System, method, and program for managing provision of game content

The system improves user engagement by allowing users to actively shorten the countdown to content provision through actions and rewards, enhancing the enjoyment of the waiting time.

JP2025188318APending Publication Date: 2025-12-25DENA CO LTD
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Patent Information

Application Number
JP2025177407
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

In conventional games, some users only take action when the time remaining until content is provided is short, turning the waiting time into a passive experience.

Method used

A system that allows users to start a countdown to content provision, shorten the remaining time through actions, and grant rewards as the time is reduced, enabling content provision upon reaching the predetermined time.

Benefits of technology

Enhances user engagement by encouraging timely actions and providing rewards, thereby increasing enjoyment during the waiting period.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve amusement in a standby time until a game content is provided.SOLUTION: A content provision management server 10 is communicably connected to a user terminal 30 via a communication network 20 and manages provision of a game content for a user operating the user terminal 30. The server 10 enables provision of the game content for the user depending on arrival to an available time, reduces a remaining time until the available time depending on execution of time reduction action by the user, and gives a predetermined reward to the user when the remaining time is reduced. That is, the more time reduction action for acquiring the predetermined reward is executed, the more the remaining time is reduced and the remaining number of times capable of executing the time reduction action is reduced, which can promote execution of the time reduction action from an initial stage at which the remaining time is still sufficient, for a user who wants to acquire such reward.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a system, method, and program for managing the provision of game content. [Background technology]

[0002] Conventionally, in various games, content such as cards, items, and characters is provided to users. For example, Patent Document 1 below discloses a breeding game in which a player purchases "flower seeds" and takes care of them for a certain period of time, causing the flowers to bloom and "flower fairies" to be born. In such games, the type of content (e.g., "flower fairies") provided to the user is typically determined by lottery, and the lottery specifications (lottery items and winning probability) are configured to change depending on various actions (e.g., "watering" and "exterminating bugs") performed by the user before the content is provided. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-154794 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in conventional games such as those described above, some users only take action when the time remaining until the content is provided is short, and for these users, the period until the remaining time becomes simply a waiting time. Therefore, it is desirable to improve the enjoyment of the waiting time until the content is provided.

[0005] One object of the present invention is to improve the enjoyment of the waiting time until game content is provided. Other objects of the present invention will become apparent by reading the entire specification. [Means for solving the problem]

[0006] A system according to one embodiment of the present invention is a system for managing the provision of game content, comprising one or more computer processors, wherein the one or more computer processors execute the following steps in response to execution of readable instructions: starting timing to a predetermined time in response to a user's instruction; shortening the remaining time until the predetermined time in response to the user performing a first action; granting the user a predetermined reward as the remaining time is shortened; and enabling the provision of the game content to the user in response to reaching the predetermined time.

[0007] A method according to one embodiment of the present invention is a method executed by one or more computers for managing the provision of game content, and includes the steps of: starting timing to a predetermined time in response to a user's instruction; shortening the remaining time until the predetermined time in response to the user performing a first action; granting the user a predetermined reward as the remaining time is shortened; and enabling the provision of the game content to the user in response to the predetermined time being reached.

[0008] A program according to one embodiment of the present invention is a program for managing the provision of game content, and causes one or more computers to execute the steps of starting timing until a predetermined time in response to a user's instruction, shortening the remaining time until the predetermined time in response to the user performing a first action, granting the user a predetermined reward as the remaining time is shortened, and enabling the provision of the game content to the user in response to the predetermined time being reached. [Effects of the Invention]

[0009] Various embodiments of the present invention increase the enjoyment of waiting for game content to be provided. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a network including a content provision management server 10 according to an embodiment of the present invention. [Figure 2] FIG. 3 is a diagram illustrating an example of information managed by a user information table 151. [Figure 3] FIG. 3 is a diagram illustrating information managed by a content information table 152. [Figure 4] FIG. 10 is a diagram illustrating an example of information managed by a owned content management table 153. [Figure 5] 10 is a flowchart illustrating a process executed by the server 10 when providing a card. [Figure 6] FIG. 10 is a diagram illustrating a card pack generation start screen 50. [Figure 7] FIG. 10 is a diagram illustrating a card pack generation screen 60. [Figure 8] FIG. 10 is a diagram illustrating a card pack generation screen 60. [Figure 9] FIG. 7 is a diagram illustrating a card pack completion screen 70. [Figure 10] FIG. 10 is a diagram illustrating a card pack opening screen 80. [Figure 11] FIG. 10 is a diagram illustrating the correspondence between the rank of a card pack and the winning probability for each card rarity. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In each drawing, the same reference numerals may be used to designate the same or similar components.

