Information processing apparatus, information processing method, and program

The information processing device adjusts player parameters and grants game media based on rank to motivate progression, addressing the lack of engagement in conventional game systems by offering controlled access to game content.

JP2026015448APending Publication Date: 2026-01-29MIXI INC
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Patent Information

Application Number
JP2025190690
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-11
Publication Date
2026-01-29

AI Technical Summary

Technical Problem

Conventional game systems lack effective mechanisms to encourage players to progress through the game.

Method used

An information processing device that changes player parameters when certain conditions are met, granting game media based on the player's rank, and limiting or notifying players about opportunities to acquire more game content to motivate progression.

Benefits of technology

Encourages players to increase their rank and progress in the game by providing advantageous game media and controlled access to game events, enhancing engagement and motivation.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a technique capable of urging a player to advance a game.SOLUTION: There is provided an information processing device including a game processing unit configured to change a parameter associated with a player in a case where a progress situation of a game by the player satisfies a predetermined condition, and to give a number of game media determined according to the parameter associated with the player to the player in a case where a request for giving the game medium is received from the player.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

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

[0002] Conventionally, there has been known a game system in which, in response to a player's request, a lottery or other method is conducted to select game media to be used in a game, and the game media that is selected by the lottery is awarded to the player. For example, in the system described in Patent Document 1, the interest of the game is increased by changing the probability of winning the game media based on the player's rank. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5770919 Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional techniques still leave room for improvement in encouraging players to progress through the game.

[0005] Therefore, an object of the present invention is to provide a technique that can encourage players to progress in a game. [Means for solving the problem]

[0006] An information processing device according to one aspect of the present invention includes a game processing unit that, when a player's progress in a game satisfies a predetermined condition, changes parameters associated with the player, and, when a request for the granting of game media is received from the player, grants the player a number of game media determined according to the parameters associated with the player. [Effects of the Invention]

[0007] According to the present invention, it is possible to encourage the player to progress in the game. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system. [Figure 2] FIG. 2 is a diagram illustrating an example of the configuration of a game server. [Figure 3] FIG. 10 is a diagram showing an example of a character DB. [Figure 4] FIG. 10 is a diagram showing an example of an owned character management DB. [Figure 5] FIG. 10 is a diagram illustrating an example of an item granting table. [Figure 6] FIG. 2 is a diagram illustrating an example of an item management DB. [Figure 7] FIG. 2 is a diagram illustrating an example of the configuration of a terminal. [Figure 8] 10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 9] 10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 10] FIG. 10 is a diagram showing an example of screen transition. [Figure 11] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. DETAILED DESCRIPTION OF THE INVENTION

[0009] An embodiment of the present invention will be described below. In the drawings, components with the same reference numerals have the same or similar configurations.

[0010] <System configuration> 1 is a diagram showing an example of the system configuration of a game system 1 according to an embodiment. The game system 1 includes a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.

[0011] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various information related to players and executing some of the game processing. The game server 10 may be configured using one or more computers, or may be configured using a virtual server (such as a cloud server).

[0012] The terminal 20 is a device that provides the game to the player. The terminal 20 is, for example, a mobile phone. The terminal 20 is a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 notifies the game server 10 of its own location detected using a GPS (Global Positioning System) or the like.

[0013] <Game Overview> Next, an overview of a game provided by the game system 1 according to an embodiment will be described. In a game provided by the game system 1, a player can select from a plurality of characters owned and create a deck with them. By clearing quests using the created deck, the player can obtain new characters and items. Here, the term "quest" refers to a task that can be completed by fulfilling certain predetermined conditions. Quests are also generally referred to as "explorations," "tasks," and "missions." A quest is an example of a game event. In addition to quests, other game events include gacha, login bonuses, and missions. Gacha refers to an event in which a player acquires characters and items. When a player executes a gacha, he or she consumes items. The amount of items consumed is preset for each gacha. In addition to consuming items, a player can also execute a gacha by paying a fee. That is, a gacha may include paid gacha, which requires a fee, and free gacha, which does not require a fee.

[0014] A deck is a term that refers to a group of multiple characters. When a player performs a quest, he or she selects characters with the appropriate abilities to complete the quest, organizes a deck, and then performs the quest. The game server 10 can store multiple decks organized by players, and when performing a quest, the player can select one of the stored decks to perform the quest.

