Information processing apparatus
The information processing device addresses the retention issue by granting privileges based on user behavior and adjusting rewards according to login frequency, effectively improving player retention.
Patent Information
- Application Number
- JP2025210032
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-12-01
- Publication Date
- 2026-02-06
AI Technical Summary
Existing login bonus systems fail to effectively improve the retention rate of all players, including those likely to drop out of the game, such as consecutive loggers, broken streak players, and those with slowed login day progress.
An information processing device that grants privileges based on user behavior, utilizing a storage system for privilege information, a presentation system for displaying rewards, and an update system to adjust rewards based on the frequency of fulfilling conditions.
Enhances the retention rate of all users, including those at risk of dropping out, by providing tailored rewards based on login frequency.
Smart Images

Figure 2026020387000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device and a program. [Background technology]
[0002] For example, in online games, a login bonus system is widely known in which a bonus is given at predetermined intervals, such as once a day, in return for logging in to the game (see, for example, Patent Document 1).
[0003] The login bonus in Patent Document 1 grants a benefit to a player when the player logs in based on the login history information of the player's friends who have already logged in on that day. With the login bonus in Patent Document 1, the more friend players who have logged in for the first time by the time the player logs in, the more effective the benefit that is selected and granted to the player. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-198541 Summary of the Invention [Problem to be solved by the invention]
[0005] A login bonus is a mechanism that improves the retention rate of a game by providing a special benefit to a player. However, the login bonus of Patent Document 1 has a problem in that it cannot effectively improve the retention rate of all players, including players who are likely to drop out of the game, such as players who are continuing to log in consecutively, players who have broken up their consecutive login streak, and players whose progress in the number of login days has slowed.
[0006] The present invention aims to provide an information processing device that can effectively improve the continuation rate of all users, including players who are likely to drop out of the game. [Means for solving the problem]
[0007] In order to solve the above-mentioned problems, claim 1 of the present application is an information processing device that performs information processing to grant a privilege to a user when a privilege granting condition associated with the user's behavior is fulfilled, and is characterized by having: a storage means for storing privilege granting information indicating the privilege to be granted to the user and the order in which the privilege will be granted to the user; privilege pattern information that corresponds the frequency at which the privilege granting condition is fulfilled to the privilege granting information; a presentation means for presenting the privilege granting information to the user; a granting means for granting a privilege to the user based on the privilege granting information when the privilege granting condition associated with the user's behavior is fulfilled; and an update means for updating the privilege granting information of the user based on the frequency at which the privilege granting condition is fulfilled for the user. [Effects of the Invention]
[0008] According to the present invention, it is possible to effectively improve the retention rate of all users, including players who are likely to drop out of the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a configuration diagram of an example of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a computer according to the present embodiment. [Figure 3] FIG. 1 is a processing block diagram of an example of an information processing system according to an embodiment of the present invention. [Figure 4] FIG. 10 is a diagram illustrating an example of player information. [Figure 5] FIG. 10 is a diagram illustrating an example of login bonus information. [Figure 6] FIG. 10 is a diagram illustrating an example of item information. [Figure 7] FIG. 10 is a diagram illustrating an example of login bonus pattern information. [Figure 8] FIG. 10 is a diagram illustrating an example of login frequency category information. [Figure 9] FIG. 10 is a diagram illustrating an example of login bonus item list information. [Figure 10] 10 is a flowchart illustrating an example of a login bonus process according to the present embodiment. [Figure 11] 10 is a flowchart illustrating an example of a login bonus awarding process. [Figure 12] FIG. 10 is an image diagram of an example of a login bonus screen. [Figure 13] 10 is a flowchart illustrating an example of a login bonus post-processing. [Figure 14] FIG. 10 is a transition diagram of an example of a login bonus pattern. [Figure 15] 10 is a flowchart illustrating an example of a login frequency category update process. DETAILED DESCRIPTION OF THE INVENTION
[0010] Next, an embodiment of the present invention will be described in detail. In this embodiment, an example will be described in which a reward (login bonus) is given to a player each day in return for logging into a game, but the present invention is not limited to a game login bonus. The present invention can be widely applied to information processing devices and programs that give a reward to a user when a reward-giving condition associated with the user's actions is met. [First embodiment] <System configuration> Fig. 1 is a configuration diagram of an example of an information processing system according to this embodiment. In the information processing system 1 of Fig. 1, one or more client terminals 2 and a game server device 3 are connected via a network 4 such as the Internet.