[0012] FIG. 1 is a diagram illustrating a schematic configuration of a network including a content provision management server 10 according to an embodiment of the present invention. As illustrated, the server 10 is communicatively connected to a user terminal 30 via a communication network 20 such as the Internet. Although only one user terminal 30 is illustrated in FIG. 1, the server 10 may be communicatively connected to a plurality of user terminals 30. The server 10 manages the provision of game content to users who operate the user terminals 30. The game content includes various electronic and virtual content, such as characters, cards, and items. The content provision management server 10 is an example of a device that implements all or part of the system of the present invention.

[0013] First, we will explain the hardware configuration of the content provision management server 10. The content provision management server 10 is configured as a general computer, and as shown in Fig. 1, it includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like (not shown).

[0014] The computer processor 11 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 15 or the like into a main memory 12 and executes various instructions included in the programs. The main memory 12 is configured, for example, by a DRAM or the like.

[0015] The input / output I / F 13 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 13 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), a voice input device such as a microphone, and an image input device such as a camera. The input / output I / F 13 also includes an image output device such as a display, and an audio output device such as a speaker.

[0016] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to enable wired or wireless communication via a communication network 20 or the like.

[0017] The storage 15 is configured, for example, by a magnetic disk, a flash memory, or the like. The storage 15 stores various programs including an operating system, various data, and the like. For example, as shown in FIG. 1 , the storage 15 includes a user information table 151 that manages information about users, a content information table 152 that manages information about game content provided to users, and a owned content management table 153 that manages information about game content owned by each user. The storage 15 also stores, for example, a server-side program 40 according to an embodiment of the present invention. The program 40 is a program that causes the content provision management server 10 to function as all or part of a system for managing the provision of game content. At least a portion of the server-side program 40 may be configured to be executed on the user terminal 30 via a web browser or other application.

[0018] In this embodiment, the content provision management server 10 may be configured using a plurality of computers each having the above-described hardware configuration. For example, the server 10 may be configured by one or a plurality of server devices.

[0019] The content provision management server 10 configured in this manner functions as a web server and an application server, and executes various processes in response to requests from a web browser or other application (e.g., a game content acquisition application) installed on the user terminal 30, and transmits screen data (e.g., HTML data) and control data according to the results of the processes to the user terminal 30. The user terminal 30 displays a web page or other screen based on the received data.

[0020] Next, we will explain the hardware configuration of the user terminal 30. The user terminal 30 is configured as a general computer, and as shown in Fig. 1, it includes a computer processor 31, a main memory 32, an input / output I / F 33, a communication I / F 34, and a storage (storage device) 35, and these components are electrically connected via a bus or the like (not shown).

[0021] The computer processor 31 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 35 or the like into the main memory 32 and executes various instructions included in the programs. The main memory 32 is configured, for example, by a DRAM or the like.

[0022] The input / output I / F 33 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 33 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 33 also includes an image output device such as a display, and an audio output device such as a speaker.

[0023] The communication I / F 34 is implemented as hardware such as a network adapter, various communication software, or a combination thereof, and is configured to be able to realize wired or wireless communication via the communication network 20 or the like.

[0024] The storage 35 is configured by, for example, a magnetic disk or a flash memory, etc. The storage 35 stores various programs including an operating system, various data, etc. The programs stored in the storage 35 can be downloaded from an application market or the like and installed.

[0025] In this embodiment, the user terminal 30 may be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, a game terminal, or the like.

[0026] A user of a user terminal 30 configured in this manner can obtain game content managed by the server 10 by communicating with the server 10 via a web browser or other application installed on storage 35, etc.

[0027] Next, we will explain the functions of the content provision management server 10 configured as above. As shown in Fig. 1, the computer processor 11 of the server 10 is configured to function as a basic function control unit 111 and a content provision management unit 112 by executing instructions included in a program (for example, at least a part of the server-side program 40) loaded into the main memory 12.

