i.e., the first selection screen), presents the first multiplayer candidate for which recruitment has begun on the first selection screen prior to presenting the first multiplayer candidate on a selection screen for multiplayer candidates (i.e., the second selection screen) viewed by other users. That is, in this embodiment, another mechanism is added to the presentation unit 103 to give preferential treatment to the player who has activated the game effect over other players.

[0086] FIG. 13 is a diagram illustrating an example of the processing operation of the presentation unit 103 according to the third embodiment. First, the presentation unit 103 determines whether or not a new multi-play event has been started (step 141). If there is no new multiplayer game for which recruitment has begun, a negative result is obtained in step 141. In this case, the presentation unit 103 repeats the determination in step 141. On the other hand, if there is a newly recruited multiplayer game, a positive result is obtained in step 141. In this case, the presentation unit 103 determines whether or not the player who activated the game effect is currently viewing a selection screen for a multiplayer game in which the player can participate as a guest while the game effect is activated (step 142).

[0087] If the player who activated the game effect is currently viewing a selection screen for a multiplayer game in which the player is participating as a guest, step 142 yields a positive result. In this case, the presentation unit 103 immediately allows the player who activated the game effect to view the newly solicited multiplay, while allowing other players to view the newly solicited multiplay after a predetermined time has elapsed since the solicitation began (step 143).

[0088] In this embodiment, the predetermined time is 10 seconds. That is, in this embodiment, the player who activated the game effect is given a predetermined time (for example, 10 seconds) to become aware of the existence of the multiplayer game for which recruitment has begun before other players. As a result, the possibility of participating in the multiplayer game as a guest increases. Note that 10 seconds is just an example, and it may be 30 seconds or 60 seconds. The longer the time, the more advantageous it is for the player who activated the game effect. On the other hand, if the predetermined time is too long, other players are more likely to join another multiplayer game that is already available for viewing, which may put the player who has just invited someone to join a multiplayer game at a disadvantage. For this reason, the length of the predetermined time must be set appropriately.

[0089] On the other hand, if the player who activated the game effect has not viewed the selection screen for the multiplayer game in which he or she wants to participate as a guest, a negative result is obtained in step 142 . In this case, the presentation unit 103 immediately permits the display of the newly recruited multiplay to the player viewing the selection screen for the multiplay in which they will participate as a guest (step 144). That is, the player viewing the selection screen for the multiplay in which they will participate as a guest can immediately notice the newly recruited multiplay.

[0090] FIG. 14 is a diagram illustrating the functions employed in the third embodiment. In the case of Figure 14, the player who activated the game effect is called Player A. Note that Player B and Player C are not players who activated the game effect. In the example of Fig. 14, players A and B simultaneously start viewing the selection screen for a multiplayer game in which they can participate as guests. However, the timing at which they start viewing the selection screen may be different.

[0091] FIG. 14 shows a case where player C starts recruiting guests for multiplayer play while player A and player B are viewing the selection screen. In this case, player A, who activated the game effect, is permitted to view the multi-play at the same time as player C solicits a multi-play. On the other hand, player B is permitted to view the multi-play after a predetermined time has passed since player C solicited a multi-play.

[0092] In this way, Player A, who activated the game effect, is given preferential treatment over other players when viewing newly opened multiplayer games. The earlier Player A notices that a multiplayer game is open for participation, the earlier Player A can apply. As a result, Player A, who activated the game effect, is given the privilege of being able to participate in multiplayer games as a guest with priority over other players while the game effect is active.

[0093] <Summary> In the information processing system 1 (see FIG. 1) according to this embodiment, when a player who has activated a game effect views a selection screen for a multi-play in which the player can participate as a guest, a system is adopted in which the player who has activated the game effect is given priority over other players in viewing the newly recruited multi-play. Specifically, the player who activated the game effect is granted the privilege of exclusively viewing the newly recruited multi-play for a predetermined period of time.

[0094] Therefore, player A who has activated the game effect can apply for a newly opened multiplayer game earlier than other players who have not activated the game effect. In other words, player A who activates the game effect is given a different type of benefit than in embodiment 2. As a result, each player can be motivated to activate the game effect.

[0095] In the third embodiment, the predetermined time is set to a fixed value, but it may be variable. For example, the predetermined time may be variable in proportion to the amount of orbs consumed to activate a game effect. Specifically, if the predetermined time for a player who has consumed one orb is 10 seconds, the predetermined time for a player who has consumed two orbs may be 20 seconds. Furthermore, the predetermined time for a player who has consumed three orbs may be 15 seconds. In this way, when a system is adopted in which the specified time lengthens depending on the amount of orbs consumed, the player can adjust the number of orbs consumed when a game effect is activated depending on the specified time they wish to obtain.

[0096] <Fourth Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the first embodiment.

