Information processing apparatus
The information processing device facilitates convenient content lending and borrowing by scheduling game content usage based on playable periods, enhancing user engagement through restricted usage and rewards.
Patent Information
- Application Number
- JP2025185262
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-04
- Publication Date
- 2026-01-23
AI Technical Summary
Existing systems do not allow users to lend content at convenient times, leading to decreased user engagement in content lending and borrowing.
An information processing device with a lending setting unit and borrowing setting unit that enable users to set lending and borrowing schedules based on game stage playable periods, restricting content usage during borrower's playable periods and offering rewards for lending.
Enhances user interaction by allowing convenient content lending and borrowing, encouraging users to lend and borrow content actively, and motivating users with rewards.
Smart Images

Figure 2026012384000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device and a program. [Background technology]
[0002] An information processing device is known in which a lender user (hereinafter also referred to as a "lender user") lends a character, which is an example of content owned by the lender user, to a borrower user (hereinafter also referred to as a "borrower user") as a rental character, thereby allowing characters to be lent and borrowed between users (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5908319 Summary of the Invention [Problem to be solved by the invention]
[0004] There are cases where a lender user wishes to lend their content to others only during periods when they are unable to play games due to busy schedules or other reasons. However, in Patent Document 1, it was not possible to lend their content to others at a time that was convenient for them. This could result in a decrease in users' desire to lend content to others, and fewer opportunities for users to lend and borrow content between them. The present invention has been made in view of the above circumstances, and its object is to stimulate interaction between users through the lending and borrowing of content. [Means for solving the problem]
[0005] The main invention of the present invention to solve the above problems is: a lending setting unit that sets content selected by a lender user from among content owned by the lender user as lending content for a game stage selected by the lender user on a schedule screen that lists a plurality of game stages in association with their respective playable periods; a borrowing setting unit that sets, as borrowed content for the borrower user, a rental content set for a game stage selected by the borrower user on a stage selection screen that lists a plurality of game stages during each playable period; a content usage management unit that restricts lender users who own rental content set as borrowed content from playing a game using the rental content during a playable period of the game stage selected by the borrower user; The information processing device is provided with: Other features of the present invention will become apparent from the description of this specification and the accompanying drawings. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a configuration diagram showing an example of an information processing system 1. FIG. [Figure 2] FIG. 2 is a hardware configuration diagram illustrating an example of a computer. [Figure 3] FIG. 2 is a functional block diagram illustrating an example of a server device 20. [Figure 4] FIG. 10 is a diagram illustrating an example of character information. [Figure 5] FIG. 10 is a diagram illustrating an example of quest information. [Figure 6] FIG. 10 is a diagram illustrating an example of schedule information. [Figure 7] FIG. 2 is a diagram illustrating an example of user information. [Figure 8] FIG. 2 is a functional block diagram illustrating an example of a client terminal 10. [Figure 9] 10 is a flowchart showing an example of an operation relating to character lending settings. [Figure 10] FIG. 5 is an image diagram showing an example of a schedule screen 500. [Figure 11] FIG. 10 is an image diagram showing an example of a lending character selection screen 550. [Figure 12] 10 is a flowchart showing an example of an operation relating to character borrowing settings. [Figure 13] FIG. 6 is an image diagram showing an example of a quest selection screen 600. [Figure 14] FIG. 6 is an image diagram showing an example of a search result screen 650. [Figure 15] 10 is a flowchart illustrating an example of an operation related to canceling lending and borrowing settings. [Figure 16] FIG. 5 is an image diagram showing an example of a schedule screen 500. [Figure 17] FIG. 10 is an image diagram showing an example of a lending character selection screen 550. [Figure 18] FIG. 10 is an image diagram showing an example of a lending character selection screen 550. [Figure 19] FIG. 5 is an image diagram showing an example of a schedule screen 500. DETAILED DESCRIPTION OF THE INVENTION
[0007] At least the following matters will become clear from the description of this specification and the accompanying drawings. That is, a lending setting unit sets content selected by the lender user from among the content possessed by the lender user as lending content for a game stage selected by the lender user on a schedule screen that lists a plurality of game stages in association with their respective playable periods; a borrowing setting unit that sets, as borrowed content for the borrower user, a rental content set for a game stage selected by the borrower user on a stage selection screen that lists a plurality of game stages during each playable period; a content usage management unit that restricts lender users who own rental content set as borrowed content from playing a game using the rental content during a playable period of the game stage selected by the borrower user; The information processing device is provided with: With such an information processing device, a lender user can select a game stage whose unavailable period overlaps with the available period, thereby efficiently lending out content to a borrower user whose available period overlaps with the available period. This encourages lenders to actively lend out their content according to a period that is convenient for them, which in turn makes it easier for borrowers to borrow content, thereby stimulating interaction between users through the lending and borrowing of content.
[0008] Moreover, in such an information processing device, The borrowing setting unit may also be configured to set the borrowing content selected by the borrower user from among the multiple lending contents as the borrowing content when multiple lending contents are set for the game stage selected by the borrower user on the stage selection screen. According to such an information processing device, the borrower user can select the desired rental content and use it as borrowed content, and can therefore enthusiastically play the game using the borrowed content.
[0009] Moreover, in such an information processing device, The borrowing setting unit may extract recommended content suitable for the game stage selected by the borrower user from the plurality of lending contents, and set the lending content selected by the borrower user from the recommended content as borrowing content. With such an information processing device, a borrower user can borrow recommended content suitable for the game stage he or she has selected, making it easier to clear that game stage. As a result, the borrower user will actively borrow other people's content, which can further stimulate interaction between users through content lending and borrowing.