[0011] The client terminals 2 are terminal devices operated by players, such as PCs, smartphones, tablets, or dedicated game machines for home or commercial use. The game server device 3 manages and controls the games played by players on the client terminals 2, and processes in-game billing. The information processing system 1 in FIG. 1 is one example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the game server device 3 in FIG. 1 may be configured as a distributed system across multiple computers.
[0012] <Hardware configuration> Client Terminal and Game Server Device The client terminal 2 and the game server device 3 in Fig. 1 are realized by, for example, a computer having the hardware configuration shown in Fig. 2. Fig. 2 is a diagram showing an example of the hardware configuration of a computer according to this embodiment.
[0013] 2 includes an input device 501, a display device 502, an external I / F 503, a RAM 504, a ROM 505, a CPU 506, a communication I / F 507, and an HDD 508, all of which are interconnected by a bus B. The input device 501 and the display device 502 may be connected and used when necessary.
[0014] The input device 501 is a touch panel, operation keys, buttons, keyboard, mouse, etc. that the player uses to input various signals. The display device 502 is a display such as an LCD or organic EL display that displays a screen. The display device 502 also includes a speaker that outputs sound data such as voice and music. The communication I / F 507 is an interface that connects the computer to the network 4. This allows the computer to perform data communication via the communication I / F 507.
[0015] The HDD 508 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.
[0016] Instead of the HDD 508, the computer may use a drive device that uses a flash memory as a storage medium (for example, a solid state drive (SSD)).
[0017] The external I / F 503 is an interface with an external device. The external device may be a recording medium 503a. This allows the computer to read and / or write data from and to the recording medium 503a via the external I / F 503. The recording medium 503a may be a flexible disk, a CD, a DVD, an SD memory card, a USB memory, or the like.
[0018] The ROM 505 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 505 stores programs and data such as the BIOS, OS settings, and network settings that are executed when the computer starts up. The RAM 504 is an example of a volatile semiconductor memory (storage device) that temporarily retains programs and data.
[0019] The CPU 506 is a computing device that reads programs and data from storage devices such as the ROM 505 and HDD 508 onto the RAM 504 and executes the processes to control and perform the functions of the entire computer. The CPU 506 also has a function of counting the passage of a predetermined period of time. Note that the function of counting the passage of a predetermined period of time may be implemented by hardware other than the CPU 506.
[0020] The client terminal 2 and the game server device 3 according to this embodiment can realize various processes, which will be described later, by executing a program on a computer having the above-described hardware configuration.
[0021] <Software configuration> Processing Block The software configuration of the information processing system 1 according to this embodiment will be described. The information processing system 1 in Fig. 1 is realized by, for example, the processing blocks shown in Fig. 3. Fig. 3 is a processing block diagram of an example of the information processing system according to this embodiment.
[0022] The game server device 3 of the information processing system 1 executes a program to implement a communication unit 10, a control unit 12, and a storage unit 14. The control unit 12 is configured to have a login bonus granting unit 20, a login bonus post-processing unit 22, and a login frequency category updating unit 24. The storage unit 14 is configured to have a player information storage unit 30, a login bonus information storage unit 32, an item information storage unit 34, a login bonus pattern information storage unit 36, a login frequency category information storage unit 38, a login history information storage unit 40, and a login bonus item list information storage unit 42.
[0023] Furthermore, the client terminal 2 of the information processing system 1 executes a program to realize an operation reception unit 50, a control unit 52, a storage unit 54, a communication unit 56, and a screen display unit 58. The control unit 52 has a configuration including a request transmission unit 66 and a response reception unit 68.
[0024] The communication unit 10 of the game server device 3 communicates with the client terminal 2. The control unit 12 performs game-related processing and progresses the game. The game-related processing performed by the control unit 12 includes processing related to login bonuses. The memory unit 14 stores information related to the game. The game-related information stored in the memory unit 14 includes information related to login bonuses.