[0097] In this embodiment, the presentation unit 103 (see Figure 2) is added with a function to present the remaining time of the activated game effect in association with the corresponding ROOM when the game effect is activated in one or more ROOMs to which the player belongs. In addition, the control unit 102 (see FIG. 2) in this embodiment adds a function to apply at least one of leveling up the game effect and extending the duration (i.e., remaining time) of the game effect to the room when any of the players belonging to the room where the game effect is continuing (i.e., the remaining time is not 0) newly consumes an orb (i.e., value).

[0098] In this embodiment, "level up" refers to the same type of game effect but different degrees of effect. The types of game effects include, for example, "stamina back" and "medal acquisition P up." The degrees of effect include, for example, 30%, 40%, and 50% for "stamina back," and 20%, 25%, and 30% for "medal acquisition P up."

[0099] When the control unit 102 applies a level-up of the game effect to a room, the presentation unit 103 presents the content of the game effect after the level-up in association with the corresponding room. Furthermore, when the control unit 102 applies an extension of the duration of the game effect to a room, the presentation unit 103 presents the remaining time of the extended game effect in association with the corresponding room. Of course, if the control unit 102 adopts both an increase in the level of the game effect and an extension of the duration, the presentation unit 103 reflects both of them in the screen display.

[0100] FIG. 15 is a diagram illustrating an example of the processing operations of the control unit 102 and the presentation unit 103 according to the fourth embodiment. First, the control unit 102 determines whether or not the player is currently browsing any of the rooms (step 151).

[0101] If the player is not browsing a room, a negative result is obtained in step 151. In this case, the control unit 102 repeats the determination in step 151. On the other hand, if the player is browsing a room, a positive result is obtained in step 151. In this case, the control unit 102 determines whether orb consumption has been confirmed (step 152).

[0102] If the consumption of the orb is not confirmed, a negative result is obtained in step 152. In this case, the control unit 102 returns to step 151. On the other hand, if it is confirmed that the orbs have been consumed, a positive result is obtained in step 152. In this case, the control unit 102 determines whether or not a game effect is being activated in the target room (step 153). If the game effect has not been activated before the current orb is consumed, a negative result is obtained in step 153. In this case, the control unit 102 activates the game effect for the target room (step 154). After this, the control unit 102 ends the series of processing operations.

[0103] On the other hand, if the game effect was activated before the current orb was consumed, a positive result is obtained in step 153. In this case, the control unit 102 extends the remaining time of the game effect of the target room (step 155). Furthermore, if the total amount of orbs consumed for the target room satisfies a predetermined condition, the control unit 102 increases (strengthens) the level of the game effect according to the predetermined condition that has been satisfied (step 156). After that, the presentation unit 103 presents the remaining time of the activated game effect in association with the corresponding ROOM (step 157).

[0104] 16 is a diagram illustrating a screen 245 according to the fourth embodiment that is presented to the player who will be the host of the multiplay. In Fig. 16, parts corresponding to those in Fig. 11 are assigned the same reference numerals. In the case of screen 245 shown in FIG. 16, the "ROOM-A" button and the "ROOM-C" button each display the remaining time of the activated game effect. In the case of FIG. 16, the remaining time of the activated game effect in ROOM-A is 19 minutes. Also, the remaining time of the activated game effect in ROOM-C is 77 minutes. The reason why the remaining time of the activated game effect in ROOM-C is 77 minutes is because a new orb was consumed when the remaining time was 17 minutes, extending the remaining time by 60 minutes.

[0105] 17 is a diagram illustrating a screen 246 according to the fourth embodiment that is presented to a player participating in a multiplayer game as a guest. In FIG. 17, parts corresponding to those in FIG. 12 are denoted by the same reference numerals. In the case of screen 246 shown in Figure 17, the "Multiplayer A (ROOM-A)" button and the "Multiplayer C (ROOM-C)" button each display the remaining time of the game effect. In the case of Figure 17, the remaining time of the game effect that can be enjoyed in multiplayer A is 42 minutes. Also, the remaining time of the game effect that can be enjoyed in multiplayer C is 5 minutes.

[0106] <Summary> The information processing system 1 (see FIG. 1) according to this embodiment employs a mechanism for displaying the remaining time of an activated game effect on a screen 245 (see FIG. 16) for selecting a room to be used in a multiplayer game and a screen 246 (see FIG. 17) for selecting a multiplayer game in a room where players are invited. This mechanism allows a player to visually check the remaining time of an activated game effect before selecting a room to invite members as a host or a multiplayer game to participate in as a guest.

[0107] As a result, each player can select a room to recruit and a multiplayer game to apply for based on the remaining time of the game effect. Furthermore, the information processing system 1 according to this embodiment (see FIG. 1) employs a mechanism in which, when an orb is consumed while a game effect remains, the level of the activated game effect is increased and its duration (remaining time) is extended. However, game effects will only be leveled up if the total amount of orbs consumed meets the level-up conditions. For example, if the threshold for leveling up a game effect is 3 or 5, and the total amount of orbs consumed is 2 or 4, the game effect will not be leveled up.

