Program and information processing device

The system addresses the issue of coerced gifting in online games by assessing recipient suitability and imposing restrictions, enhancing player motivation through a safer gifting process.

JP2025188299APending Publication Date: 2025-12-25SEGA CORP
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Patent Information

Application Number
JP2025176993
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-21
Publication Date
2025-12-25

AI Technical Summary

Technical Problem

Players in online games may be coerced into gifting paid items, leading to decreased motivation to log in due to the threat of extortion.

Method used

Implement a system with a receiving means to process gift requests, a determination means to assess the recipient's suitability, and a restriction means to prevent unwanted gifting based on factors like family relationship, age, gameplay data, and billing history, along with temporary restrictions on item usage or gifting.

Benefits of technology

Prevents unwanted gifting, thereby increasing player motivation by reducing the risk of extortion and ensuring a safer gaming environment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance a motivation of a player intending to log in to a game in a case where a charging item can be donated.SOLUTION: A program causes a computer to function as: donation processing means for executing donation processing for associating a charging item that can be used in a game associated with one player, with another player, the charging item being purchased by paying a charge; determination means for determining whether or not the one player or the other plyer is a predetermined player; and limitation means for limiting donation processing from the one player to the other player on the basis of the result of the determination by the determination means.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, paid items that can be used in games and purchased by paying a fee, such as paid stones, weapons, and stamina recovery potions, have been known.

[0003] In this regard, Non-Patent Document 1 discloses that one player can give a paid item to another player. [Prior art documents] [Patent documents]

[0004] [Non-Patent Document 1] “App Store Review Guidelines,” [online], January 7, 2019, [searched July 30, 1999], Internet<https: / / developer.apple.com / jp / app-store / review / guidelines / #in-app-purchas> Summary of the Invention [Problem to be solved by the invention]

[0005] However, if the gifting described in Non-Patent Document 1 were to be realized, it is expected that a problem would occur in which one player is threatened by another player into gifting the other player a paid item, i.e., the paid item is "mugged" by the other player. If such a problem occurs, the motivation of the first player to log in to the game will decrease.

[0006] The present invention has been made in consideration of such problems, and its purpose is to provide a program and an information processing device that can increase the motivation of players who are trying to log into a game when it is possible to gift paid items. [Means for solving the problem]

[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as: a receiving means for receiving a gift request from one player; a gift processing means for executing a gift process in response to the request received by the receiving means, which links a paid item that is usable in a game and purchased by paying a fee and is linked to the one player to another player; a determination means for determining whether the one player or the other player is a predetermined person; and a restriction means for restricting the gift process from the one player to the other player based on the determination result of the determination means.

[0008] In the program according to a second aspect of the present invention, the determination means determines whether the other player is a family member of the one player based on registration information of the family member of the one player, and the restriction means restricts the gift process from the one player to the other player if the determination means makes a negative determination.

[0009] In the program according to a third aspect of the present invention, the determination means determines whether the one player is a minor based on the age registration information of the one player, and the restriction means restricts the gift process from the one player to the other player if the determination means makes a positive determination.

[0010] In the program according to a fourth aspect of the present invention, the determination means determines whether the one player is a weak player or not based on play data of the game for the one player, and the restriction means restricts the gift process from the one player to the other player when the determination means makes a positive determination.

[0011] In a program according to a fifth aspect of the present invention, the determination means determines whether the one player is weaker than the other players based on play data of the game of the one player and play data of the game of the other players, and the restriction means restricts the gift process from the one player to the other players when the determination means makes a positive determination.

[0012] In the program according to a sixth aspect of the present invention, the play data includes the rank of the corresponding player or the play time of the corresponding player.

[0013] In the program according to a seventh aspect of the present invention, the determination means determines whether the one player is a paying user based on the player's billing history, and the restriction means restricts the gift process from the one player to the other player if the determination means makes a negative determination.

[0014] An information processing device according to an eighth aspect of the present invention comprises a receiving means for receiving a gift request from one player, a gift processing means for executing a gift process in response to the request received by the receiving means to link a paid item that is usable in a game and purchased by payment of a fee and is linked to the one player to another player, a determination means for determining whether the one player or the other player is a predetermined person, and a restriction means for restricting the gift process from the one player to the other player based on the determination result of the determination means. [Effects of the Invention]

[0015]

[0016]

[0017]

[0018] According to the present invention, when it is possible to give paid items as gifts, it is possible to increase the motivation of players who are about to log in to the game. [Brief explanation of the drawings]

[0019] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a block diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a block diagram showing an example of functional means of the server device shown in FIG. 1. FIG. [Figure 4] 10 is a flowchart showing an example of the processing flow of the game system according to the first embodiment when one player gifts a paid item to another player. [Figure 5] 10 is a flowchart showing an example of the processing flow of the game system according to the first embodiment when one player reports another player. [Figure 6] 10 is a flowchart showing an example of the processing flow of the game system according to the first embodiment when a paid item is used. [Figure 7] 10 is a flowchart showing an example of the processing flow of the game system according to the second embodiment when one player gifts a paid item to another player. [Figure 8] FIG. 10 is a diagram illustrating an example of a restriction selection screen. DETAILED DESCRIPTION OF THE INVENTION

[0020] Hereinafter, several embodiments of the present invention will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be designated by the same reference numerals as much as possible, and redundant description will be omitted.

[0021] ---First embodiment--- First, a game system including an information processing device according to a first embodiment of the present invention will be described. The information processing device according to the first embodiment will be described as a server device, but the information processing device may be any information processing device other than a server device, such as a game device, a mobile phone, a tablet, or a personal computer.

[0022] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to a first embodiment of the present invention.

[0023] 1, the game system 1 is a system that provides a game to multiple players. The game system 1 includes a server device 10 and multiple terminal devices 12, including a first terminal device 12A and a second terminal device 12B. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet or the Internet.