[0025] When the login bonus granting unit 20 of the control unit 12 receives a login request from a player, it performs a login bonus granting process to grant a login bonus to the player. The login bonus granting process is information processing that reflects rewards such as items in the player's owned items in return for logging in to the game. The login bonus post-processing unit 22 performs login bonus post-processing after granting the login bonus to the player. The login frequency category update unit 24 performs processing to update the player's login frequency category. Details of the player's login frequency category will be described later.
[0026] Furthermore, the player information storage unit 30 of the storage unit 14 stores player information related to players. Details of the player information stored in the player information storage unit 30 will be described later. The login bonus information storage unit 32 stores login bonus information related to the login bonus for each player. Details of the login bonus information stored in the login bonus information storage unit 32 will be described later.
[0027] The item information storage unit 34 stores item information related to items. The item information stored in the item information storage unit 34 includes item information on items granted as login bonuses. Details of the item information stored in the item information storage unit 34 will be described later.
[0028] The login bonus pattern information storage unit 36 stores login bonus pattern information. The login bonus pattern information represents a plurality of patterns of login bonuses to be awarded to players. Details of the login bonus pattern information stored in the login bonus pattern information storage unit 36 will be described later.
[0029] The login frequency category information storage unit 38 stores login frequency category information for classifying players according to login frequency. Details of the login frequency category information stored in the login frequency category information storage unit 38 will be described later. The login history information storage unit 40 stores login history information for each player.
[0030] The login bonus item list information storage unit 42 stores multiple login bonus item lists. The login bonus item lists indicate information about items to be awarded to a player and the order in which the items will be awarded. Details of the login bonus item list information stored in the login bonus item list information storage unit 42 will be described later.
[0031] The operation reception unit 50 of the client terminal 2 receives operations from the player operating the client terminal 2. The control unit 52 performs processing related to the game in the client terminal 2. The request transmission unit 66 of the control unit 52 transmits requests such as a login request to the game server device 3 based on the content of the operation received from the player by the operation reception unit 50. The response reception unit 68 receives responses such as processing results in response to the requests transmitted by the request transmission unit 66 to the game server device 3.
[0032] Furthermore, the storage unit 54 stores information required for the client terminal 2. The communication unit 56 communicates with the game server device 3. The screen display unit 58, under control of the game server device 3, displays the screen of the client terminal 2, such as displaying a login bonus screen.
[0033] The control unit 52 of the client terminal 2 may be of a browser type that receives page data written in HTML (Hyper Text Markup Language) or the like, scripts included in the page data, etc. from the game server device 3 and performs game-related processing. The control unit 52 of the client terminal 2 may be of an application type that performs game-related processing based on an installed application.
[0034] 1 and 3 have been described as an example of an information processing system 1 configured with a plurality of client terminals 2 and one game server device 3, but the configuration is not limited to that shown in FIGS. 1 and 3. The configuration of the processing blocks in FIG. 3 is also an example. For example, some of the functions of the client terminal 2 may be realized by the game server device 3. Some of the functions of the game server device 3 may be realized by the client terminal 2.
[0035] Furthermore, devices other than the client terminal 2 and the game server device 3 may be configured to perform some of the functions of the client terminal 2 and the game server device 3. The collection of the functions of the client terminal 2 and the functions of the game server device 3 shown in Fig. 3 can also be understood as a single information processing device from a broader perspective. How to allocate the multiple functions required to realize the present invention to one or more pieces of hardware may be determined in consideration of the processing capacity of each piece of hardware, the specifications required for the game system, etc.
[0036] "data" Below, among the data stored in the storage unit 14, data related to the login bonus necessary for explaining this embodiment will be explained.
[0037] For example, the storage unit 14 stores player information such as that shown in Fig. 4. Fig. 4 is a diagram showing an example of player information. The player information includes items such as a player ID, a player name, a login bonus pattern ID, a login frequency category ID, and an owned item ID.
[0038] The player ID is an example of identification information that uniquely identifies a player. The player name is the name of the player. The login bonus pattern ID is an example of identification information that uniquely identifies login bonus pattern information. The login frequency category ID is an example of identification information that uniquely identifies login frequency category information. The owned item ID is the item ID of one or more items owned by the player. In this way, the player information associates login bonus pattern information and login frequency category information for each player.