[0108] In any case, if new orbs are consumed in a room where a game effect is already active, the duration of the game effect will at least be extended. By adopting this mechanism, it is possible to motivate the player to consume additional orbs. In other words, when there is little time left for a game effect, it is possible to motivate the player to consume orbs to extend the time for which the game effect is activated. It is also possible to motivate the player to consume orbs in order to level up the game effect.

[0109] <Fifth Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the first embodiment.

[0110] In this embodiment, the presentation unit 103 (see Figure 2) is added with a function to recommend multiplayer play in the second group (i.e., the second room) where the game effect remains, if the game effect of the first group (i.e., the first room) has ended when the multiplayer play ends. Here, the second group (i.e., the second room) means a room different from the first group (i.e., the first room).

[0111] Note that the roles in multiplayer are not necessarily the same between the first and second rooms. For example, a player who played as a host in the first room does not have to be prevented from playing as a guest in the second room. Similarly, a player who played as a guest in the first room does not have to be prevented from playing as a host in the second room. Of course, it is possible to play as a host or as a guest in either the first or second room.

[0112] Furthermore, the presenting unit 103 in this embodiment is provided with a function to recommend replaying the finished multiplayer game if the game effect of the first group (i.e., the first room) remains when the multiplayer game ends. Here, replaying refers to multiplayer with the same members. Note that as long as it is multiplayer with the same members, the quests being played can be different. For example, if game effects remain after clearing Quest A, multiplayer with the same members of the same group can be recommended for other quests.

[0113] FIG. 18 is a diagram illustrating an example of the processing operation of the presentation unit 103 (see FIG. 2) according to the fifth embodiment. First, the presentation unit 103 determines whether or not the multiplay has ended (step 161). If the multiplay has not ended, a negative result is obtained in step 161. In this case, the presentation unit 103 repeats the determination in step 161. On the other hand, if the multiplayer play has ended, a positive result is obtained in step 161. In this case, the presentation unit 103 determines whether the game effect in the room to which any of the members of the multiplayer play belongs has ended (step 162).

[0114] If the game effect has already ended, a positive result is obtained in step 162. In this case, the presentation unit 103 recommends multiplay in another room where the game effect is activated (step 163). In addition, if there are multiple other ROOMs in which the game effect is activated, the presentation unit 103 may, for example, recommend all of the other ROOMs in which the game effect is activated, or may recommend other ROOMs based on predetermined rules.

[0115] The predetermined rule may be, for example, a method of selecting rooms in order of the length of time remaining for the game effect. By adopting this method, the player can efficiently select a room with a long remaining time for the game effect. The predetermined rule may be, for example, a method of selecting rooms in descending order of game effect level. By adopting this method, the player can efficiently select a room with a high level of game effect.

[0116] The predetermined rule may be, for example, a method of giving priority to rooms created by players, allowing players to efficiently select rooms they have created themselves. The predetermined rule may be, for example, a method of giving priority to a room in which a player has activated a game effect, which allows the player to enjoy the preferential treatment described in the second or third embodiment. On the other hand, if the game effect has not ended, a negative result is obtained in step 162. In this case, the presentation unit 103 recommends replaying the ended multiplayer game (step 164). This is because the game effect can be continued in the next multiplayer game without moving to another room.

[0117] FIG. 19 is a diagram illustrating screens 247 and 248 according to the fifth embodiment that are presented to the players at the end of a multiplay game. Screen 247 corresponds to the example screen presented by step 163 (see FIG. 18). 19, a message 247A is displayed to the player, saying, "The game effect in ROOM-A has ended, but the game effect is in progress in ROOM-B!" and "We recommend you play in ROOM-B!" By displaying this message 247A, the player can learn that while he or she cannot enjoy the game effect by staying in the current room, he or she can enjoy the game effect in the recommended ROOM-B.

[0118] When button 247B labeled "Play in ROOM-B" is operated, a move to ROOM-B is executed. When a multiplayer game in which the player played as a host ends, the screen transitions to screen 241 (see FIG. 8), for example. On the other hand, when a multiplayer game in which the player played as a guest ends, the screen transitions to screen 242 (see FIG. 9), for example. On the other hand, when the button 247C labeled "Other" is operated, if a multiplayer game in which the player played as a host has ended, the screen will transition to, for example, screen 240 (see FIG. 8). On the other hand, if a multiplayer game in which the player played as a guest has ended, the screen will transition to a play type selection screen (not shown).

