Program, information processing device, and withdrawal suppression method
A withdrawal determination unit and measure implementation unit are used to prevent users from leaving games, improving retention rates by engaging at-risk players.
Patent Information
- Application Number
- JP2024096032
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-13
- Publication Date
- 2025-12-25
AI Technical Summary
Conventional methods struggle to effectively improve user retention rates in games as users who have left the game often lose interest, making it difficult to re-engage them.
Implement a withdrawal determination unit to identify users at risk of leaving the game and a measure implementation unit to prevent withdrawal by applying retention measures.
Enhances user retention rates by preventing users from dropping out of the game through targeted engagement strategies.
Smart Images

Figure 2025187334000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program, an information processing device, and a churn prevention method. [Background technology]
[0002] Conventionally, in the field of games, including game applications, various measures have been taken to improve user retention rates.
[0003] For example, paragraph 0050 of Patent Document 1 discloses a technology for increasing the number of game media eligible for a lottery when a dormant user who has left a game returns to the game, in order to allow the user to return to the game. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2020-168447 Summary of the Invention [Problem to be solved by the invention]
[0005] However, with the above-mentioned conventional technology, since users have already left the game, it cannot be denied that they may have lost interest in the game. For this reason, it is not easy to improve the user retention rate by getting users who have left the game to return to the game, and there is room for improvement.
[0006] The present disclosure has been made in consideration of the above circumstances, and aims to provide a program, an information processing device, and a dropout prevention method that can improve user retention rates by preventing users from dropping out of a game. [Means for solving the problem]
[0007] One aspect of the program disclosed herein is to cause a computer to function as an withdrawal determination unit that determines whether a user meets withdrawal conditions that are deemed to be withdrawal from at least one of the multiple game parts that make up a game, and a measure implementation unit that implements measures to prevent the user from withdrawing from the game if the user meets the withdrawal conditions.
[0008] One aspect of the information processing device disclosed herein includes an exit determination unit that determines whether a user satisfies an exit condition that is deemed to be an exit from at least one of multiple game parts that make up a game, and a measure implementation unit that implements measures to prevent the user from exiting the game if the user satisfies the exit condition.
[0009] One aspect of the dropout prevention method disclosed herein includes a dropout determination step in which a dropout determination unit determines whether a user satisfies a dropout condition that is deemed to be a dropout from at least one of multiple game parts that make up a game, and a measure implementation step in which a measure implementation unit implements a measure to prevent the user from dropping out of the game if the user satisfies the dropout condition. [Effects of the Invention]
[0010] According to the present disclosure, it is possible to provide a program, an information processing device, and a dropout prevention method that can improve user retention rates by preventing users from dropping out of a game. [Brief explanation of the drawings]
[0011] [Figure 1] FIG. 1 is a block diagram showing an example of the configuration of a game system according to this embodiment. [Figure 2] FIG. 2 is a block diagram showing an example of the hardware configuration of the server device and the information processing device of this embodiment. [Figure 3] FIG. 3 is a block diagram showing an example of the functional configuration of the server device and the information processing device according to this embodiment. [Figure 4] FIG. 4 is a diagram showing an example of a user's game participation history according to this embodiment. [Figure 5] FIG. 5 is a diagram showing an example of a home screen of the game of this embodiment. [Figure 6] FIG. 6 is a diagram showing an example of a quest part screen of the game of this embodiment. [Figure 7] FIG. 7 is a diagram showing an example of a lottery part screen of the game of this embodiment. [Figure 8] FIG. 8 is a diagram showing an example of a shop screen of the game of this embodiment. [Figure 9] FIG. 9 is a diagram showing an example of a training part screen of the game of this embodiment. [Figure 10] FIG. 10 is a diagram showing an example of a game content setting part screen of the game of this embodiment. [Figure 11] FIG. 11 is a diagram showing an example of an event part screen of the game of this embodiment. [Figure 12] FIG. 12 is a flowchart showing an example of the withdrawal prevention process performed by the information processing device of this embodiment. [Figure 13] FIG. 13 is a diagram showing an example of a user's game participation history according to the first modification. [Figure 14] FIG. 14 is a diagram showing an example of a user's game participation history according to the second modification. DETAILED DESCRIPTION OF THE INVENTION
[0012] Hereinafter, an embodiment of the present disclosure (hereinafter simply referred to as "the present embodiment") will be described in detail with reference to the drawings. Note that the present disclosure is not limited to the following embodiment. Furthermore, the following embodiment and modified examples can be combined as appropriate.
[0013] First, the configuration of the game system of this embodiment will be described.
[0014] Fig. 1 is a block diagram showing an example of the configuration of a game system 1 according to this embodiment. As shown in Fig. 1, the game system 1 includes a server device 10 and information processing devices 20-1 to 20-n (n is a natural number). The server device 10 and the information processing devices 20-1 to 20-n are connected via a network 2. The network 2 can be realized by, for example, the Internet or a LAN (Local Area Network). In the following description, when it is not necessary to distinguish between the information processing devices 20-1 to 20-n, they may be simply referred to as information processing devices 20.
[0015] The server device 10 is a game server device that manages a game implemented by the game system 1 (hereinafter, sometimes referred to as "the game of this embodiment"). Specifically, the server device 10 manages game programs for installation and updates, and transmits these game programs to the information processing device 20 in response to a request from the information processing device 20. This causes a game application to be installed on the information processing device 20, making it possible to run the game. The server device 10 may be implemented by a single server computer, or may be implemented as a server system using multiple server computers.
[0016] When a game is executed on the information processing device 20 side, the server device 10 appropriately transmits data necessary for the progress of the game to the information processing device 20. The server device 10 also manages user game data on an account-by-account basis. An account may be issued for each information processing device 20, such as a device ID (IDentification) of the information processing device 20, or may be issued independently of the information processing device 20, such as a user ID that identifies a user. In the former case, the device ID is used as an ID that identifies a user who owns the information processing device 20. An account may be configured as a pair of the above-mentioned ID and password.
[0017] The information processing device 20 is a computer for executing a game realized by the game system 1. The information processing device 20 may be any computer capable of executing a game. The information processing device 20 is, for example, an information processing device capable of executing multiple types of applications including a game application. The multiple types of applications may include not only game applications for games realized by the game system 1, but also game applications for games realized by a game system different from the game system 1.
[0018] In this embodiment, the information processing device 20 is described as an electronic device such as a smartphone or a tablet, but is not limited thereto. For example, the information processing device 20 may be a gaming personal computer (PC) or a general-purpose PC, or may be a dedicated stationary or portable game console. If the information processing device 20 is a dedicated game console, the game may be executed by using a storage medium in which the game program is stored, instead of transmitting the game program from the server device 10 described above.