[0039] The storage unit 14 also stores login bonus information such as that shown in Fig. 5. Fig. 5 is a diagram showing an example of login bonus information. The login bonus information includes the following items: a player ID, an item ID indicating an item to be granted to the player for each login day, and the number of days for which the item has already been granted to the player.
[0040] FIG. 5 shows the item IDs of items granted to players for each login day (day 1 to day 7). The number of days granted also indicates the number of days a player has logged in, and indicates up to which day items have been granted. For example, in the example of FIG. 5, the number of days granted to the player with player ID "P01" is "day 3," so items with item IDs from day 1 to day 3 have been granted to the player as login bonuses. In this way, the login bonus information indicates, for each player, the items to be granted to the player as a login bonus and the order in which they will be granted.
[0041] The storage unit 14 also stores item information such as that shown in FIG. 6. FIG. 6 is a diagram showing an example of the configuration of item information. The item information has items such as an item ID, an item name, and an image file. The item ID is an example of identification information that uniquely identifies an item. The item name is the name of the item. The image file is information indicating an image file for displaying an item image on the login bonus screen described below.
[0042] The storage unit 14 also stores login bonus pattern information such as that shown in Fig. 7. Fig. 7 is a diagram showing an example of login bonus pattern information. The login bonus pattern information has the following items: login bonus pattern ID, login bonus pattern name, number of days, target user, and login bonus item list ID.
[0043] The login bonus pattern ID is an example of identification information that uniquely identifies login bonus pattern information. The login bonus pattern name is the name of the login bonus pattern. Figure 7 shows six types of login bonus patterns. The number of days indicates the number of days for which the item will be awarded according to that login bonus pattern.
[0044] The target users represent the type of users who are the target of the login bonus pattern. Figure 7 shows the following user types as examples: new players, players who have not logged in for 15 days or more, players who have finished their start dash, HFU, LFU, MFU, MBU, LBU, and HBU.
[0045] A new player is a player who has just started the game. A player who has not logged in for 15 days or more is a player who has not logged in for 15 consecutive days or more since their last login date. A player who has completed the start dash is a player who has received the "start dash" login bonus. HFU, LFU, MFU, MBU, LBU, and HBU indicate login frequency categories. Details of HFU, LFU, MFU, MBU, LBU, and HBU will be provided later.
[0046] The login bonus item list ID is an example of identification information that uniquely identifies the login bonus item list. In this way, the login bonus pattern information associates a login bonus item list with each login bonus pattern.
[0047] The storage unit 14 also stores login frequency category information such as that shown in Fig. 8. Fig. 8 is a diagram showing an example of login frequency category information. The login frequency category information includes the following items: login frequency category ID, login frequency category name, login day range, and login bonus pattern ID.
[0048] The login frequency category ID is an example of identification information that uniquely identifies a login frequency category. The login frequency category name is the name of the login frequency category. The login day range indicates the range of login days classified into that login frequency category. The login day range in Figure 8 shows an example in which the upper limit of login days is 30 days.
[0049] The login bonus pattern ID is an example of identification information that uniquely identifies the login bonus pattern information. In this way, the login frequency category information associates a login bonus pattern with each login frequency category.
[0050] The login frequency category "HFU" represents high-follow users and is for players who have logged in 1 to 5 days in the last 30 days. The login frequency category "MFU" represents middle-follow users and is for players who have logged in 6 to 10 days in the last 30 days. The login frequency category "LFU" represents low-follow users and is for players who have logged in 11 to 15 days in the last 30 days.
[0051] The login frequency category "LBU" represents low-base users and is for players who have logged in 16 to 20 days in the last 30 days. The login frequency category "MBU" represents medium-base users and is for players who have logged in 21 to 25 days in the last 30 days. The login frequency category "HBU" represents high-base users and is for players who have logged in 26 to 30 days in the last 30 days.
[0052] In this way, the login frequency category information in Fig. 8 can classify players into categories according to login frequency. Furthermore, the login frequency category information in Fig. 8 can associate a login bonus pattern with each category according to login frequency, so items that effectively increase the continuation rate of the game can be awarded as login bonuses according to login frequency.