[0028] The basic function control unit 111 is configured to execute various processes related to the control of the basic functions. For example, the basic function control unit 111 transmits screen data and control data of various screens related to the basic functions to the user terminal 30, executes various processes in response to operation input by the user via the screens displayed on the user terminal 30, and transmits screen data and control data according to the results of the processes to the user terminal 30. The basic functions controlled by the basic function control unit 111 include, for example, login processing (user authentication), billing control, and user account management.

[0029] The content provision management unit 112 is configured to execute various processes related to the management of the provision of game content. For example, the content provision management unit 112 transmits screen data and control data of various screens for managing the provision of game content to the user terminal 30, executes various processes in response to operation input by the user via the screens displayed on the user terminal 30, and transmits screen data, control data, etc. according to the results of the processes to the user terminal 30.

[0030] In this embodiment, the content provision management unit 112 is configured to start counting the time until the available time (predetermined time) when game content can be provided, in response to an instruction from the user. For example, when the content provision management unit 112 receives a corresponding instruction from the user via a screen displayed on the user terminal 30, it starts counting the time until the available time. The available time may be set to, for example, a fixed value (e.g., 30 minutes, 6 hours, 24 hours, or 48 hours), or may be set to a variable value (e.g., the time from that point until 9:00 AM the next day). The remaining time until the available time is managed, for example, in the user information table 151.

[0031] Furthermore, the content provision management unit 112 is configured to reduce the remaining time until the available time in response to the execution of a time-saving action by the user. For example, when the content provision management unit 112 receives a corresponding instruction from the user via a screen displayed on the user terminal 30, it executes the time-saving action and reduces a predetermined value from the remaining time until the available time in response to the execution of the time-saving action. The predetermined value (the amount of reduction in the remaining time when the time is reduced) may be a fixed value or a variable value.

[0032] The content provision management unit 112 is also configured to provide a predetermined reward to the user as the remaining time until the available time is shortened. The predetermined reward is provided to the user, for example, before or after the remaining time is shortened. The predetermined reward includes, for example, various direct or indirect benefits for the user.

[0033] Furthermore, the content provision management unit 112 is configured to enable provision of game content to the user when the available provision time is reached. For example, when the remaining time until the available provision time reaches 0, the content provision management unit 112 provides the game content to the user immediately or via the user's execution of a predetermined action.

[0034] In this manner, the content provision management server 10 in this embodiment enables provision of game content to a user when the available provision time is reached, shortens the remaining time until the available provision time in response to the user's execution of a time-saving action, and grants a predetermined reward to the user as the remaining time is shortened. In other words, the more time-saving actions are executed to obtain the predetermined reward, the shorter the remaining time becomes, and the number of remaining times for which the time-saving action can be executed decreases. Therefore, users who wish to obtain such rewards can be encouraged to execute time-saving actions from an early stage when there is still ample time remaining. As a result, the content provision management server 10 can increase the enjoyment of the waiting time until the game content is provided.

[0035] In this embodiment, the predetermined reward provided as the remaining time is reduced includes various types of rewards. For example, the predetermined reward includes increasing the value of game content provided to the user. Such a predetermined reward may be provided immediately as the remaining time is reduced, or may be provided depending on the outcome of an event that occurs as the remaining time is reduced (e.g., winning a lottery, completing a mini-game, etc.). For example, the content provision management unit 112 changes the value of a parameter that affects the value of the game content to be provided as the remaining time is reduced, so that the value of the game content increases. This configuration can encourage users who want to acquire high-value game content to perform a time-saving action.

[0036] In this embodiment, the content provision management unit 112 may be configured to start timing up to the available time with the user's use of a timing start item. The timing start item may be configured as, for example, a free item and may be given to the user at various times. For example, the content provision management unit 112 may be configured to give the timing start item to the user depending on the result of an event (e.g., logging in, winning a lottery, completing a mini-game, etc.). This configuration encourages the user to obtain the timing start item.

[0037] In this embodiment, the content provision management unit 112 may be configured to start timing the available time using a clock associated with a predetermined object, and, upon reaching the available time, provide game content to the user in response to the execution of a capture action for the predetermined object. For example, the content provision management unit 112 may enable the display on the user terminal 30 of a screen instructing the execution of a capture action for the predetermined object upon reaching the available time, and execute the capture action for the predetermined object in response to a corresponding instruction from the user via the screen. The predetermined object may be configured as an object resembling, for example, a box, bag, or package containing the game content to be provided, and the capture action for the predetermined object may include an action of opening such an object. The predetermined object may be configured to change its appearance, for example, in response to changes in the remaining time until the available time (i.e., the passage of time). This configuration may provide the user with enjoyment related to the predetermined object.