[0019] The information processing device 20 executes a game based on user operations. The information processing device 20 appropriately receives data necessary for the progress of the game from the server device 10. The information processing device 20 also appropriately communicates with the server device 10 and transmits the user's game data. This allows the server device 10 to manage the user's game data.
[0020] FIG. 2 is a block diagram showing an example of the hardware configuration of the server device 10 and the information processing device 20 of this embodiment.
[0021] First, a description will be given of the hardware configuration of the server device 10. As shown in Fig. 2, the server device 10 includes a control device 11, a main memory device 12, an auxiliary memory device 13, a communication device 14, and various buses 15. The control device 11, the main memory device 12, the auxiliary memory device 13, and the communication device 14 are connected via the various buses 15. As described above, the server device 10 of this embodiment has a general hardware configuration using a normal computer.
[0022] The control device 11 controls the overall operation of the server device 10. The control device 11 may be, for example, at least one of a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit), but is not limited to these. There may be any number of CPUs or GPUs as long as they are one or more, and they may be single-core or multi-core.
[0023] Examples of the main memory device 12 include, but are not limited to, a ROM (Read Only Memory) and a RAM (Random Access Memory). The ROM stores various programs, such as a program for controlling the server device 10 and a program for managing the game of this embodiment. The RAM is used as a working area when the control device 11 performs various controls based on the programs stored in the ROM.
[0024] The auxiliary storage device 13 stores various data, such as the various programs described above, game programs for installing and updating the game of this embodiment, data necessary for game progress, and user game data. The various programs described above may be stored in at least one of the main storage device 12 and the auxiliary storage device 13. Examples of the auxiliary storage device 13 include, but are not limited to, existing storage devices capable of magnetic, electrical, or optical storage, such as a hard disk drive (HDD), a solid state drive (SSD), and a digital versatile disc (DVD). The auxiliary storage device 13 may be built into the server device 10 or externally connected to the server device 10 via an interface such as a universal serial bus (USB). The auxiliary storage device 13 may also be a network-attached storage (NAS) connected via a network, such as a local area network (LAN) or a wide area network (WAN).
[0025] The communication device 14 is used to communicate with the information processing device 20 via the network 2. Examples of the communication device 14 include, but are not limited to, a communication device for a wired LAN and a wireless communication device for a wireless LAN. The communication device 14 transmits the above-mentioned game programs for installation and update and data necessary for game progress to the information processing device 20, and receives user game data from the information processing device 20.
[0026] In addition to the above configuration, the server device 10 may further include hardwired circuits such as an IC (Integrated Circuit), an ASIC (Application Specific Integrated Circuit), and an FPGA (Field-Programmable Gate Array) that are specific to the server device 10 in order to realize the game management function.
[0027] Next, the hardware configuration of the information processing device 20 will be described. As shown in FIG. 2, the information processing device 20 includes a control device 21, a main memory device 22, an auxiliary memory device 23, a communication device 24, a display device 25A, an input device 25B, an audio output device 26, a group of sensors 27, and various buses 28. In this embodiment, the display device 25A and the input device 25B constitute a touch panel display 25, but this is not limiting. The display device 25A and the input device 25B may be separate devices. The control device 21, the main memory device 22, the auxiliary memory device 23, the communication device 24, the display device 25A, the input device 25B, the audio output device 26, and the group of sensors 27 are connected via various buses 29. As described above, the information processing device 20 of this embodiment has a typical hardware configuration of electronic devices such as smartphones and tablets.
[0028] The control device 21 controls the overall operation of the information processing device 20. The method of realizing the control device 21 is the same as that of the control device 11. However, in order to perform drawing processing of the game space realized by CG (Computer Graphics) processing, playing and synthesizing game sounds, and the like, the control device 21 may further include hardwired circuits such as ICs, ASICs, and FPGAs specific to the above processing in addition to the control device 21.
[0029] The implementation method of the main memory device 22 is the same as that of the main memory device 12, and therefore detailed description thereof will be omitted. The ROM of the main memory device 22 stores various programs such as a program for controlling the information processing device 20.
[0030] The auxiliary storage device 23 stores various data such as the above-mentioned various programs, the game program transmitted from the server device 10, data necessary for game progress, and game data of the user of the information processing device 20. The above-mentioned various programs may be stored in at least one of the main storage device 22 and the auxiliary storage device 23. The method for realizing the auxiliary storage device 23 is the same as that for the auxiliary storage device 13, and therefore a detailed description thereof will be omitted.
[0031] The communication device 24 is used to communicate with the server device 10 via the network 2. The method of implementing the communication device 24 is similar to that of the communication device 14, and therefore a detailed description thereof will be omitted. The communication device 24 receives the above-mentioned game programs for installation and update and data necessary for game progress from the server device 10, and transmits the user's game data to the server device 10.
[0032] The display device 25A displays various screens, such as a game screen, generated by the control device 21, and serves as a user interface with the user. The input device 25B is used for inputting various operations, such as game operations, on the information processing device 20, and serves as a user interface with the user. In this embodiment, as described above, the display device 25A and the input device 25B are implemented as touch panel displays, but the present invention is not limited to this. In the following, unless otherwise specified, it is assumed that various screens, such as a game screen, are displayed on the display device 25A, and that user requests and operations for a game executed on the information processing device 20 are performed using the input device 25B.
[0033] The audio output device 26 outputs game sounds generated by the control device 21, and can be realized by, for example, a speaker.
[0034] The sensor group 27 detects various information related to the information processing device 20 and the user who uses the information processing device 20. Examples of the sensor group 27 include, but are not limited to, a GPS (Global Positioning System) sensor that detects the position of the information processing device 20, an acceleration sensor or gyro sensor that detects the tilt, acceleration, etc. of the information processing device 20, an image sensor (digital camera) that captures images and videos around the information processing device 20, and a biosensor that detects biometric information of the user.
[0035] 3 is a block diagram showing an example of the functional configuration of the server device 10 and the information processing device 20 of this embodiment. As shown in FIG. 3, the server device 10 includes a game management unit 101, and the information processing device 20 includes a game control unit 201. The game control unit 201 includes a participation management unit 211, a withdrawal determination unit 213, and a policy implementation unit 215.