[0053] The storage unit 14 also stores login bonus item list information as shown in Fig. 9. Fig. 9 is a diagram showing an example of login bonus item list information. The login bonus item list information has as its items a login bonus item list ID and an item ID representing an item to be granted to a player for each login day.
[0054] Figure 9 shows the item IDs of items given to players for each login day (day 1 to day 7). The login bonus information item "item ID representing the item given to the player for each login day" in Figure 5 mentioned above is created using the login bonus item list information in Figure 9. The login bonus item list information is associated with the login bonus pattern information in Figure 7 by the login bonus item list ID.
[0055] In Figure 9, the login bonus item list IDs "Itemlist1" and "Itemlist3" indicate items for 7 days. Furthermore, the login bonus item list ID "Itemlist2" indicates items for 5 days. Furthermore, the login bonus item list IDs "Itemlist4-1" and "Itemlist4-2" indicate items for 7 days x 2. Furthermore, the login bonus item list IDs "Itemlist5-1" and "Itemlist5-2" indicate items for 7 days x 2. Furthermore, the login bonus item list ID "Itemlist6" indicates items for 7 days, but duplicate records are provided.
[0056] In this way, by preparing duplicate login bonus item list IDs "Itemlist6" and randomly selecting one, this embodiment can realize a login bonus pattern with random items. Note that although Figure 9 shows an example in which item IDs do not overlap, item IDs may also overlap.
[0057] <Processing> 《Login Bonus Grant》 In the information processing system 1 of this embodiment, a login bonus is awarded to a player, for example, as shown in Fig. 10. Fig. 10 is a flowchart of an example of login bonus processing according to this embodiment. Note that Fig. 10 explains an example in which a login bonus is awarded to a player once a day.
[0058] Proceeding to step S10, the control unit 12 of the game server device 3 determines whether or not the player who made the login request from the client terminal 2 has already been awarded today's login bonus by, for example, referring to the login history information in the login history information storage unit 40. If the player has already been awarded today's login bonus, the control unit 12 does not award the login bonus.
[0059] If the player has not yet received today's login bonus, the control unit 12 proceeds to step S12 and causes the login bonus granting unit 20 to perform the login bonus granting process described below. After the login bonus granting process of step S12, the control unit 12 proceeds to step S14 and causes the login bonus post-processing unit 22 to perform login bonus post-processing.
[0060] <Login Bonus Granting Process> The login bonus awarding process in step S12 in Fig. 10 is executed, for example, according to the procedure shown in Fig. 11. Fig. 11 is a flowchart showing an example of the login bonus awarding process.
[0061] In step S20, the login bonus granting unit 20 references the login bonus information of Fig. 5 stored in the login bonus information storage unit 32, and reads out the login bonus information of the player who made the login request. According to the login bonus information of Fig. 5, the login bonus granting unit 20 can determine the "item ID representing the item to be granted to the player for each login day" and the "number of days for which the item has already been granted to the player" of the player who made the login request.
[0062] Proceeding to step S22, the login bonus granting unit 20 displays a login bonus screen for the player who made the login request, such as that shown in Fig. 12. Fig. 12 is an image diagram of an example login bonus screen. Based on the "item ID representing the item to be granted to the player for each login day" acquired in step S20 and the item information in Fig. 6, the login bonus granting unit 20 displays an image of the item to be granted to the player, as shown in the login bonus screen in Fig. 12.
[0063] Furthermore, the login bonus granting unit 20 determines how many days the items have been granted based on the "number of days granted representing the items already granted to the player" acquired in step S20, and displays, for example, "Done" on the image of the items already granted to the player. Note that the login bonus screen in Fig. 12 is only an example, and it is also possible to display, for example, an "x" instead of "Done," or to use a shaded or semi-transparent screen, etc., so long as it allows the player to intuitively imagine that the items have been granted.
[0064] Proceeding to step S24, the login bonus granting unit 20 reads the item ID for the next login day after the "number of days granted representing items already granted to the player" from the "item ID representing items to be granted to the player for each login day" acquired in step S20. In the case of the player with player ID "P01" in Figure 5, the number of days granted is the "third day," so "Item04," the item ID for the fourth day, is read.