[0038] Furthermore, the predetermined reward provided in accordance with the time reduction includes changing the value of a predetermined parameter of a predetermined object, which changes the value of the game content provided. For example, the value of the predetermined parameter changes immediately in response to the reduction in the remaining time, or changes in response to the result of an event that occurs in response to the reduction in the remaining time (e.g., winning a lottery or clearing a mini-game). The predetermined parameter includes, but is not limited to, for example, level and rank.

[0039] For example, the content provision management unit 112 may be configured to vary the value of game content to be provided based on the value of a predetermined parameter possessed by a predetermined object when providing game content. For example, the content provision management unit 112 determines the game content to be provided by a lottery based on the value of the predetermined parameter, and the type of game content to be selected and the probability of winning are set in the lottery, for example, based on the value of the predetermined parameter. For example, the larger the value of the predetermined parameter in the lottery, the more advantageous the lottery items and the probability of winning are set for the user. This configuration may provide the user with the enjoyment of the fluctuations in the value of the predetermined parameter possessed by the predetermined object.

[0040] Furthermore, the content provision management unit 112 can be configured to reduce the remaining time until the available time for provision to a predetermined value when the value of a predetermined parameter of a predetermined object reaches a threshold. For example, when the value of the predetermined parameter reaches a maximum value (or a minimum value), the remaining time until the available time for provision becomes 0. This configuration can, for example, prevent the process from simply waiting for the remaining time to pass after the value of the predetermined parameter reaches a threshold.

[0041] Furthermore, the predetermined reward granted in association with time reduction may also be granted in association with the start of timing until the available time for provision. For example, the content provision management unit 112 grants the predetermined reward immediately in association with the start of timing until the available time for provision, or grants the predetermined reward in association with the result of an event that occurs in association with the start of timing (e.g., winning a lottery, completing a mini-game, etc.). This configuration allows the user to experience the reward granted in association with time reduction when timing until the available time for provision begins, thereby encouraging the user to subsequently perform a time-saving action.

[0042] In this embodiment, the time-saving action includes various types of actions. For example, the time-saving action includes the use of virtual and electronic items. Also, for example, the time-saving action includes paid actions. Paid actions include, for example, actions that require payment and the use of paid items. Such a configuration can encourage the use of items or the execution of paid actions.

[0043] Next, a specific example will be described as one aspect of the content provision management server 10 of this embodiment having such functions. In this example, the content provision management server 10 manages the provision of cards (game content) to users. In this example, the cards are used in a card game in which players build decks and battle. Note that the content provision management server 10 may also provide such a card game itself.

[0044] First, the information managed by each table in this example will be described. FIG. 2 illustrates information managed by user information table 151 in this example. User information table 151 in this example manages information about users, and as shown in the figure, associates the information with a "user account" that identifies an individual user, and manages information such as "basic information" including account name, gender, date of birth, etc., "remaining time until card pack completion" which is the time remaining until a card pack (predetermined object) is completed, "card pack rank" which is the rank (predetermined parameter) of the card pack, "retained energy information" which is information about retained energy (item for starting timing), "retained number of time-saving items" which is the number of retained time-saving items, and "retained number of time-saving coins" which is the number of retained time-saving coins. In this example, the card pack is an object that the user generates in order to acquire cards.

[0045] Energy is an item required to generate card packs, and there are multiple types of energy corresponding to multiple attributes (in this example, six attributes: "fire," "water," "wind," "earth," "forest," and "lightning"). The owned energy information includes the number of each of the multiple types of energy owned. In this example, energy is a free item that is given to users free of charge at various times. For example, energy is given to users as a login bonus.

[0046] The time-saving item is an item used to shorten the remaining time until completion of a card pack when generating it. In this example, the time-saving item, like energy, is given to the user free of charge at various times. For example, the time-saving item is given to the user as a login bonus.

[0047] Like the time-saving items, the time-saving coins are items for shortening the remaining time until completion when generating a card pack. In this example, the time-saving coins are provided to the user for a fee (a fee is charged). For example, the user can purchase the time-saving coins with real currency or paid virtual currency.