[0119] Screen 248 corresponds to the example screen presented by step 164 (see FIG. 18). 19, a message 248A is displayed to the player, saying, "The game effect in ROOM-A is still in progress!" and "We recommend you replay!" By displaying this message 248A, the player can learn that they can still enjoy the game effect even if they stay in the current room. When the button 248B labeled "Replay" is operated, the screen transitions to a screen for selecting multiplay for the current ROOM-A. On the other hand, when the button 248C labeled "Other" is operated, the screen transitions to the screen 240 (see FIG. 8) or a play type selection screen (not shown).

[0120] <Summary> The information processing system 1 according to this embodiment (see FIG. 1) employs a mechanism for switching recommendations to the player depending on the state of game effects at the time when multiplayer ends. For example, if there are game effects remaining, the system recommends replaying the current room, and if there are no game effects remaining, the system recommends playing in another room where a game effect is active. This system allows players to efficiently select multiplayer games in rooms where they can enjoy the benefits of the game.

[0121] <Sixth Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the fifth embodiment will be described. Therefore, this embodiment also assumes the system configuration and processing operations described in the fifth embodiment. In this embodiment, the presentation unit 103 (see Figure 2) is provided with a sub-function that, if the game effect of the first group (i.e., the first room) has ended when the multiplayer mode ends, recommends moving to the second group (i.e., the second room) where a more advantageous game effect than the ended game effect is being activated.

[0122] Fig. 20 is a diagram illustrating an example of the processing operation of the presentation unit 103 in Embodiment 6. In Fig. 20, parts corresponding to those in Fig. 18 are assigned the same reference numerals. In the case of the processing operation shown in FIG. 20, the processing operation when a positive result is obtained in step 162 differs from the processing operation shown in FIG. In other words, if the game effect in the ROOM to which one of the members belongs has already ended at the end of the multi-play, the presentation unit 103 recommends moving to another ROOM where a more advantageous game effect than the ended game effect is activated (step 163A).

[0123] In step 163 shown in FIG. 18, multiplayer play in another room is simply recommended, and therefore a room with a more advantageous game effect than the game effect that has ended is not necessarily recommended. However, in this embodiment, another room in which a more advantageous game effect is activated is recommended. 21 is a diagram illustrating screens 247 and 248 according to the sixth embodiment that are presented to the players at the end of a multiplay game. In FIG. 21, parts corresponding to those in FIG. 19 are denoted by the same reference numerals.

[0124] In screens 247 and 248 shown in FIG. 21, the text of message 247A on screen 247 is different from that on screen 247 shown in FIG. In the case of Figure 21, message 247A displays "The game effect in ROOM-A has ended, but a more advantageous game effect is being activated in ROOM-B!" and "We recommend playing in ROOM-B!" In other words, it indicates that the recommended ROOM-B offers a more advantageous game effect than the multiplayer mode that has ended. This information is expected to increase players' motivation to continue playing multiplayer mode.

[0125] <Summary> In the information processing system 1 (see FIG. 1) according to this embodiment, in addition to the mechanism of the fifth embodiment, a room that allows the player to enjoy more advantageous game effects is presented. This system allows players to not only enjoy game effects, but also to specifically learn about other rooms where they can enjoy more advantageous game effects than they currently enjoy, thereby increasing players' motivation to continue playing multiplayer games.

[0126] <Seventh Embodiment> In this embodiment, an example of the information processing system 1 (see FIG. 1) described in the fifth embodiment will be described. Therefore, this embodiment also assumes the system configuration and processing operations described in the fifth embodiment. In this embodiment, the presentation unit 103 (see FIG. 2) is provided with a sub-function that, if the game effect of the first group (i.e., the first room) has ended when the multiplayer ends, recommends moving to the second group (i.e., the second room) where a game effect different from the game effect that has ended is being activated. A different game effect means that at least one of the type and degree of the game effect is different.

[0127] 22 is a diagram illustrating an example of the processing operation of the presentation unit 103 in Embodiment 6. In Fig. 22, parts corresponding to those in Fig. 18 are assigned the same reference numerals. In the case of the processing operation shown in FIG. 22, the processing operation when a positive result is obtained in step 162 differs from the processing operation shown in FIG. In other words, if the game effect in the ROOM to which one of the members belongs has already ended at the end of the multi-play, the presentation unit 103 recommends moving to another ROOM where a game effect different from the one that has ended is active (step 163B).

[0128] In step 163 shown in FIG. 18, multiplayer in other rooms is simply recommended, but this does not satisfy the needs of players who want to know about rooms where game effects different from the current one are activated. 23 is a diagram illustrating screens 247 and 248 according to the seventh embodiment that are presented to the players at the end of a multiplay game. In FIG. 23, parts corresponding to those in FIG. 19 are denoted by the same reference numerals.

[0129] In screens 247 and 248 shown in FIG. 23, the text of message 247A on screen 247 is different from that on screen 247 shown in FIG. In the case of Figure 23, message 247A displays "The game effect in ROOM-A has ended, but a different game effect from ROOM-A is being activated in ROOM-B!" and "We recommend playing in ROOM-B!" In other words, it indicates that in the recommended ROOM-B, a different game effect from the multiplayer mode that has ended can be enjoyed. This information is expected to have the effect of increasing players' motivation to continue playing multiplayer mode.