[0024] The server device 10 is an information processing device (computer) that manages various game data and executes various game processes. The game is not particularly limited as long as paid items can be purchased or given as gifts. Paid items are items that can be used in the game and are purchased by paying a fee. Examples of paid items include paid stones, gacha tickets, weapons, armor, and stamina recovery items. Paid stones can be used for various purposes, such as executing gacha and restoring stamina.

[0025] Each terminal device 12 is operated by a player of the game. In the first embodiment, the first terminal device 12A is operated by one player P1, and the second terminal device 12B is operated by another player P2. Each terminal device 12 executes a game while communicating with the server device 10 as appropriate, and provides the game to the player. Examples of the terminal device 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers. Note that the game may be executed by the server device 10 instead of the terminal device 12, and the terminal device 12 may output the execution results of the server device 10.

[0026] <Hardware configuration> FIG. 2 is a block diagram showing an example of the hardware configuration of the server device 10. As shown in FIG.

[0027] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0028] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0029] The communication device 26 is configured with a communication interface for communicating with an external device, etc. This communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0030] The storage device 28 is configured by a hard disk, etc. The storage device 28 stores various programs and various information required for executing the processes in the control device 20, as well as information on the results of the processes.

[0031] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.

[0032] <Functional means> FIG. 3 is a block diagram showing an example of functional means of the server device 10 shown in FIG.

[0033] 3, the server device 10 includes a storage means 40, a purchasing means 42, a receiving means 44, a gift processing means 46, a determining means 48, a limiting means 50, and a changing means 52. The storage means 40 is realized by one or more storage devices 28. The other functional means are realized by the control device 20 executing programs stored in the storage devices 28.

[0034] The storage means 40 has a function of storing player information 40A, play data 40B, a report list 40C, a gift recipient list 40D, etc. The player information 40A is stored for each player in association with the player ID of the player. This player information 40A includes, for example, the player's name, age, gender, contact information, billing history, and card information used for billing (e.g., credit card number and name information). Note that this player information 40A may be stored in a server device other than the server device 10. The play data 40B is stored for each player in association with the player ID of the player. This play data 40B includes data such as the player's game progress, the player's rank, the characters owned, the items owned, and the number of items owned. The "rank" is a number or symbol that indicates the player's level of strength. For example, a player gains experience points by winning battles against enemy characters, and when the experience points reach a certain value, the rank increases by one. As the rank increases, the player's status also increases and the player learns new techniques. The "rank" above can be referred to as "level." The play data 40B may be included in the player information 40A. The report list 40C registers the player ID of a player P1 who reported another player P2, and the player ID of the other player P2 who has been reported. The gift recipient list 40D registers in advance the player IDs of recipients (players) to whom gifts are permitted. Examples of such recipients include the player's family and friends.

[0035] The purchasing means 42 has a function of executing a purchasing process for a charge item in response to a purchase request from a player. Note that the purchasing means 42 may be provided in a server device other than the server device 10.

[0036] The receiving means 44 has a function of receiving a request for a gift (hereinafter referred to as a "gift request" as appropriate) from one player P1. Note that, although the first embodiment describes a case where one player P1 gifts a paid item to another player P2, another player P2 may also gift a paid item to one player P1. In this case, the receiving means 44 receives a gift request from another player P2.

[0037] The gift processing means 46 has a function of executing a gift process for linking a paid item linked to one player P1 to another player P2 in response to a gift request received by the receiving means 44. This gift process is, for example, a process for linking a paid item linked to the play data 40B of one player P1 to the play data 40B of the other player P2 and deleting the paid item from the play data 40B of one player P1.

[0038] The determination means 48 has a function of making various determinations. For example, it may determine whether one player P1 or another player P2 is a predetermined person. Specifically, the determination means 48 may refer to the gift recipient list 40D and determine whether another player P2 is a family member of the one player based on the registration information of the family member of the one player.

[0039] Furthermore, for example, the determination means 48 may refer to the player information 40A and determine whether the player P1 is a minor based on the registration information regarding the player P1's age. Specifically, the determination means 48 may affirmatively determine that the player P1 is a minor if the registration information regarding the player P1's age is, for example, 19 years old or younger. Furthermore, for example, the determination means 48 may determine whether the player P1 is an underdog based on the play data 40B of the player P1. Specifically, the determination means 48 determines that the player P1 is an underdog when the rank or playing time of the player P1 is equal to or less than a threshold. Furthermore, for example, the determination means 48 may determine whether the player P1 is an underdog compared to the other player P2 based on the play data 40B of the player P1 and the game play data 40B of the other player P2. Specifically, the determination means 48 determines that one player P1 is a weak player when the rank or play time of one player P1 is lower or shorter than the rank or play time of another player P2. Furthermore, for example, the determination means 48 may refer to the player information 40A or the play data 40B and determine whether or not one player P1 is a paying user based on the billing history of one player P1. Specifically, the determination means 48 determines that one player P1 is a paying user when one player P1 pays more than a predetermined amount every month.

[0040] Furthermore, for example, the determination means 48 may determine whether the one player P1 and the other player P2 are the same person based on the player information 40A of the one player P1 and the player information 40A of the other player P2. Specifically, the determination means 48 determines that the one player P1 and the other player P2 are the same person when the card information of the one player P1 and the card information of the other player P2 are the same. Also, for example, the determination means 48 may determine whether the one player P1 and the other player P2 are the same person based on the login time of the one player P1 and the login time of the other player P2. Specifically, the determination means 48 may determine that the one player P1 and the other player P2 are the same person when the difference between the total login time of the one player P1 and the total login time of the other player P2 is equal to or greater than a threshold. Furthermore, for example, the determination means 48 may determine that the one player P1 and the other player P2 are the same person when the difference between the login time of the one player and the login time of the other player P2 is less than a threshold value.