[0065] The login bonus granting unit 20 grants the login bonus to the player by adding the read item ID to the owned item ID in the player information of FIG. 4. The login bonus granting unit 20 may display an effect image on the login bonus screen to show an image of an item being granted to the player. The login bonus granting unit 20 may also display the image of the item to be granted to the player differently from images of other items (for example, by enlarging it, highlighting it, blinking it, etc.).
[0066] Proceeding to step S26, the login bonus granting unit 20 updates the "number of days granted" in the login bonus information of the player who made the login request to the next day. For example, in the case of the player with player ID "P01" shown in Figure 5, the number of days granted will be updated from "3rd day" to "4th day."
[0067] <Login Bonus Post-Processing> The login bonus post-processing in step S14 in Fig. 10 is executed, for example, in the procedure shown in Fig. 13. Fig. 13 is a flowchart of an example of the login bonus post-processing.
[0068] In step S30, the login bonus post-processing unit 22 refers to the login bonus information of FIG. 5 stored in the login bonus information storage unit 32, and reads out the login bonus information of the player who has made the login request.
[0069] Proceeding to step S32, the login bonus post-processing unit 22 determines whether there are any ungranted login bonuses based on the login bonus information acquired in step S30. For example, the login bonus post-processing unit 22 determines that there are no ungranted login bonuses if the number of "item IDs representing items to be granted to the player for each login day" and the "number of days of grant representing items already granted to the player" for the player who made the login request are the same.
[0070] If there is an ungranted login bonus (No in step S32), the login bonus post-processing unit 22 does not need to update the login bonus information, and therefore ends the login bonus post-processing shown in Fig. 13. If there is no ungranted login bonus (Yes in step S32), the login bonus post-processing unit 22 performs the processing of steps S32 to S38.
[0071] In step S34, the login bonus post-processing unit 22 reads the player information of the player who made the login request from the player information in Fig. 4. The login bonus post-processing unit 22 reads the current login bonus pattern ID of the player who made the login request from the obtained player information.
[0072] Proceeding to step S36, the login bonus post-processing unit 22 transitions the login bonus pattern indicated by the login bonus pattern ID acquired in step S34 to the next login bonus pattern as shown in the transition diagram of Figure 14. Figure 14 is a transition diagram of an example of a login bonus pattern.
[0073] For example, if the player is a new player, the login bonus post-processing unit 22 starts by granting items according to the "Start Dash" login bonus pattern. After granting seven days' worth of items according to the "Start Dash" login bonus pattern, the login bonus post-processing unit 22 transitions to the "Common" login bonus pattern.
[0074] When the login bonus post-processing unit 22 has completed the granting of items for 14 days using the "common" login bonus pattern, it will transition to one of the login bonus patterns, "Pattern A" to "Pattern C." The login bonus post-processing unit 22 determines whether the granting of items using the "common" login bonus pattern has completed based on the "number of days" in the login bonus pattern information in FIG. 7.
[0075] Furthermore, if a player has not logged in for 15 or more consecutive days since their last login, the login bonus post-processing unit 22 will resume by granting items using the "comeback" login bonus pattern. After granting five days' worth of items using the "comeback" login bonus pattern, the login bonus post-processing unit 22 will transition to one of the login bonus patterns, "Pattern A" to "Pattern C," which are assigned based on login frequency.
[0076] Once a player has completed receiving items through any of the login bonus patterns, from "Pattern A" to "Pattern C," the player will again be transitioned to either "Pattern A" or "Pattern C" depending on the player's login frequency.
[0077] The login bonus post-processing unit 22 determines whether or not the granting of items according to the login bonus patterns "Pattern A" to "Pattern C" has ended based on the "number of days" of the login bonus pattern information in FIG.
[0078] Note that Figure 14 shows an example of a transition to "Pattern C" if the login frequency category is "HBU." Also, Figure 14 shows an example of a transition to "Pattern B" if the login frequency category is "MBU" or "LBU." Furthermore, Figure 14 shows an example of a transition to "Pattern A" if the login frequency category is "HFU," "MFU," or "LFU."