[0048] FIG. 3 illustrates information managed by content information table 152 in this example. Content information table 152 in this example manages information related to cards as game content, and as shown in the figure, manages information such as "name," "image information," "HP," "attributes," "rarity," and "skill information" in association with a "card ID" that identifies an individual card. A card identified by a card ID can also be said to be a card type. In this example, the attribute is set to one of six attributes, the same as the above-mentioned energy attributes.

[0049] 4 illustrates information managed by owned content management table 153 in this example. In this example, owned content management table 153 manages information about cards owned by each user, and as shown in the figure, manages information such as "number of cards owned" in association with a combination of a "user account" that identifies an individual user and a "card ID" that identifies an individual card. In this example, a player can own multiple cards of the same type.

[0050] The information managed by each table in this example has been described above. Next, the processing executed by the content provision management server 10 and the screens displayed on the user terminal 30 in this example will be described. FIG. 5 is a flowchart illustrating the processing executed by the server 10 when providing cards to a user. As shown in the figure, the content provision management server 10 first receives an instruction from the user to start generating a card pack (step S100). This instruction is given via a screen displayed on the user terminal 30.

[0051] 6 shows an example of a card pack generation start screen 50 for a user to instruct the start of card pack generation. As shown in the figure, the screen 50 has an energy use specification area 52 for specifying the type and amount of energy to use in generating the card pack, and a generation start button 54 with the text "Start card pack generation" added.

[0052] The energy use specification area 52 has six use number input areas 521 corresponding to the six attributes, and these areas 521 are areas for inputting the number of uses of the corresponding type of energy. In this example, three energy is required to generate a card pack. When the total number of energy uses input via the energy use specification areas 52 reaches three, the generation start button 54 becomes selectable.

[0053] When the generation start button 54 is selected, an instruction to start generating a card pack is accepted by the server 10. At this time, the energy used is consumed, and specifically, the possessed energy information in the user information table 151 is updated.

[0054] Upon receiving the instruction to start generation in this manner, the server 10 then starts timing the time until the card pack is completed (the time available for provision) (step S110). In this example, the completion time is fixed at 24 hours. In another example of this embodiment, the completion time may vary, and may vary depending on, for example, the type of card back to be generated and the type and amount of energy used. Once timing begins, the remaining time is counted down in seconds, and the remaining time until the card pack is completed in the user information table 151 is continuously updated.

[0055] Next, the server 10 determines whether a mini-game has occurred (step S120), and if a mini-game has occurred (YES in step S120), controls the play of the mini-game (step S130). In this example, a mini-game that occurs in response to the start of timing occurs with a predetermined probability, for example, a probability of 10%.

[0056] 7 shows an example of a card pack generation screen 60 that is displayed in place of the card pack generation start screen 50 as timing begins until the card pack is completed. The card pack generation screen 60 in FIG. 7 corresponds to a state in which a mini-game has started as timing begins. As shown, the screen 60 in this state has an information display area 62 that displays information about the card pack being generated, and a mini-game start button 63 with the text "mini-game" added.

[0057] The information display area 62 displays the remaining time until the card pack is completed in countdown form, as well as the current rank of the card pack. In this example, the rank of the card pack has four levels: the lowest "normal," the next highest "bronze," the next highest "silver," and the highest "gold," with the initial rank being "normal."

[0058] The mini-game start button 63 is an object for starting play of a mini-game that occurs in response to the start of timing. When the button 63 is selected, a screen (not shown) for playing the mini-game is displayed, and the user can play the mini-game via the screen. Mini-games include, for example, action games, puzzle games, battle games, and lottery games.

[0059] 5, if the user has cleared the mini-game (YES in step S140), the server 10 increases the rank of the card pack (step S150). Specifically, the value of the card pack rank in the user information table 151 is changed from the initial value of "normal" to "bronze." If the user has not cleared the mini-game (NO in step S140), the increase in the rank of the card pack is skipped.

[0060] 8 shows an example of the card pack generation screen 60 when a mini-game corresponding to the start of timing has not been generated and when play of the mini-game has been completed. In this state, the screen 60 has a time-saving item button 64 and a time-saving coin button 66 instead of the mini-game start button 63.

