Information processing apparatus, information processing method, and program
By tracking game media consumption and granting preferential treatment, the system encourages players to consume game content, enhancing engagement through increased item acquisition chances and reduced costs.
Patent Information
- Application Number
- JP2025220394
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-12-02
- Publication Date
- 2026-02-16
AI Technical Summary
Conventional game systems do not effectively encourage players to consume acquired game content.
Implement a management unit to track game media consumption and grant players a specified right if a consumption threshold is met, providing preferential treatment in game events such as increased chances to acquire rare items or reduced costs for executing events.
Encourages players to consume game content by offering preferential treatment, such as higher chances to obtain rare items or reduced costs for game events, thereby increasing engagement and consumption.
Smart Images

Figure 2026026276000001_ABST
Abstract
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 are widely known game systems that provide a player with randomly selected game content based on a player's acquisition request. For example, in the system described in Patent Literature 1, the winning probability of a game content to be selected in a lottery event is changed based on the charge history of a charge event different from the lottery event. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6814585 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional techniques still leave room for improvement in terms of encouraging players to consume the game content they have acquired.
[0005] Therefore, an object of the present invention is to provide a technology that can encourage consumption of game content. [Means for solving the problem]
[0006] An information processing device according to one aspect of the present invention includes a management unit that manages game media owned by a player and consumes the game media in accordance with a specified game event that consumes the game media; and a game processing unit that grants a specified right to a player if the amount of game media consumed within a specified period is equal to or greater than a first threshold, and that gives preferential treatment to a player who has been granted the specified right over a player who has not been granted the specified right in at least one of the number of game events that can be executed, the fee required to execute a game event, and the number of game objects that can be acquired through a game event. [Effects of the Invention]
[0007] According to the present invention, if the amount of game content consumed within a predetermined period is equal to or greater than a first threshold, the player is granted a predetermined right related to the progress of a game event, thereby encouraging consumption of game content. [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 illustrating an example of a game event DB. [Figure 4] FIG. 2 is a diagram illustrating an example of an item management DB. [Figure 5] FIG. 2 is a diagram illustrating an example of the configuration of a terminal. [Figure 6] 10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 7] FIG. 10 is a diagram showing an example of screen transition. [Figure 8] FIG. 10 is a diagram showing an example of screen transition. [Figure 9] FIG. 10 is a diagram illustrating an example of a game event DB. [Figure 10] FIG. 2 is a diagram illustrating an example of an item management DB. [Figure 11]10 is a flowchart illustrating an example of a processing procedure performed by a game server. [Figure 12] 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] First Embodiment Hereinafter, a first embodiment of the present invention will be described. In each drawing, the same reference numerals denote 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 the first 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 the game provided by the game system 1 according to the first embodiment will be described. In the game provided by the game system 1, a player can select from multiple 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 challenge that can be cleared by fulfilling certain predetermined conditions. Quests are also commonly 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. Gacha includes a normal gacha that can be executed as a game event progresses and a special gacha that can be executed when the amount of items consumed in a game event reaches a target value. The target value is an example of a first threshold. When executing a gacha, the player 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, gacha may include paid gacha that requires a fee and free gacha that 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. In addition to items, a player can also consume stamina to participate in a quest. A player who participates in a quest can clear the quest by meeting certain conditions. Upon clearing the quest, the player is given a reward and the game story progresses. Rewards include items and characters that can be used to organize a deck. 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.
[0016] If the amount of items consumed within a predetermined period in a game event is equal to or greater than a first target value, the player is granted the right to start a special gacha. The right to start a special gacha is an example of a predetermined right, and the first target value is an example of a first threshold. The predetermined period is, for example, the period during which the special gacha is held. If the special gacha is held multiple times, the amount of items consumed during each predetermined period refers to the amount of items consumed from the start to the end of each predetermined period. When a player is granted the right to start a special gacha, the player's operation to start the special gacha becomes valid. For example, when a player starts a special gacha, the player has a higher probability of obtaining a rare item compared to when a player starts a regular gacha. An item is an example of a game object. In other words, when a player is granted the right to start a special gacha, the player is given preferential treatment regarding game objects that can be obtained through a game event compared to when the player is not granted the right to start a special gacha. If the amount of items consumed in a game event within a predetermined period is equal to or greater than a first target value, the player may receive preferential treatment in terms of the number of game events that can be executed and the compensation required for executing the game events. The compensation required for executing the game events may include, for example, the player's stamina or items. If the amount of items consumed in a game event within a predetermined period is equal to or greater than a first target value, the player may receive preferential treatment in terms of more than one of the number of game events that can be executed, the compensation required for executing the game events, and the number of game objects that can be acquired through the game events.