[0036] The game control unit 201, participation management unit 211, withdrawal determination unit 213, and policy implementation unit 215 can be realized, for example, by the control unit 21 and main memory device 22 described in FIG. 1 . For example, the control unit 21 reads a game program transmitted from the server device 10 and acquired by the communication device 24, and loads it into the main memory device 22 (RAM). The control unit 21 executes various processes in accordance with the loaded program, thereby realizing each of the above-mentioned functional units. Here, the description has been given taking an example in which each of the above-mentioned functional units is realized as software, but at least a part of each of the above-mentioned functional units may be realized as hardware. In this case, the functional units realized as hardware may be realized, for example, by the above-mentioned hardwired circuit. Furthermore, any of the above-mentioned functional units may be realized by a combination of software and hardware.
[0037] The game management unit 101 can be realized, for example, by the control device 11 and main memory device 12 described in FIG. 1. For example, the control device 11 reads out a program for managing the game of this embodiment stored in the main memory device 12 (ROM) or the auxiliary memory device 13, and loads it into the main memory device 12 (RAM). The control device 11 realizes the above-mentioned game management unit 101 by executing various processes in accordance with the loaded program. Here, an example has been described in which the above-mentioned game management unit 101 is realized as software, but at least a part of the above-mentioned game management unit 101 may be realized as hardware, or may be realized by a combination of software and hardware.
[0038] The game of this embodiment is mainly realized by the cooperation of the game management unit 101 and the game control unit 201. In the following, the game of this embodiment will be described taking as an example a game consisting of an in-game and an out-game, but is not limited to this.
[0039] The in-game part refers to the part of the game that the user actually plays, including, but not limited to, games of various genres such as trading card games (TCGs), action games, puzzle games, simulation games, role-playing games (RPGs), sports games, music games, shooting games, and racing games.
[0040] The various games described above, even in games other than TCGs, may be played by pre-setting game media to be used by the user from among game media such as characters collected by the user. For example, the game may be played using one game media pre-set by the user from among the game media collected by the user, or may be played using multiple game media pre-set by the user (so-called deck construction and play). Game media includes, but is not limited to, data used in the game, such as characters that the user can use in the game, weapons and armor used by the characters, and items that can be used in the game.
[0041] In this embodiment, an example will be described in which the in-game is a quest part consisting of multiple quests. A quest corresponds to a stage, which is a structural unit of a game, but one quest does not necessarily have to be one stage; one quest may be made up of multiple stages. Therefore, a quest may be one stage or multiple stages of a game in each of the above game genres.
[0042] However, the in-game is not limited to a quest part, and may be configured to include multiple game parts. For example, the in-game may be configured to include at least one of a game part in which a user (player) competes against a CPU (PvE: Player vs Enemy), a game part in which users compete against each other (PvP: Player vs Player), and a game part in which guilds of multiple users compete against each other (GvG: Guild vs Guild).
[0043] Note that various missions may be set for each quest, and when a mission is completed, a reward may be awarded to the user for completing the mission. Examples of rewards include, but are not limited to, in-game currency, game media, and experience points. Examples of missions include, but are not limited to, main missions that require the completion of a quest and sub-missions that require the completion of a quest in a specific manner. For example, in an action game, main missions may include "defeat all enemy characters" or "defeat a boss character," while sub-missions may include "defeat at least one enemy character with one hit." Furthermore, in the above-described type of game in which a user pre-sets game media and plays the game, sub-missions may include "defeat an enemy character using a special ability (so-called "skill") provided in the set game media" or "defeat an enemy character using a special ability (so-called "combo") activated by combining multiple set game media."
[0044] An out-game is a game part other than the in-game. Examples of out-games include, but are not limited to, game parts that prepare for the in-game, such as a lottery part, a training part, and a game medium setting part, as well as event parts that are held irregularly.
[0045] The lottery part is a game part in which a lottery for a game medium (so-called "gacha") is held, and one game medium is selected from a plurality of types of game medium and awarded to the user.
[0046] The development part is a game part in which the user develops the game media (player character, weapons, armor, etc.) assigned to them. Development, for example, refers to the task of raising the rarity or level of the game media if rarity or level is set for the game media. Rarity, for example, refers to a degree of rarity set for game media in multiple stages (e.g., four or five stages), and the higher the rarity, the higher the performance of the game media. Level is a parameter set for the game media for each rarity, and the higher the level, the higher the performance of the game media within that rarity.
[0047] Examples of methods for increasing rarity and level include using materials (items) obtained as rewards from the gacha part or quests described above for the game media to be developed (so-called "evolution"). Another example is using a predetermined game medium, such as the same game medium as the game media to be developed (so-called "synthesis"). Another example is acquiring experience points, which are obtained as rewards by clearing the quests described above using the game media to be developed. However, methods for increasing rarity and level are not limited to these.
[0048] The game media setting part is a game part in which the user presets game media collected through gacha or the like for use in quests, etc., and includes, for example, a deck building part, but the number of game media preset is not limited to multiple, and may be one. Note that when multiple game media are preset to build a deck, special abilities may be activated depending on the arrangement and combination of the preset game media.
[0049] The event part is a game part in which quests in which event characters that do not normally appear in games realized by the game system 1 appear, and lotteries for event game media can be held for a limited time.
[0050] In this embodiment, as described above, an example has been given in which in-game and out-game are classified by game content, but the present invention is not limited to this and classification may be performed by game result. For example, a game result such as clearing a stage that is accompanied by a success / failure determination result (more specifically, a game result that is accompanied by a success / failure determination result for the result of game progress by user operation) may be considered an in-game, and a game result that is not accompanied by a success / failure determination result may be considered an out-game.
[0051] As described above, the game of this embodiment is composed of multiple game parts. In this embodiment, the training part for training game content is an example of a first game part, and at least one of the quest part, lottery part, game content setting part, and event part other than the training part is an example of a second game part, but is not limited to these.
[0052] The control details in the game of this embodiment will be specifically described below with reference to the game management unit 101, game control unit 201, participation management unit 211, withdrawal determination unit 213, and policy implementation unit 215.
[0053] Before starting the game of this embodiment, the game control unit 201 performs a login process to request the game management unit 101 to authenticate the user's account.
[0054] When the game management unit 101 receives a request for authentication of a user's account from the game control unit 201, it performs account authentication (login authentication), transmits the authentication result to the game control unit 201, and manages the authentication result as game data for that user. Note that if the account authentication is successful and the conditions for granting a login bonus are met, the game management unit 101 may grant a login bonus to the user of that account, notify the game control unit 201 that the login bonus has been granted, and manage the result as game data for that user.
[0055] Furthermore, if the account authentication is successful, the game management unit 101 transmits participation history information indicating the user's game participation history to the game control unit 201. In this embodiment, the game management unit 101 manages the user's game participation history for each game part. Therefore, the participation history information includes, for each game part, information indicating the last participation time when the user last participated in the game part, but is not limited to this.