[0010] Moreover, in such an information processing device, The lending setting unit may extract recommended content suitable for the game stage selected by the lender user on the schedule screen from the content owned by the lender user, and set the content selected by the lender user from the recommended content as lending content. With such an information processing device, the lender user can easily set recommended content suitable for the game stage he or she has selected as lending content, even if he or she has no knowledge of whether or not the content is suitable for the game stage.
[0011] Moreover, in such an information processing device, the lending setting unit cancels the setting of the lending content for the game stage selected by the borrower user when the playable period for the game stage has elapsed; The borrowing setting unit may cancel the setting of the lending content for the game stage selected by the borrower user as borrowing content when the playable period for the game stage has elapsed. With such an information processing device, the lender user only needs to lend their content to the borrower user for a playable period corresponding to the period during which they are unable to play the game, and after the playable period has expired, the borrower user can play the game using the content they have previously lent. Since the borrower user is limited in the period during which they can play in game stages using the lender user's content, they can increase their motivation to play during that playable period.
[0012] Moreover, in such an information processing device, The system may also include a reward granting unit that grants a reward to a lender user who owns a lending content that has been set as borrowing content for the borrower user. Such an information processing device encourages lenders to lend out their content more proactively in order to receive rewards.
[0013] Next, the computer a lending setting means for setting a content selected by the lender user himself / herself from among the content possessed by the lender user as a lending content for a game stage selected by the lender user on a schedule screen which displays a list of a plurality of game stages in association with their respective playable periods; a borrowing setting means for setting, as borrowing content of the borrower user, a rental content set for a game stage selected by the borrower user on a stage selection screen that lists a plurality of game stages during each playable period; a content usage management means for permitting the borrower user to play a game using the borrowed content at the game stage selected by the borrower user during a playable period of the game stage selected by the borrower user, while restricting a lender user who owns lending content set as the borrowed content from playing a game using the lending content; This is a program that functions as a Such a program makes it possible to stimulate interaction between users through the lending and borrowing of content.
[0014] === Implementation form === The following describes in detail an information processing device, a program, and an information processing system according to an embodiment of the present invention. The present invention can be widely applied to information processing devices, programs, and information processing systems that employ games in which users lend and borrow content between each other.
[0015] <<System Configuration>> Fig. 1 is a configuration diagram showing an example of an information processing system 1 according to this embodiment. As shown in Fig. 1, the information processing system 1 according to this embodiment has one or more client terminals 10 and a server device 20 connected via a network N.
[0016] The client terminal 10 is a terminal device operated by a user, such as a smartphone, tablet, or PC, or a terminal device such as a dedicated game machine for home or commercial use. The server device 20 manages and controls the game played by the user on the client terminal 10, and performs in-game billing processing, etc. The network N is the Internet or the like, and includes a mobile wireless base station, etc.
[0017] In addition to the client-server information processing system 1 shown in Fig. 1, the present invention can also be applied to a standalone game device (information processing device) by providing a separate mechanism for in-game billing processing. The information processing system 1 in Fig. 1 is only one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Fig. 1 may be configured as a distributed system across multiple computers.
[0018] <<Hardware configuration>> <Client terminal and server device> Fig. 2 is a hardware configuration diagram showing an example of a computer 50 according to this embodiment. The client terminal 10 and the server device 20 according to this embodiment are realized by, for example, a computer 50 having the hardware configuration shown in Fig. 2. The computer 50 is an example of an information processing device.
[0019] 2, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and an HDD 58, all of which are interconnected by a bus line B. Note that the server device 20 may be configured such that the input device 55 and the display device 56 are connected and used when necessary.
[0020] The CPU 51 is a computing device that reads programs and data from storage devices such as the ROM 53 and HDD 58 onto the RAM 52 and executes various processes based on the read programs and data, thereby controlling the entire computer and realizing its functions.
[0021] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily storing programs and data, and is also used as a work area when the CPU 51 executes various processes.
[0022] The ROM 53 is an example of a non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. The ROM 53 stores programs and data such as BIOS, OS settings, and network settings that are executed when the computer 50 starts up.
[0023] The communication interface 54 is an interface for connecting the computer 50 to the network N. This allows the computer 50 to perform data communication via the communication interface 54.
[0024] The input device 55 is a device used by a user or an administrator to input various signals. The input device 55 in this embodiment is, for example, an operation device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.
[0025] The display device 56 is a device for displaying various types of information on a screen to a user or an administrator. The display device 56 in this embodiment is, for example, a liquid crystal or organic EL display.
[0026] The external interface 57 is an interface for connecting to an external device so as to enable data communication, thereby allowing the computer 50 to read and / or write data from and to a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, a CD, a DVD, an SD memory card, or a USB memory.
[0027] The HDD 58 is an example of a non-volatile storage device that stores programs and data, such as the OS, which is the basic software that controls the entire computer, and applications that provide various functions on the OS.
[0028] Instead of the HDD 58, a drive device that uses a flash memory as a storage medium (for example, a solid state drive (SSD)) may be used.
[0029] The client terminal 10 and the server device 20 according to this embodiment can realize various processes, which will be described later, by executing a program on the computer 50 having the hardware configuration described above.
[0030] <<Software configuration>> <Server device> 3 is a functional block diagram showing an example of the server device 20 according to this embodiment. The server device 20 according to this embodiment is realized by, for example, the functional blocks shown in FIG.
[0031] The server device 20 according to this embodiment implements a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.
[0032] The server control unit 200 has a function of executing various processes in the server device 20. The server control unit 200 in this embodiment includes a request processing unit 201, a lending setting unit 202, a borrowing setting unit 203, a character use management unit 204, and a reward granting unit 205.