[0017] When the amount of items consumed in a game event within a predetermined period is equal to or greater than a second target value, which is greater than a first target value for starting a special gacha, the player receives a higher degree of preferential treatment in at least one of the following: the number of available game events, the compensation required for the game event, and the number of game objects that can be acquired through the game event, compared to when the amount is not reached. The second target value is an example of a second threshold. For example, when the amount of items consumed in a game event within a predetermined period is equal to or greater than the second target value, the player receives a higher number of available game events compared to when the second target value is not reached. Furthermore, when the amount of items consumed in a game event within a predetermined period is equal to or greater than the second target value, the player receives a lower compensation required for the game event compared to when the second target value is not reached. Furthermore, when the amount of items consumed in a game event within a predetermined period is equal to or greater than the second target value, the player receives a lower number of game objects that can be acquired through the game event compared to when the second target value is not reached.
[0018] If the amount of items consumed within a predetermined period in a game event is less than a first target value and the player does not possess the number of game contents necessary to reach the first threshold for the amount of game contents consumed within the predetermined period, the player is notified of a game event in which the player can acquire the necessary number of game contents. Furthermore, if the amount of items consumed within a predetermined period in a game event is less than the first target value, the player is notified of a game event that will bring the amount of game contents consumed within the predetermined period to the first target value. The game events to be notified may be one or more game events, including, for example, quests, login bonuses, missions, etc. For example, if the amount of items consumed within a predetermined period in a game event is less than the first target value, the player is notified of a game event that will allow the player to acquire a number of items equal to or greater than the difference between the number of items owned by the player and the first target value, and that the player can execute within the predetermined period. For example, if the game events to be notified include both a game event that the player has already completed and a game event that the player has not yet completed, the uncompleted game events are notified to the player first. Furthermore, the player may be notified of game events (e.g., box expansion) in which the player can acquire a quantity of items equal to or greater than the difference between the number of items possessed by the player and a first target value, and in which the amount of items consumed is relatively small. Note that if the amount of items consumed within a predetermined period in a game event is less than the first target value, a notification urging the player to purchase items may be sent to the player. Furthermore, instead of the difference between the number of items possessed by the player and the first target value, the player may be notified of game events that will help the amount of items consumed to reach the first target value within a predetermined period, based on the difference obtained by subtracting from the first target value the total number of items possessed by the player and the amount of items consumed since the start of the predetermined period in the game event up to the present.
[0019] The first target value may be, for example, a value greater than the number of items the player possesses at the start of the game. In this case, in order for the number of items possessed by the player to reach the first target value, unless the player purchases an item, the player will need to execute a new game event, and thus the player is encouraged to execute the uncompleted game event. Alternatively, the first target value may be, for example, a value smaller than the number of items possessed by the player at the start of the game. In this case, the number of items possessed by the player will reach the first target value without the player having to purchase an item or execute a new game event, and therefore the player is encouraged to consume the items possessed by the player. Alternatively, the first threshold may be adjusted so that the difference between the number of items possessed by the player and the first target value is appropriate. In this case, the degree of preferential treatment given to the player is changed according to the setting value of the first target value.
[0020] By combining characters and items owned by the player, the player can improve the status of the character or transition to another character with a stronger character. Here, characters and items may be referred to as "objects" or "game objects." Status may also be referred to as "parameters." The "transition" of one character to another may also be referred to as "changing," "mutating," "deriving," "evolving," or "godifying." In the first embodiment, "combining" refers to combining two game objects to create a single game object, and applying another game object to a game object.
[0021] Synthesis is performed by combining a character (hereafter referred to as the "original character") that is the source of synthesis (the base of synthesis) with another character (hereafter referred to as the "material character") or item (hereafter referred to as the "material item") that can be synthesized with the original character. The number of material items required for synthesis increases as the level of the original character increases.
[0022] For example, if a player selects character A as the source character and character B as the material character, the status of character A will change (or transition to another character) and character B will disappear. Similarly, if a player selects character A as the source character and item X as the material item, the status of character A will change (or transition to another character) and item X will disappear.
[0023] (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.
[0024] 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 112. The storage unit 120 stores a game event DB 121 and an item management DB 122.
[0025] The management unit 111 manages game media owned by a player. The management unit 111 consumes game media in accordance with a designation of a game event in which game media is consumed. For example, when the management unit 111 receives a designation of a game event in which game media is consumed, the management unit 111 refers to a game event DB 121 stored in the storage unit 120 to identify the amount of game media consumed in the designated game event. The management unit 111 then refers to an item DB 122 stored in the storage unit 120 to identify the amount of game media consumed by the player at the current time, and adds the amount of game media consumed in the game event identified as described above to the identified amount of game media consumed.