[0041] The limiting means 50 has a function of imposing various restrictions on paid items based on the determination result of the determining means 48 or regardless of the determination result of the determining means 48. Note that this "restriction" includes "prohibition."

[0042] For example, the limiting means 50 may limit the use of the gifted paid item by another player P2 for a predetermined period (first predetermined period). The first predetermined period may be one hour, one day, one week, one month, or the like, but is not particularly limited to this. From the viewpoint of ensuring time for one player P1 to make a report, it is preferable that it be one day or more, and from the viewpoint of minimizing inconvenience caused by the restriction, it is preferable that it be one week or less. The first predetermined period may start from the time the gifting process is executed, or on a predetermined day such as the 20th or 25th of each month.

[0043] Furthermore, for example, the limiting means 50 may limit the gifting process for a paid item for a predetermined period (second predetermined period). The second predetermined period may be, but is not limited to, one hour, one day, one week, one month, etc., and is preferably one day or more from the time of purchase of the paid item from the viewpoint of preventing extortion from other players P2 who are present when one player P1 purchases the paid item, and is preferably one week or less from the viewpoint of preventing inconvenience caused by the restriction. This second predetermined period may be the same period as the first predetermined period or a different period. If the second predetermined period is different from the first predetermined period, the second predetermined period may be longer or shorter than the first predetermined period.

[0044] Furthermore, for example, the restricting means 50 may restrict another player P2 reported by one player P1 from being a target for linking a paid item in a gift process for a predetermined period (third predetermined period). That is, the restricting means 50 may temporarily restrict the other player P2 from receiving a paid item as a gift. Furthermore, for example, the restricting means 50 may restrict the one player who reported another player P2 from performing a gift process or purchasing a paid item for a predetermined period (third predetermined period). That is, the restricting means 50 may temporarily restrict the one player P1 from gifting or purchasing a paid item. The third predetermined period may be the same as or different from the first predetermined period and / or the second predetermined period. When the third predetermined period is different from the first predetermined period and / or the second predetermined period, the third predetermined period may be longer than the first predetermined period and / or the second predetermined period, or shorter than the first predetermined period and / or the second predetermined period.

[0045] Furthermore, for example, in a case where a paid item that has been donated and a non-paid item that has been granted to another player P2 by playing a game are linked to the other player P2, and the other player P2 requests the use of the paid item, the limiting means 50 may give priority to using the non-paid item. Specifically, in a case where a paid stone that has been donated and a free stone that has been granted to the other player P2 by playing a game are linked to the other player P2, and the other player P2 requests the use of the paid stone, the limiting means 50 may give priority to using the free stone.

[0046] Furthermore, when restricting a gift process from one player P1 to another player P2 based on the determination result of the determination means 48, the restriction means 50 may restrict the gift process, for example, when the determination means 48 makes a negative determination that the other player P2 is not a family member of the one player. Furthermore, the restriction means 50 may restrict the gift process, for example, when the determination means 48 makes a positive determination that the one player P1 is a minor. Furthermore, the restriction means 50 may restrict the gift process, for example, when the determination means 48 makes a positive determination that the one player P1 is a weak player. Furthermore, the restriction means 50 may restrict the gift process, for example, when the determination means 48 makes a positive determination that the one player P1 is more weak than the other player P2. Furthermore, the restriction means 50 may restrict the gift process, for example, when the determination means 48 makes a negative determination that the one player P1 is not a paying user.

[0047] Furthermore, for example, the limiting means 50 may limit the number of paid items or the price of the paid items involved in a gift process from one player P1 to another player P2. Specifically, an upper limit is set on the total number of paid items involved in a gift process from one player P1 to another player P2, and the limiting means 50 limits the gift process when the total number of paid items involved in the gift process reaches the upper limit. Similarly, an upper limit is set on the total price of the paid items involved in a gift process from one player P1 to another player P2, and the limiting means 50 limits the gift process when the total price of the paid items involved in the gift process reaches the upper limit. Here, if the determining means 48 positively determines that the one player P1 and the other player P2 are the same person, the limiting means 50 prohibits the gift process from one player P1 to the other player P2 in order to prevent players from circumventing the restrictions on the number or price of paid items.

[0048] The change means 52 has a function of changing the value or quantity of the paid items related to the gift process. For example, the change means 52 may change the value or quantity of the paid items based on the play data 40B of one player P1. Specifically, the change means 52 may change the value or quantity of the paid items in the play data 40B of one player P1 according to the rank of the one player P1. More specifically, when the rank of the one player P1 in the play data 40B of the one player P1 is between 1 and 10, the value or quantity is left unchanged. When the rank is between 11 and 20, the quantity of the paid items is changed to several times the number of items to be gifted. When the rank is 21 or higher, the quantity of the paid items is changed to several times the number of items to be gifted, and the value of the paid items is increased. Furthermore, for example, the change means 52 may change the value or quantity of the paid items based on the play data 40B of another player P2. Specifically, the change means 52 may change the value or quantity of the paid items in the play data 40B of the other player P2 according to the rank of the other player P2. More specifically, when the rank of another player P2 in the play data 40B is between 1 and 10, the value or amount is left unchanged, when the rank is between 11 and 20, the amount of paid items is changed to several times the number of items to be donated, and when the rank is 21 or higher, the amount of paid items is changed to several times the number of items to be donated, and the value of the paid items is changed to be higher.

[0049] Furthermore, for example, the change means 52 may acquire the relationship between one player P1 and another player P2 and change the value or amount of a paid item based on the relationship. Examples of the relationship include whether the other player P2 is weaker than the one player P1, whether the other player P2 is a family member, whether the other player P2 is a friend, whether the other player P2 is connected via social networking, and the like. Furthermore, for example, the change means 52 may change the value or amount of a paid item based on current time information. Furthermore, for example, the change means 52 may change (to increase) the value of a paid item that has been donated so that a special lottery can be held when the other player P2 uses the donated paid item.