[0033] The request processing unit 201 receives a request from the client terminal 10, performs processing corresponding to the received request, and transmits the processing result and the like to the client terminal 10 as a response.
[0034] The lending setting unit 202 sets content owned by a lender user as lending content. The lending setting unit 202 according to this embodiment sets content selected by the lender user from among the content owned by the lender user as lending content for the game stage selected by the lender user.
[0035] The borrowing setting unit 203 sets the lending content of the lender user as the borrowing content of the borrower user. The borrowing setting unit 203 according to this embodiment sets the lending content set for the game stage selected by the borrower user as the borrowing content of the borrower user.
[0036] The character use management unit 204 is an example of a content use management unit, and allows or restricts the use of rental content. The character use management unit 204 according to this embodiment restricts a lender user who owns rental content set as borrowed content from playing the game using the rental content during the playable period of the game stage selected by the borrower user.
[0037] The reward granting unit 205 grants a reward to the lender user for lending content to the borrower user. The reward granting unit 205 according to this embodiment grants a reward to the lender user who owns the lending content set as borrowed content for the borrower user.
[0038] The server storage unit 220 has a function of storing various information in the server device 20. The server storage unit 220 in this embodiment includes a character information storage unit 221, a quest information storage unit 222, a schedule information storage unit 223, and a user information storage unit 224.
[0039] The character information storage unit 221 is an example of a content information storage unit, and stores character information (content information) related to characters as an example of content. The character information stored in the character information storage unit 221 is made up of various data shown below.
[0040] FIG. 4 is a diagram illustrating an example of character information. The character information illustrated in FIG. 4 includes items such as a character ID, a name, a rarity, parameters, skills, an evolved character, and a lottery probability. The character ID is information for uniquely identifying each character. The name is information indicating the character's name. The rarity is information indicating the character's rarity (rareness). Here, one of multiple rarity levels is initially set. In this embodiment, five rarity levels from "1" to "5" can be set. The rarity levels are not limited to five levels, but may be four or fewer levels, or six or more levels. The parameters are information indicating the abilities possessed by the character. Here, ability values such as attack, defense, and HP are initially set. The skills are information indicating the special abilities (such as special moves) possessed by the character. The evolved character is information indicating an evolved character that is even stronger than the character before evolution. In this embodiment, for example, in the case of "character C" illustrated in FIG. 4, "character C1" is set as the evolved character. It is also possible to set two evolved characters, "Character C1" and "Character C2," branching from a common "Character C." The branching of evolved characters is not limited to two, and may be three or more. The lottery probability is information indicating the probability that a character will win the lottery game.
[0041] The quest information storage unit 222 is an example of a game stage information storage unit, and stores quest information (game stage information) related to quests as an example of a game stage. The quest information stored in the quest information storage unit 222 is made up of various data shown below.
[0042] FIG. 5 is a diagram illustrating an example of quest information. The quest information illustrated in FIG. 5 includes items such as a quest ID, a name, required points, a difficulty level, an enemy character, an obtainable character, and a recommended character. The quest ID is information for uniquely identifying a quest, which is a unit of play. The name is information indicating the name of the quest. The required points is information indicating the number of game points (stamina) required to play the quest. The difficulty level is information indicating how easy it is to clear the quest. The enemy character is information indicating a character that will be an opponent that appears in the quest, among the multiple characters set in the character information stored in the character information storage unit 221. The obtainable character is information indicating one or more characters that the user can obtain in the quest, among the multiple characters set in the character information stored in the character information storage unit 221. Note that the obtainable character and the enemy character for the quest may be the same character. The recommended character is information indicating a character that is suitable for the quest, among the multiple characters set in the character information stored in the character information storage unit 221. In this embodiment, one or more characters that are frequently used by multiple users who have cleared the quest are set as recommended characters, making it easier for the user to clear the quest.
[0043] The schedule information storage unit 223 stores schedule information relating to the schedule of playable quests. The schedule information stored in the schedule information storage unit 223 is made up of the following various data.
[0044] FIG. 6 is a configuration diagram showing an example of schedule information. The schedule information shown in FIG. 6 has items such as a schedule ID, a quest, a playable period, and a lendable character. The schedule ID is information for uniquely identifying the date of each quest. The quest is information indicating a quest with a set schedule among multiple quests set in the quest information stored in the quest information storage unit 222. The playable period is information indicating the period during which the user can play the quest. In this embodiment, at least a schedule is set for a first period (e.g., one week this week) and a second period following that (e.g., one week next week). The lendable character is information indicating a character owned by the lender user that can be lent to others only during the playable period of the quest. In this embodiment, information about the lender user who owns the lendable character is also set.
[0045] The user information storage unit 224 stores user information related to users. The user information stored in the user information storage unit 224 is made up of the following various data.
[0046] FIG. 7 is a diagram illustrating an example of user information. The user information illustrated in FIG. 7 includes items such as a user ID, a name, possessed points, possessed characters, a party, a loaned character, and a borrowed character. The user ID is information for uniquely identifying a user. The name is information indicating the user's name. The possessed points are information indicating the number of game points currently possessed by the user. A user can play a quest by consuming the required number of game points for the quest. Note that a quest may also be played without consuming game points. The possessed characters are information indicating one or more characters currently possessed by the user from among the multiple characters set in the character information stored in the character information storage unit 221. Here, as shown in parentheses in the figure, various parameters (level, attack power, defense power, HP, etc.) of the possessed characters at the current time are also set. Flag information indicating whether the possessed characters are restricted in use due to loan is also set. The party is information indicating each character constituting the user's party. A loaned character is information indicating a character owned by a user that has been set up for loan so that it can be used by others. Here, as shown in parentheses in the figure, information regarding the schedule of the quest to which the loaned character is associated is also set. A borrowed character is information indicating a character owned by another user that has been set up for use by the user. Here, as shown in parentheses in the figure, information regarding the schedule of the quest to which the borrowed character is associated and information regarding the lender user who owns the loaned character of another user that has been set up as a borrowed character are also set.