[0026] If the amount of game content consumed within a predetermined period is equal to or greater than a first target value, the game processing unit 112 grants the player the right to start a special gacha. If the game processing unit 112 grants the player the right to start a special gacha, the game processing unit 112 enables an operation to start the special gacha.
[0027] When the amount of game media consumed within a predetermined period is less than a first target value and the player does not possess the number of game media necessary to bring the amount of game media consumed within the predetermined period to the first target value, the game processing unit 112 notifies the player of game events in which the player can acquire the required number of game media. For example, when the amount of game media consumed within a predetermined period is less than the first target value and the player does not possess the number of game media necessary to bring the amount of game media consumed within the predetermined period to the first target value, the game processing unit 112 notifies the player of game events in which the player can acquire items in a quantity equal to or greater than the difference between the number of items possessed by the player and the first target value, and which the player can execute within the predetermined period.
[0028] If the amount of game media consumed within a predetermined period is less than a first target value, the game processing unit 112 notifies the player of a game event that will cause the amount of game media consumed within the predetermined period to reach the first target value. For example, if the amount of items consumed within a predetermined period in a game event is less than the first target value, the game processing unit 112 notifies the player of a game event that the player can execute within the predetermined period, in which the player can acquire a number of items equal to or greater than the difference between the number of items the player possesses and the first target value.
[0029] 3 is a diagram showing an example of the game event DB 121. The game event DB 121 stores various settings related to game events that are executed as the game progresses. The game event DB 121 stores, in association with each other, information on, for example, an identifier (event ID) that uniquely identifies a game event, the amount of items consumed when starting a game event, and a completion reward when the game event is completed.
[0030] 4 is a diagram showing an example of the item management DB 122. Various settings related to items that appear in the game are stored in the item management DB 122. For example, the item management DB 122 stores, in association with each other, 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.
[0031] (Terminal) 5 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.
[0032] The communication unit 201 performs various communications with the game server 10 .
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 6 is a flowchart showing an example of a processing procedure performed by the game server 10 at the start of a game event. When the game server 10 receives an operation of the terminal 20 operated by the player, the game server 10 refers to the item management DB 122 and acquires the amount of items consumed by the player in the game event (S10). The game server 10 then determines whether the acquired amount of items consumed is equal to or greater than a first target value (S11). If the game server 10 determines that the amount of items consumed is less than the first target value, it terminates the processing. If the game server 10 determines that the amount of items consumed is equal to or greater than the first target value, it grants the player the right to start a special gacha (S12).
[0037] 7 and 8 are diagrams showing examples of screen transitions. Fig. 7 shows an example of a screen transition showing the cumulative value of item consumption in a game event. Fig. 8 shows an example of a screen transition for starting a special gacha.
[0038] As shown in FIG. 7, the transition screen A100 displays the current consumption amount of an item together with an image G1 indicating the progress toward the target value. The image G1 has a plurality of icons G2 arranged in a circular ring shape, and as the consumption amount of an item approaches the target value, the display of each of the plurality of icons G2 changes in sequence clockwise. Here, in the transition screen A100, the current consumption amount of an item has not reached the target value, and the image G1 shows a state in which the display of some of the icons G2 has changed. In the transition screen A101, the current consumption amount of an item has reached the target value, and the display of all of the icons G2 has changed. Furthermore, in the transition screen A101, the image G1 showing the progress toward the target value displays an icon G3 indicating that the goal has been achieved.
[0039] As shown in Fig. 8, the transition screen A110 displays an image G4 showing a window for starting the special gacha. Here, on the transition screen A110, the current amount of items consumed has not reached the target value, and the player has not been granted the right to start the special gacha, so the operation to start the special gacha is invalid. On the transition screen A111, the current number of items has reached the target value, and the player has been granted the right to start the special gacha, so the operation to start the special gacha is valid.
[0040] <Summary> According to the first embodiment described above, if the amount of game media consumed within a predetermined period is equal to or greater than a first target value, the game server 10 grants the player the right to start a special gacha and increases the number of items that can be acquired through a game event. In other words, if the amount of game media consumed within a predetermined period is equal to or greater than a first target value, the game server 10 grants the player the right to advance advantageously through a game event, thereby encouraging the player to consume game media.
[0041] Second Embodiment The second embodiment of the present invention will be described below. Note that the second embodiment differs from the first embodiment in the method of granting a predetermined right. Therefore, the second embodiment will omit a description of matters common to the first embodiment and will only describe the differences.