[0050] <Flow of gift-related processing> 4 is a flowchart showing an example of the processing flow of the game system 1 according to the first embodiment when one player P1 gives a paid item to another player P2. Note that the order of the following processing can be changed as appropriate.

[0051] (Step SP10) The first terminal device 12A displays a gift screen. On this gift screen, one player P1 selects another player P2 to whom the gift is to be given from among the multiple players, and selects a paid item to be given from among the items possessed by the one player P1. Then, the process proceeds to step SP12.

[0052] (Step SP12) The first terminal apparatus 12A transmits a gift request including the player ID of one player P1, the player ID of the selected other player P2, and the details of the selected paid item (item ID, quantity, etc.) to the server apparatus 10. Then, the process proceeds to step SP14.

[0053] (Step SP14) The accepting means 44 of the server device 10 accepts (receives) a donation request from the first terminal device 12A. In response to this, the determining means 48 determines whether a second predetermined period has elapsed since the purchase of the paid item corresponding to the item ID included in the donation request. If the determination is affirmative, the process proceeds to step SP18, and if the determination is negative, the process proceeds to step SP16.

[0054] (Step SP16) The restriction means 50 restricts the donation process for the billable item corresponding to the item ID included in the donation request. Then, the restriction means 50 notifies the first terminal device 12A that the donation process has been restricted. Upon receiving the notification, the first terminal device 12A displays the contents of the notification. Then, the series of processes shown in FIG. 4 ends.

[0055] (Step SP18) The determination means 48 refers to the report list 40C and determines whether the report flag is on for the player ID of one player P1 included in the donation request, or whether the reported flag is on for the player ID of another player P2 included in the donation request. If the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP20.

[0056] (Step SP20) The determination means 48 determines whether the player ID of the other player P2 included in the gift request is registered in the gift recipient list 40D. If the determination is affirmative, the process proceeds to step SP22, and if the determination is negative, the process proceeds to step SP16.

[0057] (Step SP22) The determination means 48 acquires credit card information corresponding to the player ID of one player P1 included in the gift request from the player information 40A or another server device. Similarly, the determination means 48 acquires credit card information corresponding to the player ID of another player P2 included in the gift request from the player information 40A or another server device. Next, the determination means 48 determines whether the one player P1 and the other player P2 are the same person based on the acquired two pieces of credit card information. If the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP24.

[0058] (Step SP24) The determination means 48 determines whether the total number of paid items donated or the total amount of donated paid items to one player P1, including the number of paid items donated this time, exceeds an upper limit. If the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP26. Note that in this step, instead of the above determination, the determination means 48 may determine whether the total number of paid items donated or the total amount of donated paid items to another player P2, including the number of paid items donated this time, exceeds an upper limit.

[0059] (Step SP26) The gift processing means 46 executes a gift process to link a paid item linked to the player ID of one player P1 included in the gift request to the player ID of another player P2 included in the gift request. Specifically, the gift processing means 46 reduces or deletes the paid item from the play data 40B corresponding to the player ID of one player P1 included in the gift request, and adds the paid item to the play data 40B corresponding to the player ID of the other player P2 included in the gift request. Then, the process proceeds to step SP28.

[0060] (Step SP28) The change means 52 changes the value or amount of the paid item that has been donated. In the first embodiment, the change means 52 changes the value or amount of the paid item that has been donated so that the value of the paid item that has been donated becomes higher. Then, the process proceeds to step SP30.

[0061] (Step SP30) The gift processing means 46 grants gift points that can be used in the game or outside the game to the one player P1 and / or the other player P2. The number of gift points granted may be changed depending on, for example, the relationship between the one player P1 and the other player P2, or the play data 40B of the one player P1 and the other player P2. Then, the processing proceeds to step SP32. Note that this step may be omitted.

[0062] (Step SP32) The gift processing means 46 turns on the use restriction flag for the gifted paid item in the play data 40B of the other player P2, and then the process proceeds to step SP34.

[0063] (Step SP34) The gift processing means 46 notifies the first terminal apparatus 12A and / or the first terminal apparatus 12A that the gift processing has been executed, and the series of processing steps shown in FIG.

[0064] <Processing flow for reporting> 5 is a flowchart showing an example of the processing flow of the game system 1 according to the first embodiment when one player P1 reports another player P2. The following processing is executed periodically or randomly. The order of the following processing can be changed as appropriate.

[0065] (Step SP40) The first terminal device 12A determines whether a report screen request has been made based on the operation information of one player P1. If the determination is affirmative, the process proceeds to step SP42, and if the determination is negative, the process proceeds to step SP52.

[0066] (Step SP42) The first terminal apparatus 12A displays a report screen including a report button. On this report screen, one player P1 selects another player P1 to report from among multiple players. Next, the one player P1 presses the report button on the report screen. Then, the processing proceeds to the processing of step SP44.

[0067] (Step SP44) The first terminal apparatus 12A sends a report to the server apparatus 10. This report includes the player ID of the one player and the player ID of the selected other player P1. Then, the process proceeds to step SP46.

[0068] (Step SP46) The reception means 44 of the server device 10 receives a report from the first terminal device 12A. In response to this, the reception means 44 adds the player ID of one player P1 included in the report to the report list 40C, and turns on a report flag for the added player ID. The reception means 44 may also notify the first terminal device 12A that the report has been processed (that the report flag has been turned on). Then, the processing proceeds to step SP48.

[0069] (Step SP48) The receiving means 44 adds the player ID of the other player P2 included in the report to the report list 40C, and turns on a reported flag for the added player ID. The receiving means 44 may notify the second terminal device 12B that the report has been processed (that the reported flag has been turned on). However, this notification is preferably made after a predetermined period has elapsed, as there is a risk that one player P1 may be threatened by another player P2. Then, the processing proceeds to the processing of step SP50.