[0047] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.
[0048] <Client terminal> 8 is a functional block diagram showing an example of the client terminal 10 according to this embodiment. The client terminal 10 according to this embodiment is realized by, for example, the functional blocks shown in FIG.
[0049] The client terminal 10 according to this embodiment implements a client control unit 100, a client storage unit 120, a client communication unit 140, an operation input receiving unit 150, and a screen display unit 160 by executing a program.
[0050] The client control unit 100 has a function of executing various processes in the client terminal 10. The client control unit 100 includes a game control unit 101, a server access unit 102, and a display control unit 103.
[0051] The game control unit 101 controls the progress of various games. The game control unit 101 according to this embodiment controls the progress of a battle game, a lottery game, a merging game, etc., which will be described later, based on game operations received from the user by the client terminal 10. The game control unit 101 includes a battle unit 101A, a character granting unit 101B, an evolution unit 101C, a merging unit 101D, and a selling unit 101E.
[0052] The battle unit 101A controls a battle between characters who will be opponents against each other. The battle unit 101A according to this embodiment determines the outcome of the battle between the characters who will be opponents against each other based on various parameters and the like possessed by each character included in the party.
[0053] The character assigning unit 101B assigns to the user a character set in the character information stored in the character information storage unit 221. The character assigning unit 101B according to this embodiment assigns one or more characters to the user through a fighting game, a lottery game, or the like. That is, the user can acquire characters by playing a fighting game, a lottery game, or the like.
[0054] The evolution unit 101C evolves a character owned by a user into an even stronger character. When an evolution condition is met for a pre-evolved character owned by a user, the evolution unit 101C according to this embodiment does not allow the user to own (disable) the pre-evolved character, but instead allows the user to own an evolved character. An evolution condition according to this embodiment is, for example, that the evolution parameters set for the pre-evolved character reach their maximum value. Note that the evolution condition is not limited to this, and it may be, for example, that all of the characters that will be used as pre-set synthesis materials are obtained in a fighting game or a lottery game, and all of them are synthesized with the pre-evolved character (the character that will be used as the source of synthesis).
[0055] The synthesis unit 101D synthesizes one of the multiple characters owned by the user with another character, thereby sacrificing (making the other character unavailable) and strengthening the one character. For example, each time the synthesis unit 101D synthesizes a character identical to the original character as a synthesis material character, it gradually increases the maximum value of the ability parameters set for the original character. In this case, the synthesis material character becomes a character not owned by the user (i.e., is sacrificed).
[0056] The selling unit 101E sells a character owned by a user, thereby giving the user a compensation in exchange for not allowing the user to own the character (making the user not own the character). The selling unit 101E according to this embodiment gives the user game points as an example of compensation every time the user sells his / her own character.
[0057] When access to the server device 20 becomes necessary during various processes executed by the game control unit 101 or the display control unit 103, the server access unit 102 sends various processing requests to the server device 20 and receives processing results, etc. from the server device 20 as a response.
[0058] The display control unit 103 controls the screen display of the client terminal 10 in accordance with the progress of various games, etc. The display control unit 103 according to this embodiment controls the screen display of the client terminal 10 by generating data for various screens in accordance with the progress of a competitive game or a lottery game controlled by the game control unit 101, for example.
[0059] The operation input receiving unit 150 receives operation input from a user operating the client terminal 10. The client storage unit 120 stores installed applications (game apps, etc.) and various programs and data required for the client terminal 10 (for example, character information, quest information, schedule information, user information, etc., similar to the server device 20). That is, the client storage unit 120 also functions as a character information storage unit, a quest information storage unit, a schedule information storage unit, and a user information storage unit. The client communication unit 140 communicates with the server device 20. The screen display unit 160 displays the screen of the client terminal 10 in accordance with a control signal from the display control unit 103.
[0060] As described above, in the information processing system 1 according to this embodiment, game control and display control are performed in the client terminal 10, but they may also be performed by the server device 20. Specifically, at least one of the game control unit and the display control unit may be configured not to be provided in the client control unit 100 of the client terminal 10, but to be provided in the server control unit 200 of the server device 20.
[0061] The client control unit 100 of the client terminal 10 may be of a browser type, in which the client control unit 100 receives page data written in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs game-related processing. The client control unit 100 of the client terminal 10 may be of an application type, in which the client control unit 100 performs game-related processing based on an installed application. Figure 8 shows the application type as an example.
[0062] <<System Overview>> Here, an overview of the information processing system 1 in this embodiment will be described. The information processing system 1 in this embodiment includes at least a fighting game, a lottery game, and a combined game.
[0063] The battle game in this embodiment is a game in which an enemy character appears against a party made up of multiple characters, and each character making up the party fights against the enemy character that has appeared.
[0064] In this fighting game, multiple quests (game stages) are set for each predetermined period, with the objective of defeating enemy characters, etc. Users can form a party (also called "organization") using characters they own, select one of the quests available for play during the current period, and challenge the enemy character to a battle. When a user clears the selected quest, they can acquire the obtainable character associated with that quest.
[0065] In addition, in this battle game, users can lend and borrow characters to each other. That is, a user can become a lender user by lending their own character to another person as a lending character, or they can become a borrower user by borrowing another person's character as a borrowed character. When a lender user lends their own character to a borrower user, the borrower user can organize a party and play battles using the borrowed character, but the lender user himself is restricted from organizing a party and playing battles using the borrowed character.