[0061] The time-saving item button 64 is an object for using a time-saving item to shorten the remaining time until the card pack is completed, and the time-saving coin button 66 is an object for using a time-saving coin to shorten the remaining time until the card pack is completed. The time-saving item button 64 is configured so that it cannot be selected if the user does not have a time-saving item. On the other hand, the time-saving coin button 66 can be selected even if the user does not have a time-saving coin, but in that case, a screen (not shown) for purchasing time-saving coins is displayed depending on the selection. The user can purchase and use time-saving coins via this screen.

[0062] 5, the server 10 then waits for the execution of a time-saving action (NO in step S160) until the remaining time until the completion of the card pack reaches 0 (NO in step S220). Specifically, the server 10 waits for the use of a time-saving item or a time-saving coin via selection of either the time-saving item button 64 or the time-saving coin button 66 on the card pack generation screen 60. When a time-saving item or a time-saving coin is used, the number of held time-saving items or the number of held time-saving coins in the user information table 151 is updated.

[0063] Then, when a time-saving action (use of a time-saving item or a time-saving coin) is executed (YES in step S160), the server 10 next shortens the remaining time for completing the card pack (step S170). Specifically, in this example, the shortening amount of the remaining time (length of time shortening) according to the time-saving action is fixed at 60 minutes, and 60 minutes is subtracted from the remaining time for completing the card pack in the user information table 151. Note that the shortening amount of the remaining time may be different between when a time-saving item is used and when a time-saving coin is used. For example, the length of time shortening when a time-saving item is used (e.g., 60 minutes) may be longer than the length of time shortening when a time-saving item is used (e.g., 30 minutes).

[0064] After shortening the remaining time in this way, the server 10 then executes a lottery for upgrading the card pack and determines whether the lottery result is a win (step S180). In this example, the ranking lottery is configured so that the winning probability varies depending on the rank of the card pack at that time. Specifically, the winning probability is 25% if the card pack rank is "normal," 10% if the card pack rank is "bronze," and 4% if the card pack rank is "silver." In this way, the higher the card pack rank, the lower the winning probability of the ranking lottery.

[0065] Next, if the result of the rank-up lottery is a win (YES in step S180), the server 10 increases the rank of the card pack (step S190). Specifically, the value of the card pack rank in the user information table 151 is changed to a rank higher than the current rank.

[0066] If the rank of the card pack has not reached the highest rank (i.e., "gold") as a result of the rank up (NO in step S200), the server 10 returns to waiting for the execution of a time-saving action until the remaining time reaches 0 (NO in step S220 and NO in step S160). The user can repeatedly try to rank up the card pack by using time-saving items or time-saving coins until the remaining time reaches 0.

[0067] Then, when the card pack reaches the highest rank as a result of ranking up (YES in step S200), the server 10 sets the remaining time until the card pack is completed to 0 (step S210). Specifically, 0 is set to the remaining time until the card pack is completed in the user information table 151. That is, in this example, the remaining time until the completion time can be set to 0 as time passes normally, can be set to 0 as a result of a time-saving action being executed, or can be forcibly set to 0 as the card pack reaches the highest rank.

[0068] When the remaining time for completing the card pack reaches 0 (YES in step S220), the server 10 waits for the user to instruct to open the card pack (NO in step S230). Figure 9 shows an example of a card pack completion screen 70 that is displayed on the user terminal 30 when the remaining time is 0. As shown in the figure, the screen 70 has an information display area 72 that displays information about the completed card pack, and an open button 74.

[0069] The information display area 72 displays an image of the completed card pack and the final (completed) rank of the card pack. The image of the card pack may change depending on the rank of the card pack and / or the type of energy used to start generation. The open button 74 is an object for opening the completed card pack. When this button 74 is selected, the user issues a command to open the card pack.

[0070] 5, when the user issues an instruction to open the card pack (YES in step S230), the server 10 then determines the cards to be provided and provides them to the user (step S240). Specifically, in this example, the three cards to be provided to the user are determined by lottery. When the cards are provided, the owned content management table 153 is updated.

[0071] 10 shows an example of a card pack opening screen 80 that is displayed in place of the card pack completion screen 70 in response to selection of the open button 74 on the card pack completion screen 70. As shown in the figure, the screen 80 has an information display area 82 that displays information about the provided cards, and a confirmation button 84. The information display area 82 displays images, names, and various parameter values ​​of the three cards that have been won and provided to the user.