[0130] <Summary> In the information processing system 1 (see FIG. 1) according to this embodiment, in addition to the mechanism of the fifth embodiment, a room is presented in which a game effect different from that currently available can be enjoyed. This system allows players to not only enjoy game effects, but also to learn about other rooms in which they can enjoy game effects different from the current room, thereby increasing players' motivation to continue playing multiplayer games.

[0131] <Embodiment 8> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the first embodiment. In this embodiment, the presentation unit 103 (see FIG. 2) is provided with a function to recommend, when there are vacancies in the number of groups (ROOMs) to which a player can belong, that the player belong to a third group (third ROOM) which has a more advantageous game effect than the first group (first ROOM) to which the player currently belongs.

[0132] 24 is a diagram illustrating an example of the processing operation of the presentation unit 103 in the eighth embodiment. In Fig. 24, the same reference numerals are assigned to the parts corresponding to those in Fig. 7. Of the processing operations shown in FIG. 24, steps 131 to 135 are the same as the processing operations shown in FIG. 24, after executing step 135, the presenting unit 103 determines whether there are any available rooms to which a user can belong (step 138). In this embodiment, the number of rooms that a user can join is five in total: two rooms that the user can create and three rooms that the user can join as a guest.

[0133] If no free space exists, a negative result is obtained in step 138. In this case, the presentation unit 103 ends the series of processes. On the other hand, if there is a vacant room, a positive result is obtained in step 138. In this case, the presentation unit 103 recommends moving to another room where a more advantageous game effect is being activated than in the room to which the player currently belongs (step 139). Fig. 25 is a diagram illustrating recommendation messages 241D and 242C according to embodiment 8. In Fig. 25, parts corresponding to those in Figs. 8 and 9 are denoted by the same reference numerals.

[0134] 25 shows a screen 241 with a recommendation message 241D popping up in the foreground. The recommendation message 241D in Fig. 25 reads, "A more advantageous game effect is now being activated in ROOM-B!" Upon seeing this recommendation message 241D, a player can confirm at the stage of selecting a room to use for multiplayer that if they enter ROOM-B, they will be able to enjoy a more advantageous game effect than they are currently enjoying. If the player operates the button 241D1 labeled "Enter ROOM-B," the player can move from the current room inviting players to multiplayer to ROOM-B. On the other hand, if the player operates the button 241D2 labeled "Do not enter," the player can reserve entry to ROOM-B.

[0135] 25 shows a screen 242 with a recommendation message 242C popping up in the foreground. The recommendation message 242C in Fig. 25 also displays "A more advantageous game effect is currently being activated in ROOM-B!" Upon seeing this recommendation message 242C, a player can confirm, at the stage of selecting a room to join as a guest, that if they enter ROOM-B, they will be able to enjoy a more advantageous game effect than they are currently enjoying. If the player operates button 242C1 labeled "Enter Room-B," the player can move from the current room to Room-B. On the other hand, if the player operates the button 242C2 labeled "Do not enter," the player can reserve entry to ROOM-B.

[0136] <Summary> In the information processing system 1 (see FIG. 1) according to this embodiment, a room is presented in which a player can enjoy a more advantageous game effect than the current one. This system allows players to become aware of the existence of rooms that offer more advantageous game effects than those currently available when they are selecting a room to recruit members as a host or a room to participate in multiplayer as a guest. As a result, players' motivation to continue playing multiplayer games can be increased.

[0137] <Ninth Embodiment> In this embodiment, one form of the information processing system 1 (see FIG. 1) described in the first embodiment will be described. Therefore, this embodiment is also premised on the system configuration and processing operations described in the first embodiment. In this embodiment, the presentation unit 103 (see FIG. 2) is provided with a function to recommend, when there are vacancies in the number of groups (ROOMs) to which a player can belong, that the player belong to a third group (third ROOM) which has a different advantageous game effect from the first group (first ROOM) to which the player currently belongs.

[0138] Fig. 26 is a diagram illustrating an example of the processing operation of the presentation unit 103 in Embodiment 9. In Fig. 26, parts corresponding to those in Figs. 7 and 24 are assigned the same reference numerals. Of the processing operations shown in FIG. 26, steps 131 to 135 are the same as the processing operations shown in FIG. 26, after executing step 135, the presentation unit 103 determines whether there are any available rooms to which a user can belong (step 138). In this embodiment, the number of rooms that a user can join is five in total: two rooms that the user can create and three rooms that the user can join as a guest.