[0079] If the login bonus pattern has transitioned, the login bonus post-processing unit 22 recreates the player's login bonus information shown in Fig. 5 based on the login bonus pattern information after the transition. If the login bonus pattern has not transitioned, the login bonus post-processing unit 22 recreates the player's login bonus information shown in Fig. 5 based on the login bonus pattern information as is.
[0080] For example, the "common" login bonus pattern is an example in which the number of days for which an item is awarded is "14," and is associated with a 7-day login bonus item list. In this embodiment, the login bonus pattern is transitioned after items from the 7-day login bonus item list are awarded to the player twice.
[0081] Furthermore, the login bonus patterns "Pattern A" and "Pattern B" are examples in which the number of days for granting items is "14," but are associated with two login bonus item lists for seven days. In this embodiment, the login bonus pattern is transitioned after items from the two login bonus item lists for seven days are granted to the player.
[0082] Proceeding to step S38, if the login bonus pattern has transitioned, the login bonus post-processing unit 22 updates the "login bonus pattern ID" in the player information in FIG. 4 to the login bonus pattern ID after the transition.
[0083] <Login frequency category update process> The login frequency category update unit 24 performs processing to update the login frequency category of the player, for example, in accordance with the procedure shown in Fig. 15. Fig. 15 is a flowchart showing an example of the login frequency category update processing.
[0084] In step S40, the login frequency category update unit 24 reads out the login history information for each player stored in the login history information storage unit 40. The login frequency category update unit 24 proceeds to step S42 and counts the number of login days for each player in the last 30 days.
[0085] Proceeding to step S44, the login frequency category update unit 24 references the login frequency category information in Fig. 8 and determines the login frequency category ID corresponding to the player's number of login days in the last 30 days. The login frequency category update unit 24 updates the login frequency category ID in the player information in Fig. 4 to the determined login frequency category ID.
[0086] Proceeding to step S46, if there is a player who has not logged in for 15 days or more, the login frequency category update unit 24 updates the login bonus pattern ID included in the player information of that player to a login bonus pattern ID for "comeback" in step S48.
[0087] According to the login frequency category update process of Fig. 15, the login frequency category ID of the player information of Fig. 4 can be updated asynchronously with the granting of the login bonus. Also, according to the login frequency category update process of Fig. 15, a login bonus can be granted to a player who has not logged in for a certain period of time, such as 15 days or more, using a login bonus pattern for a comeback.
[0088] (summary) According to the information processing system 1 of this embodiment, the reward for a player's login can be changed depending on the player's login frequency. Therefore, the information processing system 1 of this embodiment can provide a reward that is expected to effectively improve the continuation rate of the game, according to the player's state estimated from the player's login frequency.
[0089] For example, a login bonus pattern for a player who logs in infrequently will have a higher proportion of paid items (known as paid stones) that can be obtained in exchange for money, and lottery items (known as character cards) that are awarded to players through lotteries that require the consumption of paid items. Furthermore, a login bonus pattern for a player who logs in frequently will have a higher proportion of strengthening items that strengthen the lottery items.
[0090] However, the above rewards are merely examples. The appropriate type of items, etc. to set for each login frequency category varies depending on the type of game that employs the information processing system 1. Here, in the information processing system 1 of this embodiment, a game operator (administrator) who has update authority may be able to update the settings of valid items for each login frequency category stored in the login bonus information storage unit 32.
[0091] Specifically, the game operator may access the game server device 3 using an administrator terminal (not shown) and perform the update work. This allows the game operator to make adjustments more efficiently than if the game operator were to make individual settings for each player.
[0092] The present invention is not limited to the specifically disclosed embodiments above, and various modifications and variations are possible without departing from the scope of the claims. The memory unit 14 is an example of a memory means described in the claims. The screen display unit 58 is an example of a presentation means. The login bonus granting unit 20 is an example of a granting means. The login bonus post-processing unit 22 is an example of an update means.