[0066] In this embodiment, a user can view a schedule screen for quests with predetermined playable periods and set their own characters for loan for quests that fit a period that is convenient for them. Therefore, for example, a user viewing the schedule screen can select a quest whose playable period overlaps with a period during which they are unable to play the game due to a busy schedule or other reason, and can loan their own character to another person only during the playable period of the selected quest. This allows users to actively loan their own characters during periods during which they are unable to play the game, even if there are restrictions on the use of their characters due to loaning, thereby stimulating interaction between users through character lending and borrowing.
[0067] In this embodiment, the lottery game is a game in which a character to be awarded to a user is determined by lottery. In this lottery game, when a user performs a lottery operation, one of multiple characters set in the character information is determined based on the lottery probability of each character, and the determined character is awarded to the user.
[0068] The compositing game in this embodiment is a game in which a user combines a character that will be used as a compositing source (a compositing source character) with a character that will be used as a compositing material (a compositing material character) from among multiple characters owned by the user, thereby strengthening the compositing source character in exchange for losing the compositing material character. In this compositing game, basically, each time a character identical to the compositing source character is combined as a compositing material character, the maximum value of the ability parameters set for the compositing source character can be gradually increased.
[0069] <<System Operation>> <Character lending settings> FIG. 9 is a flowchart showing an example of an operation relating to character lending settings in this embodiment.
[0070] When the lender user performs a game operation to transition from the menu screen to the schedule screen, the display control unit 103 of the client terminal 10 displays a schedule screen that allows the lender user to set up the lending of their owned character according to a date that is convenient for the lender user (step S11).
[0071] Specifically, when the lender user performs the game operation, the display control unit 103 of the client terminal 10 requests the server access unit 102 to execute access processing. When the server access unit 102 of the client terminal 10 is requested to execute access processing by the display control unit 103, it transmits a request for sending schedule information to the server device 20.
[0072] When the request processing unit 201 of the server device 20 accepts the request, it requests the lending setting unit 202 to execute a data acquisition process. When the lending setting unit 202 of the server device 20 is requested to execute a data acquisition process by the request processing unit 201, it acquires the schedule information stored in the schedule information storage unit 223. The request processing unit 201 transmits the schedule information acquired by the lending setting unit 202 to the client terminal 10. Thereafter, the display control unit 103 of the client terminal 10 receives the information transmitted from the server device 20 and stores it in the client storage unit 120, and based on the received information, generates a schedule screen relating to the schedule of quests that will become playable and displays it on the screen display unit 160.
[0073] 10 is an image diagram showing an example of a schedule screen 500. This schedule screen 500 includes a quest display area 502 that displays a list of multiple quests 501. In this quest display area 502, a playable period 503 is displayed in association with each of the multiple quests 501. In addition, a selection button 504 for selecting a quest to be set for lending is also displayed in association with each of the multiple quests 501.
[0074] In this embodiment, the display mode of the selection button 504 for a quest 501 for which a character has already been set for lending is different from that of the selection button 504 for a quest 501 for which a character has not yet been set for lending. Here, "Character A" has already been set for lending as the lending character for "Quest 37," whose playable period is preset to "6:00 AM to 9:00 AM this week." Therefore, the selection button 504 for "Quest 37" displays "Character A Set for Lending." On the other hand, since no lending character has yet been set for "Quest 5" or "Quest 12," whose playable period is preset to "6:00 AM to 9:00 AM this week," the selection buttons 504 for "Quest 5" and "Quest 12" display "Set for Lending." The lender user can select only the selection button 504 that displays "Set for Lending" on the screen.
[0075] Next, returning to Figure 9, when this schedule screen 500 is displayed on the screen display unit 160 and the lender user selects the selection button 504 for a quest for which a lending character has not yet been set (selection button 504 displayed as "Lending Settings"), the display control unit 103 of the client terminal 10 displays a lending character selection screen for the lending user to select a lending character to be set for the selected quest (step S12).
[0076] Specifically, when the lender user selects the selection button 504 labeled "Rental Settings" associated with the quest 501 on the schedule screen 500, the display control unit 103 of the client terminal 10 requests the server access unit 102 to execute access processing. When the server access unit 102 of the client terminal 10 is requested by the display control unit 103 to execute access processing, it transmits a request to the server device 20 to send user information.
[0077] Upon receiving the request, the request processing unit 201 of the server device 20 requests the lending setting unit 202 to execute a data acquisition process. When the request processing unit 201 requests the lending setting unit 202 to execute a data acquisition process, the lending setting unit 202 of the server device 20 references the user information stored in the user information storage unit 224 to acquire the characters owned by the lender user. The lending setting unit 202 also references the quest information stored in the quest information storage unit 222 to acquire the recommended characters for the selected quest. The lending setting unit 202 of the server device 20 then extracts and acquires, from the characters owned by the lender user, the characters that are the same as the recommended characters for the selected quest. The request processing unit 201 then transmits the various information acquired by the lending setting unit 202 to the client terminal 10. The display control unit 103 of the client terminal 10 then receives the information transmitted from the server device 20 and stores it in the client storage unit 120. Based on the received information, the display control unit 103 generates a lending character selection screen for the lending characters set for the selected quest and controls the screen display unit 160 to display the screen.
[0078] 11 is an image diagram showing an example of a lending character selection screen 550. This lending character selection screen 550 includes a character display area 552 displaying a list of characters 551 owned by the lending user. In this character display area 552, a selection button 553 is displayed in association with each of the multiple owned characters 551.