[0139] If no free space exists, a negative result is obtained in step 138. In this case, the presentation unit 103 ends the series of processes. On the other hand, if there is a vacant room, a positive result is obtained in step 138. In this case, the presentation unit 103 recommends moving to another room where a different game effect is being activated than the room to which the user currently belongs (step 139A). Fig. 27 is a diagram illustrating recommendation messages 241E and 242D according to the 9th embodiment. In Fig. 27, parts corresponding to those in Figs. 8 and 9 are denoted by the same reference numerals.

[0140] 27 shows a screen 241 with a recommendation message 241E popping up in the foreground. The recommendation message 241E in FIG. 27 displays "A different game effect is currently being activated in ROOM-B!" When a player sees this recommendation message 241E, they can confirm at the stage of selecting a room to use for multiplayer that if they enter ROOM-B, they will be able to enjoy a different game effect than they are currently enjoying. A game effect that is different from the current one means that at least one of the type and degree of the effect is different.

[0141] If the player operates the button 241E1 labeled "Enter ROOM-B," the player can move from the current room inviting players to multiplayer to ROOM-B. On the other hand, if the player operates the button 241E2 labeled "Do not enter," the player can reserve entry to ROOM-B.

[0142] 27 shows a screen 242 with a recommendation message 242D popping up in the foreground. The recommendation message 242D in Fig. 27 also displays "A different game effect is currently being activated in ROOM-B!" Upon seeing this recommendation message 242D, a player can confirm at the stage of selecting a room to join as a guest that if they enter ROOM-B, they will be able to enjoy a different game effect than they are currently enjoying. If the player operates the button 242D1 labeled "Enter Room-B," the player can move from the current room to Room-B. On the other hand, if the player operates the button 242D2 labeled "Do not enter," the player can reserve entry to ROOM-B.

[0143] <Summary> In the information processing system 1 according to this embodiment (see FIG. 1), a room is presented in which a different game effect can be enjoyed than before. This system allows players to become aware of the existence of rooms that offer different game effects than those currently available when they select a room to recruit members as a host or a room to participate in multiplayer games as a guest. As a result, players' motivation to continue playing multiplayer games can be increased.

[0144] <Other embodiments> The invention is not limited to the above-described embodiments. For example, elements of the embodiments can be combined as appropriate. The combinations mentioned here include the deletion of elements of the embodiments.

[0145] (1) For example, some or all of the processing operations described in the above embodiments may be executed by the player terminal 20 (see FIG. 1). When part of the processing operations is executed by the server 10 and the remaining processing operations are executed by the player terminals 20, the processing operations are said to be executed in cooperation between the server 10 and the player terminals 20.

[0146] (2) For example, in the above explanation, "activation status of a game effect" was described as including both whether or not a game effect is activated and the content of the game effect, but it may also mean only one of them. Furthermore, the content of the game effect is not limited to, for example, the type of game effect and the level of the game effect, but may also include other information that identifies the game effect. The other information may include, for example, the conditions for activating the game effect (e.g., a period, a time period, an event).

[0147] (3) For example, in the above-described embodiment, the level of the game effect is increased when the total number of orbs consumed is 3 and when the total number of orbs consumed is 5. However, the level of the game effect may be increased simply in proportion to the total number of orbs consumed. For example, the level of the game effect may be increased when the total number of orbs consumed is 2 or when the total number of orbs consumed is 4.

[0148] (4) For example, in the above-described embodiment, the level of the game effect increases according to the total amount of orbs consumed, but the type of game effect may be changed. For example, the game effect when the total amount of orbs consumed is up to two may be a stamina back effect, the game effect when the total amount of orbs consumed is three or more but less than six may be an increase in medal P obtained, and the game effect when the total amount of orbs consumed is six or more may be both a stamina back effect and an increase in medal P obtained.

[0149] <Summary> The main features of the information processing device, information processing method, program, and information processing system described in the embodiments will be described below. [General-purpose assignment] An object of the present invention is to provide an information processing device, an information processing method, a program, and an information processing system that are capable of identifying the activation status of a game effect in a group used in multiplay.

[0150] Issues corresponding to [Appendix 1] One of the objects of the present invention is to make it possible to check the activation status of game effects in each group before selecting a group to use in multiplayer. [Appendix 1] The information processing device of this embodiment has a management unit, a control unit, and a presentation unit, the management unit manages one or more groups to which multiple users can belong, the control unit controls multiplay by users belonging to the group to be possible, the control unit controls the activation of game effects in multiplay by any user belonging to the group in accordance with the consumption of value by a first user belonging to the group, and the presentation unit identifiably presents the activation status of game effects for each group on a screen for selecting a group to be used for multiplay. According to the information processing device described above, it is possible to check the activation status of game effects in each group before selecting a group to use in multiplay.