[0070] (Step SP50) The reception means 44 executes the process of returning the paid item. Specifically, the reception means 44 reduces or deletes the paid item that has been donated from the play data 40B corresponding to the player ID of the other player P2 included in the report, and adds the paid item to the play data 40B corresponding to the player ID of the one player P1 included in the report. Then, the process proceeds to step SP52.

[0071] (Step SP52) The determination means 48 determines whether the third predetermined period has elapsed. If the determination is affirmative, the process proceeds to step SP54, and if the determination is negative, the series of processes shown in FIG. 5 ends.

[0072] <Processing flow for using paid items> 6 is a flowchart showing an example of the processing flow of the game system 1 according to the first embodiment when a paid item is used. The order of the following processing can be changed as appropriate.

[0073] (Step SP60) The second terminal apparatus 12B transmits a use request including the player ID of the other player P2 and the item ID of the donated paid item to the server apparatus 10. Then, the processing proceeds to step SP62.

[0074] (Step SP62) The receiving means 44 of the server device 10 receives a use request from the second terminal device 12B. In response to this, the determination means 48 acquires play data 40B corresponding to the player ID included in the use request. Next, the determination means 48 references the acquired play data 40B and determines whether the use restriction flag for the item ID included in the use request is on. If the determination is affirmative, the process proceeds to step SP64, and if the determination is negative, the process proceeds to step SP70.

[0075] (Step SP64) The determination means 48 determines whether a first predetermined period has elapsed since the paid item corresponding to the item ID included in the usage request was transferred, i.e., since the paid item was transferred. If the determination is affirmative, the process proceeds to step SP70, and if the determination is negative, the process proceeds to step SP66.

[0076] (Step SP66) The restriction means 50 restricts the use by the other player P2 of the billable item corresponding to the item ID included in the use request, and then the process proceeds to step SP68.

[0077] (Step SP68) The restriction means 50 transmits an error notification to the second terminal apparatus 12 B. The restriction means 50 may also transmit an error notification to the first terminal apparatus 12 A. Then, the series of processes shown in FIG. 6 ends.

[0078] (Step SP70) The determination means 48 determines whether the paid item corresponding to the item ID included in the use request is a donated paid item. Specifically, the determination means 48 determines whether the use restriction flag for the paid item corresponding to the item ID included in the use request is on. As a result, if the use restriction flag is on, the determination means 48 makes a positive determination that the paid item corresponding to the item ID is a donated paid item. On the other hand, if the use restriction flag is off, the determination means 48 makes a negative determination that the paid item corresponding to the item ID is not a donated paid item. If the determination is positive, the process proceeds to step SP74, and if the determination is negative, the process proceeds to step SP72.

[0079] (Step SP72) The accepting unit 44 uses the billing item corresponding to the item ID included in the use request. Specifically, the accepting unit 44 consumes the billing item from the play data 40B corresponding to the player ID included in the use request. Then, the accepting unit 44 transmits the usage result to the second terminal device 12B, and the second terminal device 12B reflects the usage result in the game.

[0080] (Step SP74) The determination means 48 determines whether the play data 40B corresponding to the player ID included in the use request contains a non-chargeable item similar to the charged item corresponding to the item ID included in the use request. Specifically, if the charged item is a paid stone, the determination means 48 determines whether the play data 40B corresponding to the player ID included in the use request contains a non-chargeable item with the same function as the charged item and free of charge stones. If the determination is affirmative, the process proceeds to step SP76, and if the determination is negative, the process proceeds to step SP72. Note that if the determination is negative, the series of processes shown in FIG. 6 may end.

[0081] (Step SP76) The accepting means 44 consumes the free stones from the play data 40B corresponding to the player ID included in the use request. Then, the result of the use is transmitted to the second terminal device 12B, and the second terminal device 12B reflects the result of the use in the game. Then, the series of processes shown in FIG. 6 ends.

[0082] <Effects> As described above, in the first embodiment, the server device 10 includes a receiving means 44 that receives a gift request from a player, a gift processing means 46 that, in response to the request received by the receiving means 44, executes a gift process to link a paid item that is usable in the game and purchased by paying a fee and is linked to one player P1 to another player P2, and a restriction means 50 that restricts the use of the gifted paid item by the other player P2 for a predetermined period of time.

[0083] According to this configuration, in response to a request received by the receiving means 44, a gift process is executed to link a paid item linked to one player P1 to another player P2, so that the paid item can be donated. When such a gift of a paid item can be made, the use of the donated paid item by the other player P2 is restricted for a predetermined period of time, so that the one player P1 has time to report to the game management company or the like that the paid item has been extorted, thereby increasing the motivation of the one player P1 to log in to the game.

[0084] In addition, the first embodiment includes a receiving means 44 that receives a gift request from one player P1, a gift processing means 46 that, in response to the request received by the receiving means 44, executes a gift process to link a paid item that can be used in the game and has been purchased by paying a fee and is linked to the one player P1 to another player P2, and a restriction means 50 that restricts the gift process for the paid item for a predetermined period of time.

[0085] According to this configuration, a gift process is executed to link a paid item linked to one player P1 to another player P2 in response to a request received by the reception means 44, so that the paid item can be gifted. Also, according to this configuration, the gift process for the paid item is restricted for a predetermined period, so that paid items are not extorted during that period, and the motivation of players who want to log in to the game can be increased.

[0086] In addition, in the first embodiment, the receiving means 44 receives a report from one player P1 regarding a gift to another player P2, and the restriction means 50 may restrict the other player P2 reported by the one player P1 from being subject to linking of a paid item in the gift processing for a third specified period.

[0087] This configuration can prevent other players P2 from repeatedly mugging others.

[0088] In addition, in the first embodiment, the receiving means 44 may receive a report from one player P1 regarding a gift to another player P2, and the restricting means 50 may restrict the one player P1 who reported the other player P2 from processing gifts or purchasing paid items for a third predetermined period.