[0079] In this embodiment, the display mode is different for owned characters 551 that are the same as the recommended characters suitable for the selected quest and for owned characters 551 that are not the same. Here, "Character K" and "Character W," which are owned characters that are the same as the recommended characters suitable for the quest, are displayed with "Recommended!!" to indicate that they are recommended characters. On the other hand, nothing is displayed for "Character C," which is a different owned character. Therefore, even if the lender user is unsure which owned character to set as the lending character, the lender user can easily select it.
[0080] Next, returning to Figure 9, when this rental character selection screen 550 is displayed on the screen display unit 160 and the selection button 553 corresponding to one of the owned characters 551 is selected by the lender user, the game control unit 101 of the client terminal 10 requests the server device 20 to make rental settings for the selected lender user's owned character (step S13).
[0081] Specifically, when the lender user selects the selection button 553 associated with the owned character 551 on the lending character selection screen 550, the game control unit 101 of the client terminal 10 requests the server access unit 102 to execute access processing. When the server access unit 102 of the client terminal 10 is requested to execute access processing by the game control unit 101, it transmits to the server device 20 a request for lending setting processing for the owned character of the selected lender user.
[0082] When the request processing unit 201 of the server device 20 accepts the request, it requests the lending setting unit 202 to execute a lending setting process. When the lending setting unit 202 of the server device 20 is requested to execute a lending setting process by the request processing unit 201, it updates the schedule information stored in the schedule information storage unit 223, thereby associating the owned character selected on the lending character selection screen 550 with the quest selected on the schedule screen 500 and registering it as a lending character for that lender user. It also updates the user information stored in the user information storage unit 224, thereby associating the owned character selected on the lending character selection screen 550 with that lender user and registering it as a lending character being set for lending for the quest selected on the schedule screen 500.
[0083] Next, when the lending setting unit 202 sets the character owned by the lender user as a lending character in this manner, the character use management unit 204 of the server device 20 imposes usage restrictions on the character owned by the lender user that has been set as the lending character (step S14).
[0084] Specifically, when the lending setting unit 202 performs lending setting as described above, the request processing unit 201 of the server device 20 requests the character use management unit 204 to implement a use restriction on the owned character set as the lending character. When the request processing unit 201 requests the implementation of a use restriction, the character use management unit 204 of the server device 20 refers to the user information stored in the user information storage unit 224 to identify the owned character of the lending user. Then, by updating information about the identified owned character, a flag is set for the owned character set as the lending character indicating that its use has been restricted due to lending. When use is restricted in this way, the lending user is restricted from playing against other users using the owned character set as the lending character. In this embodiment, as will be described later, when the playable period of the quest associated with the loaned character has elapsed, this usage restriction is lifted. In other words, the lender user is restricted in using the loaned character (i.e., the character owned by the lender user that has been set up for loan) only during the playable period of the quest (i.e., only during the quest's open period).
[0085] <Character Borrowing Settings> FIG. 12 is a flowchart showing an example of an operation relating to character borrowing settings in this embodiment.
[0086] When the borrower user performs a game operation to transition from the menu screen to the quest selection screen, the display control unit 103 of the client terminal 10 displays a quest selection screen for the borrower user to select a quest for which the borrower user will set up the borrowing of the loaned character (step S21).
[0087] Specifically, when the borrower user performs the game operation, the display control unit 103 of the client terminal 10 requests the server access unit 102 to execute access processing. When the server access unit 102 of the client terminal 10 is requested to execute access processing by the display control unit 103, it transmits a request to the server device 20 regarding the transmission of quest information.
[0088] When the request processing unit 201 of the server device 20 accepts the request, it requests the borrowing setting unit 203 to execute a data acquisition process. When the borrowing setting unit 203 of the server device 20 is requested to execute a data acquisition process by the request processing unit 201, it acquires the quest information stored in the quest information storage unit 222. The request processing unit 201 transmits the quest information acquired by the borrowing setting unit 203 to the client terminal 10. Thereafter, the display control unit 103 of the client terminal 10 receives the information transmitted from the server device 20 and stores it in the client storage unit 120, and based on the received information, generates a quest selection screen related to quests for which a lending character can be set to borrow, and performs control to display the quest selection screen on the screen display unit 160.
[0089] 13 is an image diagram showing an example of a quest selection screen 600. This quest selection screen 600 includes a quest display area 602 that displays a list of multiple quests 601. In this quest display area 602, a search button 603 is displayed in association with each of the multiple quests 601, for searching for rental characters that can be borrowed for that quest.
[0090] Next, returning to FIG. 12, when the search button 603 corresponding to any of the quests 601 is selected by the borrower user while this quest selection screen 600 is displayed on the screen display unit 160, the display control unit 103 of the client terminal 10 displays all of the rental characters set for the selected quest as search results on the search result screen (step S22).
[0091] Specifically, when the borrower user selects the search button 603 associated with the quest 601 on the quest selection screen 600, the display control unit 103 of the client terminal 10 requests the server access unit 102 to execute access processing. When the server access unit 102 of the client terminal 10 is requested by the display control unit 103 to execute access processing, it transmits a request to the server device 20 regarding the transmission of schedule information.
[0092] When the request processing unit 201 of the server device 20 accepts the request, it requests the borrowing setting unit 203 to execute a data acquisition process. When the borrowing setting unit 203 of the server device 20 is requested to execute a data acquisition process by the request processing unit 201, it references the schedule information stored in the schedule information storage unit 223 and acquires a loan character associated with the quest selected on the quest selection screen 600. It also references the quest information stored in the quest information storage unit 222 and acquires a recommended character for the selected quest. Furthermore, the borrowing setting unit 203 of the server device 20 extracts and acquires a loan character that is the same as the recommended character for the selected quest from the loan characters for the selected quest. The request processing unit 201 transmits the various information acquired by the borrowing setting unit 203 to the client terminal 10. Thereafter, the display control unit 103 of the client terminal 10 receives the information sent from the server device 20 and stores it in the client memory unit 120, and based on the received information, generates a search result screen for the loaned character for the selected quest and controls the screen display unit 160 to display it.