[0151] Issues corresponding to [Appendix 2] One of the objects of the present invention is to enable other users who do not belong to a group to enjoy a game effect in a multiplay session involving users who belong to the group in which the game effect is being activated. [Appendix 2] An information processing device as described in Appendix 1, wherein the control unit applies the game effect to multiplayer play by users belonging to a group in which the game effect is activated, even if the first user is not participating in the multiplayer play. This allows other users who do not belong to the group to enjoy the game effect in a multi-play session involving users who belong to the group in which the game effect is being activated.

[0152] Issues corresponding to [Appendix 3] One of the purposes of the present invention is to make it easier for the first user who activated the game effect to gather members for a multiplayer game hosted by the first user. [Appendix 3] An information processing device as described in Appendix 2, wherein the presentation unit presents a multiplayer game hosted by the first user at the top of a selection screen of multiplayer game candidates viewed by other users in the group to which the first user belongs, when the game effect activated by the first user is continuing. This allows the first user to easily find the group in which he or she has activated the game effect, and also makes it easier for the first user who activated the game effect to gather members for a multiplayer game that he or she will host.

[0153] Issues corresponding to [Appendix 4] One of the objects of the present invention is to give preference to a first user who has activated a game effect over other users when selecting a multiplayer candidate to participate in as a guest. [Appendix 4] An information processing device as described in Appendix 2, wherein when a first user who has activated a game effect views a selection screen for multiplayer options, the presentation unit presents the first multiplayer option for which recruitment has begun on the first selection screen before presenting the first multiplayer option on the second selection screen for multiplayer options viewed by other users. This allows the first user who has activated the game effect to be given preferential treatment over other users when selecting a multiplayer candidate to participate in as a guest.

[0154] Issues corresponding to [Appendix 5] One of the objects of the present invention is to enable selection of a group with a long remaining game effect time during multiplayer. [Appendix 5] An information processing device as described in Appendix 1, wherein the presentation unit presents the remaining time of the activated game effect in association with the corresponding group when a game effect is activated in one or more groups to which the user belongs. This makes it possible to select a group with a longer remaining time for the game effect during multiplayer.

[0155] Issues corresponding to [Appendix 6] One of the objectives of the present invention is to provide an incentive for the consumption of additional value during the duration of the game effect. [Appendix 6] An information processing device as described in Appendix 5, wherein the control unit applies at least one of a level-up and an extension of the duration of the game effect to the group when any of the users belonging to a group in which a game effect is ongoing consumes new value. This can provide an incentive to consume additional value while the game effect continues.

[0156] Issues corresponding to [Appendix 7] One of the objects of the present invention is to change the recommended content depending on whether or not there is a game effect at the end of a multiplayer game. [Appendix 7] An information processing device as described in Appendix 1, wherein the presentation unit, if the game effect of the first group has ended when the multiplayer mode ends, recommends multiplayer mode with the second group in which the game effect remains, and the presentation unit, if the game effect of the first group remains when the multiplayer mode ends, recommends replaying the multiplayer mode that has ended. This allows the recommended content to be changed depending on whether or not there is a game effect at the end of multiplayer play.

[0157] Issues corresponding to [Appendix 8] One of the purposes of the present invention is to increase motivation to continue playing multiplayer games. [Appendix 8] An information processing device as described in Appendix 7, wherein, if the game effect of the first group has ended when the multiplayer mode ends, the presentation unit recommends moving to a second group in which a game effect that is more advantageous than the ended game effect or a game effect different from the ended game effect is activated. This will increase the motivation to continue playing multiplayer games.

[0158] Issues corresponding to [Appendix 9] One of the purposes of the present invention is to increase motivation to continue playing multiplayer games. [Appendix 9] An information processing device as described in Appendix 1, wherein, when there are vacancies in the number of groups to which a user can belong, the presentation unit recommends that the user belong to a third group that has a more advantageous game effect than the first group to which the user belongs, or that has a different game effect than the first group to which the user belongs. This will increase the motivation to continue playing multiplayer games.

[0159] Issues corresponding to [Appendix 10] One of the objects of the present invention is to make it possible to check the activation status of game effects in each group before selecting a group to use in multiplayer. [Appendix 10] The information processing method of this embodiment executes the following processes: a process in which a processor manages one or more groups to which multiple users can belong; a process in which the processor controls multiplay by users belonging to the group; a process in which the processor controls the activation of game effects in multiplay by any user belonging to the group in accordance with consumption of value by a first user belonging to the group; and a process in which the processor identifiably presents the activation status of game effects for each group on a screen for selecting a group to be used for multiplay. According to the above information processing method, it is possible to check the activation status of game effects in each group before selecting a group to use in multiplayer play.

[0160] Issues corresponding to [Appendix 11] One of the objects of the present invention is to make it possible to check the activation status of game effects in each group before selecting a group to use in multiplayer. [Appendix 11] The program according to this embodiment causes a processor to manage one or more groups to which multiple users can belong, causes the processor to control multiplay by users belonging to the group, causes the processor to control the activation of game effects in multiplay by any user belonging to the group in accordance with consumption of value by a first user belonging to the group, and causes the processor to execute processing to identifiably present the activation status of game effects for each group on a screen for selecting a group to be used in multiplay. According to the above program, it is possible to check the activation status of game effects in each group before selecting a group to use in multiplayer play.