[0015] When participating in a quest, a player consumes items. Players can also participate in a quest by consuming items or stamina. A player who participates in a quest can clear the quest by fulfilling certain conditions, and clearing the quest increases the player's rank. For example, a player's rank may be increased depending on the number of missions set for a specific quest that the player completes. Each time a player's rank increases by one level, the player may be granted a bonus, such as an item. A player's rank is an example of a parameter associated with a player. Furthermore, clearing a quest may provide the player with a reward or advance the game story. Rewards include items, characters that can be used to organize a deck, and the like. For example, when a quest is cleared, an item is acquired. The number of items that can be acquired when a quest is cleared varies depending on the difficulty of the quest and the amount of stamina consumed by the quest. Missions set for a specific quest include, for example, clearing the specific quest using a specific character or setting the parameters of a character that can be acquired by clearing the specific quest to a specific value.

[0016] A player who completes a predetermined quest that can be played a predetermined number of times within a predetermined period is granted the right to play gacha. For example, a player who completes a predetermined quest that can only be played once per day is granted the right to play gacha. Also, a player who completes a predetermined quest that cannot be played again once completed may be granted the right to play gacha. In other words, by limiting the opportunities to play gacha, a player is motivated to increase his / her rank. Predetermined quests are added every time a predetermined period elapses, and an upper limit is set on the number that can be held and played. In other words, by only being granted the right to play gacha after completing a predetermined quest with limited opportunities to play, the frequency of playing the predetermined quest increases, making it easier for a player to increase his / her rank.

[0017] Furthermore, a player who has completed a predetermined quest is granted the right to execute a gacha with a limited validity period. For example, a player who has completed a predetermined quest is granted the right to execute a gacha for one day only. Furthermore, a player who has completed a predetermined quest may be granted the right to execute a gacha with a limited validity period or day of the week. In other words, by limiting the opportunities to execute a gacha, a player is motivated to increase his / her rank.

[0018] When a request for game contents is received from a player, a number of game contents determined according to the player's rank is granted to the player. For example, a numerical range is determined from among different numerical ranges according to the player's rank, and a number of game contents selected from the determined numerical range is granted to the player. When the player's rank is a second rank, which is higher than the first rank, a numerical range is determined from among multiple different numerical ranges so that the number of game contents granted is advantageous to the player, and a number of game contents selected from the determined numerical range is granted to the player. For example, the lower limit of each of the different numerical ranges is changed according to the player's rank, making it difficult to select a number of game contents below a predetermined number, thereby favoring the player in terms of the number of game contents granted. In other words, by raising the minimum number of game contents granted and leaving the possibility of a higher number of game contents granted even if the player's rank is low, the number of game contents granted is favorable to the player. In this case, the upper limit of each of the different numerical ranges may be constant regardless of the player's rank, and the maximum number of game contents granted may not be changed. Furthermore, the upper limit of each of the different numerical ranges may be increased according to the player's rank, the maximum number of game contents to be awarded may be changed, and an award number equal to or greater than a predetermined number may be more likely to be selected, thereby giving the player an advantage in the number of game contents to be awarded. Furthermore, the type of game contents to be awarded to the player may be selected from a population corresponding to the player's rank. That is, the type of game contents may be changed in conjunction with the player's rank. For example, different items may be awarded to the player in the number of game contents to be awarded each time a lottery is drawn to determine the number of game contents to be awarded. Furthermore, the same items may be awarded to the player in the number of game contents to be awarded each time a lottery is drawn to determine the number of game contents to be awarded. This provides motivation for players to increase their rank.

[0019] If the player's rank is equal to or lower than a predetermined rank, the player is notified of information about a game event for increasing the player's rank. That is, the player is suggested to increase the player's rank before executing a gacha when the player's rank is low. On the other hand, if the player's rank is higher than the predetermined rank, the player is not notified of information about a game event for increasing the player's rank. That is, if the player's rank has already reached a high rank, the player is not suggested to increase the player's rank before executing a gacha. For example, when a gacha request is received from a player, the player may be notified of information about a game event before the player is granted game content, or the player may be notified of information about a game event when the player is granted the right to request the grant of game content. The game event to be notified may be one or more game events, and may include, for example, a quest, a login bonus, a mission, etc.