[0089] This configuration can prevent one player P1 from being bullied.

[0090] In addition, in the first embodiment, in a case where a paid item that has been gifted and a non-paid item that has been granted to another player P2 through playing the game are linked to the other player P2, and the other player P2 requests the use of the paid item, the restriction means 50 may give priority to using the non-paid item.

[0091] According to this configuration, even if a player is extorted, the paid item can be returned to the first player P1.

[0092] In addition, in the first embodiment, the server device 10 includes a receiving means 44 that receives a gift request from one player P1, a gift processing means 46 that, in response to the request received by the receiving means 44, executes a gift process to link a paid item that is usable in the game and purchased by paying a fee and is linked to the one player P1 to another player P2, a determination means 48 that determines whether the one player P1 or the other player P2 is a predetermined person, and a restriction means 50 that restricts the gift process from the one player P1 to the other player P2 based on the determination result of the determination means 48.

[0093] According to this configuration, in response to a request received by the receiving means 44, a gift process is executed to link a paid item linked to one player P1 to another player P2, so that the paid item can be donated. Then, when such a gift of a paid item can be made, the gift process from one player P1 to another player P2 is restricted based on the determination result of the determination means 48, so that the one player P1 can be prevented from being bullied by another player P2 who is not a predetermined person, thereby increasing the motivation of the one player P1 who is trying to log in to the game.

[0094] In addition, in the first embodiment, the determination means 48 determines whether another player P2 is a family member of one player P1 based on the registration information of the family member of one player P1, and the restriction means 50 may restrict the gift process from one player P1 to another player P2 if the determination means 48 makes a negative judgment.

[0095] This configuration can prevent the first player P1 from being bullied by other players P2 who are not family members, thereby increasing the motivation of the first player P1 to log in to the game.

[0096] In addition, in the first embodiment, the determination means 48 determines whether or not a player P1 is a minor based on the age registration information related to the player P1, and the restriction means 50 may restrict the gift process from the player P1 to another player P2 if the determination means 48 makes a positive determination.

[0097] This configuration restricts the underage player P1, who is likely to be easily extorted, from giving gifts, allowing the player P1 to play the game with peace of mind. As a result, the motivation of the player P1 to log in to the game can be increased.

[0098] In addition, in the first embodiment, the judgment means 48 judges whether a player P1 is a weak player or not based on the game play data 40B of the player P1, and the restriction means 50 may restrict the gift process from the player P1 to another player P2 if the judgment means 48 makes a positive judgment.

[0099] This configuration restricts the giving of gifts by a player P1 who is a weak player and is likely to be extorted, allowing the player P1 to play the game with peace of mind. As a result, the motivation of the player P1 to log in to the game can be increased.

[0100] In addition, in the first embodiment, the determination means 48 determines whether or not one player P1 is weaker than another player P2 based on the game play data 40B of one player P1 and the game play data 40B of another player P2, and the restriction means 50 may restrict the gift process from one player P1 to another player P2 if the determination means 48 makes a positive judgment.

[0101] This configuration restricts the giving of gifts by the player P1, who is considered to be weaker than the other players P2 and more likely to be extorted, so the player P1 can play the game with peace of mind. As a result, the motivation of the player P1 to log in to the game can be increased.

[0102] In the first embodiment, the play data 40B also includes the rank of the corresponding player or the play time of the corresponding player.

[0103] According to this configuration, when the determining means 48 determines that a player is weak, the determination can be easily made using the rank of the player or the playing time of the corresponding player.

[0104] In addition, in the first embodiment, the determination means 48 determines whether a player P1 is a paying user based on the billing history of the player P1, and the restriction means 50 may restrict the gift process from the player P1 to another player P2 if the determination means 48 makes a negative determination.

[0105] This configuration restricts the giving of gifts by a player P1 who is not a paying user and is assumed to be a weak person or a minor, so the player P1 can play the game with peace of mind. As a result, the motivation of the player P1 to log in to the game can be increased.

[0106] In addition, in the first embodiment, the server device 10 includes a receiving means 44 that receives a gift request from one player P1, a gift processing means 46 that, in response to the request received by the receiving means 44, executes a gift process to link paid items that can be used in the game and have been purchased by paying a fee, and that are linked to the one player P1, to another player P2, and a limiting means 50 that limits the number of paid items or the price of the paid items involved in the gift process from one player P1 to another player P2.

[0107] According to this configuration, the receiving means 44 executes a gift process to link a paid item associated with one player P1 to another player P2 in response to a request received, thereby enabling the gift of the paid item. When such a gift of a paid item can be performed, the number of paid items or the price of the paid items related to the gift process from one player P1 to another player P2 is limited, thereby minimizing the extent of the damage that the one player P1 may suffer from being extorted, thereby increasing the motivation of the one player P1 to log in to the game.

[0108] In addition, the first embodiment further includes a determination means 48 that determines whether one player P1 and another player P2 are the same person based on the player information 40A of one player P1 and the player information 40A of another player P2, and the restriction means 50 may prohibit the gift process from one player P1 to another player P2 when the determination means 48 makes a positive determination.

[0109] According to this configuration, it is possible to prevent a player P1, such as a minor, from donating a paid item purchased with his / her sub-account to the main account, so as to avoid the above-mentioned restrictions.

[0110] In addition, in the first embodiment, the player information 40A includes card information of a card used when paying a charge, and the determination means 48 may determine that one player P1 and another player P2 are the same person if the card information of one player P1 and the card information of another player P2 are identical.

[0111] According to this configuration, when determining that one player P1 and another player P2 are the same person, the determination means 48 can easily make the determination using the card information.

[0112] In addition, in the first embodiment, the player information 40A includes the login time when the player logged in to the game, and the determination means 48 may determine whether the one player P1 and the other player P2 are the same person based on the login time of the one player P1 and the login time of the other player P2.