[0093] A player's login is an example of a condition for granting a reward that is met through user action. A player's execution of a game play can also be an example of a condition for granting a reward that is met through user action. A login bonus is an example of a reward. Login bonus information is an example of reward granting information. Login bonus pattern information is an example of reward pattern information. Login frequency is an example of a frequency at which a condition for granting a reward is met. Player information is an example of user information. Login frequency category information is an example of fulfillment frequency category information. The login frequency category update unit 24 is an example of a fulfillment frequency calculation means. [Explanation of symbols]
[0094] 1. Information Processing Systems 2. Client terminal 3 Game server device 4 Network 10, 56 Communications Department 12, 52 Control section 14, 54 Storage section 20 Login Bonus Granting Department 22 Login bonus post-processing section 24 Login Frequency Category Update Section 30 Player information storage unit 32 Login bonus information storage section 34 Item information storage unit 36 Login bonus pattern information storage section 38 Login frequency category information storage section 40 Login history information storage section 42 Login bonus item list information storage section 50 Operation reception section 58 Screen display section 66 Request sending part 68 Response receiver 501 Input Device 502 Display device 503 External I / F 503a Recording media 504 RAM 505 ROM 506 CPU 507 Communication I / F 508 HDD B Bus
Claims
1. An information processing device that performs information processing to grant a privilege to a user when a privilege granting condition associated with a user's behavior is met, a storage means for storing bonus granting information indicating bonuses to be granted to users and the order in which the bonuses are granted to users, and bonus pattern information correlating the frequency at which the bonus granting condition is satisfied with the bonus granting information; a presentation means for presenting the benefit granting information to a user; a granting means for granting a privilege to a user based on the privilege granting information when the privilege granting condition is satisfied in accordance with the user's behavior; updating means for updating the user's privilege granting information based on the frequency with which the privilege granting condition is satisfied for the user; An information processing device having the above.
2. The storage means further stores user information associating users with fulfillment frequency categories classified based on the fulfillment frequency of the benefit granting condition, and fulfillment frequency category information associating the fulfillment frequency categories with the benefit granting information, The updating means updates the privilege granting information of the user to the privilege granting information selected from the establishment frequency category information based on the establishment frequency category associated with the user.
2. The information processing device according to claim 1,
3. The update means updates the privilege granting information of a user so that a proportion of billable items that can be obtained in exchange for money included in the privilege granted to the user is higher for a user who has a lower frequency of satisfying the privilege granting condition.
3. The information processing device according to claim 1, wherein:
4. The update means updates the privilege granting information of the user so that the proportion of lottery items included in the privilege granted to the user and granted to the user through a lottery executed by consuming the charged item is higher for a user whose frequency of fulfilling the privilege granting condition is lower.
4. The information processing device according to claim 3,
5. The update means updates the privilege granting information of the user in response to an instruction from an administrator who has the authority to update the privilege granting information of the user.
3. The information processing device according to claim 1, wherein:
6. The present invention further includes a fulfillment frequency calculation means for calculating a frequency at which the reward condition is fulfilled based on history information of the fulfillment of the reward condition by the user, The update means updates the privilege granting information of the user based on the frequency of the privilege granting condition being satisfied for the user after granting all the privileges included in the privilege granting information.
6. The information processing device according to claim 1, wherein:
7. the benefit pattern information is such that one or more pieces of benefit granting information are associated with a frequency at which one benefit granting condition is satisfied; The update means selects one piece of the privilege granting information by lottery from the plurality of pieces of the privilege granting information when the frequency of the user's satisfaction of the privilege granting condition is associated with the plurality of pieces of the privilege granting information, and updates the user's privilege granting information to the selected piece of the privilege granting information.
7. The information processing device according to claim 1, wherein:
8. An information processing device that performs information processing to grant a reward to a user when a reward granting condition associated with the user's behavior is satisfied, a storage means for storing bonus granting information indicating a bonus to be granted to a user and an order in which the bonuses are granted to the users, and bonus pattern information correlating the frequency at which the bonus granting condition is satisfied with the bonus granting information; a presentation means for presenting the benefit granting information to a user; a granting means for granting a privilege to a user based on the privilege granting information when the privilege granting condition is satisfied in accordance with the user's behavior; an updating means for updating the user's privilege granting information based on the frequency with which the privilege granting condition is satisfied for the user; A program to function as a
Citation Information
Patent Citations
Server system, program, information storage medium, and electronic instrument
JP2013198541A