[0042] The game processing unit 112 according to the second embodiment determines whether to grant a player the right to start a special gacha based on whether the amount of game content consumed in each of a plurality of game events has reached a corresponding threshold value for each category. The threshold value for each category is a threshold value set for each category of game events. A category of game events refers to a collection of game events categorized by type, such as quests, gacha, and stamina recovery.
[0043] When the number of systems for which the game content consumption in the game events has reached the system-specific threshold is large, the game processing unit 112 increases the degree of preferential treatment for at least one of the number of executable game events, the payment required for executing the game events, and the number of game objects that can be acquired through the game events, compared to when the number of systems for which the game content consumption in the game events has reached the system-specific threshold is small. The game processing unit 112, for example, determines whether the amount of game content consumed in each of a plurality of game events has reached the corresponding system-specific threshold. Then, when the number of systems for which the game content consumption has reached the system-specific threshold is large, the game processing unit 112 increases the degree of preferential treatment for at least one of the number of executable game events, the payment required for executing the game events, and the number of game objects that can be acquired through the game events, compared to when the number of systems for which the game content consumption has not reached the system-specific threshold is small.
[0044] 9, game event DB 121A according to the second embodiment stores various settings related to game events that are executed as the game progresses. Game event DB 121A stores, in association with each other, information on, for example, an identifier (event ID) that uniquely identifies a game event, the type of game event, the amount of items consumed when starting a game event, and a reward for clearing a game event.
[0045] 10, the item management DB 122 according to the second embodiment stores various settings related to items that appear in the game. The item management DB 122 stores, in association with each other, for example, an identifier (player ID) that uniquely identifies a player, the type of game event when the player obtained an item as a reward for clearing the game, 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. The identifiers that indicate the items possessed by the player, the number of items possessed, and the cumulative value of the amount of consumed items are stored separately for each type of game event when the player obtained an item as a reward for clearing the game.
[0046] 11 is a flowchart showing an example of a processing procedure performed by the game server 10 according to the second embodiment at the start of a game event. When the game server 10 receives an operation on the terminal 20 operated by the player, the game server 10 refers to the item management DB 122A and acquires the amount of items consumed by the player for each system of the game event (S20). The game server 10 then determines whether the acquired amount of items consumed for each system is equal to or greater than the corresponding system threshold (S21). If the game server 10 determines that the system includes a system in which the amount of items consumed is less than the system threshold, it terminates the processing. If the game server 10 determines that the system includes a system in which the amount of items consumed is equal to or greater than the system threshold, it grants the player the right to start a special gacha (S22).
[0047] The above-described embodiments may be implemented in the following manner.
[0048] In each of the above embodiments, the game processing unit 112 may manage the consumption amount of items acquired for a fee separately from the consumption amount of items acquired free of charge, and may determine the game event to be notified to the player based on the consumption amount of items acquired for a fee.
[0049] The above-described embodiments are intended to facilitate understanding of the present invention and are not intended to limit the present invention. The flowcharts, sequences, elements included in the embodiments, as well as their arrangements, materials, conditions, shapes, sizes, etc., are not limited to those exemplified and may be modified as appropriate.
[0050] [Hardware configuration] FIG. 12 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 112.
[0051] Regarding the functional block configuration described above, all or part of the management unit 111 and game processing unit 112 included in the game server 10 may be configured to be included in the game control unit 110 of the terminal 20.
[0052] <Additional Notes> <Appendix 1> a management unit that manages game media owned by a player and consumes the game media in accordance with a designation of a game event that consumes the game media; a game processing unit that grants a predetermined right to a player when the amount of game content consumed within a predetermined period is equal to or greater than a first threshold, and that gives preferential treatment to a player who has been granted the predetermined right over a player who has not been granted the predetermined right in at least one of the number of game events that can be executed, the compensation required for executing the game event, and the number of game objects that can be acquired through the game event; having Information processing device
[0053] According to Supplementary Note 1, if the amount of game content consumed within a predetermined period is equal to or greater than a first threshold, the player can be granted a predetermined right related to the progress of a game event, thereby encouraging consumption of game content.
[0054] <Appendix 2> When the amount of game content consumed within the predetermined period is equal to or greater than a second threshold value that is greater than the first threshold value, the game processing unit increases the degree of preferential treatment for at least one of the number of executable game events, the compensation required for executing a game event, and the number of game objects that can be acquired through a game event, compared to when the amount of game content consumed within the predetermined period is not equal to or greater than the second threshold value. 2. The information processing device according to claim 1.