[0161] Issues corresponding to [Appendix 12] One of the objects of the present invention is to make it possible to check the activation status of game effects in each group before selecting a group to use in multiplayer. [Appendix 12] The information processing system according to this embodiment includes a server and a terminal device, and the server manages one or more groups to which multiple users can belong, controls multiplay by users belonging to the group, controls the activation of game effects in multiplay by any user belonging to the group in accordance with the consumption of value by a first user belonging to the group, and presents the activation status of game effects for each group in an identifiable manner on a screen for selecting a group to be used in multiplay. According to the information processing system described above, it is possible to check the activation status of game effects in each group before selecting a group to use in multiplayer play. [Explanation of symbols]

[0162] 1...information processing system, 10...server, 11, 21...processor, 12, 22...memory, 13, 23...auxiliary storage device, 14, 25...communication interface, 20...player terminal, 24...display, 101...management unit, 102...control unit, 103...presentation unit, 110...storage unit

Claims

1. The device includes a management unit, a control unit, and a presentation unit, The management unit Manage one or more groups to which multiple users can belong, The control unit Controlling multiplay by users belonging to the group; The control unit controlling the activation of a game effect in a multiplay game by any user belonging to the group in response to consumption of value by a first user belonging to the group; The presentation unit On a screen for selecting the group to be used in multiplay, the activation status of the game effect for each group is displayed in an identifiable manner. Information processing device.

2. the control unit applies the game effect to a multiplay by users belonging to the group in which the game effect is activated, even if the first user is not participating in the multiplay. The information processing device according to claim 1 .

3. the presentation unit presents a multiplay game hosted by the first user at a higher position on a selection screen for selecting multiplay games that is viewed by other users in the group to which the first user belongs, when the game effect activated by the first user is continuing; The information processing device according to claim 2 .

4. when the first user who activated the game effect is viewing a first selection screen of multiplayer game candidates, the presentation unit causes the presentation of the first multiplayer game candidate for which recruitment has newly begun on the first selection screen to precede the presentation of the first multiplayer game candidate on a second selection screen of multiplayer game candidates viewed by another user; The information processing device according to claim 2 .

5. When a game effect is activated in one or more of the groups to which the user belongs, the presentation unit presents the remaining time of the activated game effect in association with the corresponding group. The information processing device according to claim 1 .

6. When any of the users belonging to the group in which a game effect is continuing consumes the value, the control unit applies at least one of a level increase and an extension of the duration of the game effect to the group. The information processing device according to claim 5 .

7. the presentation unit, when the game effect of the first group has ended at the end of the multiplayer game, recommends the multiplayer game with the second group in which the game effect remains; the presentation unit recommends replaying the completed multiplayer game if the game effect of the first group remains at the end of the multiplayer game; The information processing device according to claim 1 .

8. When the game effect of the first group has ended at the end of the multiplayer play, the presentation unit recommends moving to the second group in which a game effect more advantageous than the ended game effect or a game effect different from the ended game effect is being activated. The information processing device according to claim 7 .

9. When there is a vacancy in the number of groups to which the user can belong, the presentation unit recommends that the user belong to a third group in which a more advantageous game effect is activated than in the first group to which the user currently belongs, or in which a game effect different from that in the first group to which the user currently belongs is activated. The information processing device according to claim 1 .

10. A process in which a processor manages one or more groups to which a plurality of users can belong; a process by a processor to control a multiplay to be enabled by users belonging to the group; a process by a processor to control activation of a game effect in a multiplay by any user belonging to the group in response to consumption of value by a first user belonging to the group; a process by the processor of distinguishably presenting the activation status of the game effect for each group on a screen for selecting the group to be used in multiplay; An information processing method that performs the above.

11. causing the processor to manage one or more groups to which a plurality of users can belong; causing a processor to control a multiplay to be enabled by users belonging to the group; causing the processor to control the activation of a game effect in a multiplay by any user belonging to the group in response to consumption of value by a first user belonging to the group; causing the processor to identifiably present, on a screen for selecting the group to be used in multiplay, the activation status of the game effect for each of the groups; A program that executes a process.

12. A server and a terminal device are provided. The server Manage one or more groups to which multiple users can belong, Controlling multiplay by users belonging to the group; In response to consumption of value by a first user belonging to the group, enabling control of activation of a game effect in a multiplay by any user belonging to the group; On a screen for selecting the group to be used in multiplay, the activation status of the game effect for each group is displayed in an identifiable manner. Information processing system.

Citation Information

Patent Citations

  • Information processing device, information processing method, and information processing program

    JP7231875B1