[0056] The game control unit 201 receives the account authentication result from the game management unit 101, and if the authentication is successful, determines that the login process is successful and starts the game. On the other hand, if the authentication is unsuccessful, the game control unit 201 determines that the login process is unsuccessful and ends the game. Furthermore, if the account authentication is successful, the game control unit 201 receives participation history information from the game management unit 101.
[0057] The participation management unit 211 manages the user's participation history in the game for each game part. Specifically, the participation management unit 211 manages, for each game part, the latest participation time when the user last participated in that game part. Note that in this embodiment, an example will be described in which the participation management unit 211 manages the user's participation history in the game while synchronizing with the game management unit 101 side using participation history information received by the game control unit 201. However, this is not limited to this, and the participation management unit 211 may manage the user's participation history in the game on the game control unit 201 side alone.
[0058] Fig. 4 is a diagram showing an example of a user's game participation history in this embodiment. In the example shown in Fig. 4, the participation management unit 211 manages the items, the last participation time, the elapsed period, and the predetermined period (threshold) as the user's game participation history, but the management contents are not limited to these.
[0059] The items are items managed as participation history, and in the example shown in Fig. 4, these correspond to "login," "quest part," "lottery part," "training part," "game media setting part," and "event part." In this embodiment, the participation management unit 211 manages the user's participation history in games on a game-by-game basis in addition to game parts. Specifically, the participation management unit 211 manages the participation history of "login" as the participation history on a game-by-game basis, and manages the participation history of "quest part," "lottery part," "training part," "game media setting part," and "event part" as the participation history on a game-by-game basis.
[0060] The last participation time indicates the date and time when the user last participated in the game or game part indicated by each item. The last participation time may be the time when the user last visited (launched) the corresponding game part, or the time when the user last played the corresponding game part. Playing may include at least one of playing a quest in a quest part, drawing a lottery for game media in a lottery part, developing game media in a training part, setting game media to be used for a quest in a game media setting part, and playing a quest for an event and drawing a lottery for game media for an event in an event part. When a user participates in a game or game part, the participation management unit 211 updates the last participation time of the game or game part to the date and time of participation and notifies the game management unit 101.
[0061] The elapsed period indicates the period from the last participation time to the present time. When the game control unit 201 starts a game, the participation management unit 211 calculates and updates the elapsed period periodically or at a predetermined timing. The predetermined period (threshold) is a threshold period that is compared with the elapsed period.
[0062] When the game starts, the game control unit 201 displays a home screen. After that, the game control unit 201 progresses the game of this embodiment while receiving data necessary for the game progress from the game management unit 101 based on operations by the user.
[0063] Fig. 5 is a diagram showing an example of a home screen 301 for the game of this embodiment. In the example shown in Fig. 5, a home screen 301 in which a character 305 in the game of this embodiment is arranged at the center is displayed on the display device 25A. In the example shown in Fig. 5, icons 311 to 317 are displayed superimposed on the bottom of the home screen 301, and a parameter display screen 321 is displayed superimposed on the top of the home screen 301.
[0064] Icons 311 to 317 are symbols for launching game parts and game screens, respectively. Icon 311 is an icon for launching a quest part. Icon 313 is an icon for launching a lottery part. Icon 315 is an icon for launching a shop screen for launching a training part or a game media setting part. Icon 317 is an icon for launching an event part. Note that icon 317 is not displayed when an event is not being held.
[0065] The parameter display screen 321 includes an in-game currency display field 323, a rank display field 325, an experience value display field 327, and a stamina display field 329. Each parameter displayed on the parameter display screen 321 is managed by the game management unit 101 as user data.
[0066] The in-game currency display field 323 displays the number of "rubies," the in-game currency, owned by the user. The rank display field 325 displays the user rank. The user rank is an indicator of the user's level, and the user's rank increases when the experience points, described below, reach a rank-up reference value. When the user rank increases, new quests that were previously set as unselectable (locked) in the quest part become selectable, the stamina upper limit, described below, increases, or stamina recovers to the upper limit. The experience point display field 327 displays the user's experience points. The experience point display field 327 displays the current experience points relative to a reference experience point value, but the method of displaying experience points is not limited to this. Experience points can be earned, for example, by clearing a quest (accomplishing a mission).
[0067] The stamina display field 329 displays the user's stamina. Stamina is a cost in the game, a parameter that is consumed to perform quests and recovers over time to an upper limit. The stamina display field 329 displays the current value relative to the upper limit in text and bar format, but the method of displaying stamina is not limited to this.
[0068] For example, when the game control unit 201 receives a selection operation of the icon 311 from the user, it receives display data for a quest part screen for starting a quest part from the game management unit 101 and displays the quest part screen.
[0069] Fig. 6 is a diagram showing an example of a quest part screen 331 of the game of this embodiment. The quest part screen 331 shown in Fig. 6 is similar to the home screen 301 except that quest selection buttons 333 to 337 for selecting a quest are arranged in the center and the display mode indicates that the icon 311 is selected.
[0070] The quest selection button 333 is a button for selecting a beginner quest with a low level of difficulty. A beginner quest can be completed by consuming 10 stamina, and completing the quest will reward 100 experience points. The quest selection button 335 is a button for selecting an intermediate quest with a medium level of difficulty. A intermediate quest can be completed by consuming 20 stamina, and completing the quest will reward 200 experience points. The quest selection button 337 is a button for selecting an advanced quest with a high level of difficulty. A advanced quest can be completed by consuming 30 stamina, and completing the quest will reward 300 experience points. Note that when each quest is completed, game content or in-game currency (coins, rubies) may be obtained in addition to experience points.
[0071] When the user selects a quest to be executed on the quest part screen 331, the game control unit 201 consumes stamina to execute the selected quest and notifies the game management unit 101. As a result, the game management unit 101 manages the remaining amount of stamina after consumption as the user's game data, and transmits data for executing the selected quest to the game control unit 201.
[0072] For example, when the user presses the quest selection button 333 and selects a beginner quest, the game control unit 201 checks whether the user's remaining stamina is "10" or more, and if it is "10" or more, subtracts "10" from the stamina and consumes it. The game control unit 201 notifies the game management unit 101 that the beginner quest has been selected and that "10" stamina has been consumed. As a result, the user's remaining stamina becomes "10," and the game management unit 101 manages the remaining stamina after consumption as the user's game data, transmits data for executing the beginner quest to the game control unit 201, and the game control unit 201 has the user play the beginner quest.