[0020] (game server) FIG. 2 is a diagram showing an example of the configuration of the game server 10. The game server 10 includes a game control unit 110 and a storage unit 120. The game control unit 110 can be realized by executing a program stored in the storage unit 120. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0021] The game control unit 110 provides various functions necessary to execute the game. The game control unit 110 includes a management unit 111 and a game processing unit 113. The storage unit 120 stores a character DB 121, an owned character management DB 122, an item granting table 123, and an item management DB 124.

[0022] The management unit 111 manages game media owned by a player, and consumes game media in accordance with a designation of a game event that consumes game media.

[0023] The receiving unit 112 receives various inputs. For example, the receiving unit 112 receives a request for the provision of game content from a player.

[0024] When a player's game progress satisfies a predetermined condition, the game processing unit 113 changes the player's rank. When a gacha request is received from the player, the game processing unit 113 grants the player a number of game contents determined according to the player's rank. For example, the game processing unit 113 determines a numerical range from among a plurality of different numerical ranges according to the player's rank, and grants the player a number of game contents selected from the determined numerical range. For example, when the player's rank is a second rank higher than the first rank, the game processing unit 113 determines a numerical range from among a plurality of different numerical ranges so that the number of granted game contents is advantageous to the player, and grants the player a number of game contents selected from the determined numerical range. For example, the game processing unit 113 changes the lower limit value of each of the different numerical ranges according to the player's rank. For example, the game processing unit 113 sets the upper limit value of each of the different numerical ranges to a constant value regardless of the player's rank. The game processing unit 113 determines the type of game content according to the rank of the player, and provides the determined type of game content to the player.

[0025] The game processing unit 113 grants the right to request the issuance of game contents to a player who has completed a predetermined quest that can be played a predetermined number of times within a predetermined period. For example, the game processing unit 113 grants the right to request the issuance of game contents to a player who has completed a quest, with a limited expiration date for the right. If the number of predetermined quests that are held in a playable state does not exceed a predetermined number, the game processing unit 113 adds a playable predetermined quest every time a predetermined period elapses.

[0026] If the player's rank at the time of receiving a request for the provision of game contents from the player satisfies a predetermined condition, the game processing unit 113 notifies the player of information regarding the conditions for increasing the player's rank. For example, if the player's rank is equal to or lower than the predetermined rank, the game processing unit 113 notifies the player of information regarding the conditions for increasing the player's rank, and if the player's rank is higher than the predetermined rank, the game processing unit 113 does not notify the player of information regarding the conditions for increasing the player's rank.

[0027] The display control unit 114 displays various screens for the game on the display of the terminal 20. For example, the display control unit 114 may display a screen for granting game contents to a player. Furthermore, for example, the display control unit 114 may display on the screen the minimum guaranteed number of game contents to be granted.

[0028] FIG. 3 is a diagram showing an example of the character DB 121. As shown in FIG.

[0029] The character DB 121 manages various settings related to the characters appearing in this game. The character DB 121 stores, in association with each other, an identifier (character ID) that uniquely identifies the character, an identifier (group ID) that indicates the group to which the character belongs, an identifier (form) that indicates the transition state of the character, an upper limit of level (maximum level), an upper limit of luck (maximum luck), an upper limit of HP (hit points) (maximum HP), an upper limit of attack power (maximum attack power), and an upper limit of speed (maximum speed).

[0030] FIG. 4 is a diagram showing an example of the owned character management DB 122. As shown in FIG.

[0031] The owned character management DB 122 stores characters owned by the player. The owned character management DB 122 stores an identifier (player ID) that uniquely identifies the player who owns the character, an identifier (character ID) that uniquely identifies the character, and the current status of the character (level, luck, HP (hit points), attack power, speed, etc.) in association with each other. The owned character management DB 122 may also be referred to as a character box that stores characters owned by the player.

[0032] FIG. 5 is a diagram showing an example of the item granting table 123.

[0033] The item granting table 123 stores a player's rank and the number of items granted to the player in association with each other. The item granting table 123 specifies the probability of granting each number of items for each player's rank. In this example, the number of items granted tends to increase as the player's rank increases. Specifically, as the player's rank increases by one, the minimum number of items granted increases by one. Note that the maximum number of items granted is maintained regardless of the player's rank.

[0034] FIG. 6 is a diagram showing an example of the item management DB 124. As shown in FIG.