[0055] According to Appendix 2, when the amount of game media consumed within a specified period is equal to or greater than a second threshold value that is greater than the first threshold value, the degree of preferential treatment regarding the progress of the game event can be increased, thereby further encouraging consumption of game media. <Appendix 3> A threshold for each of a plurality of game events is set, the game processing unit determines whether to grant the predetermined right to the player based on whether the amount of game content consumed in each of the plurality of game events has reached the corresponding system-specific threshold value; 3. The information processing device according to claim 1 or 2.
[0056] According to Appendix 3, when the consumption of game media for each type of game event reaches the corresponding threshold for each type, the player is granted certain rights regarding the progress of the game event, thereby encouraging the player to play the game repeatedly and to consume game media.
[0057] <Appendix 4> the game processing unit increases the degree of preferential treatment for at least one of the number of executable game events, the compensation required for executing a game event, and the number of game objects that can be acquired through a game event when a large number of systems have reached the system-specific threshold, compared to when a small number of systems have reached the system-specific threshold; 4. The information processing device according to claim 3.
[0058] According to Appendix 4, when there are many types of game events in which the consumption of game media has reached the system-specific threshold, the degree of preferential treatment regarding the progress of game events can be increased compared to when there are few types of game events in which the consumption of game media has not reached the system-specific threshold, thereby further encouraging repeat play of the game and encouraging consumption of game media.
[0059] <Appendix 5> when the amount of game media consumed within the predetermined period is less than the first threshold and the player does not possess the number of game media necessary to make the amount of game media consumed within the predetermined period reach the first threshold, the game processing unit notifies the player of a game event in which the player can obtain the necessary number of game media; 5. The information processing device according to any one of claims 1 to 4.
[0060] According to Supplementary Note 5, the player can be prompted to execute a game event so that the amount of game content consumed within a predetermined period of time reaches the first threshold.
[0061] <Appendix 6> When the amount of game content consumed within the predetermined period is less than the first threshold, the game processing unit notifies the player of a game event that will cause the amount of game content consumed within the predetermined period to reach the first threshold. 6. An information processing device according to any one of appendices 1 to 5.
[0062] According to Supplementary Note 6, the player can be prompted to execute a game event so that the amount of game content consumed within a predetermined period of time reaches the first threshold.
[0063] <Appendix 7> An information processing method performed by an information processing device, managing game media owned by a player and consuming the game media in accordance with a designation of a game event requiring the consumption of the game media; granting a predetermined right to a player when the amount of game content consumed within a predetermined period is equal to or greater than a first threshold, and giving preferential treatment to a player who has been granted the predetermined right over a player who has not been granted the predetermined right in at least one of the number of game events that can be executed, the compensation required for executing the game event, and the number of game objects that can be acquired through the game event; An information processing method including:
[0064] According to Supplementary Note 7, if the amount of game content consumed within a predetermined period is equal to or greater than a first threshold, the player can be granted certain rights related to the progress of the game event, thereby encouraging consumption of game content.
[0065] <Appendix 8> On the computer, managing game media owned by a player and consuming the game media in accordance with a designation of a game event requiring the consumption of the game media; granting a predetermined right to a player when the amount of game content consumed within a predetermined period is equal to or greater than a first threshold, and giving preferential treatment to a player who has been granted the predetermined right over a player who has not been granted the predetermined right in at least one of the number of game events that can be executed, the compensation required for executing the game event, and the number of game objects that can be acquired through the game event; A program to execute.
[0066] According to Supplementary Note 8, if the amount of game content consumed within a predetermined period is equal to or greater than a first threshold, the player can be granted a predetermined right related to the progress of a game event, thereby encouraging consumption of game content. [Explanation of symbols]
[0067] 10...game server, 20...terminal, 110...game control unit, 111...management unit, 112...game processing unit, 120...memory unit, 121, 121A...game event DB, 122, 122A...item management DB, 100-1...communication controller, 100-2...CPU, 100-3...RAM, 100-4...ROM, 100-5...storage device, 100-5a...program, 100-6...drive device, 201...communication unit, 202...UI unit, 203...game control unit, 210...memory unit, 211...game data.
Claims
[Claim 1] a management unit that manages game media owned by a player and consumes the game media in accordance with a designation of a game event that consumes the game media; a game processing unit that grants a predetermined right to a player when the amount of game content consumed within a predetermined period is equal to or greater than a first threshold, and that gives preferential treatment to a player who has been granted the predetermined right over a player who has not been granted the predetermined right in at least one of the number of game events that can be executed, the compensation required for executing the game event, and the number of game objects that can be acquired through the game event; having Information processing device.
Citation Information
Patent Citations
Game system and program
JP6814585B2