[0093] 14 is an image diagram showing an example of a search result screen 650. This search result screen 650 includes a lending character display area 652 that displays a list of lending characters 651 set for the quest selected by the borrower user. In this lending character display area 652, a selection button 653 is displayed corresponding to each of the multiple lending characters 651.
[0094] In this embodiment, the display mode is different for loaned characters 651 that are the same as the recommended character suitable for the selected quest and loaned characters 651 that are not the same. Here, "Character X" and "Character P," which are loaned characters that are the same as the recommended character suitable for the quest, are displayed with "Recommended!!" to indicate that they are recommended characters. On the other hand, nothing is displayed for "Character G," which is a loaned character that is not the same. Therefore, even if the borrower user is unsure which loaned character to set as the borrowed character, the borrower user can easily select it.
[0095] Next, returning to Figure 12, when the search result screen 650 is displayed on the screen display unit 160 and the borrower user selects the selection button 653 corresponding to any of the rental characters 651, the game control unit 101 of the client terminal 10 requests the server device 20 to make rental settings for the selected rental character (step S23).
[0096] Specifically, when the borrower user selects the selection button 653 associated with the rental character 651 on the search result screen 650, the game control unit 101 of the client terminal 10 requests the server access unit 102 to execute access processing. When the server access unit 102 of the client terminal 10 is requested to execute access processing by the game control unit 101, it transmits a request regarding the rental setting processing for the selected rental character to the server device 20.
[0097] When the request processing unit 201 of the server device 20 accepts the request, it requests the borrowing setting unit 203 to execute borrowing setting processing. When the borrowing setting unit 203 of the server device 20 receives a request from the request processing unit 201 to execute borrowing setting processing, it updates the user information stored in the user information storage unit 224, thereby registering the loan character selected on the search result screen 650 as a borrowed character for the quest selected on the quest selection screen 600 in association with the borrower user. This allows the borrower user to freely use the borrowed character (a character owned by the lender user) when playing a battle in a quest selected by the borrower user on the quest selection screen 600, but only for the playable period of that quest.
[0098] Next, when the loan setting unit 203 sets the loaned character as the borrowed character of the borrower user in this manner, the reward granting unit 205 of the server device 20 grants a reward to the lender user who owns the loaned character set as the borrowed character of the borrower user for lending the character they own (step S24).
[0099] Specifically, when borrowing setting is performed by the borrowing setting unit 203 as described above, the request processing unit 201 of the server device 20 requests the reward granting unit 205 to grant a reward to the lender user of the borrowed character set as the borrowed character. When the reward granting execution is requested by the request processing unit 201, the reward granting unit 205 of the server device 20 updates the user information stored in the user information storage unit 224 to add a special character as an example of a reward as a new owned character of the lender user who owns the borrowed character set as the borrowed character. By granting a reward to a user who has lent their character to others in this way, it is possible to further increase the motivation of the user to lend their character to others.
[0100] <Cancellation of loans and borrowings> FIG. 15 is a flowchart showing an example of operations relating to the cancellation of lending and borrowing settings in this embodiment.
[0101] When the playable period for the quest set with the loaned character borrowed by the borrower user from the lender user has elapsed, the loan setting unit 203 of the server device 20 cancels the setting of the loaned character as a loaned character (step S31).
[0102] Specifically, the borrowing setting unit 203 of the server device 20 updates the user information stored in the user information storage unit 224, thereby canceling the setting as borrowing characters of the borrower user of the loaned characters associated with quests whose playable period has expired.
[0103] Next, when the playable period for the quest associated with the loaned character borrowed by the borrower user from the lender user has elapsed, the loan setting unit 202 of the server device 20 cancels the setting of the character as a loaned character for the quest for which the playable period has elapsed, as the loan setting has been cancelled (step S32).
[0104] Specifically, the lending setting unit 202 of the server device 20 updates the user information stored in the user information storage unit 224, thereby canceling the setting of the characters owned by the lender user that have been set as lending characters as lending characters for quests whose playable period has passed.
[0105] Next, when the playable period for the quest associated with the loaned character borrowed by the borrower user from the lender user has elapsed, the character usage management unit 204 of the server device 20 releases the usage restrictions due to the loan on the character owned by the lender user that was previously set as a loaned character, as the loan setting has been released (step S33).
[0106] Specifically, the character use management unit 204 of the server device 20 references the user information stored in the user information storage unit 224 to identify the character owned by the lender user. Then, by updating the information about the identified character, a flag indicating that the use of the character that was previously set as a lendable character has been restricted due to lending is removed. When the use restriction is lifted in this way, the lender user can use the character that was previously set as a lendable character in battle play.
[0107] ===Other embodiments=== The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The present invention may be modified or improved without departing from the spirit thereof, and equivalents thereof are also included in the present invention. In particular, the following embodiments are also included in the present invention.
[0108] <Character Borrowing Settings> (Variation 1) In the above embodiment, a case where different quests are listed in the quest display area 502 of the schedule screen 500 shown in FIG. 10 has been described as an example. However, as shown in FIG. 16, there may be two or more identical quests with different playable times set in the quest display area 502 of the schedule screen 500 (in the figure, "Quest 10" is set to "14:00-16:00 this week" and "Quest 10" is set to "10:00-12:00 next week"). In this case, it is possible to simplify the lending setting of lendable characters for the same quest. This will be specifically described below using FIGS. 16 to 19.
[0109] For example, when the schedule screen 500 shown in Figure 16 is displayed, if the lender user selects the selection button 504 associated with "Quest 10," which has the playable period set to "14:00-16:00 this week," the screen will transition to the lending character selection screen 550 shown in Figure 17.
[0110] When this lending character selection screen 550 is displayed, if the lender user selects the selection button 553 associated with "Character A," a subscreen 554 shown in FIG. 18 is displayed.
[0111] This sub-screen 554 shows that there are two or more "Quest 10"s in the schedule, and that the selected "Character A" can be set for loan to each "Quest 10" at once.
[0112] When this sub-screen 554 is displayed, if the lender user selects the selection button 555, the selected "Character A" is set as the lending character for the same "Quest 10" with different playable times set, and the screen transitions to the schedule screen 500 shown in Figure 19.
[0113] On this schedule screen 500, not only the selection button 504 associated with "Quest 10," for which the playable period is set to "14:00-16:00 this week," but also the selection button 504 associated with "Quest 10," for which the playable period is set to "10:00-12:00 next week," displays "Character A loan set."
[0114] Therefore, the lender user can recognize that the same "Character A" has been set as the lending character for the same "Quest 10," each of which has a different playable time set.
[0115] In this way, if there are two or more identical quests with different playable times set, it is possible to make it possible for the lender user to set up lending of the selected lending character for those two or more identical quests at once.
[0116] (Variation 2) In addition, in the above-mentioned embodiment, by storing schedule information about past quests as historical information, it is possible to reset a lending character that a lending user set for a past quest as a lending character for a current quest.
[0117] For example, suppose that in a past playable period, the lender user set "Character B" as the lendable character for "Quest 25." In this case, when the schedule screen 500 shown in FIG. 16 is displayed, if the lender user selects the selection button 504 associated with "Quest 25," for which the playable period is set to "This week from 4:00 PM to 6:00 PM," it is possible to reset "Character B," which was previously set, as the lendable character for "Quest 25." This makes it easy to set the lendable character.
[0118] <Contents> In the above embodiment, the content is a character set in the character information, but the content is not limited to this. For example, the content may be an item, a card, a figure, an avatar, an icon, or the like. [Explanation of symbols]
[0119] 1. Information Processing Systems 10 Client Terminal 20 Server equipment 50 Computers 51 CPU 52 RAM 53 ROM 54 Communication Interface 55 Input Device 56 Display device 57 External Interface 58 HDD 100 Client control section 101 Game control unit 101A Battle Club 101B Character assignment section 101C Evolution Department 101D Synthesis Department 101E Sales Department 102 Server Access Section 103 Display control unit 120 Client Storage 140 Client Communication Section 150 Operation input reception unit 160 Screen display section 200 Server control unit 201 Request Processing Unit 202 Loan Settings Department 203 Borrowing Setting Department 204 Character Usage Management Department 205 Reward Division 220 Server Storage 221 Character information storage unit 222 Quest Information Storage Unit 223 Schedule information storage unit 224 User information storage unit 240 Server Communication Department 500 Schedule screen 501 Quest 502 Quest display area 503 Playable Period 504 Select button 550 Rental character selection screen 551 characters owned 552 Character display area 553 Select button 554 Subscreen 555 selection button 600 Quest Selection Screen 601 Quests 602 Quest display area 603 Search button 650 Search results screen 651 Loan Characters 652 Rental character display area 653 Select button B Bus Line N Network
Claims
1. a lending setting unit that sets content selected by a lender user from among content owned by the lender user as lending content for a game stage selected by the lender user on a schedule screen that lists a plurality of game stages in association with their respective playable periods; a borrowing setting unit that sets, as borrowed content for the borrower user, a rental content set for a game stage selected by the borrower user on a stage selection screen that lists a plurality of game stages during each playable period; a content usage management unit that restricts lender users who own rental content set as borrowed content from playing a game using the rental content during a playable period of the game stage selected by the borrower user; An information processing device comprising:
2. the borrowing setting unit, when a plurality of rental contents are set for the game stage selected by the borrower user on the stage selection screen, sets the rental content selected by the borrower user from the plurality of rental contents as the borrowed content; The information processing device according to claim 1 .
3. the borrowing setting unit extracts, from the plurality of lending contents, recommended content suitable for the game stage selected by the borrower user, and sets the lending content selected by the borrower user from the recommended content as borrowing content; The information processing device according to claim 2 .
4. the lending setting unit extracts recommended content suitable for the game stage selected by the lender user on the schedule screen from the content owned by the lender user, and sets the content selected by the lender user from the recommended content as lending content; The information processing device according to claim 1 .
5. the lending setting unit cancels the setting of the lending content for the game stage selected by the borrower user when the playable period for the game stage has elapsed; the borrowing setting unit cancels the setting of the lending content for the game stage selected by the borrower user as borrowed content when the playable period for the game stage selected by the borrower user has elapsed; The information processing device according to any one of claims 1 to 4.
6. a reward granting unit that grants a reward to a lender user who owns a lending content set as borrowed content of the borrower user; The information processing device according to any one of claims 1 to 5, comprising:
7. Computer, a lending setting means for setting a content selected by a lender user from among the content possessed by the lender user as a lending content for a game stage selected by the lender user on a schedule screen which displays a list of a plurality of game stages in association with their respective playable periods; a borrowing setting means for setting, as borrowing content of the borrower user, a rental content set for a game stage selected by the borrower user on a stage selection screen that displays a list of a plurality of game stages during each playable period; a content usage management means for permitting the borrower user to play a game using the borrowed content at the game stage selected by the borrower user during a playable period of the game stage selected by the borrower user, while restricting a lender user who owns lending content set as the borrowed content from playing a game using the lending content; A program to function as a
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JP1984008319A