[0072] In this example, the winning probability is set based on the rank of the card pack when a card is drawn. FIG. 11 illustrates the correspondence between the rank of the card pack and the winning probability for each rarity of the card in this example. As shown in the figure, in this example, the higher the rank of the card pack, the higher the winning probability of a card with a higher rarity. For example, the winning probability of a card with the highest rarity of 6 is 0% for card pack ranks of "normal," "bronze," and "silver," and 1% for "gold." In addition, the winning probability of a card with the second highest rarity of 5 is 0% for card pack ranks of "normal," "bronze," and 1.5% for "silver" and "gold."

[0073] Also, in this example, if the rank of the card pack is "silver" or "gold," a minimum guarantee is set for the number of cards to be won. For example, if the rank of the card pack is "silver," one or more cards with a rarity of 3 or higher will be won, and if the rank is "gold," one or more cards with a rarity of 4 or higher will be won. Thus, in this example, the higher the rank of the card pack, the more advantageous it is for the user to select the cards to be offered. Note that the higher the rank of the card pack, the more cards to be offered.

[0074] In this example, the cards to be drawn are set according to the type (attribute) of energy used when starting to generate the card pack. Specifically, cards with the same attribute as the attribute of the energy used are drawn. For example, if two "fire" energy and one "water" energy are used when starting to generate the card pack, two cards with the "fire" attribute and one card with the "water" attribute will be drawn.

[0075] Once the user opens the completed card pack and acquires the cards, they can start creating a new card pack. In other words, in this example, only one card pack can be created at a time.

[0076] Thus, in this example, the more time-saving actions are performed to draw the lottery to rank up the card pack, the shorter the time remaining until the card pack is completed and the fewer number of times the time-saving actions can be performed. Therefore, users who want to rank up their card pack and obtain cards with higher rarity can be encouraged to perform time-saving actions from the early stages when there is still plenty of time remaining.

[0077] In the above example, the generation of a card pack is initiated using energy, but it may also be possible to initiate the generation of a card pack without using items such as energy.

[0078] In the above example, the remaining time is shortened in response to the use of a time-saving item or a time-saving coin, but the remaining time may also be shortened in response to the result of an event that occurs in response to the use of a time-saving item or a time-saving coin (for example, winning a lottery or clearing a mini-game). Furthermore, for example, the remaining time may also be shortened in response to the result of an event that occurs without using a virtual item such as a time-saving item or a time-saving coin. In other words, the time-saving action for shortening the remaining time is not limited to the use of a time-saving item or a time-saving coin.

[0079] In the example described above, a lottery for card pack rank upgrades is held as the remaining time until the card pack is completed shortens, but the card pack rank upgrade is one example of a reward given to the user as the remaining time shortens, and in other examples of this embodiment, other rewards are given to the user. For example, as the remaining time shortens, the value of other parameters may be updated to increase the value of the cards provided, or other rewards unrelated to the cards provided may be given.

[0080] In the above example, the game waits for an instruction to open the card pack when the remaining time for completing the card pack reaches 0, but the game may decide which cards to provide and provide them to the user without waiting for an instruction to open the card. Alternatively, the game may decide which cards to provide by lottery without waiting for an instruction to open the card, and provide the decided cards in response to an instruction to open the card.

[0081] In the above example, the number of card packs that can be generated simultaneously is one, but in other examples of this embodiment, multiple card packs may be generated simultaneously. In this case, for example, multiple slots for generating card packs may be set, and a card pack may be generated using a slot selected by the user from among these multiple slots. In this case, clocks associated with each slot (which can also be referred to as clocks associated with each card pack) may measure time in parallel.

[0082] In the above example, a card pack is generated for acquiring a card. However, a card pack is an example of an object that a user generates to acquire a card. In other examples of this embodiment, an object other than a card pack is generated. In this case, various actions other than opening the card may be applied as an action for acquiring the card after the object is completed, depending on the type of the object. Also, it is possible to start counting down the time until the available time for providing the card without an object such as a card pack, and allow the card to be obtained when the remaining time until the available time for providing the card reaches zero.

[0083] The content provision management server 10 according to the present embodiment described above enables provision of game content (e.g., cards) to a user when the available provision time (e.g., the time it takes to complete a card pack) is reached, shortens the remaining time until the available provision time in response to the user's execution of a time-saving action (e.g., the use of a time-saving item or time-saving coins), and grants the user a predetermined reward (e.g., an upgrade to the card pack) as the remaining time is shortened. In other words, the more time-saving actions are performed to obtain the predetermined reward, the shorter the remaining time becomes, and the number of times the time-saving action can be performed decreases. Therefore, users who wish to obtain such rewards can be encouraged to perform time-saving actions from an early stage when there is still plenty of time remaining. As a result, the content provision management server 10 can increase the enjoyment of the waiting time until the game content is provided.