[0035] Various settings related to items that appear in the game are stored in the item management DB 124. For example, the item management DB 124 stores an identifier (player ID) that uniquely identifies a player, an identifier (item ID) that indicates an item possessed by the player, the number of items possessed, and the cumulative value of the amount of consumed items, all of which are associated with each other.

[0036] (Terminal) FIG. 7 is a diagram showing an example of the configuration of terminal 20. Terminal 20 includes a communication unit 201, a UI (User Interface) unit 202, a game control unit 203, and a storage unit 210. Communication unit 201, UI unit 202, and game control unit 203 can be realized by executing a program stored in storage unit 210. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0037] The communication unit 201 performs various communications with the game server 10 .

[0038] The UI unit 202 has a function to process various inputs from the player and to display various game screens on the display. The UI unit 202 also displays game screens on the terminal 20 in accordance with instructions from the game server 10.

[0039] The game control unit 203 provides various functions necessary for executing a game by cooperating with the game server 10. For example, the game control unit 203 provides a function for acquiring, from the game server 10, various types of information (icon image data, text data, etc.) for drawing on a game screen.

[0040] The storage unit 210 stores game data 211 necessary for the game control unit 203 to execute the game. The game data 211 stores image data of characters, a game scenario, and the like.

[0041] Fig. 8 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in Fig. 8 is executed repeatedly at predetermined intervals, for example.

[0042] As shown in FIG. 8, the game server 10 first determines whether the number of predetermined quests held in a playable state does not exceed a predetermined number (step S10). Next, if the game server 10 determines that the number of predetermined quests held in a playable state does not exceed the predetermined number (step S10=YES), the game server 10 adds a playable predetermined quest every time a predetermined period elapses (step S11), and proceeds to step S12. On the other hand, if the game server 10 determines that the number of predetermined quests held in a playable state exceeds the predetermined number (step S10=NO), the game server 10 proceeds to step S12 without performing the process of step S11. Next, the game server 10 determines whether the predetermined quest has been cleared (step S12). If the game server 10 determines that the predetermined quest has been cleared (step S12=YES), the game server 10 grants the player the right to request a gacha (step S13), and ends the process of the flowchart shown in FIG. 8. On the other hand, if the game server 10 determines that the predetermined quest has not been completed (step S12=NO), it ends the processing of the flowchart shown in FIG. 8 without going through the processing of step S13.

[0043] Fig. 9 is a flowchart showing an example of a processing procedure performed by the game server 10. The flowchart shown in Fig. 9 is executed repeatedly at predetermined intervals, for example.

[0044] As shown in FIG. 9, the game server 10 first determines whether a gacha request has been made (step S20). If the game server 10 determines that a gacha request has been made (step S20=YES), it determines whether the player's rank is equal to or higher than a predetermined rank (step S21). If the game server 10 determines that the player's rank is equal to or higher than a predetermined rank (step S21=YES), it shifts the process to step S22. On the other hand, if the game server 10 determines that the player's rank is lower than a predetermined rank (step S21=NO), it notifies the player of a game event (step S23). Next, the game server 10 determines whether to start a predetermined quest (step S24). If the game server 10 determines that the predetermined quest should be started (step S24=YES), it transitions to a screen for the predetermined quest (step S25) and returns the process to step S21. On the other hand, if the game server 10 determines that the predetermined quest should not be started (step S24=NO), it shifts the process to step S22. Next, the game server 10 determines whether or not to execute a gacha (step S22). If the game server 10 determines to execute a gacha (step S22=YES), the game server 10 acquires information about the rank of the player. (Step S23). Next, the game server 10 refers to the item granting table 123 based on the information about the player's rank acquired in the previous step S23, and determines a numerical range for the number of items to be granted (Step S27). Next, the game server 10 grants the player a number of items selected from the numerical range (Step S28), and ends the flowchart shown in FIG. 9. On the other hand, if the game server 10 determines in the previous step S20 that a gacha request has not been made (Step S20=NO), it ends the flowchart shown in FIG. 9 without going through the processes of Steps S21 to S28. Also, if the game server 10 determines in the previous step S22 that a gacha will not be executed, (Step S22=NO), the flow chart shown in FIG. 9 ends without going through the processes of Steps S26 to S28.

[0045] Figure 10 shows an example of the screen transition when executing a gacha.