[0073] When the game control unit 201 receives data for executing a quest, it generates a game space for executing the quest, in which a player character, various objects, etc. are placed. The game control unit 201 generates and displays game images obtained by capturing the game space frame by frame from a predetermined viewpoint using a virtual camera, and controls the actions of the player character within the game space based on operations by the user to execute the quest.
[0074] When a user participates in a quest part, the participation management unit 211 updates the time of last participation in the quest part to the date and time of participation in the participation history shown in Fig. 4. As described above, a user's participation in a quest part may be by starting the quest part or by playing a quest.
[0075] Furthermore, for example, when the game control unit 201 receives a selection operation of the icon 313 from the user, it receives display data for a lottery part screen for starting the lottery part from the game management unit 101 and displays the lottery part screen.
[0076] 7 is a diagram showing an example of a lottery part screen 341 of the game of this embodiment. The lottery part screen 341 shown in Fig. 7 is similar to the home screen 301 except that tabs 343 and 349 for selecting the type of lottery and lottery buttons 345 and 347 for conducting a lottery for game content are arranged in the center, and the display mode indicates that icon 313 is selected.
[0077] Tab 343 is a tab that displays lottery buttons 345 and 347 for conducting a lottery for regular game media. Tab 349 is a tab that displays a lottery button for conducting a lottery for event game media. Tab 349 is not displayed when an event is not being held. Lottery button 345 is a button for selecting a single gacha, which conducts a single lottery for game media. A single gacha is a lottery that can be executed by consuming 5 rubies. Lottery button 347 is a button for selecting a 10-series gacha, which conducts 10 lotteries for game media at once. A 10-series gacha is a lottery that can be executed by consuming 50 rubies.
[0078] When the user selects a gacha to be executed on the lottery part screen 341, the game control unit 201 consumes the consideration for executing the selected gacha and notifies the game management unit 101 of this fact. The consideration for executing the gacha may be, but is not limited to, in-game currency such as the above-mentioned rubies or in-game items such as gacha tickets. The in-game currency may be either paid or free. As a result, the game management unit 101 manages the consumption of the consideration as the user's game data, executes the selected gacha (lottery), and notifies the game control unit 201 of the execution results.
[0079] For example, when a user presses the lottery button 345 and selects the single gacha, the game control unit 201 checks whether the user's remaining rubies are 5 or more, and if so, subtracts 5 rubies and consumes them. The game control unit 201 notifies the game management unit 101 that the single gacha has been selected and that 5 rubies have been consumed. As a result, the user's remaining rubies become 295, and the game management unit 101 manages the remaining rubies after consumption as the user's game data. The game management unit 101 also executes the single gacha, manages the selected game media as the user's game data, and notifies the game control unit 201 of the selected game media.
[0080] When a user participates in the lottery part, the participation management unit 211 updates the last participation time of the lottery part in the participation history shown in FIG. 4 to the date and time of participation. As described above, the user's participation in the lottery part may be the activation of the lottery part or the holding of a lottery (gacha). The lottery for the game media for the event may be the user's participation in the lottery part or the user's participation in the event part described below.
[0081] Furthermore, when the game control unit 201 receives, for example, a selection operation of the icon 315 from the user, it receives display data for a shop screen for activating the shop screen from the game management unit 101 and displays the shop screen.
[0082] Fig. 8 is a diagram showing an example of a shop screen 351 of the game of this embodiment. The shop screen 351 shown in Fig. 8 is similar to the home screen 301, except that various buttons 353 to 359 are arranged in the center and the display mode indicates that the icon 315 is selected.
[0083] Button 353 is a button for displaying a purchase screen for rubies, which are the in-game currency. Button 355 is a button for displaying a purchase screen for items used in the game. Button 357 is a button for launching the training part. Button 359 is a button for launching the game media setting part.
[0084] For example, when the game control unit 201 receives a selection operation of the button 357 from the user, it receives display data for a training part screen for starting the training part from the game management unit 101 and displays the training part screen.
[0085] 9 is a diagram showing an example of a training part screen 361 of the game of this embodiment. The training part screen 361 shown in FIG. 9 is similar to the home screen 301 except that tabs 363 and 369 for selecting a type of training and a screen for training game content are arranged in the center and the display mode indicates that icon 315 is selected.
[0086] Tab 363 is a tab that displays a screen for performing "evolution" as a method of developing game media. Tab 369 is a tab that displays a screen for performing "combination" as a method of developing game media. The "evolution" screen includes a frame 364 for setting game media to be developed from among the game media owned by the user, a frame 365 for setting materials for evolving the game media to be developed from among the game media (items) owned by the user, and an execution button 366 for executing "evolution."
[0087] When the user sets the game media to be developed in frame 364, sets materials for evolving the game media to be developed in frame 365, and presses execute button 366, the game control unit 201 executes the evolution of the game media to be developed, updates the game media to the evolved game media, and notifies the game management unit 101 of this fact. In this way, the game management unit 101 manages the evolved game media as the user's game data.
[0088] When a user participates in a training part, the participation management unit 211 updates the time of last participation in the training part to the date and time of participation in the participation history shown in Fig. 4. As described above, a user's participation in a training part may be either by starting the training part or by performing training.
[0089] Returning to Figure 8, for example, when the game control unit 201 receives a selection operation of button 359 from the user, it receives display data for a game media setting part screen for launching the game media setting part from the game management unit 101 and displays the game media setting part screen.
[0090] 10 is a diagram showing an example of a game content setting part screen 371 of the game of this embodiment. The game content setting part screen 371 shown in Fig. 10 is similar to the home screen 301 except that a screen for setting game content is positioned in the center and a display mode indicating that the icon 315 is selected is used.
[0091] The screen for setting game media includes frames 373 to 377 for setting game media to be used in a quest, and a setting button 379 for executing the setting of the game media.
[0092] When the user sets three game contents to be used in a quest in frames 373 to 377 and presses setting button 379, the game control unit 201 executes the setting of the game contents, constructs a deck, and notifies the game management unit 101 of this. The game management unit 101 then manages the constructed deck as the user's game data. Thereafter, when executing quests or events, the constructed deck is used.
[0093] When a user participates in the game media setting part, the participation management unit 211 updates the time of last participation in the game media setting part to the date and time of participation in the participation history shown in Fig. 4. As described above, the user's participation in the game media setting part may be either by launching the game media setting part or by setting the game media.
[0094] Furthermore, when the game control unit 201 receives, for example, a selection operation of the icon 317 from the user, it receives display data for an event part screen for activating the event part from the game management unit 101 and displays the event part screen.
[0095] Fig. 11 is a diagram showing an example of an event part screen 381 of the game of this embodiment. The event part screen 381 shown in Fig. 11 is similar to the home screen 301 except that event selection buttons 383 to 387 for selecting an event are arranged in the center and a display mode indicating that icon 317 is selected is used.
[0096] The event part screen 381 is similar to the quest part screen 331, except that the quest is an event. The control details of the game control unit 201 and the game management unit 101 for the event on the event part screen 381 are similar to the control details for the quest on the quest part screen 331. Therefore, a detailed description of the event part screen 381 will be omitted.
[0097] When a user participates in an event part, the participation management unit 211 updates the time of last participation in the event part to the date and time of participation in the participation history shown in Fig. 4. As described above, the user's participation in the event part may be the activation of the event part or the playing of the event.
[0098] The departure determination unit 213 determines whether or not the user satisfies a departure condition that is regarded as departure from at least one of the multiple game parts that make up the game. In this embodiment, the departure determination unit 213 determines whether or not the user satisfies the departure condition for each game part.
[0099] In this embodiment, the withdrawal condition is set for each game part, and the withdrawal condition for at least one of the multiple game parts is different from the withdrawal conditions for the other game parts. However, this is not limited to this, and the withdrawal condition may be set uniformly for all game parts. In this embodiment, the withdrawal condition is set when the first non-participation period, which is the period elapsed since the last participation point described in FIG. 4, is equal to or longer than a predetermined period, but is not limited to this.
[0100] Therefore, in this embodiment, the withdrawal determination unit 213 determines, for each game part (item), whether the first non-participation period of the game part is equal to or longer than a predetermined period. In the example shown in Fig. 4, the withdrawal determination unit 213 determines that, for the training part, the first non-participation period (elapsed period) has exceeded 10 days, which is equal to or longer than the predetermined period (threshold value).
[0101] The quest part is the main game part of the game of this embodiment, and is considered to be the game part that users have the most opportunities to experience among the multiple game parts that make up the game. On the other hand, game parts other than the quest part are game parts for preparing for quests or game parts that are held irregularly, and are secondary game parts of the game of this embodiment, and therefore are considered to be game parts that users have fewer opportunities to experience than the quest part. In particular, the training part is a game part that tends to be played by experienced gamers who have a good grasp of the training conditions, as the training conditions for training the game content tend to be complex. Therefore, when considering all users of the game, it is considered to be the game part that users have the least opportunities to experience among the multiple game parts that make up the game.
[0102] For this reason, in this embodiment, the withdrawal conditions for the first game part, which is the training part, are relaxed compared to the withdrawal conditions for the second game part, which involves activities other than training game content. Specifically, as shown in Fig. 4, the predetermined period (threshold) for the training part is 10 days, while the predetermined periods (thresholds) for the lottery part, game content setting part, and event part are 7 days, and the predetermined period (threshold) for the quest part is 3 days. In this way, in this embodiment, the predetermined periods (thresholds) are set taking into account the actual user participation in each game part, so that the withdrawal conditions for each game part can be set appropriately.
[0103] In this embodiment, as described above, an example has been described in which the withdrawal conditions for the training part are relaxed compared to the withdrawal conditions for game parts other than the training part, but this is not limited to this, and the withdrawal conditions for game parts other than the quest part may be relaxed compared to the withdrawal conditions for the quest part. In other words, the withdrawal conditions for the quest part may be tightened compared to the withdrawal conditions for other game parts.
[0104] When a user satisfies the withdrawal condition, the measure initiation unit 215 institutes a measure to prevent the user from withdrawing from the game. In this embodiment, the measure initiation unit 215 institutes a measure when there is a game part in which the user satisfies the withdrawal condition. Specifically, the measure initiation unit 215 institutes a measure when there is a game part in which the first non-participation period is equal to or longer than a predetermined period.
[0105] The measure implemented by the measure implementation unit 215 may be any measure that is expected to have the effect of preventing users from quitting the game. The measure implemented by the measure implementation unit 215 includes, for example, at least one of automatic progression of the game (quest), provision of game content in response to returning to a game part for which the quit condition has been satisfied, provision of game content to be used in the game part for which the quit condition has been satisfied, and notification urging the user to return to the game part.
[0106] Automatic progression of a game (quest) is useful when a user is stuck in the game and stops participating in a quest, because the user can earn rewards for clearing the quest regardless of the user's play and can use these rewards to improve the character's performance. Furthermore, by providing game content in response to the user's return to a game part for which the withdrawal condition has been satisfied, the user can be given another opportunity to participate in that game part. Furthermore, by providing game content used in the game part for which the withdrawal condition has been satisfied, the user can be given another opportunity to play that game part. For example, in the case of a training part, game content used in the game part for which the withdrawal condition has been satisfied can include materials used for evolution.
[0107] It is preferable to grant game contents usable in the game part for which the withdrawal condition is satisfied, rather than granting game contents usable in other game parts other than the game part for which the withdrawal condition is satisfied. For example, if the game part for which the withdrawal condition is satisfied is a training part, it is preferable to grant game contents usable in only the training part, such as "materials" necessary for training (evolving) the game contents, rather than granting "in-game currency" as the game contents.
[0108] One reason why users drop out of a game is that once the game has progressed to a certain level, it becomes difficult to play gacha or train characters without paying, which causes the character's performance to stagnate and makes it impossible to complete quests, resulting in the user losing interest in the game and dropping out. For this reason, in this embodiment, it is considered that the game part in which the user first meets the dropout condition is likely to be a game part that contributes to improving the character's performance, such as a training part, and measures that contribute to improving the character's performance are implemented to prevent the character's performance from stagnating and prevent the user from losing interest in the game.
[0109] Furthermore, examples of notification methods for encouraging a return to the game part include, but are not limited to, push notifications, and may include at least one of email notifications, SNS (Social Networking Service) notifications, and alarm notifications.
[0110] The timing for invoking the measure may be any timing, such as when the user satisfies the withdrawal condition, when the user returns to the game part in which the withdrawal condition was satisfied, etc. Furthermore, the measure invocation unit 215 may be configured to invoking multiple measures when there are multiple game parts in which the user satisfies the withdrawal condition, or may be configured to invoking further measures not only when the first non-participation period (elapsed period) exceeds a predetermined period (threshold) but also when the divergence period reaches a certain period or more.
[0111] FIG. 12 is a flowchart showing an example of the withdrawal prevention process performed by the information processing device 20 of this embodiment.
[0112] First, before starting the game of this embodiment, the game control unit 201 performs a login process to request the game management unit 101 to authenticate the user's account (step S101). The game control unit 201 receives the account authentication result from the game management unit 101, and if the authentication is successful, determines that the login process is successful, starts the game, and receives participation history information from the game management unit 101.
[0113] Next, the participation management unit 211 updates the user's game participation history (as of the last participation) to the latest state using the participation history information received by the game control unit 201 (step S103).
[0114] Next, the participation management unit 211 calculates and updates a first non-participation period, which is the period that has elapsed from the last participation time of each game part to the current time, based on the updated last participation time (step S105).
[0115] Next, the withdrawal determination unit 213 determines, for each game part (item), whether or not the first non-participation period of the game part is equal to or longer than a predetermined period, and checks whether or not there is a game part for which the predetermined period has elapsed (step S107).
[0116] If there is a game part for which the predetermined period has elapsed (Yes in step S107), the measure implementation unit 215 implements a measure to prevent players from quitting the game (step S109). Note that if there is no game part for which the predetermined period has elapsed (No in step S107), the process of step S109 is not performed.
[0117] Next, the game control unit 201 checks whether the user has logged out from the game (step S111). If the user has logged out from the game (Yes in step S111), the process ends.
[0118] If the user has not logged out of the game (No in step S111), the participation management unit 211 checks whether the user has participated in any game part (step S113).
[0119] If the user has participated in any of the game parts (Yes in step S113), the participation management unit 211 updates the participation history with the latest participation time of the game part in which the user participated (step S115), and returns to step S105. On the other hand, if the user has not participated in any of the game parts (No in step S113), the process returns to step S105 without performing the process in step S115.
[0120] As described above, in this embodiment, measures to prevent users from dropping out of the game are implemented when the conditions for dropping out of the game part, which indicates that the user has lost interest in the game and is presumed to be missing something, are met. Therefore, this embodiment makes it possible to prevent users from dropping out of the game before they lose interest in the game, thereby improving user retention rates.
[0121] (Variation 1) In the above embodiment, an example was described in which it was determined whether the withdrawal condition was met based on whether the first non-participation period, which is the period of time that has elapsed since the last participation in a game part, is equal to or longer than a predetermined period. However, it is also possible that the user has never participated in a specific game part. For this reason, in Modification 1, an example will be described in which the above-mentioned measures are implemented even for game parts in which the user has never participated if the non-participation period is equal to or longer than a predetermined period.
[0122] In this case, the participation management unit 211 further manages the time when the user first started the game as part of the user's game participation history. The time when the user first started the game may include, but is not limited to, the time when the user installed the game application or the time when the user logged into the game for the first time.
[0123] Fig. 13 is a diagram showing an example of a user's game participation history in Modification 1. In the example shown in Fig. 13, the last participation time and elapsed time period for the training part are not set, indicating that the user has never participated in the training part.
[0124] In this case, the withdrawal determination unit 213 determines whether the second non-participation period, which is the period that has elapsed since the start of the game when it was first started, is equal to or longer than a predetermined period for the training part, and the measure implementation unit 215 implements a measure to prevent withdrawal from the game if there is a game part in which the second non-participation period is equal to or longer than the predetermined period.
[0125] The measures implemented by the measure implementation unit 215 in the first modification may be the same as or different from the measures implemented in the above embodiment.
[0126] (Variation 2) In the above embodiment, an example was described in which it was determined whether the withdrawal condition was met for each game part, but in variant example 2, an example is described in which it was determined whether the withdrawal condition was met for any game part (for example, an event part held for a limited time).
[0127] Fig. 14 is a diagram showing an example of a user's game participation history in Modification 2. In the example shown in Fig. 14, a predetermined period (7 days) is set for the event part, and no predetermined period is set for the game parts other than the event part.
[0128] Therefore, in the second modification, the withdrawal determination unit 213 determines whether or not the withdrawal condition is met for the event part, and if the withdrawal condition is met, the measure implementation unit 215 implements a measure to prevent withdrawal from the game.
[0129] According to the second modification, it is possible to encourage users who have not participated in the event part held for a limited time for a certain number of days to participate, and also to prevent users from dropping out of the game.
[0130] (Variation 3) In the above embodiment and each modified example, the withdrawal condition (threshold) of a game part may be made different for each user. For example, the withdrawal condition (threshold) of a specific game part among a plurality of game parts may be made different for each user. Making the withdrawal condition different for each user means, for example, making the withdrawal condition (threshold) different depending on the level of the user, or making the withdrawal condition (threshold) different depending on the length of time that has elapsed since the user first started the game.
[0131] For example, for beginner users, such as users below a certain level or users who have only recently started playing the game, the withdrawal conditions (thresholds) for specific game parts may be set stricter (shorter) than for other users. In this way, measures to encourage beginner users to return will be implemented even if they do not play game parts that beginner users should play as much as possible for a short period of time, which is expected to have an incentive effect on beginner users.
[0132] (Variation 4) In the above embodiment and each modified example, the withdrawal condition (threshold) for a game part may be varied depending on the time period. For example, the withdrawal condition (threshold) for a specific game part among a plurality of game parts may be varied depending on the time period. For example, during an event period, it may be desirable to prioritize playing the event part over other game parts such as quest parts. Therefore, the withdrawal condition (threshold) for other game parts such as quest parts during the event period may be relaxed (longer) than the withdrawal condition (threshold) for other game parts such as quest parts during periods when the event is not being held.
[0133] (program) The programs executed by the server devices and information processing devices of each of the above embodiments and each of the above variations are provided as files in an installable or executable format stored on a computer-readable storage medium such as a CD-ROM, CD-R, memory card, DVD, or flexible disk (FD).
[0134] Furthermore, the programs executed by the server device and information processing device of each of the above embodiments and modifications may be stored on a computer connected to a network such as the Internet and provided by being downloaded via the network. Also, the programs executed by the server device and information processing device of each of the above embodiments and modifications may be provided or distributed via a network such as the Internet. Also, the programs executed by the server device and information processing device of each of the above embodiments and modifications may be provided by being pre-installed in ROM or the like.
[0135] The programs executed by the server device and the information processing device of each of the above-mentioned embodiments and modifications have a modular configuration for realizing the above-mentioned units on a computer. As for actual hardware, for example, the CPU reads the learning program from the HDD onto the RAM and executes it, thereby realizing the above-mentioned units on a computer.
[0136] As described above, according to the above embodiment and the above modified example, it is possible to improve the user retention rate by suppressing users from dropping out of the game.