[0084] In other embodiments of the present invention, some or all of the functions of the content provision management server 10 in the above-described embodiments may be realized by cooperation between the content provision management server 10 and the user terminal 30, or may be realized by the user terminal 30.

[0085] The processes and procedures described herein, other than those explicitly described, may be implemented by software, hardware, or any combination thereof. For example, the processes and procedures described herein may be implemented by implementing logic corresponding to the processes and procedures in media such as integrated circuits, volatile memory, non-volatile memory, and magnetic disks. The processes and procedures described herein may also be implemented as computer programs corresponding to the processes and procedures and executed by various computers.

[0086] Although processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, software, components, and / or modules. Also, the software and hardware elements described herein may be implemented by combining them into fewer components or breaking them down into more components.

[0087] In this specification, even if a component of the invention is described as either singular or plural, or is described without limitation to either singular or plural, the component may be either singular or plural unless the context requires otherwise. [Explanation of symbols]

[0088] 10 Content provision management server 11. Computer Processor 111 Basic function control section 112 Content Provision Management Department 15. Storage 151 User Information Table 152 Content Information Table 153 Owned Content Management Table 30 User terminals 40 Server-side programs 50 Card pack generation start screen 60 Card pack generation screen 70 Card pack completion screen 80 Card pack opening screen

Claims

1. 1. A system for managing the provision of game content, comprising one or more computer processors, the one or more computer processors, in response to execution of computer readable instructions: A step of starting to measure time up to a predetermined time in response to an instruction from a user; shortening the remaining time until the predetermined time in response to execution of a first action by the user; a step of giving a predetermined reward to the user as the remaining time is reduced; and enabling provision of the game content to the user upon reaching the predetermined time. system.

2. the step of starting the timing includes starting the timing to the predetermined time with the use of a first item by the user; The system of claim 1.

3. The first item is a free item. The system of claim 2.

4. the step of starting the time measurement includes starting the time measurement up to the predetermined time by a clock associated with a predetermined object in response to an instruction from the user; the step of enabling provision of the game content includes enabling provision of the game content to the user in response to execution of a second action on the predetermined object, in response to arrival of the predetermined time.

4. The system of any one of claims 1 to 3.

5. the predetermined reward includes changing a value of a predetermined parameter of the predetermined object; the step of enabling the provision of the game content includes varying a value of the game content to be provided based on the value of the predetermined parameter; The system of claim 4.

6. the step of enabling provision of the game content includes determining the game content to be provided by lottery based on the value of the predetermined parameter; The system of claim 5.

7. the step of shortening the remaining time includes shortening the remaining time to a predetermined value in response to the value of the predetermined parameter reaching a threshold value.

7. The system of claim 5 or 6.

8. the step of starting the time counting includes granting the predetermined reward in association with the start of the time counting up to the predetermined time; 8. A system according to any one of claims 1 to 7.

9. the step of starting the time counting includes granting the predetermined reward according to the result of an event that occurs in response to the start of the time counting until the predetermined time. The system of claim 8.

10. the first action includes using a second item; 10. A system according to any one of claims 1 to 9.

11. The first action includes a paid action.

11. The system of any one of claims 1 to 10.

12. the predetermined reward includes increasing the value of the game content provided to the user; 12. A system according to any one of claims 1 to 11.

13. 1. A method executed by one or more computers for managing the provision of game content, comprising: a step of starting to measure time up to a predetermined time in response to an instruction from a user; shortening the remaining time until the predetermined time in response to execution of a first action by the user; a step of giving a predetermined reward to the user as the remaining time is reduced; and enabling provision of the game content to the user upon reaching the predetermined time. method.

14. A program for managing the provision of game content, which is installed on one or more computers, A step of starting to measure time up to a predetermined time in response to an instruction from a user; shortening the remaining time until the predetermined time in response to execution of a first action by the user; a step of giving a predetermined reward to the user as the remaining time is reduced; and enabling provision of the game content to the user when the predetermined time has elapsed. program.

Citation Information

Patent Citations

  • Program, computer device, and program execution method

    JP2016154794A