[0046] 10, transition screen A100 displays characters B1, B2, and B3 and enemy characters E1 and E2 on a field FG. Also, transition screen A100 displays icons I1, I2, and I3 outside the field that indicate the status of normal characters. When transition screen A100 instructs characters B1, B2, and B3 to attack (shot) enemy characters E1 and E2, it transitions to transition screen A101.

[0047] Transition screen A101 displays a quest completion screen after all enemy characters E1 and E2 on field FG have been annihilated. After a predetermined time has elapsed on transition screen A101, the player is granted the right to perform gacha as a reward for completing the quest, and the screen transitions to transition screen A102 for performing gacha. Note that if the player fails to complete the quest, the player is not granted the right to perform gacha.

[0048] The transition screen A102 displays the player's rank, the minimum guaranteed number of items to be granted, and an operation icon for executing gacha, all in parallel, one above the other. The transition screen A102 also displays information about missions for increasing the player's rank. The transition screen A102 may display the maximum number of items to be granted, or may display the numerical range of the number of items to be granted and the lottery probability for each number of items to be granted.

[0049] <Summary> According to the embodiment described above, when a player completes a mission, the game server 10 changes the player's rank, and when a gacha request is received from the player, the game server 10 grants the player a number of items determined according to the player's rank. This allows the player to play the game and change the player's rank, thereby changing the number of items granted to the player, thereby encouraging the player to progress through the game.

[0050] [Hardware configuration] FIG. 11 illustrates an example of the hardware configuration of a game server 10 according to an embodiment. As illustrated, the game server 10 includes a communication controller 100-1, a CPU 100-2, a random access memory (RAM) 100-3 used as a working memory, a read-only memory (ROM) 100-4 for storing a boot program and the like, a storage device 100-5 such as a flash memory or a hard disk drive (HDD), and a drive device 100-6, all interconnected via an internal bus or a dedicated communication line. The communication controller 100-1 communicates with components other than the game server 10. The storage device 100-5 stores a program 100-5a executed by the CPU 100-2. This program is loaded into the RAM 100-3 by a direct memory access (DMA) controller (not shown) or the like and executed by the CPU 100-2. This configuration implements a management unit 111 and a game processing unit 113.

[0051] Regarding the functional block configuration described above, all or part of the management unit 111 and game processing unit 113 included in the game server 10 may be configured to be included in the game control unit 203 of the terminal 20.

[0052] <Additional Notes> <Appendix 1> a game processing unit that, when a progress status of a game by a player satisfies a predetermined condition, changes a parameter associated with the player, and, when a request for provision of game contents is received from the player, provides the player with a number of game contents determined according to the parameter associated with the player; Information processing device.

[0053] According to Supplementary Note 1, when a player plays a game and changes the parameters associated with the player, the number of game contents granted to the player changes, thereby encouraging the player to progress in the game.

[0054] <Appendix 2> the game processing unit determines a numerical range from among a plurality of different numerical ranges in accordance with the parameter associated with the player, and awards to the player a number of game contents selected from the determined numerical range; 10. The information processing device according to claim 1.

[0055] According to Appendix 2, when a player plays a game and changes the parameters associated with the player, the numerical range of the game contents granted to the player changes, and the player is granted a number of game contents selected from the changed numerical range, thereby encouraging the player to progress through the game.

[0056] <Appendix 3> When the parameter associated with the player has a second value greater than the first value, compared to when the parameter associated with the player has a first value, the game processing unit determines a numerical range from among a plurality of different numerical ranges so that the number of game contents to be granted is advantageous to the player, and grants the player a number of game contents selected from the determined numerical range. 3. The information processing device according to claim 1 or 2.

[0057] According to Appendix 3, the numerical range of the game contents changes so that the more the player plays the game and the parameters associated with the player become larger, the more advantageous the number of game contents granted to the player becomes, and the player is granted a number of game contents selected from the changed numerical range, thereby encouraging the player to progress through the game.

[0058] <Appendix 4> the game processing unit changes a lower limit value of each of the different plurality of numerical ranges in accordance with the parameter associated with the player; 4. The information processing device according to claim 2 or 3.

[0059] According to Appendix 4, when a player plays a game and changes the parameters associated with the player, the lower limit of the numerical range of the game content assigned to the player changes, thereby encouraging the player to progress in the game.

[0060] <Appendix 5> the game processing unit sets the upper limit value of each of the different numerical ranges to be constant regardless of the parameter associated with the player. 5. The information processing device according to claim 4.