[0113] According to this configuration, when determining that one player P1 and another player P2 are the same person, the determination means 48 can easily make the determination using the login time.

[0114] In addition, in the first embodiment, the server device 10 includes a receiving means 44 that receives a gift request from one player P1, a gift processing means 46 that, in response to the request received by the receiving means 44, executes a gift process to link a paid item that is usable in the game and purchased by paying a fee and is linked to the one player P1 to another player P2, and a change means 52 that changes the value or quantity of the paid item related to the gift process.

[0115] According to this configuration, in response to a request received by the reception means 44, a gift process is executed to link a paid item linked to one player P1 to another player P2, making it possible to gift a paid item. When such a gift of a paid item can be made, the value or amount of the paid item related to the gift process is changed, making the gift more unexpected, stimulating the gift of paid items and improving the social aspect of the game. Therefore, when gifting of paid items is made possible, the motivation of one player P1 to log in to the game can be increased.

[0116] In the first embodiment, the change means 52 may change the value or amount of a charge item based on the play data 40B of one player P1.

[0117] According to this configuration, the value or quantity of the paid item changes when the game is played, which increases the motivation of a player P1 who tries to log in to the game in order to change the value or quantity.

[0118] In the first embodiment, the change means 52 may change the value or amount of the charge item based on the play data 40B of the other player P2.

[0119] According to this configuration, the value or quantity of the paid item changes when the game is played, which increases the motivation of other players P2 who try to log in to the game in order to change the value or quantity.

[0120] In the first embodiment, the change means 52 may obtain the relationship between one player P1 and another player P2, and change the value or amount of the charge item based on the relationship.

[0121] According to this configuration, for example, if the relationship between one player P1 and another player P2 is a good one, such as between family or friends, the value or quantity of paid items can be increased, and if the relationship between one player P1 and another player P2 is a bad one, the value or quantity of paid items can be decreased, thereby preventing extortion and the like.

[0122] In the first embodiment, the change means 52 changes the value of the donated paid item so that when the donated paid item is used by another player P2, a special lottery can be held.

[0123] This configuration encourages active donation of paid items for the purpose of the special lottery. As a result, communication occurs during the donation process, enhancing the social aspect of the game and increasing the motivation of one player P1 and another player P2 to log in to the game.

[0124] ---Second embodiment--- Next, a game system according to a second embodiment will be described. The second embodiment differs from the first embodiment in that the server device 10 further includes a setting means as a functional means, and in that a giftable period for a paid item and a usable period for the paid item are set. Note that the configuration and processing of the game system according to the second embodiment, which will not be described below, are the same as those described in the first embodiment. It is also preferable that there is an interval between the giftable period and the usable period. It is also preferable that the usable period be shorter than the giftable period.

[0125] The setting means sets the number of charge items available for gift processing to another player P2 based on the game play data 40B. Specifically, the setting means sets the number of charge items available for gift processing to another player P2 based on the number of charge items in the play data 40B linked to the other player P2 and / or the number of charge items in the play data 40B linked to one player P1. For example, if a large number of charge items are linked to the other player P2, the setting means may set a larger number of charge items available for gift processing to the other player P2. Furthermore, the setting means may set the number of charge items available for gift processing to the other player P2 to be equal to or less than the number of charge items linked to the other player P2, preferably equal to or less than half of the number of charge items linked to the other player P2. Furthermore, if a large number of charge items are linked to one player P2, the setting means may set a larger number of charge items available for gift processing to the other player P2. Furthermore, the setting means may set the number of charge items that can be gifted to another player P2 based on the number of charge items linked to the other player P2 and the number of charge items linked to the one player P1. For example, the setting means may set a small number of charge items that can be gifted to the other player P2 when a difference between the number of charge items linked to the one player P2 and the number of charge items linked to the other player P2 is equal to or greater than a threshold, and may set a large number of charge items that can be gifted to the other player P2 when the difference is less than the threshold.

[0126] 7 is a flowchart showing an example of the processing flow of the game system according to the second embodiment when one player P1 gives a paid item to another player P2. Note that the order of the following processing can be changed as appropriate.

[0127] (Step SP90) After the processing of step SP10, the first terminal apparatus 12A displays a restriction selection screen. This restriction selection screen is a screen that allows one player P1 to select whether or not to restrict the use of the donated paid item by another player P2.

[0128] FIG. 8 is a diagram showing an example of the restriction selection screen 100. As shown in FIG.

[0129] The restriction selection screen 100 is provided with a restriction button 100 that restricts the use of the donated paid item, and an unrestricted button 102 that does not restrict the use of the donated paid item. When a player P1 presses the restriction button 100 or the unrestricted button 102 on this restriction selection screen 100, the process proceeds to step SP92.

[0130] (Step SP92) The first terminal apparatus 12A transmits to the server apparatus 10 a gift request including the player ID of one player P1, the player ID of the selected other player P2, the details of the selected charge item (item ID, quantity, etc.), and the selection result on the restriction selection screen 100. Then, the processing proceeds to step SP94.

[0131] (Step SP94) The accepting means 44 of the server device 10 accepts (receives) a donation request from the first terminal device 12A. In response to this, the setting means of the server device 10 acquires the play data 40B corresponding to the player ID of the other player included in the donation request. Then, the processing proceeds to step SP96.

[0132] (Step SP96) The setting means extracts the number of paid items corresponding to the item ID included in the gift request from the acquired play data 40B. Next, the setting means sets a maximum number M of paid items that one player P1 can gift to another player P2 based on the extracted number of paid items. For example, the setting means sets the maximum number M to the same number as the extracted number of paid items. Then, the processing proceeds to step SP98.

[0133] (Step SP98) The determination means 48 determines whether the current date and time is within the set gift-giving period (for example, between 1st and 20th days). If the determination is affirmative, the process proceeds to step SP100, and if the determination is negative, the process proceeds to step SP16.