[0137] The above-described embodiment and the above-described modifications merely illustrate examples of specific embodiments of the present disclosure, and the technical scope of the present disclosure should not be construed as being limited by these. Therefore, the present disclosure can be implemented in various forms without departing from the spirit or main features thereof. For example, the above-described embodiment and each of the above-described modifications may be appropriately combined in their respective constituent units. Furthermore, for example, some components may be deleted from all components in the above-described embodiment and each of the above-described modifications.
[0138] The present disclosure includes the following aspects.
[0139] (1) a withdrawal determination unit that determines whether a user satisfies a withdrawal condition that is deemed to be withdrawal from at least one game part among a plurality of game parts that constitute a game; a policy implementation unit that implements a policy to prevent the user from leaving the game when the user meets the withdrawal condition; A program that allows a computer to function.
[0140] (2) the withdrawal determination unit determines, for each game part, whether the user has satisfied the withdrawal condition; the measure initiation unit initiates the measure when there is a game part in which the user satisfies the withdrawal condition; The program described in (1) above.
[0141] (3) The withdrawal condition is set for each of the game parts; the withdrawal condition of at least one of the plurality of game parts is different from the withdrawal condition of other game parts; The program described in (2) above.
[0142] (4) The plurality of game parts include at least a first game part for developing game contents and a second game part for performing an action other than developing the game contents; The withdrawal condition of the first game part is more relaxed than the withdrawal condition of the second game part. The program described in (3) above.
[0143] (5) causing the computer to further function as a participation management unit that manages, for each game part, the last participation time when the user last participated in the game part; The withdrawal condition includes that a first non-participation period, which is a period elapsed since the last participation time, is equal to or longer than a predetermined period, the withdrawal determination unit determines, for each game part, whether or not the first non-participation period of the game part is equal to or longer than the predetermined period; the measure initiation unit initiates the measure when there is a game part in which the first non-participation period is equal to or longer than the predetermined period. The program according to any one of (2) to (4) above.
[0144] (6) The last participation time is the time when the user last visited the corresponding game part. The program described in (5) above.
[0145] (7) The last participation time is the time when the user last played the corresponding game part. The program described in (5) above.
[0146] (8) The participation management unit further manages a start time when the user first starts the game; the withdrawal determination unit, when the user has never participated in the game part to be determined, determines whether a second non-participation period, which is a period elapsed from the start point, is equal to or longer than the predetermined period; the measure initiation unit initiates the measure when there is a game part in which the second non-participation period is equal to or longer than the predetermined period. The program described in (5) above.
[0147] (9) The game part in 1 is an event part held for a limited time. The program described in (1) above.
[0148] (10) The measures include at least one of automatic progression of the game, provision of game media in response to returning to the game part for which the withdrawal condition has been satisfied, provision of game media to be used in the game part for which the withdrawal condition has been satisfied, and notification encouraging the player to return to the game part. The program according to (1), (2), or (9) above.
[0149] (11) A withdrawal determination unit that determines whether or not a user satisfies a withdrawal condition that is deemed to be withdrawal from at least one game part among a plurality of game parts that constitute the game; a policy implementation unit that implements a policy to prevent the user from leaving the game when the user meets the withdrawal condition; An information processing device comprising:
[0150] (12) a withdrawal determination step in which the withdrawal determination unit determines whether or not the user satisfies a withdrawal condition that is deemed to be withdrawal from at least one game part among a plurality of game parts that constitute the game; a measure initiation step in which a measure initiation unit initiates a measure to prevent the user from quitting the game when the user satisfies the quitting condition; A withdrawal suppression method comprising: [Explanation of symbols]
[0151] 1. Game System 2 Network 10 Server device 20, 20-1, 20-2, 20-n information processing device 101 Game Management Department 201 Game control unit 211 Participation Management Department 213 Detachment Judgment Unit 215 Policy Implementation Department
Claims
1. a withdrawal determination unit that determines whether or not a user satisfies a withdrawal condition that is deemed to be withdrawal from at least one game part among a plurality of game parts that constitute the game; a policy implementation unit that implements a policy to prevent the user from leaving the game when the user meets the withdrawal condition; A program that allows a computer to function.
2. the withdrawal determination unit determines, for each game part, whether or not the user has satisfied the withdrawal condition; the measure initiation unit initiates the measure when there is a game part in which the user satisfies the withdrawal condition; The program according to claim 1.
3. the withdrawal condition is set for each of the game parts, the withdrawal condition of at least one of the plurality of game parts is different from the withdrawal condition of other game parts; The program according to claim 2.
4. the plurality of game parts include at least a first game part for developing game contents and a second game part for performing an action other than developing the game contents; The withdrawal condition of the first game part is more relaxed than the withdrawal condition of the second game part. The program according to claim 3.
5. causing the computer to further function as a participation management unit that manages, for each game part, the last participation time when the user last participated in the game part; The withdrawal condition includes that a first non-participation period, which is a period elapsed since the last participation time, is equal to or longer than a predetermined period, the withdrawal determination unit determines, for each game part, whether or not the first non-participation period of the game part is equal to or longer than the predetermined period; the measure initiation unit initiates the measure when there is a game part in which the first non-participation period is equal to or longer than the predetermined period; The program according to any one of claims 2 to 4.
6. The last participation time is the time when the user last visited the corresponding game part. The program according to claim 5.
7. The last participation time is the time when the user last played the corresponding game part. The program according to claim 5.
8. The participation management unit further manages a start time when the user first starts the game; the withdrawal determination unit, when the user has never participated in a game part to be determined, determines whether a second non-participation period, which is a period elapsed from the start point, is equal to or longer than the predetermined period; the measure initiation unit initiates the measure when there is a game part in which the second non-participation period is equal to or longer than the predetermined period. The program according to claim 5.
9. The first game part is an event part that is held for a limited time. The program according to claim 1.
10. The measures include at least one of automatic progression of the game, provision of game media in response to returning to the game part for which the withdrawal condition has been satisfied, provision of game media to be used in the game part for which the withdrawal condition has been satisfied, and notification urging the player to return to the game part.
10. The program of claim 1, 2, or 9.
11. a withdrawal determination unit that determines whether or not a user satisfies a withdrawal condition that is deemed to be withdrawal from at least one game part among a plurality of game parts that constitute the game; a policy implementation unit that implements a policy to prevent the user from leaving the game when the user meets the withdrawal condition; An information processing device comprising:
12. a withdrawal determination step in which a withdrawal determination unit determines whether or not a user satisfies a withdrawal condition that is deemed to be withdrawal from at least one game part among a plurality of game parts that constitute the game; a measure initiation step in which a measure initiation unit initiates a measure to prevent the user from quitting the game when the user satisfies the quitting condition; A withdrawal suppression method comprising:
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