[0061] According to Appendix 5, even if a player changes the parameters associated with the player as he or she plays the game, the upper limit of the numerical range of the game media granted to the player remains constant, so there remains a possibility that a player may be granted more game media even if the player's rank is low, thereby increasing the fun of the game.

[0062] <Appendix 6> the game processing unit grants a player who has completed a predetermined quest that can be played a predetermined number of times within a predetermined period the right to request the granting of game media; 6. An information processing device according to any one of appendices 1 to 5.

[0063] According to Supplementary Note 6, since opportunities to request the granting of game content are limited, players are motivated to increase the associated parameters.

[0064] <Appendix 7> the game processing unit adds a playable predetermined quest every time the predetermined period elapses, when the number of the predetermined quests held in a playable state does not exceed a predetermined number; 7. The information processing device according to claim 6.

[0065] According to Supplementary Note 7, since opportunities to request the granting of game content are limited, players are motivated to increase the associated parameters.

[0066] <Appendix 8> the game processing unit grants a player who has completed a predetermined quest the right to request the granting of game media, with a limited expiration date for the right; 8. An information processing device according to any one of appendices 1 to 7.

[0067] According to Supplementary Note 8, since opportunities to request the granting of game content are limited, players are motivated to increase the associated parameters.

[0068] <Appendix 9> the game processing unit determines a type of game content in accordance with the parameter associated with the player, and provides the determined type of game content to the player; 9. An information processing device according to any one of appendices 1 to 8.

[0069] According to Supplementary Note 9, the type of game content is changed in conjunction with the player's rank, providing motivation for increasing the parameters associated with the player.

[0070] <Appendix 10> When the parameter associated with the player at the time of receiving the request for provision of the game content from the player satisfies a predetermined condition, the game processing unit notifies the player of information regarding a condition for increasing the parameter associated with the player. 10. The information processing device according to any one of appendixes 1 to 9.

[0071] According to Supplementary Note 10, the player is notified of information regarding the conditions for increasing the parameter according to the parameter associated with the player, thereby providing motivation for increasing the parameter associated with the player.

[0072] <Appendix 11> the game processing unit notifies the player of information relating to conditions for increasing the parameter associated with the player when the parameter associated with the player is equal to or smaller than a predetermined value, and does not notify the player of information relating to conditions for increasing the parameter associated with the player when the parameter associated with the player is greater than the predetermined value; 11. The information processing device according to claim 10.

[0073] According to Supplementary Note 11, the player is notified of information regarding the conditions for increasing the parameters according to the parameters associated with the player, thereby providing motivation for increasing the parameters associated with the player.

[0074] <Appendix 12> An information processing method performed by an information processing device, a step of changing a parameter associated with the player when a progress status of the game by the player satisfies a predetermined condition, and, when a request for provision of game contents is received from the player, providing the player with a number of game contents determined in accordance with the parameter associated with the player; Information processing methods.

[0075] According to Supplementary Note 12, by changing the parameters associated with the player as the player plays the game, the number of game contents granted to the player can be changed, thereby encouraging the player to progress through the game.

[0076] <Appendix 13> On the computer, A program for executing a step of changing parameters associated with a player when the progress of the game by the player satisfies a predetermined condition, and, when a request for granting game media is received from the player, granting to the player a number of game media determined according to the parameters associated with the player.

[0077] According to Supplementary Note 13, by changing the parameters associated with the player as the player plays the game, the number of game contents granted to the player can be changed, thereby encouraging the player to progress through the game. [Explanation of symbols]

[0078] 10...game server, 20...terminal, 100-1...communication controller, 100-2...CPU, 100-3...RAM, 100-4...ROM, 100-5...storage device, 100-5a...program, 100-6...drive device, 110...game control unit, 111...management unit, 112...reception unit, 113...game processing unit, 114...display control unit, 120...memory unit, 121...character DB, 122...owned character management DB, 123...item grant table, 124...item management DB, 201...communication unit, 202...UI unit, 203...game control unit, 210...memory unit, 211...game data.

Claims

[Claim 1] a game processing unit that, when a progress status of a game by a player satisfies a predetermined condition, changes a parameter associated with the player, and, when a request for provision of game contents is received from the player, provides the player with a number of game contents determined according to the parameter associated with the player; Information processing device.

Citation Information

Patent Citations

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