[0134] (Step SP100) The determination means 48 determines whether or not the total number of paid items donated by one player P1 to another player P2 (total donated number S), including the number of paid items to be donated this time, exceeds the maximum value M. If the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP26.

[0135] (Step SP102) After processing step SP26, the gift processing means 46 updates the total gift number S. Specifically, the gift processing means 46 adds the number of paid items that have been gifted to the total gift number S. Note that this total gift number S may be initialized after a period of one week, one month, etc. has elapsed. Then, the process proceeds to processing step SP104.

[0136] (Step SP104) The determination means 48 determines whether or not the use restriction has been selected by one player P1 based on the selection result included in the donation request. If the determination is affirmative, the process proceeds to step SP106, and if the determination is negative, the process proceeds to step SP34.

[0137] (Step SP106) The gift processing means 46 turns on the use restriction flag for the gifted paid item in the play data 40B of the other player P2, and then the process proceeds to step SP34.

[0138] In the second embodiment, when another player P2 uses a paid item that has been gifted, the same process as shown in Figure 6 is executed, but in step SP64, the determination means 48 determines whether the current date and time is within the usable period (for example, between the 25th and 31st).

[0139] As described above, in the second embodiment, the setting means sets the number of charge items that one player P1 can gift to another player P2 based on the game play data 40B.

[0140] This configuration can prevent, for example, many paid items from being extorted.

[0141] In the second embodiment, the play data 40B also includes the number of paid items linked to the other player P2.

[0142] According to this configuration, for example, if another player P2 has many paid items, the paid items can be returned even if the player uses something that was extorted, so the number of paid items that can be gifted to the other player P2 can be set to be large. Conversely, if the other player P2 has few paid items, the paid items cannot be returned if the player uses something that was extorted, so the number of paid items that can be gifted to the other player P2 can be set to be small. As a result, the paid items can be reliably returned to the first player even if the first player is extorted.

[0143] In the second embodiment, the play data 40B may also include the number of charge items associated with one player P1.

[0144] According to this configuration, for example, if a player P1 has many paid items, the number of paid items that can be donated can be set to be large, and if the player P1 has few paid items, the number of paid items that can be donated can be set to be small. As a result, the damage caused by extortion can be reduced depending on the player P1.

[0145] In addition, in the second embodiment, the reception means 44 receives a selection from one player P1 as to whether or not to execute a restriction by the restriction means 50, and the restriction means 50 executes the restriction when the reception means 44 receives a selection result to execute the restriction.

[0146] According to this configuration, one player P1 can select for himself whether to enforce the restriction means 50 on someone who is likely to extort him, and not to enforce the restriction means 50 on someone to whom he really wants to give a gift. As a result, the degree of freedom in giving gifts can be improved.

[0147] ---Variations--- The present invention is not limited to the above-described embodiments. In other words, variations of the above-described embodiments, which are appropriately modified by a person skilled in the art, are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.

[0148] For example, in the first embodiment described above, when one player P1 requests a gift, the gift processing is executed, but it is also possible to store a paid item as a gift target in the storage means 40 of the server device 10 for a predetermined period of time, and execute the gift processing when the predetermined period has elapsed.

[0149] Furthermore, in the above first embodiment, the first predetermined period, the second predetermined period, and the third predetermined period are described as being set in advance, but the change means 52 may be configured to change them as appropriate in response to the operation of one player P1.

[0150] In the first embodiment, when a paid item is donated, gift points are awarded to one player P1. However, an item that can be used in a game other than the game related to the paid item may be awarded to the one player P1. When one player P1 uninstalls a game, it is conceivable that the paid item will be donated to another player P2. In order to efficiently donate such items, a gift button may be displayed on the screen to donate all of the paid items of one player P1 to the other player P2. [Explanation of symbols]

[0151] 10...server device (computer), 44...acceptance means, 46...gift processing means, 48...determination means, 50...restriction means, 52...change means

Claims

1. Computer, Acceptance means for accepting a request for a gift from one player; a gift processing means for executing a gift process in response to the request received by the receiving means to link a paid item that is usable in the game and purchased by paying a fee, and that is linked to one player, to another player; a determination means for determining whether the one player or the other player is a predetermined person; a limiting means for limiting the gifting process from the one player to the other player based on the determination result of the determination means; A program to function as a

2. the determination means determines whether the other player is a family member of the one player based on registration information of a family member of the one player; the limiting means, when the determining means makes a negative determination, limits the gifting process from the one player to the other player. The program according to claim 1.

3. the determination means determines whether the one player is a minor based on age registration information of the one player; the limiting means, when the determining means makes a positive determination, limits the gifting process from the one player to the other player. The program according to claim 1.

4. the determination means determines whether the one player is an underdog based on play data of the game of the one player; the limiting means, when the determining means makes a positive determination, limits the gifting process from the one player to the other player. The program according to any one of claims 1 to 3.

5. the determination means determines whether the one player is weaker than the other players based on play data of the game of the one player and play data of the game of the other players; the limiting means, when the determining means makes a positive determination, limits the gifting process from the one player to the other player. The program according to claim 4.

6. The play data includes the rank of the corresponding player or the play time of the corresponding player. The program according to claim 4 or 5.

7. the determination means determines whether the one player is a paying user based on the one player's billing history; the limiting means, when the determining means makes a negative determination, limits the gifting process from the one player to the other player. The program according to any one of claims 1 to 6.

8. Acceptance means for accepting a request for donation from one player; a gift processing means for executing a gift process in response to the request received by the receiving means to link a paid item that is usable in the game and purchased by paying a fee, and that is linked to one player, to another player; a determination means for determining whether the one player or the other player is a predetermined person; a limiting means for limiting the gifting process from the one player to the other player based on a determination result of the determination means; An information processing device comprising: